DBFZ/SS Vegeta/Frame Data

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System Data


Normal Attacks

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
5L 400 All - 6 3 12 -3 - 5 - B1 - - - -
5LL 700 All - 10 4 14 -2 - 7 - B2 - - - -
5LLL 700 / 1000 All U3+ 12 3 21 -5 - 12 - B6 - - - -
2L 400 Low - 7 3 13 -4 - 5 - F1 - - - -
5M 700 All - 9 6 16 -6 - 7 - B2 - - - -
2M 700 Low - 10 4 18 -6 - 7 - F2 - - - -
6M 850 High - 24 6 10 0 - 12 - B3 - - - -
5H 850 All U1 14 6 18 -8 - 12 - B4 - - - -
2H 850 All U1+ 13 3 30 -17 - 12 - B4 - - - -
5S or 5[S] 250*8 All - 13 [1(9)] *8 24 -4 [+3] - 6*8 - P1 - - - -
j.L 400 High - 6 3 13 -4 - 5 - H1 - - - -
j.M 700 High - 10 4 14 0 - 7 - H2 - - - -
j.H 850 / 1000 High D1+ 13 6 22 -12 - 12 - H3 - 10 - -
j.2H 850 All U1+ 12 3 12 +3 - 12 - H3 - 15 - -
j.S or j.[S] 250*5 All - 12 [1(9)] *5 23 -3 - 6*5 - P1 - 20 - -

Special Moves

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Interceptor Kick
j.2L 900 All - 17 Until Landing 13 0* - 7 - B2 - 13 Ground Bounce Soft KD

Remains active until Vegeta lands; *becomes more minus on block the earlier in active frames it connects

Super Dash Kick
236L 900 All - 11 6 26 -4 - 10 - B3 - 22 - -
236M 300*2, 500 All U1+ 11 4(10)4(11)8 17 -9 to -2 - 8*3 - B2*2, B3 - 15 - -
236H 1000 All U1+ 11 12 23 -19 to -8 - -100 - B3 - 15 - -
j.236L 900 All - 10 6 26 -5 - 10 - H3 - 21 - -
j.236M 300*2, 500 All U1+ 11 4(10)4(11)8 27 -19 to -12 - 8*3 - H2*2, H3 - 15 - -
j.236H 1000 All U1+ 10 12 15 -11 to 0 - -100 - H3 - 15 - -
Crushing Knee Kick
214L 900 All - 9 9 31 -18 to -28 1- 10 - B6 - 13 - -

Disadvantage on block depends on which active frames connect

214M 800 / 800,300 All D1 16 12 30 -17 to -30 Full 1-19 10 / 10*2 - B3 - 13 - -

Disadvantage on block depends on which active frames connect

214H 800,100*5 / 800,100*5,300 All D1 9 22 37 -24 to -47 Full 1-11 -100 - B3 - 13 - -

Disadvantage on block depends on which active frames connect

j.214L 900 All - 9 9 27 -14 to -24 Head 1- 10 - H6 - 13 - -

Disadvantage on block depends on which active frames connect

j.214M 800 / 800,300 All D1 12 12 33 -20 to -30 Full 1-15 10 / 10*2 - H3 - 13 - -

Disadvantage on block depends on which active frames connect

j.214H 800,100*5 / 800,100*5,300 All D1 9 12 27 -14 to -27 Full 1-11 -100 - H3 - 13 - -

Disadvantage on block depends on which active frames connect

Consecutive Energy Blast
236S 100*16 All - 18 1(5)*15, 1 26 -4 - 2*16 - P1 - 22 - -
j.236S 100*16 All - 16 1(5), 1(4)1(5)*7, 1 21 +1 - 2*16 - P1 - 22 - -

Frame advantage improves with range

Z Assists

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Assist A
Consecutive Energy Blast
130*8 All - 38 [1(4)]*8 69 +46 to +53 - 0% - P1 - +46 to +53 Launch 57
Assist B 800 All - 26 6 Total 82~116 +31 - 0% - B - 31 Launch 45
Assist C 180*6, 400 All - 41 [21] 22 Total 126~177 +18 to +24 36-? Full 0% - B - 6f per hit Launch 93

Super Moves

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Big Bang Attack
236LM
or 236HS
2200 All UDV 9+4 1 57 -27 9-21 All -100 - P3 - 30 - -

Advantage on block improves with range

j.236LM
or j.236HS
2200 All UDV 9+4 1 56 -26 9-21 All -100 - P3 - 30 - -

Advantage on block improves with range

Final Flash
214LM
or 214HS
220*20 All UDV 12+3 85 50 -34 [+42] 1-28 All -300 - P3 - 16 - -
j.214LM
or j.214HS
220*20 All UDV 12+3 85 Until Landing -34 [+?] 1-28 All -300 - P3 - 16 - -

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 4LL[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S (1-8) - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S (1-5) - - - - Sp
  • j.LL acts like j.M with better reach and only comes out on air-to-air hit on the point character.
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 isn't available 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

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