Difference between revisions of "DBFZ/SS Vegeta/Frame Data"

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Revision as of 13:27, 13 August 2019

System Data


Normal Attacks

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S or 5[S]
j.L
j.M
j.H
j.2H
j.S or j.[S]

Special Moves

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Interceptor Kick
j.2L

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

Super Dash Kick
236L
236M
236H
j.236L
j.236M
j.236H Crushing Knee Kick
214L

Disadvantage on block depends on which active frames connect

214M

Disadvantage on block depends on which active frames connect

214H

Disadvantage on block depends on which active frames connect

j.214L

Disadvantage on block depends on which active frames connect

j.214M

Disadvantage on block depends on which active frames connect

j.214H

Disadvantage on block depends on which active frames connect

Consecutive Energy Blast
236S
j.236S

Frame advantage improves with range

Assist

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Consecutive Energy Blast
A1/A2

Super Moves

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Big Bang Attack
236LM
or 236HS

Advantage on block improves with range

j.236LM
or j.236HS

Advantage on block improves with range

Final Flash
214LM
or 214HS
j.214LM
or j.214HS

Z Combo Table

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

Placeholder

Navigation


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System Explanations

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