DBFZ/SSB Vegito/Frame Data: Difference between revisions

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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=14 style="background: white;"|Spiral Heel Shot
! colspan=16 style="background: white;"|Spiral Heel Shot
|-
|-
{{AttackVersion|name=236L|subtitle=}}
{{AttackVersion|name=236L|subtitle=}}
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{{#lsth:DBFZ/SSB Vegito/Data|j.236H Full}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236H Full}}
|-
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! colspan=14 style="background: white;"|Atomic Buster
! colspan=16 style="background: white;"|Atomic Buster
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{{AttackVersion|name=214L|subtitle=}}
{{AttackVersion|name=214L|subtitle=}}
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{{#lsth:DBFZ/SSB Vegito/Data|j.214H Full}}
{{#lsth:DBFZ/SSB Vegito/Data|j.214H Full}}
|-
|-
! colspan=14 style="background: white;"|Split Finger Shot
! colspan=16 style="background: white;"|Split Finger Shot
|-
|-
{{AttackVersion|name=236S|subtitle=}}
{{AttackVersion|name=236S|subtitle=}}
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{{#lsth:DBFZ/SSB Vegito/Data|j.236S Full}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236S Full}}
|-
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! colspan=14 style="background: white;"|Barrier
! colspan=16 style="background: white;"|Barrier
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|-
{{AttackVersion|name=214S|subtitle=Catch}}
{{AttackVersion|name=214S|subtitle=Catch}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=14 style="background: white;"|Split Finger Shot
! colspan=16 style="background: white;"|Split Finger Shot
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|-
{{AttackVersion|name=A1/A2|subtitle=}}
{{AttackVersion|name=A1/A2|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=14 style="background: white;"|Spirit Excalibur
! colspan=16 style="background: white;"|Spirit Excalibur
|-
|-
|-
{{AttackVersion|name=236HS|subtitle=}}
{{AttackVersion|name=236HS|subtitle=}}
{{#lsth:DBFZ/SSB Vegito/Data|236HS Full}}
{{#lsth:DBFZ/SSB Vegito/Data|236HS Full}}
|-
|-
! colspan=14 style="background: white;"|Omega Finishing Blow
! colspan=16 style="background: white;"|Omega Finishing Blow
|-
|-
{{AttackVersion|name=236LM|subtitle=}}
{{AttackVersion|name=236LM|subtitle=}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236HS Full}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236HS Full}}
|-
|-
! colspan=14 style="background: white;"|Final Kamehameha
! colspan=16 style="background: white;"|Final Kamehameha
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|-
{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{AttackVersion|name=214LM|subtitle=or 214HS}}
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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Vegeta]]
[[Category:Vegito]]

Revision as of 17:47, 7 April 2019

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
6S
j.L
j.M
j.H
j.2H
j.S

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.
Spiral Heel Shot
236L
236M
236H
j.236L
j.236M
j.236H
Atomic Buster
214L
214M
214H
j.214L
j.214M
j.214H
Split Finger Shot
236S
j.236S
Barrier
214S
Catch
Attack

Assist

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.
Split Finger Shot
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.
Spirit Excalibur
236HS
Omega Finishing Blow
236LM
Final Kamehameha
214LM
or 214HS
j.214LM
or j.214HS

Sources

Navigation

To edit frame data, edit values in DBFZ/SSB Vegito/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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