DBFZ/SSB Vegito/Frame Data

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System Data


Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 120×4 All 7 2(3)2(3)2(8)2 19 -5
5LL 700 All 10 3 18 -5
5LLL 1000 U3+ Throw 9 1 30
5M 700 All 9 6 15 -5 10
5H 850 U1 All 14 4 21 -9
5S 700 All 12 3 22 -4
6S 700 All 16 3 22 -4
2L 500 All 20 3 23 -5 5-19 Low
2M 700 Low 15 6 20 -10
2H 850 U1+ All 16 3 35 -22 4-18 Head
2S 500 / 500×2 U1 All 20 5 21 -5
6M 850 High 24 6 10 0
j.L 400 High 6 3
j.M 700 High 10 3
5LLLLLLL 750 / 1000 D3+ High 13 4
j.H 750 High 13 4
j.S 500 / 500×2 U1 All 15 5
j.2H 850 U1+ All 15 5


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Spiral Heel Shot 130,600 / 130×3,600 All 11 3(12)4 16 -5
236M M Spiral Heel Shot 130,600 / 130×5,600 U1+ All 16 3(12)4 16 -5
236H H Spiral Heel Shot 130,700 / 130×7,600 U1+ All 11 3(12)4 16 -5
j.236L Air L Spiral Heel Shot 130,600 / 130×3,600 All 11 3(12)4 17
j.236M Air M Spiral Heel Shot 130,600 / 130×5,600 U1+ All 16 3(12)4 18
j.236H Air H Spiral Heel Shot 130,700 / 130×7,600 U1+ All 11 3(12)4 17
214L L Atomic Buster 1100 Throw 13 7 21 + 3 After L 4-13 Head
214M M Atomic Buster 1200 D2 Throw 19 7 21 + 3 After L 4-19 Head
214H H Atomic Buster 1500 D2 Throw 13 7 21 + 3 After L 1-13 Head
j.214L Air L Atomic Buster 1100 Throw 13 7 21 + 3 After L 4-13 Head
j.214M Air M Atomic Buster 1200 D2 Throw 19 7 21 + 3 After L 4-19 Head
j.214H Air H Atomic Buster 1500 D2 Throw 10 7 21 + 3 After L 1-13 Head
236S Split Finger Shot 300×5 All 23
j.236S Air Split Finger Shot 300×5 All 18
214S Catch Barrier (Catch) 4 34 Total 54 4-37 Non throw/Super
214S Attack Barrier (Attack) 0, 1500 U3+ Throw


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Split Finger Shot 300×5 All 26 +23 +23
Assist B Spiral Heel Shot 30 +42 +42
Assist C Spirit Sword 45


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236LM Spirit Excalibur 200×4, 2300 UDV All 10+4 -20
j.236LM Omega Finishing Blow 1000, 1100 [1500] UDV All 10+9
214LM Final Kamehameha 220×19, 360 UDV All 9+3 -33
j.214LM Air Final Kamehameha 220×19, 360 UDV All 9+3 Till L


Z Combo Table

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S, 6S Jump[-], Sp
5LL 5LLL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S, 6S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H 5S, 2S, 6S Sp
5M 2L 2M, 6M 5H, 2H 5S, 2S, 6S Jump[-], Sp
2M 2L 5M, 6M 5H, 2H 5S, 2S, 6S Sp
6M - - - - -
5H - - 2H 5S, 2S, 6S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - 5H, 2H - Sp
6S - - 5H, 2H 2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L is Sp cancellable on each hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y, #] = X and Y can only be done a max of # times per string total. Default is 1 time per string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources

Turtleon's Frame Data

Navigation

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