DBFZ/SS Vegeta/Frame Data

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System Data[edit]

Health: 10,000

Jump Startup: 4F

Assist Cooldown:



Normal Attacks[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
5L 400 5 - B1 All - 6 3 12 -3 - - - - -
5LL 700 7 - B2 All - 10 4 14 -2 - - - - -
5LLL 700 / 1000 12 - B6 All U3+ 12 3 21 -5 - - - - -
2L 400 5 - F1 Low - 7 3 13 -4 - - - - -
5M 700 7 - B2 All - 9 6 16 -6 - - - - -
2M 700 7 - F2 Low - 10 4 18 -6 - - - - -
6M 850 12 - B3 High - 24 6 10 0 - - - - -
5H 850 12 - B4 All U1 14 6 18 -8 - - - - -
2H 850 12 - B4 All U1+ 13 3 30 -17 - - - - -
5S or 5[S] 250*8 6*8 - P1 All - 13 [1(9)] *8 24 -4 [+3] - - - - -
j.L 400 5 - H1 High - 6 3 13 -4 - - - - -
j.M 700 7 - H2 High - 10 4 14 0 - - - - -
j.H 850 / 1000 12 - H3 High D1+ 13 6 22 -12 - 10 - - -
j.2H 850 12 - H3 All U1+ 12 3 12 +3 - 15 - - -
j.S or j.[S] 250*5 6*5 - P1 All - 12 [1(9)] *5 23 -3 - 20 - - -

Special Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Interceptor Kick
j.2L 900 7 - B2 All - 17 Until Landing 13 0* - 13 Ground Bounce Soft KD -

Remains active until Vegeta lands; *becomes more minus on block the earlier in active frames it connects

Super Dash Kick
236L 900 10 - B3 All - 11 6 26 -4 - 22 - - -
236M 300*2, 500 8*3 - B2*2, B3 All U1+ 11 4(10)4(11)8 17 -9 to -2 - 15 - - -
236H 1000 -100 - B3 All U1+ 11 12 23 -19 to -8 - 15 - - -
j.236L 900 10 - H3 All - 10 6 26 -5 - 21 - - -
j.236M 300*2, 500 8*3 - H2*2, H3 All U1+ 11 4(10)4(11)8 27 -19 to -12 - 15 - - -
j.236H 1000 -100 - H3 All U1+ 10 12 15 -11 to 0 - 15 - - -
Crushing Knee Kick
214L 900 10 - B6 All - 9 9 31 -18 to -28 - 13 - - Head 1-

Disadvantage on block depends on which active frames connect

214M 800 / 800,300 10 / 10*2 - B3 All D1 16 12 30 -17 to -30 - 13 - - Full 1-19

Disadvantage on block depends on which active frames connect

214H 800,100*5 / 800,100*5,300 -100 - B3 All D1 9 22 37 -24 to -47 - 13 - - Full 1-11

Disadvantage on block depends on which active frames connect

j.214L 900 10 - H6 All - 9 9 27 -14 to -24 - 13 - - Head 1-

Disadvantage on block depends on which active frames connect

j.214M 800 / 800,300 10 / 10*2 - H3 All D1 12 12 33 -20 to -30 - 13 - - Full 1-15

Disadvantage on block depends on which active frames connect

j.214H 800,100*5 / 800,100*5,300 -100 - H3 All D1 9 12 27 -14 to -27 - 13 - - Full 1-11

Disadvantage on block depends on which active frames connect

Consecutive Energy Blast
236S 100*16 2*16 - P1 All - 18 1(5)*15, 1 26 -4 - 22 - - -
j.236S 100*16 2*16 - P1 All - 16 1(5), 1(4)1(5)*7, 1 21 +1 - 22 - - -

Frame advantage improves with range

Assist[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Consecutive Energy Blast
A1/A2 130*8 0 - P1 All - 45 [1(4)]*8 69 - - - - - -

Super Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Big Bang Attack
236LM
or 236HS
2200 -100 - P3 All UDV 9+4 1 57 -27 - 30 - - 9-21 All

Advantage on block improves with range

j.236LM
or j.236HS
2200 -100 - P3 All UDV 9+4 1 56 -26 - 30 - - 9-21 All

Advantage on block improves with range

Final Flash
214LM
or 214HS
220*20 -300 - P3 All UDV 14+3 85 50 -34 - 16 - - 1-28 All
j.214LM
or j.214HS
220*20 -300 - P3 All UDV 14+3 85 Until Landing - - 16 - - 1-28 All

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 4LL[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S (1-8) - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S (1-5) - - - - Sp
  • j.LL acts like j.M with better reach and only comes out on air-to-air hit on the point character.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources[edit]

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Navigation[edit]


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