DBFZ/SS Vegeta/Frame Data

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System Data[edit]


Normal Attacks[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

Z Assists[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A
Consecutive Energy Blast
130*8 0 - - P1 All - 38 [1(4)]*8 69 +53 - +53 - - -
Assist B - - - - - - - 26 - - +31 - +31 - - -
Assist C - - - - - - - - - - - - - - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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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