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DBFZ/SS Vegeta/Frame Data
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DBFZ
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SS Vegeta
Revision as of 05:50, 21 March 2018 by
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→Super Moves
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Added frame data based on hitbox viewer and 60fps recording
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Navigation
Overview
Combos
Strategy/Counter Strategy
Full Frame Data
System Data
Health
:
10,000
Prejump:
Assist Cooldown:
Normal Attacks
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
12
-3
-
700
All
-
10
4
14
-3
-
1000
All
-
12
3
21
-5
-
400
-
-
7
3
13
-4
-
700
All
-
9
6
16
-6
-
700
All
-
10
4
18
-6
-
850
High
-
24
6
10
0
-
850
All
-
14
6
18
-8
-
850
All
-
13
3
30
-17
-
250x(1-8)
All
-
13, 10x(0-7)
1x(1-8)
24
-4
-
400
High
-
6
3
13
-4
-
700
High
-
10
4
14
+1
-
850
High
-
13
6
22
-12
-
850
All
-
12
3
12
+3
-
250x(1-5)
All
-
12, 10x(0-4)
1x(1-5)
23
-3
-
Special Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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.
Interceptor Kick
900
All
-
17
variable
13
0*
-
Super Dash Kick
900
All
-
11
6
26
-4
-
300, 300, 500
All
-
11
4(10)4(11)8
17
-9 to -2
-
1000
All
-
11
12
23
-19 to -8
-
900
All
-
10
6
26
-5
-
300, 300, 500
All
-
11
4(10)4(11)8
27
-19 to -12
-
1000
All
-
10
12
15
-11 to 0
-
Crushing Knee Kick
900
All
-
9
9
31
-18 to -28
-
1010 (2 hits)
All
-
16
12
30
-17 to -30
1-19
1360 (7 hits)
All
-
9
22
37
-24 to -47
1-11
900
All
-
9
9
27
-14 to -24
-
1010 (2 hits)
All
-
12
12
33
-20 to -30
1-15
1360 (7 hits)
All
-
9
22
27
-14 to -27
1-11
Consecutive Energy Blast
80*16
All
-
18
1(5)*15, 1
26
-4
-
80*16
All
-
16
1(5), 1(4)1(5)*7, 1
21
+1
-
Assist
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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.
Consecutive Energy Blast
130x8
All
-
37, 5x7
1x8
69
-
-
Super Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
2200
All
-
9+4
1
57
-27
9-21
2200
All
-
9+4
1
56
-26
9-21
Final Flash
3982 (30 hits)
All
-
14+3
85
50
-34
1-28
3982 (30 hits)
All
-
14+3
85
51
-35
1-28
Sources
Overview
Combos
Strategy/Counter Strategy
Resource Dump
Full Frame Data
Template:Navbar-DBFZ
Contents
Back to top
Contents
1
System Data
2
Normal Attacks
3
Special Moves
4
Assist
5
Super Moves
6
Sources