< 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 Whis. Both he and Goku have attained the power of the "Super Saiyan God Super Saiyan". | 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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* 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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|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= | ||
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* Wall bounces | * Wall bounces | ||
* Not safe on block; does not cross-up on block unlike his counterparts' 236M | * 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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* 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 by itself does not advance the state of the game unless it is used to escape corner. | 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 | ||
|version= | |version=Normal | ||
|damage=2220 |guard=All | |damage=2220 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version= | |version=Held | ||
|damage=1110 |guard=All | |damage=1110 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= |
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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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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