Vegeta (SSGSS) |
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Overview
Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Whis, personal attendant of Lord Beerus. Both he and Goku have attained the power of the "Super Saiyan God Super Saiyan".
In Dragon Ball FighterZ, this version of Vegeta fights similarly to his original form: attacking aggressively while closing the distance to pummel his foes into submission. However, in exchange for his increased close-range prowess, his defensive options are rather subpar.
Strengths/Weaknesses
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Normal Moves
5L
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5M
5M |
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5H
5H |
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SSGSS Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but it is still a heavy attack, making it slower than many other attacks and is unsafe on block. If it is blocked, always special cancel. |
5S
5S |
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The speed at which the ki blast will come out makes this a good move for fishing freebies or forcing the opponent to block. Can special cancel to 236L/H or 214L to start pressure on block or capitalize on hit respectively. Because the projectile hugs the ground, it will low-profile standard ki blasts and trade with the opponent, which can be both an advantage and a disadvantage. |
2L
2L |
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Good move to mash in the corner after 214L. |
2M
2M |
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Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range. |
2H
2H |
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While it is unsafe on block, it can always be special canceled into 236S, turning it safe and pushing the opponent almost half a screen away. 236L and 214L will whiff partially or entirely on crouch blockers and certain characters since SSGSS Vegeta is in the air. |
2S
2S |
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Similar to 5S, it also has great speed, making 2S a great way to put a check on jumpy and aggressive opponents. Since 5S cannot clash with other projectiles that well, 2S must fill that role. Due to it's angle it can only clash when the opponent's projectile is close. However, 5S can be done immediately after to catch long recoveries. |
6M
6M |
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Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings. |
j.L
j.L |
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The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H. |
j.M
j.M |
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Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure. |
j.H
j.H |
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A decent combo ender since SSGSS Vegeta will have a better time with a grounded opponent. Can also be used to set up for certain grounded assists to extend hitstun. |
j.S
j.S |
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In contrast to 2S, j.S can be used as a pseudo-jump in due to speed. Since it will stop SSGSS Vegeta in the air, can also be used to bait 2H buttons, provided he is not too close to the enemy. |
j.2H
j.2H |
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The move that every combo should try to fit in at least once. It doesn't hit in front of SSGSS Vegeta very well, so because of this, combos can be dropped if 2M wasn't done close enough. Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly, and allow him to keep momentum, it can be used to have strong set up off certain situation, especially in the corner. |
j.2S
j.2S |
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Similar to SSGSS Vegeta's j.S but instead of throwing it downward, he'll throw it in a shallow upward angle. Can be a good air-to-air at a distance. Like j.S, can also be used against 2H moves, but by performing this move instead, the ki blast may miss and will allow SSGSS Vegeta to perform a stronger starter for a full combo once he lands. |
Special Moves
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
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Super Dash Kick Follow-Up 1
Super Dash Kick Follow-Up 1 Super Dash Kick > L/M/H |
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Super Dash Kick Follow-Up 2
Super Dash Kick Follow-Up 2 Super Dash Kick Follow-Up 1 > L/M/H |
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On a scale of one to ten, I'll give you a three!
On a scale of one to ten, I'll give you a three! 214L/M/H (Air OK) |
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Big Bang Attack
Big Bang Attack 236S (Air OK) |
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Z Assists
Assist A
Big Bang Attack Assist A |
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The slow startup of this assist and it's downward trajectory makes this move very hard to utilize as a combo piece. However, certain fast supers can utilize this to their advantage to extend hitstun beyond their recoveries, and certain characters which are capable of pulling/pushing the opponent towards their direction can even utilize the initial hitbox without the use of Vanish. The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When SSGSS Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking. |
Assist B
Infinite Break Assist B |
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Assist C
Super Dash Kick Assist C |
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Super Moves
Niagara Pummel
Niagara Pummel 236L+M |
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Galick Gun
Galick Gun 236H+S |
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Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.