DBFZ/Kefla

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Overview[edit]
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Overview

Kefla is a powerful ground-based rushdown character with an emphasis on winning chaotic scrambles with her strong frame data and variety of suppressive moves. Kefla's mobility on the ground is very strong thanks to her teleport which both crosses up and can be used for left/right mixups with assists, as well as her variety of useful moves like 3 lows and a long overhead. She's also able to keep up the pressure, with an excellent suite of powerful zoning tools like ki blasts and beams. She even takes a page from Piccolo and steals his Hellzone Grenade move, renaming it to Gigantic Ray. It's strong on Piccolo, and on a rushdown character like Kefla, it's a deadly pressure tool to lock opponents down while you zip all about the screen. While Kefla does well in neutral and in the corner, she's able to be beaten out thanks to her poor aerial game and her strange air attacks. Gigantic Ray is also guard cancellable, making it difficult to use multiple times in a row without getting punished. If you like setting up chaotic messes of attacks and wearing down your opponent with sheer tenacity, look no further than this teenage fusion.


"This power just keeps comin' and comin'! Damn, it feels good to be a Saiyan!"
Lore:Kale and Caulifla are a pair of Saiyan women from Universe 6. Caulfila is an extremely powerful Saiyan prodigy (who unlocked Super Saiyan and Super Saiyan 2 in the same week) who runs a gang on Planet Sadala. Kale is a very passive, shy Saiyan girl, who unlocked her own form of Super Saiyan in a similar style to that of Broly. During the Tournament of Power, they performed a Potara Fusion to become Kefla, the most powerful Saiyan from their Universe. With Kale's legendary power and Caulifla's cunning, she proved to be an even match for Goku before he unlocked the power of Ultra Instinct.
Playstyle
DBFZ Kefla Icon.png Kefla is a rushdown character that flourishes in scrambles with a frightening ground game.
Pros Cons
  • Blockstrings: Great frame data with almost all special moves being safe on block, as well as having solid high/low with an extendable overhead and 3 lows.
  • Anti Reflect: Many of her normals move far distances and hit multiple times, giving ample time to hit-confirm.
  • Gigantic Ray: Enables Kelfa's mix-up game to shine, and is extremely strong when blocked in the air.
  • Teleport: 214S is a command dash that crosses up, leads to instant left/right mix-ups with assists, and can also serve as an escape.
  • Zoning: Many zoning tools like ki blasts, beam projectile Super Cannonball, and psuedo-shield Gigantic Breaker.
  • Aerial Game: Almost zero air presence as most of her special moves aren't air-ok, despite decent air buttons.
  • Left/Right: Cross-ups can be difficult to set up due to the nature of her air attacks.
  • Vs. Guard Cancel: Her pressure tool, Gigantic Ray, is guard cancellable.

Normal Moves[edit]

5L[edit]
5L
DBFZ Kefla 5L.png
DBFZ Kefla 5LL.png
Potara Kicks
DBFZ Kefla 5LLL.png
Shades of R. Mika.
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 - - -3 -
  • 5L slides forward, 4LL doesn't.
  • Good frame advantage.
5LL 180*4 All - 11 - - -5 -
  • On hit, forces crouching opponent to stand up, holds airborne opponent mostly in place for all hits to connect.
5LLL 1000 All U3+ 13 - +5L +12 (-5 on landing) -
  • Always whiffs against crouching characters, even if they're visually standing.
  • Recovers in midair.
  • Has 5f of landing recovery on block, 7f on whiff or hit.
  • Jails into Vanish.
  • 5LLL > j.214S is -6 on block.

If you somehow make them block this, the 5f of landing recovery is still in the way of high-low mixs.

5M[edit]
5M
DBFZ Kefla 5M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
180*4 All - 10 - - -7 -
  • Multiple hits, lower than average damage. Does 666 damage raw, so you know this normal is going to be cursed.
  • All hits are jump cancellable on hit
  • Goes just over halfscreen

5L > 5M or 2L > 5M on reflect will put Kefla right back in their face, forcing them to block or gamble a second reflect.

5H[edit]
5H
DBFZ Kefla 5H.png
The armless dab kick
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 / 1000 All U1 14 - - -10 -
  • Smash hit wall splats, combos into SD.
  • Tall hitbox, making it good for corner combos.
  • Kefla can perform the rejump combo, it's much like Bardock's but harder.

Kefla was blessed with a 5H that is better than most other characters. Besides the points mentioned above, it also travels far enough forward to catch reflect and cancels into 214X, which hit low and also beat reflect. It should be mentioned again that this move is great for corner combos, as 2M > delay 5M > 5H is very consistent and highly damaging compared to other characters.

