DBFZ/Kefla: Difference between revisions

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* '''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.  
* '''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.  
* '''[[DBFZ/Kefla#Gigantic Ray| 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.
* '''[[DBFZ/Kefla#Gigantic Ray| 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 {{clr|4|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.
* '''Versatile:''' Competes with Vegeta for the 2nd best {{clr|S|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.
|cons=
|cons=
* '''Aerial Game:''' Is forced to play defensively as her special moves aren't air-ok, despite having strong air buttons.
* '''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 {{clr|3|j.H}}>{{clr|1|5L}} rejumps.
* '''Damage:''' Kefla's damage is only average without meter or {{clr|H|j.H}}>{{clr|L|5L}} rejumps.
* '''Whiff Punish:''' {{clr|1|5LL}} and {{clr|2|5M}} are great buttons, but their long multi-hitting active frames make them very easy to punish on whiff.
* '''Whiff Punish:''' {{clr|L|5LL}} and {{clr|M|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.
* '''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.
|difficulty_rating=5
|difficulty_rating=5
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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;{{clr|1|5L}}
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* {{clr|1|5L}} slides forward, {{clr|1|4LL}} doesn't.
;{{clr|L|5L}}
* {{clr|L|5L}} slides forward, {{clr|L|4LL}} doesn't.
** Good frame advantage.
** Good frame advantage.
* {{clr|1|4LL}} has considerable pushback and makes Kefla outspace most characters attempt to mash.
* {{clr|L|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.
Kefla's premier pressure normal. Overall an excellent jab due to the properties listed above and further complemented by the rest of her moveset.
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;{{clr|1|5LL}}
;{{clr|L|5LL}}
* On hit, {{clr|1|5LL}} forces crouching opponent to stand up, holds airborne opponent mostly in place for all hits to connect.
* On hit, {{clr|L|5LL}} forces crouching opponent to stand up, holds airborne opponent mostly in place for all hits to connect.
* Don't guard cancel this button.
* 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.
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.
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* {{clr|1|5LLL}} always whiffs against crouching characters, even if they're visually standing.
* {{clr|L|5LLL}} always whiffs against crouching characters, even if they're visually standing.
* Recovers in midair.
* Recovers in midair.
* Has 5f of landing recovery on block, 7f on whiff or hit.
* Has 5f of landing recovery on block, 7f on whiff or hit.
* Jails into Vanish.
* Jails into Vanish.
* {{clr|1|5LLL}} > {{clr|4|j.214S}} is -6 on block.
* {{clr|L|5LLL}} > {{clr|S|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.
If you somehow make them block this, the 5f of landing recovery is still in the way of high-low mix.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Multiple hits, lower than average damage.  
* Multiple hits, lower than average damage.  
* All hits are jump cancellable on hit or block.
* All hits are jump cancellable on hit or block.
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* VERY punishable on whiff, but host to a gargantuan hitbox.
* VERY punishable on whiff, but host to a gargantuan hitbox.
* Don't guard cancel this button.
* Don't guard cancel this button.
Does 666 damage raw, so you know this normal is going to be cursed. {{clr|1|5L}} > {{clr|2|5M}} or {{clr|1|2L}} > {{clr|2|5M}} on reflect will put Kefla right back in their face, forcing them to block or gamble a second reflect.
Does 666 damage raw, so you know this normal is going to be cursed. {{clr|L|5L}} > {{clr|M|5M}} or {{clr|L|2L}} > {{clr|M|5M}} on reflect will put Kefla right back in their face, forcing them to block or gamble a second reflect.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Smash hit wall splats, combos into SD.
* Smash hit wall splats, combos into SD.
* Tall hitbox, making it good for corner combos.
* Tall hitbox, making it good for corner combos.
* Kefla can perform the rejump combo, it's much like Bardock's but harder.
* Kefla can perform the rejump combo, it's much like Bardock's but harder.
Kefla was blessed with a {{clr|3|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 '''{{clr|2|2M}} > delay {{clr|2|5M}} > {{clr|3|5H}}''' is very consistent and highly damaging compared to other characters. Midscreen, this move also combos into {{clr|3|236H}} which will boost M starter combos by easily 500 damage.
Kefla was blessed with a {{clr|H|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 '''{{clr|M|2M}} > delay {{clr|M|5M}} > {{clr|H|5H}}''' is very consistent and highly damaging compared to other characters. Midscreen, this move also combos into {{clr|H|236H}} which will boost M starter combos by easily 500 damage.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Hold or mash S to shoot all 6 Ki Blasts.
* Hold or mash S to shoot all 6 Ki Blasts.
* One of the fastest Ki Blasts in the game at 11 frames.
* One of the fastest Ki Blasts in the game at 11 frames.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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* Short low.
* Short low.
Kefla's fastest low normal. Good frame advantage, so also good for pressure. Kefla really likes lockdown assists to get mixups and this move is exactly why. Run her with Kid Buu A and make them guess.
Kefla's fastest low normal. Good frame advantage, so also good for pressure. Kefla really likes lockdown assists to get mixups and this move is exactly why. Run her with Kid Buu A and make them guess.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Rather short, but the fastest {{clr|2|2M}} in the game.
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* Rather short, but the fastest {{clr|M|2M}} in the game.
* Can be up to -2 if spaced.
* Can be up to -2 if spaced.
Kefla's other -5 medium normal, the former being {{clr|1|5LL}}. Excellent to reset pressure with, and staggering {{clr|2|2M}} into {{clr|2|2M}} isn't a bad idea either because it will start to hit ''meaty''.
Kefla's other -5 medium normal, the former being {{clr|L|5LL}}. Excellent to reset pressure with, and staggering {{clr|M|2M}} into {{clr|M|2M}} isn't a bad idea either because it will start to hit ''meaty''.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Kefla_2H.png |Nobody blocks this into {{clr|1|214L}} the first time
DBFZ_Kefla_2H.png |Nobody blocks this into {{clr|L|214L}} the first time
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==== ====
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* Smash hit combos into SD.
* Smash hit combos into SD.
* Puts her airborne. If cancelled early, stays grounded.
* Puts her airborne. If cancelled early, stays grounded.
Can oddly be used in pressure thanks to ground cancels. Very easy to make safe for this reason as well, and it's easy to catch people off-guard with {{clr|1|214L}} or {{clr|2|214M}}.
Can oddly be used in pressure thanks to ground cancels. Very easy to make safe for this reason as well, and it's easy to catch people off-guard with {{clr|L|214L}} or {{clr|M|214M}}.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Universal overhead.
* Universal overhead.
Faster than {{clr|3|6H}} by 3 frames, although unlike {{clr|3|6H}} you can't combo off of it without assists.
Faster than {{clr|H|6H}} by 3 frames, although unlike {{clr|H|6H}} you can't combo off of it without assists.
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===<big>{{clr|3|6H}}</big>===
===<big>{{clr|H|6H}}</big>===
<span class="input-badge">'''Double Hammer'''</span>
<span class="input-badge">'''Double Hammer'''</span>
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* Extendable overhead thanks to its gatling options and high hitstun.
* Extendable overhead thanks to its gatling options and high hitstun.
* Versatile combo filler after assists, '''{{clr|3|6H}} > {{clr|3|5H}} > {{clr|2|214M}}''' does a ton of damage.
* Versatile combo filler after assists, '''{{clr|H|6H}} > {{clr|H|5H}} > {{clr|M|214M}}''' does a ton of damage.
* Scales poorly.
* Scales poorly.
The mixup tool. Midscreen you're going to want to cancel this into {{clr|3|2H}} and hitconfirm SD or {{clr|1|214L}} from there. You could also go for her {{clr|3|j.H}}>{{clr|1|5L}} routes which lead to lots of damage even scaled but those are incredibly difficult midscreen. In the corner you should route immediately into {{clr|2|214M}} for max damage.
The mixup tool. Midscreen you're going to want to cancel this into {{clr|H|2H}} and hitconfirm SD or {{clr|L|214L}} from there. You could also go for her {{clr|H|j.H}}>{{clr|L|5L}} routes which lead to lots of damage even scaled but those are incredibly difficult midscreen. In the corner you should route immediately into {{clr|M|214M}} for max damage.
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===<big>{{clr|1|j.L}}</big>===
 
===<big>{{clr|L|j.L}}</big>===
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* A high jab with some range.
* A high jab with some range.
* Very easy to snipe superdashes with.
* Very easy to snipe superdashes with.
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===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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* Very active with good range.
* Very active with good range.
* Basically Bardock's {{clr|2|j.M}}.
* Basically Bardock's {{clr|M|j.M}}.
* Very low knockback, some basic combos don't work as a result.
* Very low knockback, some basic combos don't work as a result.
Mostly combo filler and a useful way to drag your opponent back to the ground. Being a two-hit air medium, its too committal to throw out as an air-to-air. Pretty good as a crossup and faster than average to compensate.
Mostly combo filler and a useful way to drag your opponent back to the ground. Being a two-hit air medium, its too committal to throw out as an air-to-air. Pretty good as a crossup and faster than average to compensate.
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5LLLLLLL}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5LLLLLLL"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=j.H}}
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
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* {{clr|1|5LLLLLLL}} Smash hit can wall bounce.
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* {{clr|3|j.H}} Smash hit causes SKD.
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
This button is BIG. Sets up {{clr|3|j.H}} > {{clr|1|5L}} links in the corner, but no one does those unless your name is Kalopsia. Most mere mortals like us just use it as a big jump-in.
* {{clr|H|j.H}} Smash hit causes SKD.
This button is BIG. Sets up {{clr|H|j.H}} > {{clr|L|5L}} links in the corner, but no one does those unless your name is Kalopsia. Most mere mortals like us just use it as a big jump-in.
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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* Hold or mash S to shoot all 4 Ki blasts.
* Hold or mash S to shoot all 4 Ki blasts.
* Stops all air momentum.
* Stops all air momentum.
* Can be used for fast albeit riskier and costly crossups instead of {{clr|2|j.M}}
* Can be used for fast albeit riskier and costly crossups instead of {{clr|M|j.M}}
Fires at a great angle to stop grounded approaches, and can potentially counterpoke Z Broly's upwards Ki Blasts if you're above him. It's also really useful in corner combos to increase your damage just a little more before {{clr|4|236S}}.
Fires at a great angle to stop grounded approaches, and can potentially counterpoke Z Broly's upwards Ki Blasts if you're above him. It's also really useful in corner combos to increase your damage just a little more before {{clr|S|236S}}.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Push Kefla forward, keeps some momentum.
* Push Kefla forward, keeps some momentum.
Combo filler, plain and simple. Kefla's best meterless use of Smash midscreen but not much else.
Combo filler, plain and simple. Kefla's best meterless use of Smash midscreen but not much else.
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==Special Moves==
==Special Moves==
===<big>Super Cannonball</big>===
===<big>Super Cannonball</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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;All Versions
;All Versions
* Beam property projectile.
* Beam property projectile.
* Jails into Vanish.
* Jails into Vanish.
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;{{clr|1|236L}}
;{{clr|L|236L}}
* Throws a projectile forward.
* 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 {{clr|2|214M}} is generally better suited for the purpose.
Treat it like a beam, because that's exactly what it is. You can also use it like a frametrap, but {{clr|M|214M}} is generally better suited for the purpose.
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;{{clr|2|236M}}
;{{clr|M|236M}}
* Throws a projectile angled upward.
* Throws a projectile angled upward.
* Cancel into SD  
* Cancel into SD  
Too slow to be used on reaction to a jump, but {{clr|2|236M}} > Assist can get you in if the projectile is blocked. Anything that prevents opponents from jumping is a good thing for Kefla.
Too slow to be used on reaction to a jump, but {{clr|M|236M}} > Assist can get you in if the projectile is blocked. Anything that prevents opponents from jumping is a good thing for Kefla.
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;{{clr|3|236H}}
;{{clr|H|236H}}
* Throws 2 projectiles forward.
* Throws 2 projectiles forward.
* +4 on block, meaning the opponent can't backdash out of {{clr|1|5L}}.
* +4 on block, meaning the opponent can't backdash out of {{clr|L|5L}}.
* Very, very punishable on reflect.
* Very, very punishable on reflect.
* The second hit cancels into SD
* The second hit cancels into SD
Part of what makes Kefla's damage so high as it also combos out of Smash {{clr|3|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.
Part of what makes Kefla's damage so high as it also combos out of Smash {{clr|H|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.
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===<big>Ain't nobody that can stop me!</big>===
===<big>Ain't nobody that can stop me!</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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;{{clr|1|214L}}
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;{{clr|L|214L}}
* Travels forward about half screen.
* Travels forward about half screen.
Basic blockstring ender. Decent as a roundstart but somewhat slow.
Basic blockstring ender. Decent as a roundstart but somewhat slow.
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;{{clr|2|214M}}
;{{clr|M|214M}}
* Travels 75% of the screen.
* Travels 75% of the screen.
* Smash hit wall splats, has enough frame adv to link into {{clr|3|5H}} in the corner.
* Smash hit wall splats, has enough frame adv to link into {{clr|H|5H}} in the corner.
Corner combo starter. Also makes for a decent autotimed frame trap in the corner.
Corner combo starter. Also makes for a decent autotimed frame trap in the corner.
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;{{clr|3|214H}}
;{{clr|H|214H}}
* Travels 80% of the screen and can go fullscreen if you buffer a microdash before doing it.
* Travels 80% of the screen and can go fullscreen if you buffer a microdash before doing it.
* Smash hit wall splats really high up, forces a soft knockdown.
* Smash hit wall splats really high up, forces a soft knockdown.
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===<big>Gigantic Breaker</big>===
===<big>Gigantic Breaker</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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;All Versions
;All Versions
* Kefla stands still to charge her attack, then dashes forward 80% of the screen and throw a beam projectile.
