DBFZ/SSB Vegeta/Frame Data

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< DBFZ‎ | SSB Vegeta
Revision as of 09:44, 12 February 2020 by Shtkn (talk | contribs)

System Data


Normal Moves

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
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
2S
j.L
j.M
j.H
j.2H
j.S
j.2S

Special Moves

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.
Super Dash Kick
236L
236M
236H
j.236L
j.236M
j.236H
Super Dash Kick Followup 1
Super Dash Kick > L
  • Values in [] are when done after 236H
Super Dash Kick > M
  • Values in [] are when done after 236H
Super Dash Kick > H
  • Values in [] are when done after 236H
Super Dash Kick Followup 2
Super Dash Kick Followup 1 > L
  • 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
  • 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
  • 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
214M
214H
j.214L
j.214M
j.214H
Big Bang Attack
236S
j.236S

Z Assists

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.
Big Bang Attack
A1/A2

Super Moves

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.
Niagara Pummel
236LM
236[LM]
One Hit
Galick Gun
236HS
Final Flash
214LM
or 214HS
j.214LM
or j.214HS
Final Flash Attack!
Final Flash > Hold Buttons

Sources

Navigation

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.

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