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 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
5L 400 Strike All 6 3 12 -3 - - - - - -
5LL 700 Strike All 10 4 14 -3 - - - - - -
5LLL 1000 Strike All 12 3 21 -5 - - - - - -
2L 400 Strike Low 7 3 13 -4 - - - - - -
5M 700 Strike All 9 6 16 -6 - - - - - -
2M 700 Strike Low 10 4 18 -6 - - - - - -
6M 850 Strike High 24 6 10 0 - - - - - -
5H 850 Strike All 14 6 18 -8 - - - - - -
2H 850 Strike All 13 3 30 -17 - - - - - -
5S or 5[S] 250*1~8 Projectile Lvl 1 All 13 [1(9)] *8 24 -4 [+3] - - - - - -
j.L 400 Strike High 6 3 13 -4 - - - - - -
j.M 700 Strike High 10 4 14 +1 - - - - - -
j.H 850 [1000] Strike High 13 6 22 -12 - 10 - - - -
j.2H 850 Strike All 12 3 12 +3 - 15 - - - -
j.S or j.[S] 250*1~5 Projectile Lvl 1 All 12 [1(9)] *5 23 -3 - 20 - - - -

Special Moves[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Interceptor Kick
j.2L 900 Strike All 17 variable 13 0* - 13 - - - -

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

Super Dash Kick
236L 900 Strike All 11 6 26 -4 - 22 - - - -
236M 300*2, 500 Strike All 11 4(10)4(11)8 17 -9 to -2 - 15 - - - -
236H 1000 Strike All 11 12 23 -19 to -8 - 15 - - - -
j.236L 900 Strike All 10 6 26 -5 - 21 - - - -
j.236M 300*2, 500 Strike All 11 4(10)4(11)8 27 -19 to -12 - 15 - - - -
j.236H 1000 Strike All 10 12 15 -11 to 0 - 15 - - - -
Crushing Knee Kick
214L 900 Strike All 9 9 31 -18 to -28 - 13 - - - -

Disadvantage on block depends on which active frames connect

214M 800, 300 Strike All 16 12 30 -17 to -30 - 13 - - 1-19 -

Disadvantage on block depends on which active frames connect

214H 800, 100*5, 300 Strike All 9 22 37 -24 to -47 - 13 - - 1-11 -

Disadvantage on block depends on which active frames connect

j.214L 900 Strike All 9 9 27 -14 to -24 - 13 - - - -

Disadvantage on block depends on which active frames connect

j.214M 800, 300 Strike All 12 12 33 -20 to -30 - 13 - - 1-15 -

Disadvantage on block depends on which active frames connect

j.214H 800, 100*5, 300 Strike All 9 22 27 -14 to -27 - 13 - - 1-11 -

Disadvantage on block depends on which active frames connect

Consecutive Energy Blast
236S 80*16 Projectile Lvl 1 All 18 1(5)*15, 1 26 -4 - 22 - - - -
j.236S 80*16 Projectile Lvl 1 All 16 1(5), 1(4)1(5)*7, 1 21 +1 - 22 - - - -

Frame advantage improves with range

Assist[edit]

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

Super Moves[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Big Bang Attack
236LM
or 236HS
2200 Projectile Lvl 3 All 9+4 1 57 -27 - 30 - - 9-21 -

Advantage on block improves with range

j.236LM
or j.236HS
2200 Projectile Lvl 3 All 9+4 1 56 -26 - 30 - - 9-21 -

Advantage on block improves with range

Final Flash
214LM
or 214HS
220*20 Projectile Lvl 3 All 14+3 85 50 -34 - 16 - - 1-28 -
j.214LM
or j.214HS
220*20 Projectile Lvl 3 All 14+3 85 51 -35 - 16 - - 1-28 -

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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System Explanations

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