DBFZ/SSB Vegito/Frame Data

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Vegito (SSGSS)


Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


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 20 -10 10
5H 850 U1 All 14 4 21 -9
5S 700 All 9 3 22 -4
6S 700 All 14 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 18 5 21 -5
6M 850 High 24 6 10 0
j.L 400 High 6 3
j.M 700 High 10 3
j.H 750 [1000] [D3+] 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
236L+M Spirit Excalibur 200×4, 2300 UDV All 10+4 -20
j.236L+M Omega Finishing Blow 1000, 1100 [1500] UDV All 10+9
214L+M Final Kamehameha 220×19, 360 UDV All 9+3 -33
j.214L+M Air Final Kamehameha 220×19, 360 UDV All 9+3 Till L
214L+M > X Final Kamehameha Follow-up 300, 1200


Z Combo Table

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S, 6S DR, 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 can only cancel into normals, DR and jump on the last hit. In Sparking, gains the ability to jump cancel on each hit
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the 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

Vegito (SSGSS)
Ambox notice.png To edit frame data, edit values in DBFZ/SSB Vegito/Data.

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