DBFZ/SSB Vegeta

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Revision as of 04:01, 13 February 2018 by 142.162.230.85 (talk) (Niagara Pummel)
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SSB Vegeta
DBFZ SSB Vegeta Portrait.png
Movement Options
  • Double Jump, 1 Airdash
  

Overview

Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Beerus, the God of Destruction. 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.

Normals

5L
5L
DBFZ SSBVegeta 5L.png
DBFZ SSBVegeta 5LL.png
DBFZ SSBVegeta 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All - - - -
  • Important points go here
5LL 700 All - - - -
  • Important points go here
5LLL 1000 All - - - -
  • Important points go here


5M
5M
DBFZ SSBVegeta 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All - - - -
  • Important points go here


5H
5H
DBFZ SSBVegeta 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


5S
5S
DBFZ SSBVegeta 5S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All - - - -
  • Launches on hit


2L
2L
DBFZ SSBVegeta 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L - - - -
  • Important points go here


2M
2M
DBFZ SSBVegeta 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L - - - -
  • Important points go here


2H
2H
DBFZ SSBVegeta 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


2S
2S
DBFZ SSBVegeta 2S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All - - - -
  • Launches on hit

Similar to SSGSS Vegeta's 5S but instead of throwing it forward, he'll throw it upward at a 45 degree angle.


6M
6M
DBFZ SSBVegeta 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Important points go here


j.L
j.L
DBFZ SSBVegeta jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -
  • Important points go here


j.M
j.M
DBFZ SSBVegeta jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Important points go here


j.H
j.H
DBFZ SSBVegeta jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Important points go here


j.S
j.S
DBFZ SSBVegeta jS.png
Damage Guard Startup Active Recovery Frame Adv.
500 All - - - -
  • Launches on hit


j.2H
j.2H
DBFZ SSBVegeta j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


j.2S
j.2S
DBFZ SSBVegeta j2S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All - - - -
  • Launches on hit


Specials

Super Dash Kick
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSBVegeta SuperDashKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 500 All - - - -
  • Followup attacks can be done on whiff. Attacks straight forward.

Placeholder

M 500 All - - - -
  • Followup attacks can be done on whiff. Attacks at a higher angle than the L version.

Placeholder

H 600 All - - - -
  • Followup attacks can be done on whiff. Attacks straight forward, much further and faster than the L version.

Placeholder


Super Dash Kick Followup 1
Super Dash Kick Followup 1
Super Dash Kick > L/M/H
DBFZ SSBVegeta SuperDashKickFollowup1.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 500 All - - - -
  • Important points go here

Placeholder

M 572 All - - - -
  • Important points go here

Unlike the L and H versions, the M version has SSGSS Vegeta do a flurry of kicks.

H 600 All - - - -
  • Can side switch after the attack if you delay Followup 2

Placeholder


Super Dash Kick Followup 2
Super Dash Kick Followup 2
Super Dash Kick Followup 1 > L/M/H
DBFZ SSBVegeta SuperDashKickFollowup2.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 500 All - - - -
  • Important points go here

Placeholder

M 600 All - - - -
  • Wall bounces

Placeholder

H 700 All - - - -
  • Wall bounces

The lunging kick does multiple hits.


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)
DBFZ SSBVegeta OnAScaleOfOneToTen.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1200 Throw - - - -
  • Hits airborne and standing opponents but whiffs on crouching opponents

Placeholder

M 1200 Throw - - - -
  • Wall bounces

Placeholder

H 1560 Throw - - - -
  • Wall bounces

Placeholder


Big Bang Attack
Big Bang Attack
236S(Air OK)
DBFZ SSBVegeta BigBangAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1300[1240] All - - - -
Air 1300[1240] All - - - -
  • Has a hitbox while charging
  • [] is when first hit lands

Placeholder


Assist

Big Bang Attack
A1/A2
DBFZ SSBVegeta AssistBigBangAttack.png
Damage Guard Startup Active Recovery Frame Adv.
800[660] All - - - -
  • Good for extending combos
  • [] is when first hit lands

SSGSS Vegeta's assist is the air version of his Big Bang Attack that fires downward at an angle. It still has a hitbox while it's charging and launches on hit so it can be a good way to extend your combos by doing stuff like using your character's j.H to knock them down into it during an air combo.


Supers

Niagara Pummel
Niagara Pummel
236L+M
DBFZ SSBVegeta NiagaraPummel.png
DBFZ SSBVegeta NiagaraPummel-2.png
Damage Guard Startup Active Recovery Frame Adv.
2210 All - - - -
  • Vegeta can avoid performing the rest of the move on hit by holding down the buttons. If so, the attack wallbounces.

Is invulnerable until the hit. Can be used to punish most ground supers on reaction.


Galick Gun
Galick Gun
236H+S
DBFZ SSBVegeta GalickGun.png
DBFZ SSBVegeta GalickGun-2.png
Damage Guard Startup Active Recovery Frame Adv.
2050 All - - - -
  • Important points go here

Placeholder


Final Flash
Final Flash
214L+M or 214H+S (Air OK)
DBFZ SSBVegeta FinalFlash.png
DBFZ SSBVegeta FinalFlashAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal Version 3982 All - - - -
Final Flash Attack!
Hold L+M or H+S during Attack
3982,1540 All - - - -
  • Two extra Ki bars are needed to add in the extra attack.
  • Second hit has a minimum damage of 50%/770

Placeholder



Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc