DBFZ/Kefla

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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

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.
280×9, 500 All UDV 11+12 P(4)P(4)P(4)P(4)P(4)P(4)P(9)P×2(7)P Total 58 +50 ~ +52 11-11 All

  • 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

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.
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, 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