< DBFZ
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</div> | </div> | ||
==Overview== | ==Overview== | ||
Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of | 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 | 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=== | ===Strengths/Weaknesses=== | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* Ki Blasts are very fast and surprisingly good at controlling space in neutral. | * Ki Blasts are very fast and surprisingly good at controlling space in neutral. | ||
* His ability to convert into his okizeme game is excellent, due to having specials with a huge corner carry | * His ability to convert into his okizeme game is excellent, due to having specials with a huge corner carry. | ||
* Very strong pressure game with fast normals, rekkas, and command grabs. | * Very strong pressure game with fast normals, rekkas, and command grabs. | ||
* Absurdly high damage when he has the resources to burn, especially in the corner. | * Absurdly high damage when he has the resources to burn, especially in the corner. | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* Loses to strong aerial zoning; has to take risks in order to close the distance with opponents. | * Loses to strong aerial zoning; has to take risks in order to close the distance with opponents. | ||
* Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum | * Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum. | ||
* Stubby limbs causes him to have medium short range. | * Stubby limbs causes him to have medium short range. | ||
* Because of the long startup on Big Bang Attack, he generally loses at range. | * Because of the long startup on Big Bang Attack, he generally loses at range. | ||
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|description= | |description= | ||
* Kicks forward | * Kicks forward | ||
* On whiff, all version can still do followup attacks | |||
* Considered to be airborne throughout the move | * Considered to be airborne throughout the move | ||
Can be used to close in on the opponent, but it can be reacted to with a 2H, so be wary. If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable. | Can be used to close in on the opponent, but it can be reacted to with a 2H, so be wary. If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|description= | |description= | ||
* Kicks upward and travels farther than L version | * Kicks upward and travels farther than L version | ||
Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. Mostly used for combos for it's angle, since it is not any better than 236L in keeping the opponent blocking. Can be used to cross up after 2L or 2M, double cross up by using a backdash after that, or doing an overhead in the corner. It needs coverage though, like most of Vegeta's options. | Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. Mostly used for combos for it's angle, since it is not any better than 236L in keeping the opponent blocking. Can be used to cross up after 2L or 2M, double cross up by using a backdash after that, or doing an overhead in the corner. It needs coverage though, like most of Vegeta's options. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|description= | |description= | ||
* Kicks forward and travels farther than L version | * Kicks forward and travels farther than L version | ||
* | * Adds extra damage to all followups. | ||
236L with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[L+M] in almost every aspect, lacking great distance and speed, invincibility, and wallbounce. If it is blocked, then it can be followed up with the additional attacks and an assist to start a mix-up, but if it connects, then it is a waste of meter. | 236L with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[L+M] in almost every aspect, lacking great distance and speed, invincibility, and wallbounce. If it is blocked, then it can be followed up with the additional attacks and an assist to start a mix-up, but if it connects, then it is a waste of meter. | ||
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|startup= 10 |active= 3 |recovery= |frameAdv= -8 | |startup= 10 |active= 3 |recovery= |frameAdv= -8 | ||
|description= | |description= | ||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HL | |||
|damage=650 |guard=All | |||
|startup= 10 |active= 3 |recovery= |frameAdv= -8 | |||
|description= | |||
* Damage increases if H version was used in the string | |||
* On whiff, all version can still do followup attacks | |||
* Considered to be airborne throughout the move | |||
* Hits once and moves SSGSS Vegeta slightly forward | * Hits once and moves SSGSS Vegeta slightly forward | ||
* On hit, bounces SSGSS Vegeta back a small amount | * On hit, bounces SSGSS Vegeta back a small amount | ||
A useful move for pressure, allowing SSGSS Vegeta to escape with a backdash, or for a clean j.M overhead with an airdash forward, but can be interrupted and is not a tight blockstring without an assist. Also has the potential for a low mix-up with an empty jump-in. Cannot be reflected if launched after 5H. It allows to IAD after that, or be in a good range to 2M in the corner, leading to a good 50/50 | A useful move for pressure, allowing SSGSS Vegeta to escape with a backdash, or for a clean j.M overhead with an airdash forward, but can be interrupted and is not a tight blockstring without an assist. Also has the potential for a low mix-up with an empty jump-in. Cannot be reflected if launched after 5H. It allows to IAD after that, or be in a good range to 2M in the corner, leading to a good 50/50 gapless situation with a right timed assist in the corner. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=M | |version=M | ||
|damage= | |damage=220x3 |guard=All | ||
|startup= 17 |active= (3)(3)(3) |recovery= |frameAdv= -8 | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HM | |||
|damage=286x3 |guard=All | |||
|startup= 17 |active= (3)(3)(3) |recovery= |frameAdv= -8 | |startup= 17 |active= (3)(3)(3) |recovery= |frameAdv= -8 | ||
|description= | |description= | ||
* Hits thrice and moves SSGSS Vegeta forward | * Hits thrice and moves SSGSS Vegeta forward | ||
