DBFZ/SSB Vegeta/Frame Data

From Dustloop Wiki

Template:CharNav-DBFZ

System Data

Health:

Prejump:

Assist Cooldown:


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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 GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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 GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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 - 47, 67 - - - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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


Template:CharLinks-DBFZ Template:Navbar-DBFZ