DBFZ/Vegeta/Frame Data

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< DBFZ‎ | Vegeta
 Vegeta

Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 6 3 11 -2 11 16 16
5LL 700 All 11 3 18 -5 15
5LLL 300, 700 U3+ All 11 2 18 -4 (airborne) 1-12 Head 15 Launch 39
5M 700 All 9 3 18 -5 15
5H 850 U1 All 13 6 18 -8 15 Launch 22 /
5S 300×1~8 All 13 24 -3 20 23 25
2L 400 Low 7 3 13 -4 11 16 16
2M 700 Low 11 4 18 -5 15 Launch 22
2H 850 U1+ All 13 3 27 -14 4-15 Head 15 Launch 22 / 39
2S 500 All 12 24 -3~+20 20 23 25
6M 850 High 24 6 4+6L 0 15 18 23
j.L 400 High 6 3
j.M 700 High 9 4
j.H 850 / 1000 D1+ [D3+] High 13 4
j.S 300 All 13 X+7L 20 23 25
j.2H 850 U1+ All 12 5 10 15 Launch 22 / 39
j.2S 500 All 12 X+5L 20 23 25

Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Super Dash Kick 800 All 11 6 15 -5 (airborne) 15 Launch
236M M Super Dash Kick 900 U1+ All 15 9 21 -9 Launch
236H H Super Dash Kick 1300 U1+ All 29-36 9 22 -5 9~19-26 Full (while invisible) Launch
j.236L Air L Super Dash Kick 800 All 11 4 23 Launch
j.236M Air M Super Dash Kick 900 U1+ All 15 9 23 Launch
j.236H Air H Super Dash Kick 1300 U1+ All 29-36 9 23 5~19-26 Full (while invisible) Launch
214L L Deadly Knee Drop 920 D1 All 26-33 Until Landing, 3 14 -4 Launch
214M M Deadly Knee Drop 1000 D1 All 29-33 Until Landing, 3 14 -4 Launch
214H H Deadly Knee Drop 1200 D1 All 26-33 Until Landing, 3 14 -4 Launch
j.214L Air L Deadly Knee Drop 920 D1 All 26-33 Until Landing, 3 14 -4 Launch
j.214M Air M Deadly Knee Drop 1000 D1 All 29-33 Until Landing, 3 14 -4 Launch
j.214H Air H Deadly Knee Drop 1200 D1 All 26-33 Until Landing, 3 14 -4 Launch
236S Energy Cutter 1000 All 22 23 -4 (airborne) Launch
214S I have no use for Saiyans that can't move 0 U1+ Throw 16 3 15 Launch 22 / 39

Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Energy Cutter 800 All 25 +30 30 Launch
Assist B Super Dash Kick 800 All 20 6 +25 25 Launch 50
Assist C Dirty Fireworks 300, 490, 280 All 28 [20] +29 29

Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Galick Gun 280×10 [350×10] All 9+4 -21 9-20 All
j.236L+M Air Galick Gun 280×10 All 9+4 9-20 All
214L+M Galaxy Breaker 234×20 [260×20] All 9+3 -27 1-20 All

Sources

Navigation

 Vegeta
To edit frame data, edit values in DBFZ/Vegeta/Data.
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