5S[edit]
5S
DBFZ Kefla 5S.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*6 All - 11 X{(9)X}*5 - -5 -
  • Hold or mash S to shoot all 6 Ki Blasts.
  • One of the fastest Ki Blasts in the game at 11 frames.

Kefla's Ki Blast is the same speed as Teen Gohan's, but she can fire off two more Ki Blasts than he can.

2L[edit]
2L
DBFZ Kefla 2L.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 Low - 7 - - - -
  • Short low.

Kefla's fastest low normal. Decent frame advantage, so also good for pressure.

2M[edit]
2M
DBFZ Kefla 2M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 9 - - -5 -
  • Rather short, but fast sweep.
2H[edit]
2H
DBFZ Kefla 2H.png
SHORYUKEN!
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 / 1000 All U1+ 13 - - -15 4- Head
  • Smash hit combos into SD.
  • Puts her airborne. If cancelled early, stays grounded.
6M[edit]
6M
DBFZ Kefla 6M.png
B O N K
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 4+6L 0 -
  • Universal overhead.

Faster than 6H by 3 frames, although unlike 6H you can't combo off of it without assists.

6H[edit]
6H
Double Hammer
DBFZ Kefla 6H.png
Watch yo dome
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 27 - - -11 -
  • Extendable overhead thanks to its gatling options and high hitstun.
  • Versatile combo filler after assists, 6H > 5H > 214M does a ton of damage.
  • Scales poorly.

The mixup tool. Midscreen you're going to want to cancel this into 2H and hitconfirm SD or 214L from there, but in the corner you should route immediately into 214M for max damage.

j.L[edit]
j.L
DBFZ Kefla jL.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 - - - -
  • A high jab with some range.
  • Very easy to snipe superdashes with.
j.M[edit]
j.M
DBFZ Kefla jM.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500*2 High - 7 - - - -
  • Very active with good range.
  • Basically Bardocks j.M.
  • Very low knockback, some basic combos don't work as a result.

This is your primary air combo filler thanks to j.H's massive hitbox.

j.H[edit]
j.H
DBFZ Kefla jH.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5LLLLLLL 850 / 1000 High D3+ 13 - - - -
  • Smash hit can wall bounce.
j.H 850 / 1000 High D1+ 13 - - - -
  • Smash hit causes SKD.
j.S[edit]
j.S
DBFZ Kefla jS.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400*4 All - 11 X{(9)X}*3 +5L - -
  • Hold or mash S to shoot all 4 Ki blasts.
  • Stops all air momentum.
  • Really mean crossup tool.
j.2H[edit]
j.2H
DBFZ Kefla j2H.png
Potara Knee
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 13 - - - -
  • Push Kefla forward, keeps some momentum.

Special Moves[edit]

Super Cannonball[edit]
Super Cannonball
236L/M/H
DBFZ Kefla SuperCannonball.png
DBFZ Kefla SuperCannonball2.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Beam property projectile.
  • Jails into Vanish
L 900 All - 18 - - -5 -
  • Throws a projectile forward.
M 900 All - 18 - - -5 -
  • Throws it angled upward.
H 900*2 All - 28 - - +4 -
  • Throws 2 projectiles forward.

Is +4 on block, meaning the opponent can't backdash out of 5L.

On hit, can link into SD even from midscreen, or into air normals in the corner.

Ain't nobody that can stop me![edit]
Ain't nobody that can stop me!
214L/M/H
DBFZ Kefla Aintnobody.png
LOW HITTING LARIAT AWAAAY
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 900 Low - 14 - - -5 -
  • Goes half screen forward.
M 1000 Low U1+ 20 - - -5 -
  • Goes 75% of the screen.
  • Smash hit can wall splat, has enough frame adv to link into 5H in the corner.
H 1200 Low U1+ 17 - - -5 -
  • Goes 80% of the screen.
  • Smash hit wall splats really high up, forces a soft knockdown.
  • Absolutely terrifying.
Gigantic Breaker[edit]
Gigantic Breaker
236S (Air OK)
DBFZ Kefla GiganticBreaker.png
DBFZ Kefla GiganticBreaker2.png
RASENGAN!!!!!
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground Uncharged 30*4, 150, 1100 All D1 14 - - -3 -
Ground Charged 30*5~12, 1300 All - 14 - - -3 -
  • Kefla stands still to charge her attack, then dashes forward 80% of the screen and throw a beam projectile.
  • Smash on the dash. Smash hit causes SKD.
  • Projectile guard point from frame 4 to when she throws her projectile.
  • Holding S will extend the first part, but lose the dash.
  • Projectile jails into Vanish, but there's a gap between charge > dash and charge > projectile.
  • Grounded Smash version can combo into 236H+S.
Air Uncharged 30*4, 150, 1100 All D1 14 - +5L - -
Air Charged 30*5~12, 1300 All - 14 - +5L - -
  • j.LL(2) > j.236S is Kefla's anywhere sliding knockdown. Can combo into any Super afterward beside Gigantic Ray.
Time to test this power out![edit]
Time to test this power out!
214S (Air OK)
DBFZ Kefla Timetotestthisout.png
zoooooooom
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground - - - - - Total 38 - -
  • Dashes forward, tracks horizontally and always sides switches.
  • Has a minimum distance she has to travel. At close range, the dash will leave her slightly away from the opponent, at far range she'll stay right behind them.
  • Fully invincible from frame 4.

