DBFZ/SS Vegeta/Frame Data

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 Vegeta (Super Saiyan)

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 Attacks

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 12 -3
5LL 700 All 10 4 14 -2
5LLL 700 / 1000 U3+ All 12 3 21 -2
5M 700 All 9 6 15 -5
5H 850 U1 All 14 6 18 -8
5S 250×8 All 13 [1(9)] ×8 24 -2
2L 400 Low 7 3 13 -4
2M 700 Low 10 4 17 -5
2H 850 U1+ All 13 3 30 -17
6M 850 High 24 6 10 0
j.L 400 High 6 3 13
j.M 700 High 10 5 13
j.H 850 / 1000 D1+ [D3+] High 13 6 22 10
j.S 250×5 All 12 [1(9)] ×5 23 20
j.2H 850 U1+ All 12 3 12 15

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
j.2L L Interceptor Kick 900 All 12 Until Landing 13 -7 ~ -1 2 13 Ground Bounce Soft KD
j.2M M Interceptor Kick 950 D1 All 17 Until Landing 13 -7 ~ -1 2 13 Ground Bounce Soft KD
236L L Super Dash Kick 900 All 11 6 26 -5 22
236M M Super Dash Kick 300×2, 500 U1+ All 11 4(10)4(11)8 17 -5 15
236H H Super Dash Kick 1000 U1+ All 11 12 23 -19 15
j.236L Air L Super Dash Kick 900 All 10 6 26 -5 21
j.236M Air M Super Dash Kick 300×2, 500 U1+ All 11 4(10)4(11)8 27 15
j.236H Air H Super Dash Kick 1000 U1+ All 10 12 15 15
214L L Crushing Knee Kick 900 All 9 9 31 -28 1- 13
214M M Crushing Knee Kick 800,300 D1 All 16 12 30 -30 Full 1-19 13
214H H Crushing Knee Kick 800,100×5,300 D1 All 9 22 37 -47 Full 1-11 13
j.214L Air L Crushing Knee Kick 900 All 9 9 27 Head 1- 13
j.214M Air M Crushing Knee Kick 800,300 D1 All 12 12 33 Full 1-15 13
j.214H Air H Crushing Knee Kick 800,100×5,300 D1 All 9 12 27 Full 1-11 13
236S Consecutive Energy Blast 100×16 All 9 [1(5)] ×15, 1 26 -7 22
j.236S Air Consecutive Energy Blast 100×16 All 9 1(5), [1(4)1(5)]×7, 1 21 22

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 Consecutive Energy Blast 130×8 All 37 [1(4)]×8 69 +86 Launch
Assist B Super Dash Kick 800 All 20 6 Total 82~116 +31 31 Launch 45
Assist C Crushing Knee Kick 180×6, 400 All 40 [20] 22 Total 126~177 +18 ~ +24 36-? Full 6f per hit Launch 93

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 L+M Big Bang Attack 2200 UDV All 9+4 Total 69 -27 9-21 All
236H+S H+S Big Bang Attack 2200 UDV All 9+4 Total 69 -41 9-21 All
j.236L+M Air Big Bang Attack 2200 UDV All 9+4 Total 69 -26 9-21 All
214L+M Final Flash 220×20 UDV All 12+3 85 50 -34 1-28 All 16
j.214L+M Air Final Flash 220×20 UDV All 12+3 85 Until Landing 1-28 All 16

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S DR, Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 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 - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used 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

Navigation

 Vegeta (Super Saiyan)
To edit frame data, edit values in DBFZ/SS Vegeta/Data.
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