* Kefla stands still to charge her attack, then dashes forward 80% of the screen and throw a beam projectile.
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* Projectile jails into Vanish, but there's a gap between charge > dash and charge > projectile.
* Projectile jails into Vanish, but there's a gap between charge > dash and charge > projectile.
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;{{clr|4|236S}}
;{{clr|S|236S}}
* Smash version can combo into {{clr|3|236H}}+{{clr|4|S}}.
* Smash version can combo into {{clr|H|236H}}+{{clr|S|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 {{clr|3|6H}}.
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 {{clr|H|6H}}.
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;{{clr|4|j.236S}}
;{{clr|S|j.236S}}
* Primary force Slide Knockdown ender.
* Primary force Slide Knockdown ender.
{{clr|1|j.LL}}(2) > {{clr|4|j.236S}} is Kefla's anywhere sliding knockdown. Can combo into any Super afterward beside Gigantic Ray.
{{clr|L|j.LL}}(2) > {{clr|S|j.236S}} is Kefla's anywhere sliding knockdown. Can combo into any Super afterward beside Gigantic Ray.
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===<big>Time to test this power out!</big>===
===<big>Time to test this power out!</big>===
<span class="input-badge">'''{{clr|4|214S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|214S}} (Air OK)'''</span>
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==== ====
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;{{clr|4|214S}}
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;{{clr|S|214S}}
* Dashes forward, tracks horizontally and always sides switches.
* 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.
* 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.
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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.
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.
----
----
{{clr|4|j.214S}}
{{clr|S|j.214S}}
* Dashes diagonally downward, can also steal the corner like the grounded version.
* Dashes diagonally downward, can also steal the corner like the grounded version.
* Fully invincible from frame 4.
* Fully invincible from frame 4.
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* Stands still and does {{clr|1|236L}}.
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* Stands still and does {{clr|L|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.
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.
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===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Mighty Kick'''</span>
<span class="input-badge">'''Mighty Kick'''</span>
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* Slides forward and does {{clr|1|5LL}}.
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* Slides forward and does {{clr|L|5LL}}.
* On ground hit, the opponent is kept grounded. On air hit, they are sent away slightly.
* 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.
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.
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===<big>Assist C</big>===
===<big>Assist C</big>===
<span class="input-badge">'''Gigantic Breaker'''</span>
<span class="input-badge">'''Gigantic Breaker'''</span>
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==== ====
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* Slides forward and does {{clr|4|236S}}.
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* Slides forward and does {{clr|S|236S}}.
* There's a gap between charge > projectile.
* There's a gap between charge > projectile.
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
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</div>
==Super Moves==
==Super Moves==
===<big>Ultra Cannonball</big>===
===<big>Ultra Cannonball</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''</span>
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* Shoots 6 projectiles forward.
* Shoots 6 projectiles forward.
* Air version tracks the opponent vertically.
* Air version tracks the opponent vertically.
* Minimum Damage: 139*6 (834)
* Minimum Damage: 139*6 (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. All of the projectiles will hit on an opponent in a sliding knockdown, but anything else runs the risk of losing hits.
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. All of the projectiles will hit on an opponent in a sliding knockdown, but anything else runs the risk of losing hits.
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===<big>Gigantic Ray</big>===
===<big>Gigantic Ray</big>===
<span class="input-badge">'''{{clr|3|236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
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* 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.
* 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.
* +50 on block.
* Can be combo'd from essentially every ground Smash: {{clr|3|5H}}, {{clr|3|2H}}, {{clr|3|214H}}, {{clr|4|236S}}, and also {{clr|3|236H}}.
* Can be combo'd from essentially every ground Smash: {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|214H}}, {{clr|S|236S}}, and also {{clr|H|236H}}.
* Will true blockstring from {{clr|3|5H}} with an assist with 24 or more frames of blockstun.
* Will true blockstring from {{clr|H|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.
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.
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===<big>Gigantic Chaser</big>===
===<big>Gigantic Chaser</big>===
<span class="input-badge">'''{{clr|3|j.236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|H|j.236H}}+{{clr|S|S}}'''</span>
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* Kefla's DHC Super.
* Kefla's DHC Super.
* Tracks the opponent anywhere on screen, then dives straight down.
* Tracks the opponent anywhere on screen, then dives straight down.
* Launches, the opponent can tech before they touch the ground.
* Launches, the opponent can tech before they touch the ground.
* Minimum Damage: 765.
* Minimum Damage: 765.
Great DHC super as it will combo from any other thanks to its tracking. Kefla can combo into it anytime she can connect a {{clr|3|j.H}}, which is exceptionally useful after pushing a combo with Rayzone. If hitstun decay is too high for that, simply TK'ing the super will also connect.
Great DHC super as it will combo from any other thanks to its tracking. Kefla can combo into it anytime she can connect a {{clr|H|j.H}}, which is exceptionally useful after pushing a combo with Rayzone. If hitstun decay is too high for that, simply TK'ing the super will also connect.
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===<big>Gigantic Burst</big>===
===<big>Gigantic Burst</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span>
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* Minimum Damage: 1668.
* Minimum Damage: 1668.
* '''Full-screen''', frame 1 invincible Super.
* '''Full-screen''', frame 1 invincible Super.

Revision as of 23:39, 13 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

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.
5L 400 All 6 -3
5LL 180×4 All 11 -5
5LLL 1000 All U3+ 13 +5L +12 (-5 on landing) 1-?? Head

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

5H

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.
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 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

2L

2M

2H

6M

6H

Double Hammer

j.L

j.M

j.H

j.S

j.2H

Special Moves

Super Cannonball

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.
236L 900 All 18 Total 59 -5
236M 900 All 16 Total 50 +2
236H 900×2 All 28 Total 65 +4

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.
  • Cancel into SD

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.
  • The second hit cancels into SD

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!

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.
214L 1000 Low 14 -5
214M 1100 Low U1+ 18 -5
214H 1300 Low U1+ 15 -5

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 microdash 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

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.
236S 30×4, 150, 1100 All D1 14 -3
236[S] 30×5~12, 1300 All 14 -3
j.236S 30×4, 150, 1100 All D1 14 +5L
j.236[S] 30×5~12, 1300 All 14 +5L

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!

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.
214S Total 37
j.214S Until L+?

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

Assist A

Super Cannonball

Assist B

Mighty Kick

Assist C

Gigantic Breaker

Super Moves

Ultra Cannonball

236L+M (Air OK)

Gigantic Ray

236H+S

No results
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.

  • 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

j.236H+S

Gigantic Burst

214L+M or 214H+S

No results
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.

  • 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, but its extremely slow startup makes it hard to use this as a true catch-all whiff punish tool. It's also a Level 3, which means it inflicts only blue health damage if used raw. Starts up faster in combos, and is certainly excellent there.

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

Colors

External References

Navigation

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

DBFZ/Navigation