Allows her to sneak past beams, or other things that may be annoying for her to deal with.

Air - - - - - Until L+? - -
  • Dashes diagonally downward, can also steal the corner like the grounded version.
  • Fully invincible from frame 4.

Z Assists[edit]

Assist A[edit]
Super Cannonball
Assist A
DBFZ Kefla SuperCannonball.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 All - 26 - - +25 -
  • Stands still and does 236L.

A great assist. It's fast, has almost a second of hitstun, isn't too bad on block, and has beam properties allowing it to smack superdash and Ki Blasts. Good for neutral and combos, although her B assist has it beat in the blockstun department.

Assist B[edit]
Mighty Kick
Assist B
DBFZ Kefla 5LL.png
YOSHA, wait, wrong fusion
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
250*4 All - 36 - - +44 -
  • Slides forward and does 5LL.
  • On ground hit, the opponent is kept grounded. On air hit, they are sent away slightly.

Incredibly good blockstun, but slow with not that much range. It's hard to use in neutral as a result, and even using it in combos can be a bit tricky. Still, it's very good for jailing opponents and keeping them guessing due to it's high blockstun, and it's reward on hit isn't awful either.

Assist C[edit]
Gigantic Breaker
Assist C
DBFZ Kefla GiganticBreaker.png
DBFZ Kefla GiganticBreaker2.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
30*4, 800, 400 All - 34 [21] - - +25 -
  • Slides forward and does 236S.
  • There's a gap between charge > projectile.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.

Super Moves[edit]

Ultra Cannonball[edit]
Ultra Cannonball
236L+M (Air OK)
DBFZ Kefla UltraCannonball.png
DBFZ Kefla UltraCannonball2.png
EX EX Super Cannonball
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 450*6 All UDV 9+4 - - -18 -
Air 450*6 All UDV 11+4 - - - -
  • Shoots 6 projectiles forward.
  • Air version tracks the opponent vertically.
  • Minimum Damage: 834.

Can be hard to get all the hits off, so it's hard to get the best damage out of this since the opponent may fall out a bit early be hit by only one set of the projectiles. On SKD, all of the projectiles will connect, however.

Gigantic Ray[edit]
Gigantic Ray
236H+S
DBFZ Kefla GiganticRay.png
DBFZ Kefla GiganticRay2.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
280*9, 500 All UDV 11+28 - - +50 -
  • Hellzone Grenade-style Super: slow startup, very plus on hit or block, no post-Super scaling, low minimum damage, disappears on DHC, cannot be SD'd through, cannot GC Reflect or SD.
  • +50 on block.
  • Can be combo'd from essentially every ground Smash: 5H, 2H, 214H, 236S, and also 236H.
  • Will true blockstring from 5H with an assist with 24 or more frames of blockstun.

On hit, allows Kefla to get some decent damage since it can be followed up with her air super, or even her level 3.

Gigantic Chaser[edit]
Gigantic Chaser
j.236H+S
DBFZ Kefla GiganticChaser.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
2085 All UDV 11+4 - - -20 -
  • Kefla's DHC Super.
  • Tracks the opponent anywhere on screen, then dives straight down.
  • Launches, the opponent can tech before they touch the ground.
  • Minimum Damage: 765.
Gigantic Burst[edit]
Gigantic Burst
214L+M or 214H+S
DBFZ Kefla GiganticBurst.png
DBFZ Kefla GiganticBurst2.png
"I..."
DBFZ Kefla GiganticBurst3.png
"WINNNNNNNNNNNNNNNNNN!"
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
3952 All UDV 21+3 [12+3] - - -46 1- All
  • Minimum Damage: 1668.
  • Full-screen, frame 1 invincible Super.
  • Autocorrects on hit.
  • Value in [ ] is when the opponent is in any hitstun.
  • +44 on hit.

Being full-screen, punishes the opponent for almost anything they do, even if they vanish. Has somewhat slower startup than other level 3s do.

Distance and overall okizeme she gets from this allows for a dash jump safejump (669 > j.[4]H).

External References[edit]

Navigation[edit]


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