DBFZ/SSB Vegeta/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data[edit]


Normal Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 5 - B All - 6 3 12 -3 - 11 16 16 -
5LL 700 7 - B All - 8 3 17 -4 - 15 18 18 -
5LLL 1000 12 - B All U3+ 13 3 17 -4 - 15 Launch 34 -
2L 400 5 - L Low - 6 3 13 -4 - 11 16 16 -
5M 700 7 - B All - 9 6 16 -6 - 15 18 18 -
2M 700 7 - F Low - 10 4 18 -6 - 15 Launch 23 -
6M 850 12 - B High - 24 6 4+6 After landing 0 - 15 18 23 -
5H 850 12 - B All U1 14 3 21 -8 - 15 Launch 23 / 39 -
2H 850 12 - B All U1+ 13 3 30 -17 - 15 Launch 23 / 39 -
5S 500 6 - P1 All - 13 - 25 -5 - 21 Launch 26 -
2S 500 6 - P1 All - 13 - 25 -5 - 21 Launch 26 -
j.L 400 5 - H High - 6 3 - - - 11 16 16 -
j.M 700 7 - H High - 10 4 - - - 15 18 18 -
j.H 850 [1000] 12 - H High D1+ 13 5 - - - 21 24 - -
j.2H 850 12 - H High D1+ 12 3 12 +3 - 17 Launch 23 / 39 -
j.S 500 6 - P1 All - 14 - - - - 21 Launch 26 -
j.2S 500 6 - P1 All - 14 - - - - 21 Launch 26 -

Special Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Super Dash Kick
236L 500 - - B All - 12 3 21 -8 - 15 18 18 -
236M 500 - - B All - 15 3 21 (in air) +2 (-8 if landed) - 15 18 18 -
236H 600 -100 - B All - 12-18 3 21 -5 - - - - -
j.236L 500 - - H All - 12 3 21 -8 - 15 18 18 -
j.236M 500 - - H All - 15 3 21 -8 - 15 18 18 -
j.236H 600 -100 - H All - 12-18 3 21 -5 - - - - -
Super Dash Kick Followup 1
Super Dash Kick > L 650 [975] - - B All - 10 3 13+3L -8 - - - - -
  • Values in [] are when done after 236H
Super Dash Kick > M 220*3 [286*3] - - B All - 18 3 (7) 3 (7) 3 12+3L -8 - - - - -
  • Values in [] are when done after 236H
Super Dash Kick > H 700 [] -100 - B All - 10 3 17 -5 - - - - -
  • Values in [] are when done after 236H
Super Dash Kick Followup 2
Super Dash Kick Followup 1 > L 650 [975] {} - - B All - 13 6 20 -5 - - - - -
  • Values in [] are when done after 236H > L/M or 236L/M > H
  • Values in {} are when done after 236H > H
Super Dash Kick Followup 1 > M 700 [1050] {1200} - - B All U1+ 18 6 13 -5 (in air) - - - - -
  • Values in [] are when done after 236H > L/M or 236L/M > H
  • Values in {} are when done after 236H > H
Super Dash Kick Followup 1 > H 200*5
[200*4, 1050]
{260*4,1170}
-100 - B All U1+ 13 8 16 -5 (in air) - - - - -
  • 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 1000 - - T Throw (High/Air) D1 23 3 21+3L - - - - - 4-31 P1
214M 1000 - - T Throw (High/Air) D1 24 8 23 (in air) - - - - - 4-37 P1
214H 1000 [500] -100 - T Throw (High/Air) D1 [U1] 20 8 20+3L - - - - - 1-31 P1
j.214L 1000 - - H Throw (High/Air) D1 20 6 - - - - - - 4-31 P1
j.214M 1000 - - T Throw (High/Air) D1 21 8 - - - - - - 4-32 P1
j.214H 1000 [500] -100 - T Throw (High/Air) D1 [U1] 18 8 - - - - - - 1-31 P1
Big Bang Attack
236S 300, 1400 - - P2 All - 9 27, 1 31 -16 - - - - -
j.236S 300, 1400 - - P2 All - 9 27, 1 31 -16 - - - - -

Z Assists[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A
Big Bang Attack
100, 1000 - - P2 All - 40, 60 20-27, 15 137-144 33~49, 24 (1st hit only); 26 (2nd hit only) - 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[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Niagara Pummel
236LM 2230 -100 - B All UDV - - - - - - Launch - -
236[LM]
One Hit
1100 -100 - B All U1 - - - - - - Launch - -
Galick Gun
236HS 280*10 -100 - P3 All UDV - - - - - - Launch - -
Final Flash
214LM
or 214HS
220*20 -300 - P3 All UDV - - - - - - Launch - -
j.214LM
or j.214HS
220*20 -300 - P3 All UDV - - - - - - Launch - -
Final Flash Attack
Final Flash > Hold Buttons 2200 -200 - P3 All UDV - - - - - - Launch - -

Sources[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/SSB Vegeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc