DBFZ/Vegeta/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 5 - B All - 6 3 11 -2 - 11 16 16 -
5LL 700 7 - B All - 11 3 18 -5 - 15 - - -
5LLL 300, 700 - - B All U3+ 11 2 18 -4 (airborne) - 15 Launch 39 -
2L 400 5 - F All - 7 3 13 -4 - 11 16 16 -
5M 700 7 - B All - 9 3 18 -5 - 15 - - -
2M 700 7 - F Low - 11 4 18 -6 - 15 Launch 22 -
6M 850 12 - B High - 24 6 4+6L 0 - 15 18 23 -
5H 850 12 - B All U1 13 6 18 -8 - 15 Launch 22 / -
2H 850 12 - B All U1+ 13 3 27 -14 - 15 Launch 22 / 39 4-15 Head
5S 300*1~8 - - P1 All - 13 - 24 -3 - 20 23 25 -
2S 500 - - P1 All - 12 - 24 -3~+20 - 20 23 25 -
j.L 400 5 - H High - 6 3 - - - - - - -
j.M 700 7 - H High - 9 4 - - - - - - -
j.H 850 [1000] 12 - H High D1+ 13 4 - - - - - - -
j.2H 850 12 - H All U1+ 12 5 - - - 15 Launch 22 / 39 -
j.S 300 - - P1 All - 13 - X+7L - - 20 23 25 -
j.2S 500 - - P1 All - 12 - X+5L - - 20 23 25 -

Special Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Super Dash Kick
236L 800 - - B All - 11 6 15 -5 (airborne) - 15 Launch - -
236M 900 - - B All U1 15 9 21 -9 - - Launch - -
236H 1300 -100 - B All U1 29-36 9 22 -5 - - Launch - 9~19-26 Full (while invisible)
j.236L 800 - - H All - 11 4 23 - - - Launch - -
j.236M 900 - - H All U1 15 9 23 - - - Launch - -
j.236H 1300 -100 - H All U1 29-36 9 23 - - - Launch - 5~19-26 Full (while invisible)
Deadly Knee Drop
214L 920 - - H All D1 26-33 Until Landing, 3 14 -4 - - Launch - -
214M 1000 - - H All D1 29-33 Until Landing, 3 14 -4 - - Launch - -
214H 1200 -100 - H All D1 26-33 Until Landing, 3 14 -4 - - Launch - -
j.214L 920 - - H All D1 26-33 Until Landing, 3 14 -4 - - Launch - -
j.214M 1000 - - H All D1 29-33 Until Landing, 3 14 -4 - - Launch - -
j.214H 1200 -100 - H All D1 26-33 Until Landing, 3 14 -4 - - Launch - -
Energy Cutter
236S 1000 - - P2 All - 22 - 23 -4 (airborne) - - Launch - -
I have no use for Saiyans that can't move
214S 0 - - Throw High U1 16 3 15 - - - Launch 22 / 39 -

Z Assists[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A
Energy Cutter
800 - - P2 All - 26 - - +18 - +18 Launch - -
Assist B - - - - All - 26 - - +25 - +25 - - -
Assist C - - - - - - - - - - - - - - -

Super Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Galick Gun
236LM
or 236HS
280*10 [350*10] - - - All - - - - - - - - - -
j.236LM
or j.236HS
280*10 - - - All - - - - - - - - - -
Galaxy Breaker
214LM
or 214HS
234*20 [260*20] - - - All - - - - - - - - - -

Sources[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/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.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

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