DBFZ/SSB Vegeta: Difference between revisions

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{{CharData-DBFZ
{{CharData-DBFZ|SSBVegeta}}
|health=10,000
|jumpStartup=4F
|backdashTime=
|backdashInv=
}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
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<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
{{CharNav |charMainPage=DBFZ/SSB Vegeta
|videos=
|forums=
}}
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:200px; width:1px;">
  &nbsp;
</div>
</div>
==Overview==
==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".
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.
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%;"|
* 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, which helps against his difficulty to cause a sliding knockdown.
* 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, but can find ways around it thanks to his corner carry, or end with a grab.
* 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.  
* Little to no defensive options; his only reversal is very expensive.
* Little to no defensive options.
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{{CharLinks-DBFZ|SSBVegeta}}
<br clear=all/>
<br clear=all/>


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====== <font style="visibility:hidden" size="0">2H</font> ======
====== <font style="visibility:hidden" size="0">2H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSBVegeta__2H.png |caption=
|image=DBFZ_SSBVegeta__2H.png |caption= IMMA KICK 'IM
|name=2H
|name=2H
|data=
|data=
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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
* Followup attacks can be done on whiff


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
* Considered to be airborne throughout the move
* Followup attacks can be done on whiff


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
* Considered to be airborne throughout the move
* Adds extra damage to all followups.
* Followup attacks can be done on whiff


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
* Considered to be airborne throughout the move
* Followup attacks can be done on whiff
* 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 gapeless situation with a right timed assist in the corner.  
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=572 |guard=All
  |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
* Considered to be airborne throughout the move
* Followup attacks can be done on whiff


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
* Followup attacks can be done on whiff
* Considered to be airborne throughout the move
* 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
* Considered to be airborne throughout the move
* Tracks the opponent


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
* Tracks the opponent
* Considered to be airborne throughout the move


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=700 |guard=All
  |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
* Tracks the opponent
* Considered to be airborne throughout the move


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 Scale of One to Ten, I'll Give You a Three</font> ======
====== <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= Dunk em in the TRAAAASH
|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 Scale of One to Ten, I'll Give You a Three
|name=On a scale of one to ten, I'll give you a three!
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out, but blocking low (making the grab whiff) is a natural response upon wake-up and it is very susceptible to patient and tempered opponents who can 2H in response, and, which makes this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put SSGSS Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to use j.L in a safe jump situation, or just fall and use 2L, making it an extremely scary mixup tool with an assist.
Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out, but blocking low (making the grab whiff) is a natural response upon wake-up and it is very susceptible to patient and tempered opponents who can 2H in response, and, which makes this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put SSGSS Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to use j.L in a safe jump situation, or just fall and use 2L, making it an extremely scary mixup tool with an assist.


  }}
  }}
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* No more than one command grab can be used in a single combo
* No more than one command grab can be used in a single combo


Used to catch opponents wanting to jump out of SSGSS Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Also provides better oki, but pops the opponents in the air allowing for an air recovery. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meaty j.M and can freely move if it whiff, just like the L version.
Used to catch opponents wanting to jump out of SSGSS Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Additionally, it also provides better oki. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meaty j.M and can freely move if it whiff, just like the L version.


  }}
  }}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Ground
  |version=Ground
  |damage=1300[1240] |guard=All
  |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=1300[1240] |guard=All
  |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
* [] is when first hit lands
* Has beam properties (will always trade with other beams)
* Has Beam properties (will always trade with other beams)
* If performed in the air, will fire downwards
* If performed in the air, will fire downwards


Powerful but slow projectile. Because of it's initial hit, it has use 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.
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 Attack 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
  |damage=800[660] |guard=All
  |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
* [] is when first hit lands
* 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= ''"EEEEEEYAAAAAAAAH"''
|image=DBFZ_SSBVegeta_NiagaraPummel.png |caption= ''"Only a naive numbskull like him..."''
|image2=DBFZ_SSBVegeta_NiagaraPummel-2.png |caption2=''"You're finished!"''
|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=2210 |guard=All
|version=Normal
  |damage=2220 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Has smash property
* Hold down any button to only perform the first punch.
* Grounds the opponent on completion
* Grounds the opponent on completion.
* Can hold down the buttons to only perform a wallbounce
* 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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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=2050 |guard=All
  |damage=2296 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
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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="''You're as good as space dust!''"
|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 L+M or H+S during Attack
  |subtitle=Hold any button on hit
  |damage=1540 |guard=All
  |damage=1540 |guard=All
  |header=no
  |header=no
Line 646: Line 691:
  |description=
  |description=
* Acts as SSGSS Vegeta's sole reversal option.
* Acts as SSGSS Vegeta's sole reversal option.
* Can hold down the buttons to perform an additional attack (requires 2 meter)
* 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)
Line 657: Line 702:


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[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Vegeta]]
[[Category:Vegeta]]

Revision as of 21:32, 12 November 2018

Vegeta (SSGSS)
DBFZ SSB Vegeta Portrait.png

Health:

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Hyper Offense, Rekka

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
  • 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.
  • 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.
  • Big Bang Attack is the non-super-projectile with the highest priority in the game.
  • All of his specials are excellent combo finishers and are easy to combo into.
  • 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.
  • Stubby limbs causes him to have medium short range.
  • Because of the long startup on Big Bang Attack, he generally loses at range.
  • Little to no defensive options.

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Normals

5L
5L
DBFZ SSBVegeta 5L.png
DBFZ SSBVegeta 5LL.png
DBFZ SSBVegeta 5LLL.png
400 All - 6 3 - - 700 All - 8 3 - - 1000 All - 13 3 - -
5M
5M
DBFZ SSBVegeta 5M.png
700 All - 9 6 - -
5H
5H
DBFZ SSBVegeta 5H.png
850 All - 14 3 - -
5S
5S
DBFZ SSBVegeta 5S.png
500 All - 13 - -
2L
2L
DBFZ SSBVegeta 2L.png
400 L - 7 3 - -
2M
2M
DBFZ SSBVegeta 2M.png
WHAT ARE THOOOOOSE
700 L - 10 4 - -
2H
2H
DBFZ SSBVegeta 2H.png
IMMA KICK 'IM
850 All - 13 2 - -
2S
2S
DBFZ SSBVegeta 2S.png
500 All - 13 - -
6M
6M
850 H - 24 6 - -
j.L
j.L
DBFZ SSBVegeta jL.png
400 H - - -
j.M
j.M
DBFZ SSBVegeta jM.png
700 H - - -
j.H
j.H
DBFZ SSBVegeta jH.png
850 H - - -
j.S
j.S
DBFZ SSBVegeta jS.png
500 All - - -
j.2H
j.2H
DBFZ SSBVegeta j2H.png
850 All - - -
j.2S
j.2S
DBFZ SSBVegeta j2S.png
500 All - - -

Specials

Super Dash Kick
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSBVegeta SuperDashKick.png
500 All - 12 3 - - 500 All - 15 3 - - 600 All - 11 4 - -
Super Dash Kick Followup 1
Super Dash Kick Followup 1
Super Dash Kick > L/M/H
DBFZ SSBVegeta SuperDashKickFollowup1.png
500 All - 10 3 - - 650 All - 10 3 - - 220x3 All - 17 (3)(3)(3) - - 286x3 All - 17 (3)(3)(3) - - 600 All - 10 3 - - 960 All - 10 3 - -
Super Dash Kick Followup 2
Super Dash Kick Followup 2
Super Dash Kick Followup 1 > L/M/H
DBFZ SSBVegeta SuperDashKickFollowup2.png
KUTABAREEE!!
500 All - 12 6 - - 650 All - 12 6 - - 1000 All - 12 6 - - 600 All - 18 6 - - 780 All - 18 6 - - 1200 All - 18 6 - - 100x4, 450 All - 16 8(on whiff) 15(on hit) - - 150x4, 675 All - 16 8(on whiff) 15(on hit) - - 260x4, 1170 All - 16 8(on whiff) 15(on hit) - -
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
"I'll slap your shit, boy!"
1200 Throw - 25 1 - - 1200 Throw - 22 5 - - 1560 Throw - 20 5 - -
Big Bang Attack
Big Bang Attack
236S(Air OK)
DBFZ SSBVegeta BigBangAttack.png
300, 1400 All - 14 - - 300, 1400 All - - -

Assist

Big Bang Attack
A1/A2
100, 1000 All - - -

Supers

Niagara Pummel
Niagara Pummel
236L+M
DBFZ SSBVegeta NiagaraPummel.png
"Only a naive numbskull like him..."
DBFZ SSBVegeta NiagaraPummel-2.png
"Can use those Saiyan cells to their fullest!"
2220 All - - - 1110 All - - -
Galick Gun
Galick Gun
236H+S
DBFZ SSBVegeta GalickGun.png
"Never understimate..."
DBFZ SSBVegeta GalickGun-2.png
"...a Saiyan's true power!"
2296 All - - -
Final Flash
Final Flash
214L+M or 214H+S (Air OK)
DBFZ SSBVegeta FinalFlash.png
"Cocky bastard!"
DBFZ SSBVegeta FinalFlash2.png
"You're as good as space dust!"
DBFZ SSBVegeta FinalFlashAttack.png
"WORTHLESS PIECE OF JUNK!"
3982 All - - - 1540 All - - -

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