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DBFZ/SSB Vegeta/Frame Data
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DBFZ
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SSB Vegeta
Revision as of 20:48, 2 April 2018 by
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(Added frame data from character page)
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Navigation
Overview
Combos
Strategy/Counter Strategy
Full Frame Data
System Data
Health
:
10,000
Prejump:
Assist Cooldown:
Normal Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
Frame Adv.
The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Invul.
400
All
-
6
3
-
-3
-
700
All
-
8
3
-
-4
-
1000
All
-
13
3
-
-4
-
400
L
-
7
3
-
-3
-
700
All
-
9
6
-
-6
-
700
L
-
10
4
-
-6
-
850
H
-
24
6
-
0
-
850
All
-
14
3
-
-8
-
850
All
-
13
2
-
-17
-
500
All
-
13
-
-
-5
-
500
All
-
13
-
-
-5
-
400
H
-
-
-
-
-
-
700
H
-
-
-
-
-
-
850
H
-
-
-
-
-
-
850
All
-
-
-
-
-
-
500
All
-
-
-
-
-
-
500
All
-
-
-
-
-
-
Special Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
Frame Adv.
The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Invul.
Super Dash Kick
500
All
-
12
3
-
-5
-
500
All
-
15
3
-
2
-
600
All
-
11
4
-
-5
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Super Dash Kick Followup 1
500
All
-
10
3
-
-8
-
572 (3 hits)
All
-
17
3/3/3
-
-8
-
600
All
-
10
3
-
-13
-
Super Dash Kick Followup 2
500
All
-
12
6
-
-9
-
600
All
-
18
6
-
-10
-
700
All
-
16
8 [15 on hit]
-
-5
-
On a Scale of One to Ten, I'll Give You a Three
1200
Throw
-
25
1
-
-
-
1200
Throw
-
22
5
-
-
-
1560
Throw
-
20
5
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Big Bang Attack
1300
All
-
14
-
-
-13
-
1300
All
-
-
-
-
-
-
Assist
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
Frame Adv.
The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Invul.
Big Bang Attack
800
All
-
-
-
-
-
-
Super Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
Frame Adv.
The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Invul.
Niagara Pummel
2210
All
-
-
-
-
-
-
Galick Gun
2050
All
-
-
-
-
-
-
Final Flash
3982
All
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Final Flash Attack!
1540
All
-
-
-
-
-
-
Sources
Overview
Combos
Strategy/Counter Strategy
Resource Dump
Full Frame Data
Template:Navbar-DBFZ
Contents
Back to top
Contents
1
System Data
2
Normal Moves
3
Special Moves
4
Assist
5
Super Moves
6
Sources