Another option for pressure after the first kick, but instead of allowing SSGSS Vegeta to hover in the air for a good bit, it will put him closer to the enemy and to the ground. | Another option for pressure after the first kick, but instead of allowing SSGSS Vegeta to hover in the air for a good bit, it will put him closer to the enemy and to the ground. | ||
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While the M version goes much farther than the L version, this move is easily telegraphed after a whiffed 236L and 5H/2H can pierce through. Can be used with specific assists on block to put more scarier pressure that the L version cannot provide, but otherwise, serves the exact same purpose. | While the M version goes much farther than the L version, this move is easily telegraphed after a whiffed 236L and 5H/2H can pierce through. Can be used with specific assists on block to put more scarier pressure that the L version cannot provide, but otherwise, serves the exact same purpose. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|version=H | |version=H | ||
|damage=600 |guard=All | |damage=600 |guard=All | ||
|startup= 10 |active= 3 |recovery= |frameAdv= -13 | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HH | |||
|damage=960 |guard=All | |||
|startup= 10 |active= 3 |recovery= |frameAdv= -13 | |startup= 10 |active= 3 |recovery= |frameAdv= -13 | ||
|description= | |description= | ||
* Hits once and moves SSGSS Vegeta forward | * Hits once and moves SSGSS Vegeta forward | ||
* Can side switch after the attack if the followup is delayed | * Can side switch after the attack if the followup is delayed | ||
* Adds extra damage to all followups. | |||
Similar to Vanish, the H version can be used as a 1 meter investment to confirm off of the first kick with an assist, or to simply escape corner, since it is safe. The side switch can be used to set up an assist on the opposite side of SSGSS Vegeta, which he can use to take advantage of their knockback on either block or hit. | Similar to Vanish, the H version can be used as a 1 meter investment to confirm off of the first kick with an assist, or to simply escape corner, since it is safe. The side switch can be used to set up an assist on the opposite side of SSGSS Vegeta, which he can use to take advantage of their knockback on either block or hit. | ||
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|startup= 12 |active= 6 |recovery= |frameAdv= -9 | |startup= 12 |active= 6 |recovery= |frameAdv= -9 | ||
|description= | |description= | ||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HL | |||
|damage=650 |guard=All | |||
|startup= 12 |active= 6 |recovery= |frameAdv= -9 | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HHL | |||
|damage=1000 |guard=All | |||
|startup= 12 |active= 6 |recovery= |frameAdv= -9 | |||
|description= | |||
* Damage increases if H versions were used in the string | |||
* All versions track the opponent | |||
** However, H Followup 1 > L/M/H Followup 2 does NOT track on whiff | |||
* Considered to be airborne throughout the move | |||
* On hit, flips SSGSS Vegeta above his opponent | * On hit, flips SSGSS Vegeta above his opponent | ||
* Surprisingly difficult to punish | * Surprisingly difficult to punish | ||
The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps SSGSS Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash. | The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps SSGSS Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash. | ||
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|version=M | |version=M | ||
|damage=600 |guard=All | |damage=600 |guard=All | ||
|startup= 18 |active= 6 |recovery= |frameAdv= -10 | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HM | |||
|damage=780 |guard=All | |||
|startup= 18 |active= 6 |recovery= |frameAdv= -10 | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HHM | |||
|damage=1200 |guard=All | |||
|startup= 18 |active= 6 |recovery= |frameAdv= -10 | |startup= 18 |active= 6 |recovery= |frameAdv= -10 | ||
|description= | |description= | ||
* Small delay before it starts | * Small delay before it starts | ||
* Wall bounces | * Wall bounces | ||
* Not safe on block | * Not safe on block; does not cross-up on block unlike his counterparts' 236M | ||
Unlike the L version, SSGSS Vegeta will recover very close to the ground, providing no chance to hit an overhead. This can be beneficial; if the opponent expected the high mixup that comes with the L version, the quick landing of the M version and a low can catch them off guard. | Unlike the L version, SSGSS Vegeta will recover very close to the ground, providing no chance to hit an overhead. This can be beneficial; if the opponent expected the high mixup that comes with the L version, the quick landing of the M version and a low can catch them off guard. | ||
This follow up, despite the slight delay, will not let the opponent have the time to 2H, and will counter it. }} | This follow up, despite the slight delay, will not let the opponent have the time to 2H, and will counter it. | ||
}} | |||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= | |damage=100x4, 450 |guard=All | ||
|startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5 | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HH | |||
|damage=150x4, 675 |guard=All | |||
|startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5 | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=HHH | |||
|damage=260x4, 1170 |guard=All | |||
|startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5 | |startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5 | ||
|description= | |description= | ||
* Multi-hit move which travels full screen | * Multi-hit move which travels full screen | ||
* Always does fixed amount of hits and damage | |||
* Wall bounces | * Wall bounces | ||
* On block, side swaps | * On block, side swaps | ||
Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. | Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">On a | ====== <font style="visibility:hidden" size="0">On a scale of one to ten, I'll give you a three!</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBVegeta_OnAScaleOfOneToTen.png |caption= | |image=DBFZ_SSBVegeta_OnAScaleOfOneToTen.png |caption= ''"I'll slap your shit, boy!"'' | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
|name=On a | |name=On a scale of one to ten, I'll give you a three! | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=Ground | |version=Ground | ||
|damage= | |damage=300, 1400 |guard=All | ||
|startup= 14 |active= |recovery= |frameAdv= -13 | |startup= 14 |active= |recovery= |frameAdv= -13 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= | |damage=300, 1400 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Has a hitbox while charging | * Has a hitbox while charging | ||
* Has beam properties (will always trade with other beams) | |||
* Has | |||
* If performed in the air, will fire downwards | * If performed in the air, will fire downwards | ||
Powerful but slow projectile. Because of | Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Along with the pushback from shooting the projectile, this move is also very safe on block, even from point-blank reflects, unless SSGSS Vegeta is against a wall. At long range, it serves as a suitable answer to enemy projectiles, since SSGSS Vegeta has unconventional ki blasts, but can be punished very readily by raw level 3 supers. | ||
While the startup can easily be caught with a Vanish, keep in mind that Vanish | While the startup can easily be caught with a Vanish, keep in mind that Vanish by itself does not advance the state of the game unless it is used to escape corner. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=100, 1000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Has a hitbox while charging | * Has a hitbox while charging | ||
* Places SSGSS Vegeta in the air behind active character | * Places SSGSS Vegeta in the air behind active character | ||
* Projectile is fired downward | * Projectile is fired downward | ||
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====== <font style="visibility:hidden" size="0">Niagara Pummel</font> ====== | ====== <font style="visibility:hidden" size="0">Niagara Pummel</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBVegeta_NiagaraPummel.png |caption= ''" | |image=DBFZ_SSBVegeta_NiagaraPummel.png |caption= ''"Only a naive numbskull like him..."'' | ||
|image2=DBFZ_SSBVegeta_NiagaraPummel-2.png |caption2=''" | |image2=DBFZ_SSBVegeta_NiagaraPummel-2.png |caption2=''"Can use those Saiyan cells to their fullest!"'' | ||
|input=236L+M | |input=236L+M | ||
|name=Niagara Pummel | |name=Niagara Pummel | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |version=Normal | ||
|damage=2220 |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Hold down any button to only perform the first punch. | ||
* Grounds the opponent on completion | * Grounds the opponent on completion. | ||
* Not invincible until after startup. | |||
* Not invincible until after startup | * Travels near fullscreen. | ||
* Travels near fullscreen | |||
Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage. | Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage. | ||
Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of. | Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of. | ||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=Held | |||
|damage=1110 |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Has smash property. | |||
* Wallbounces if smash hasn't been used in the combo. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Final Flash</font> ====== | ====== <font style="visibility:hidden" size="0">Final Flash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBVegeta_FinalFlash.png |caption="'' | |image=DBFZ_SSBVegeta_FinalFlash.png |caption="''Cocky bastard!''" | ||
|image2=DBFZ_SSBVegeta_FinalFlash2.png |caption2= | |image2=DBFZ_SSBVegeta_FinalFlash2.png |caption2="''You're as good as '''space dust!'''''" | ||
|image3=DBFZ_SSBVegeta_FinalFlashAttack.png |caption3="''WORTHLESS PIECE OF JUNK!''" | |image3=DBFZ_SSBVegeta_FinalFlashAttack.png |caption3="'''''WORTHLESS PIECE OF JUNK!'''''" | ||
|input=214L+M or 214H+S (Air OK) | |input=214L+M or 214H+S (Air OK) | ||
|name=Final Flash | |name=Final Flash | ||
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}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=Final Flash Attack | |version=Final Flash Attack | ||
|subtitle=Hold | |subtitle=Hold any button on hit | ||
|damage=1540 |guard=All | |damage=1540 |guard=All | ||
|header=no | |header=no | ||
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|description= | |description= | ||
* Acts as SSGSS Vegeta's sole reversal option. | * Acts as SSGSS Vegeta's sole reversal option. | ||
* Can hold down | * Can hold down buttons to perform an additional attack (requires 2 extra meters) | ||
* First part has a minimum damage of approx. 36% (1440) | * First part has a minimum damage of approx. 36% (1440) | ||
* Second hit has a minimum damage of 50% (770) | * Second hit has a minimum damage of 50% (770) |
Revision as of 21:32, 12 November 2018
Vegeta (SSGSS) |
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Prejump: Assist Cooldown:
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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
Strengths | Weaknesses |
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|
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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j.2S
j.2S |
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Specials
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
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Super Dash Kick Followup 1
Super Dash Kick Followup 1 Super Dash Kick > L/M/H |
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Super Dash Kick Followup 2
Super Dash Kick Followup 2 Super Dash Kick Followup 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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Assist
Big Bang Attack A1/A2 |
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Supers
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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