DBFZ/SSB Vegeta/Frame Data

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System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L 400 All - 6 3 12 -3 - 5 - B - 11 16 16
5LL 700 All - 8 3 17 -4 - 7 - B - 15 18 18
5LLL 1000 All U3+ 13 3 17 -4 - 12 - B - 15 Launch 34
2L 400 Low - 7 3 13 -4 - 5 - L - 11 16 16
5M 700 All - 9 6 16 -6 - 7 - B - 15 18 18
2M 700 Low - 10 4 18 -6 - 7 - F - 15 Launch 23
6M 850 High - 24 6 4+6 After landing 0 - 12 - B - 15 18 23
5H 850 All U1 14 3 21 -8 - 12 - B - 15 Launch 23 / 39
2H 850 All U1+ 13 3 30 -17 - 12 - B - 15 Launch 23 / 39
5S 500 All - 13 - 25 -5 - 6 - P1 - 21 Launch 26
2S 500 All - 13 - 25 -3 - 6 - P1 - 21 Launch 26
j.L 400 High - 6 3 - - - 5 - H - 11 16 16
j.M 700 High - 10 4 - - - 7 - H - 15 18 18
j.H 850 [1000] High D1+ 13 5 - - - 12 - H - 21 24 -
j.2H 850 High D1+ 12 3 12 +3 - 12 - H - 17 Launch 23 / 39
j.S 500 All - 12 - - - - 6 - P1 - 21 Launch 26
j.2S 500 All - 10 - - - - 6 - P1 - 21 Launch 26

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Super Dash Kick
236L/M/H
500 All - 12 3 21 -8 - - - B - 15 18 18
500 All - 15 3 21 (in air) +2 (-8 if landed) - - - B - 15 18 18
600 All - 12-18 3 21 -5 - -100 - B - - - -
Super Dash Kick (Air)
j.236L/M/H
500 All - 12 3 21 -8 - - - H - 15 18 18
500 All - 15 3 21 -8 - - - H - 15 18 18
600 All - 12-18 3 21 -5 - -100 - H - - - -
Super Dash Kick Followup 1
Super Dash Kick > L/M/H
650 [975] All - 10 3 13+3L -8 - - - B - - - -
220*3 [286*3] All - 18 3 (7) 3 (7) 3 12+3L -8 - - - B - - - -
700 [] All - 10 3 17 -5 - -100 - B - - - -
  • Values in [] are when done after 236H
Super Dash Kick Followup 2
Super Dash Kick Followup 1 > L/M/H
650 [975] {} All - 13 6 20 -5 - - - B - - - -
700 [1050] {1200} All U1+ 18 6 13 -5 (in air) - - - B - - - -
200*5
[200*4, 1050]
{260*4,1170}
All U1+ 13 8 16 -5 (in air) - -100 - B - - - -
  • Values in [] are when done after 236H > L/M or 236L/M > H
  • Values in {} are when done after 236H > H
On a scale of one to ten, I'll give you a three!
214L/M/H
1000 Throw (High/Air) D1 23 3 21+3L - 4-31 P1 - - T - - - -
1000 Throw (High/Air) D1 24 8 23 (in air) - 4-37 P1 - - T - - - -
1000 [500] Throw (High/Air) D1 [U1] 20 8 20+3L - 1-31 P1 -100 - T - - - -
On a scale of one to ten, I'll give you a three! (Air)
j.214L/M/H
1000 Throw (High/Air) D1 20 6 - - 4-31 P1 - - H - - - -
1000 Throw (High/Air) D1 21 8 - - 4-32 P1 - - T - - - -
1000 [500] Throw (High/Air) D1 [U1] 18 8 - - 1-31 P1 -100 - T - - - -
Big Bang Attack
236S
300, 1400 All - 9 27, 1 31 -16 - - - P2 - - - -
Big Banf Attack (Air)
j.236S
300, 1400 All - 9 27, 1 31 -16 - - - P2 - - - -

Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A
Big Bang Attack
100, 1000 All - 40, 60 20-27, 15 137-144 33~49, 24 (1st hit only); 26 (2nd hit only) - - - P2 - 33~49, 24 (1st hit only); 26 (2nd hit only) Launch 47f - 66f, 46f (ball only)
Assist B - - - 26 - - +29 - - - - - +29 - -
Assist C - - - - - - - - - - - - - - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Niagara Pummel
236LM
2230 All UDV - - - - - -100 - B - - Launch -
Niagara Pummel (One Hit)
236[LM]
1100 All U1 - - - - - -100 - B - - Launch -
Galick Gun
236HS
280*10 All UDV - - - - - -100 - P3 - - Launch -
Final Flash
214LM or 214HS
220*20 All UDV - - - - - -300 - P3 - - Launch -
Final Flash (Air)
j.214LM or j.214HS
220*20 All UDV - - - - - -300 - P3 - - Launch -
Final Flash Attack
Final Flash > Hold Buttons
2200 All UDV - - - - - -200 - P3 - - Launch -

Sources

Navigation

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