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. Her pressure is also extremely potent and makes her extremely difficult to block for extended periods of time. She also is able to easily play keep away 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; Gigantic Ray is a very powerful oki tool of which at worst, sets up a reflect mindgame of which Kefla is strong in, and at best gives Kefla a 50/50. However, it's guard cancellable in blockstrings, so it is highly advised you don't use it there. Kefla's bane is the air-game, despite having strong air buttons, she loses access to her most kit since they aren't air ok, putting her in a more defensive situation. Although still competent, it's better to have a more ground focused gameplan. If you like strong rushdown and overwhelming people with powerful pressure tools, look no further than Kefla.


"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 wits, 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
  • Pressure: Fantastic frame data, multihits, and good range on her moves allow Kefla to easily alter her rhythm and throw people off guard. The range on her normals also let her easily outspace most of the cast and punish any attempt to take their turn back or escape.
  • Neutral: Kefla's neutral is very potent and she has plenty of tools to navigate neutral. Her tools also allow her to easily swap between playing keep away or rushing them down.
  • Gigantic Ray: A strong oki tool that either gives a grimy 50/50 or forces a reflect mind game of which Kefla will almost always win. Also helps rack up damage in combos to help secure a kill.
  • Versatile: Competes with Vegeta for the 2nd best 5S in the game, but has plenty other great projectiles and defensive options too, letting her swap between rushdown and zoning when necessary and even escape pressure.
  • Aerial Game: Is forced to play defensively as her special moves aren't air-ok, despite having strong air buttons.
  • Damage: Kefla's damage is only average without meter or j.H>5L rejumps.
  • Whiff Punish: 5LL and 5M are great buttons, but their long multi-hitting active frames make them very easy to punish on whiff.
  • Post-Super Okizeme: Gigantic Burst has longer than average startup and doesn't enable very good okizeme unless Kefla wants to spend even more meter.

Normal Moves[edit]

5L[edit]

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 -
5LL 180*4 All - 11 - - -5 -
5LLL 1000 All U3+ 13 - +5L +12 (-5 on landing) -

[edit]

5L
  • 5L slides forward, 4LL doesn't.
    • Good frame advantage.
  • 4LL has considerable pushback and makes Kefla outspace most characters attempt to mash.

Kefla's premier pressure normal. Overall an excellent jab due to the properties listed above and further complemented by the rest of her moveset.


5LL
  • On hit, 5LL forces crouching opponent to stand up, holds airborne opponent mostly in place for all hits to connect.
  • Don't guard cancel this button.

Multi-hitting, large hitbox kicks that lock the opponent in place on hit for a very easy followup. If blocked, allows Kefla to safely Z-Change into a different character. All-around excellent normal.


  • 5LLL 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 mix.

5M[edit]

5H[edit]

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 -

[edit]

  • 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 pre-emptive 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. Midscreen, this move also combos into 236H which will boost M starter combos by easily 500 damage.

5S[edit]

2L[edit]

2M[edit]

2H[edit]

6M[edit]

6H[edit]

Double Hammer

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

Special Moves[edit]

Super Cannonball[edit]

236L/M/H

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 All - 18 - - -5 -
M 900 All - 18 - - -5 -
H 900*2 All - 28 - - +4 -

[edit]

All Versions
  • Beam property projectile.
  • Jails into Vanish.

236L
  • Throws a projectile forward.

Treat it like a beam, because that's exactly what it is. You can also use it like a frametrap, but 214M is generally better suited for the purpose.


236M
  • Throws a projectile angled upward.

Too slow to be used on reaction to a jump, but 236M > Assist can get you in if the projectile is blocked. Anything that prevents opponents from jumping is a good thing for Kefla.


236H
  • Throws 2 projectiles forward.
  • +4 on block, meaning the opponent can't backdash out of 5L.
  • Very, very punishable on reflect.

On hit, can link into SD even from midscreen, or into air normals in the corner. Part of what makes Kefla's damage so high as it also combos out of Smash 5H. It's a bit slow to be a consistent pressure tool, but being able to make yourself +4 for half a bar is still pretty good.

Ain't nobody that can stop me![edit]

214L/M/H

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 -
M 1000 Low U1+ 20 - - -5 -
H 1200 Low U1+ 17 - - -5 -

[edit]

214L
  • Travels forward about half screen.

Basic blockstring ender. Decent as a roundstart but somewhat slow.


214M
  • Travels 75% of the screen.
  • Smash hit wall splats, has enough frame adv to link into 5H in the corner.

Corner combo starter. Also makes for a decent autotimed frame trap in the corner.


214H
  • Travels 80% of the screen and can go fullscreen if you buffer a microsash before doing it.
  • Smash hit wall splats really high up, forces a soft knockdown.

Absolutely terrifying. Extremely fast, low hitting lariat that confirms into combos no matter where it hits. A staple of Kefla's ground game.

Gigantic Breaker[edit]

236S (Air OK)

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 -
Air Uncharged 30*4, 150, 1100 All D1 14 - +5L - -
Air Charged 30*5~12, 1300 All - 14 - +5L - -

[edit]

All Versions
  • 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.

236S
  • Smash version can combo into 236H+S.

Mostly useful for assisted corner combos, as Kefla can't combo into it solo without losing a ton of potential damage. Will almost always combo out of 6H.


j.236S
  • Primary force Slide Knockdown ender.

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]

214S (Air OK)

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 - -
Air - - - - - Until L+? - -

[edit]

214S
  • 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. However it is punishable so it should only be used as an escape tool or to punish a high commitment option from your opponent.


j.214S

  • Dashes diagonally downward, can also steal the corner like the grounded version.
  • Fully invincible from frame 4.

Useful to get back to the ground quickly, but overall less versitile than it's grounded counterpart.

Z Assists[edit]

Assist A[edit]

Super Cannonball

Assist B[edit]

Mighty Kick

Assist C[edit]

Gigantic Breaker

Super Moves[edit]

Ultra Cannonball[edit]

236L+M (Air OK)

Gigantic Ray[edit]

236H+S

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 -

[edit]

  • 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. Not as good as Hellzone Grenade because it has slightly more recovery, making it vulnerable to being Guard Cancelled during a blockstring. Using it after a knockdown has no such issue as the only option she has to fight is reflect.

Gigantic Chaser[edit]

j.236H+S

Gigantic Burst[edit]

214L+M or 214H+S

External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in DBFZ/Kefla/Data.