DBFZ/SSB Vegeta: Difference between revisions

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{{CharData-DBFZ|SSBVegeta}}
{{#lsth:DBFZ/SSB Vegeta/Data|SystemData}}
;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>
</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, 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.  
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{{CharLinks-DBFZ|SSBVegeta}}
{{#lst:DBFZ/SSB Vegeta/Data|Links}}
<br clear=all/>
<br clear=all/>


==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSBVegeta__5L.png |caption=
|image=DBFZ_SSBVegeta__5L.png |caption=jab
|image2=DBFZ_SSBVegeta__5LL.png |caption2=
|image2=DBFZ_SSBVegeta__5LL.png |caption2=jab
|image3=DBFZ_SSBVegeta__5LLL.png |caption3=
|image3=DBFZ_SSBVegeta__5LLL.png |caption3= '''PUNCH'''
|name=5L
|name=5L
|data=
|data=
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  |startup= 6 |active= 3 |recovery=  |frameAdv= -3
  |startup= 6 |active= 3 |recovery=  |frameAdv= -3
  |description=
  |description=
* Typical jab
* Typical jab.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 8 |active= 3 |recovery= |frameAdv= -4
  |startup= 8 |active= 3 |recovery= |frameAdv= -4
  |description=
  |description=
* Moderately low reach; hitbox doesn't extend beyond his fist and he doesn't move forward very much
* Moderately low reach, hitbox doesn't extend beyond his fist and he doesn't move forward very much.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 13 |active= 3 |recovery= |frameAdv= -4
  |startup= 13 |active= 3 |recovery= |frameAdv= -4
  |description=
  |description=
* NOT an overhead
* NOT an overhead.
* Moves SSGSS Vegeta forward
* Moves SSGSS Vegeta forward.
* Safe on block and pushes opponent away a good amount
* Safe on block and pushes opponent away a good amount.
  }}
  }}
}}
}}
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  |startup= 9 |active= 6 |recovery= |frameAdv= -6
  |startup= 9 |active= 6 |recovery= |frameAdv= -6
  |description=
  |description=
* Combo fodder or blockstring filler
* Combo fodder or blockstring filler.
* About the same range as 2M and will hit higher
* About the same range as 2M and will hit higher.
  }}
  }}
}}
}}
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  |startup= 13 |active=  |recovery= |frameAdv= -5
  |startup= 13 |active=  |recovery= |frameAdv= -5
  |description=
  |description=
* Fast animation
* Fast animation.
* Launches on hit  
* Launches on hit.
* Ki blast thrown very low
* Ki blast thrown very low.
* Can cancel recovery to 2S regardless if it hits
* Can cancel recovery to 2S regardless if it hits.
 
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.
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.


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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=L
  |damage=400 |guard=Low
  |startup= 7 |active= 3 |recovery= |frameAdv= -3
  |startup= 7 |active= 3 |recovery= |frameAdv= -3
  |description=
  |description=
* Typical crouching kick
* Typical crouching kick.
Good move to mash in the corner after 214L.
Good move to mash in the corner after 214L.
  }}
  }}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=Low
  |startup= 10 |active= 4 |recovery= |frameAdv= -6
  |startup= 10 |active= 4 |recovery= |frameAdv= -6
  |description=
  |description=
* Starter for high damage combos
* Starter for high damage combos.
* Neither reaches far or moves him much closer  
* Neither reaches far or moves him much closer.
 
Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range.
Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range.
  }}
  }}
}}
}}
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  |startup= 13 |active= 2 |recovery= |frameAdv= -17
  |startup= 13 |active= 2 |recovery= |frameAdv= -17
  |description=
  |description=
* Puts SSGSS Vegeta in an aerial state
* Puts SSGSS Vegeta in an aerial state.
 
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.
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.
  }}
  }}
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====== <font style="visibility:hidden" size="0">2S</font> ======
====== <font style="visibility:hidden" size="0">2S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSBVegeta__2S.png |caption=
|image=DBFZ_SSBVegeta__2S.png |caption=''Fore''
|name=2S
|name=2S
|data=
|data=
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  |startup= 13 |active= |recovery= |frameAdv= -5
  |startup= 13 |active= |recovery= |frameAdv= -5
  |description=
  |description=
* Fast animation
* Fast animation.
* Launches on hit  
* Launches on hit .
* Ki blast angled upward
* Ki blast angled upward.
* Can cancel recovery to 5S regardless if it hits
* Can cancel recovery to 5S regardless if it hits.
 
Similar to 5S, it also has great speed, making 2S a great way to put a check on jumpy and aggressive opponents.  
Similar to 5S, it also has great speed, making 2S a great way to put a check on jumpy and aggressive opponents.  


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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=High
  |startup= 24 |active= 6 |recovery= |frameAdv= 0
  |startup= 24 |active= 6 |recovery= |frameAdv= 0
  |description=
  |description=
* Universal overhead
* Universal overhead.
 
Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings.
Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=H
  |damage=400 |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Typical air knee
* Typical air knee.
 
The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H.
The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=H
  |damage=700 |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Go-to air overhead
* Go-to air overhead.
 
Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure.
Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 [1000]|guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Standard IAD jump-in
* [] is on Smash hit.
 
* Standard IAD jump-in.
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.
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.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Fast animation
* Fast animation.
* Launches on hit
* Launches on hit.
* Halts momentum briefly
* Halts momentum briefly.
* Can cancel recovery to j.2S regardless if it hits
* Can cancel recovery to j.2S regardless if it hits.
 
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.
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.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Hitbox is horizontally impaired
* Hitbox is horizontally impaired.
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.


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.
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.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Fast animation
* Fast animation.
* Launches on hit
* Launches on hit.
* Halts momentum briefly
* Halts momentum briefly.
* Can cancel recovery to j.S regardless if it hits
* Can cancel recovery to j.S regardless if it hits.
 
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.
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.


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  |startup= 12 |active= 3 |recovery= |frameAdv= -5
  |startup= 12 |active= 3 |recovery= |frameAdv= -5
  |description=
  |description=
* Kicks forward
* Kicks forward.
* Considered to be airborne throughout the move
* On whiff, all version can still do followup attacks.
* Followup attacks can be done on whiff
* Ground versions of 236X '''do not''' have head property and cannot be anti-aired by moves like 2H. However, all the followups are very vulnerable to anti-airs.
 
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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  |startup= 15 |active= 3 |recovery= |frameAdv= 2
  |startup= 15 |active= 3 |recovery= |frameAdv= 2
  |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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  |startup= 11 |active= 4 |recovery= |frameAdv= -5
  |startup= 11 |active= 4 |recovery= |frameAdv= -5
  |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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Super Dash Kick Followup 1</font> ======
====== <font style="visibility:hidden" size="0">Super Dash Kick Follow-Up 1</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSBVegeta_SuperDashKickFollowup1.png |caption=
|image=DBFZ_SSBVegeta_SuperDashKickFollowup1.png |caption=
|input=Super Dash Kick > L/M/H
|input=Super Dash Kick > L/M/H
|name=Super Dash Kick Followup 1
|name=Super Dash Kick Follow-Up 1
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 10 |active= 3 |recovery= |frameAdv= -8
  |startup= 10 |active= 3 |recovery= |frameAdv= -8
  |description=
  |description=
* Hits once and moves SSGSS Vegeta slightly forward
}}
* Considered to be airborne throughout the move
{{AttackData-DBFZ
* Followup attacks can be done on whiff
|header=no
* On hit, bounces SSGSS Vegeta back a small amount
|version=HL
 
|damage=650 |guard=All
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.  
|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.
* 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 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=220*3 |guard=All
|startup= 17 |active= (3)(3)(3) |recovery= |frameAdv= -8
|description=
}}
{{AttackData-DBFZ
|header=no
|version=HM
|damage=286*3 |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
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.
* 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.
This move has the ability to frame trap, since it leads about 2 frames of gap between the first kick and this ones, but they can be reflected.
This move has the ability to frame trap, since it leads about 2 frames of gap between the first kick and this ones, but they can be reflected.
Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early.
Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early.


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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  |startup= 10 |active= 3 |recovery= |frameAdv= -13
  |startup= 10 |active= 3 |recovery= |frameAdv= -13
  |description=
  |description=
* Hits once and moves SSGSS Vegeta forward
}}
* Followup attacks can be done on whiff
{{AttackData-DBFZ
* Considered to be airborne throughout the move
|header=no
* Can side switch after the attack if the followup is delayed
|version=HH
 
|damage=960 |guard=All
|startup= 10 |active= 3 |recovery= |frameAdv= -13
|description=
* Hits once and moves SSGSS Vegeta forward.
* 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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Super Dash Kick Followup 2</font> ======
====== <font style="visibility:hidden" size="0">Super Dash Kick Follow-Up 2</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSBVegeta_SuperDashKickFollowup2.png |caption= KUTABAREEE!!
|image=DBFZ_SSBVegeta_SuperDashKickFollowup2.png |caption= KUTABAREEE!!
|input=Super Dash Kick Followup 1 > L/M/H
|input=Super Dash Kick Follow-Up 1 > L/M/H
|name=Super Dash Kick Followup 2
|name=Super Dash Kick Follow-Up 2
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 425: Line 414:
  |startup= 12 |active= 6 |recovery= |frameAdv= -9
  |startup= 12 |active= 6 |recovery= |frameAdv= -9
  |description=
  |description=
* On hit, flips SSGSS Vegeta above his opponent
}}
* Surprisingly difficult to punish
{{AttackData-DBFZ
* Considered to be airborne throughout the move
|header=no
* Tracks the opponent
|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.
* 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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  |startup= 18 |active= 6 |recovery= |frameAdv= -10
  |startup= 18 |active= 6 |recovery= |frameAdv= -10
  |description=
  |description=
* Small delay before it starts
}}
* Wall bounces
{{AttackData-DBFZ
* Not safe on block; does not cross-up on block unlike his counterparts' 236M
|header=no
* Tracks the opponent
|version=HM
* Considered to be airborne throughout the move
|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
|description=
* Pulls back before lunges forward, can be used to bait out attacks.
* Wall bounces.
* 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=700 |guard=All
  |damage=100*4, 450 |guard=All
|startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5
|description=
}}
{{AttackData-DBFZ
|header=no
|version=HH
|damage=150*4, 675 |guard=All
|startup= 16 |active= 8(on whiff) 15(on hit) |recovery= |frameAdv= -5
|description=
}}
{{AttackData-DBFZ
|header=no
|version=HHH
|damage=260*4, 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.
* Wall bounces
* Always does fixed amount of hits and damage.
* On block, side swaps
* Wall bounces.
* Tracks the opponent
* On block, side swaps.
* 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= ''"I'll slap your shit, boy!"''
|image=DBFZ_SSBVegeta_OnAScaleOfOneToTen.png |caption= Corner Carry: the move
|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!
Line 476: Line 505:
  |startup= 25 |active= 1 |recovery= |frameAdv=
  |startup= 25 |active= 1 |recovery= |frameAdv=
  |description=
  |description=
* Whiffs on crouching opponents
* Whiffs on crouching opponents.
* Deflects Ki Blasts
* Deflects Ki Blasts.
* Causes a soft knockdown
* Causes a soft knockdown.
* If it whiffs, Vegeta can move after it
* If it whiffs, Vegeta can move after it.
* 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.
 
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.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 491: Line 518:
  |startup= 22 |active= 5 |recovery= |frameAdv=
  |startup= 22 |active= 5 |recovery= |frameAdv=
  |description=
  |description=
* Travels moderately upward
* Travels moderately upward.
* Deflects Ki Blasts
* Deflects Ki Blasts.
* Causes a soft knockdown
* Causes a soft knockdown.
* If it whiffs, Vegeta can move after it
* If it whiffs, Vegeta can move after it.
* 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. 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.
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.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=H
  |version=H
  |damage=1560 |guard=Throw
  |damage=1000, 800 |guard=Throw
  |startup= 20 |active= 5 |recovery= |frameAdv=
  |startup= 20 |active= 5 |recovery= |frameAdv=
  |description=
  |description=
* Moderately quicker than meterless versions
* Moderately quicker than meterless versions.
* Whiffs on crouching opponents
* Whiffs on crouching opponents.
* Wallbounces
* Wallbounces.
* Deflects Ki Blasts
* Deflects Ki Blasts.
* If it whiffs, Vegeta can move after it
* If it whiffs, Vegeta can move after it.
* 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.
 
Great air ender that carries to the corner and gives SSGSS Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L and thus allow to use j.M instead of j.L after an air dash, leading to better damage, but it is reactable.  
Great air ender that carries to the corner and gives SSGSS Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L and thus allow to use j.M instead of j.L after an air dash, leading to better damage, but it is reactable.  


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{{MoveData
{{MoveData
|image=DBFZ_SSBVegeta_BigBangAttack.png |caption=
|image=DBFZ_SSBVegeta_BigBangAttack.png |caption=
|input=236S(Air OK)
|input=236S (Air OK)
|name=Big Bang Attack
|name=Big Bang Attack
|data=
|data=
  {{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=
Line 534: Line 558:
  |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 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.
 
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.


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.
  }}
  }}
}}
}}
Line 550: Line 572:
==Assist==
==Assist==
{{MoveData
{{MoveData
|image=DBFZ_SSBVegeta_AssistBigBangAttack.png |caption=
|image=DBFZ_SSBVegeta_AssistBigBangAttack.png |caption=''"Don't order me around!"''
|input=A1/A2
|input=A1/A2
|name=Big Bang Attack
|name=Big Bang Attack
|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
 
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 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.


Line 579: Line 599:
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Uncharged
  |version=Normal
  |damage=2220 |guard=All
  |damage=2220 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
Line 586: Line 606:
* Grounds the opponent on completion.
* Grounds the opponent on completion.
* Not invincible until after startup.
* Not invincible until after startup.
* Travels near fullscreen.
* Travels just a little over 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.  


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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Charged
  |version=Held
  |damage=1110 |guard=All
  |damage=1100 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Has smash property.
* Has smash property.
* Wallbounces if smash hasn't been used in the combo.
* Wallbounces if smash hasn't been used in the combo.
}}
}}
}}


Line 610: Line 630:
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=2296 |guard=All
  |damage=280*10 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Acts as SSGSS Vegeta's Z-Change super
* Acts as SSGSS Vegeta's Z-Change super.
* Fires diagonally upward
* Fires diagonally upward.
 
* Minimum damage is 81*10.
Because of its trajectory, it is not a particularly useful move to DHC. Seldom used for anything beyond confirming off of 236S, or being a much safer and faster super for SSGSS Vegeta to DHC out of combat.
Because of its trajectory, it is not a particularly useful move to DHC. Seldom used for anything beyond confirming off of 236S, or being a much safer and faster super for SSGSS Vegeta to DHC out of combat. However, if Base Goku is on your team, using this super and immediately DHC-ing into Super Spirit Bomb will allow it to combo for devastating results.
  }}
  }}
}}
}}
Line 630: Line 650:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Normal Version
  |version=Normal Version
  |damage=3982 |guard=All
  |damage=220*20 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Final Flash Attack
  |version=Final Flash Attack
  |subtitle=Hold any button during attack
  |subtitle=Hold any button on hit
  |damage=1540 |guard=All
  |damage=2200 |guard=All
  |header=no
  |header=no
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Acts as SSGSS Vegeta's sole reversal option.
* Acts as SSGSS Vegeta's sole reversal option.
* Can hold down buttons to perform an additional attack (requires 2 extra meters)
* Can hold down buttons to perform an additional attack (requires 2 extra meters).
* First part has a minimum damage of approx. 36% (1440)
* Minimum damage for the full super is 83*20, 924.
* Second hit has a minimum damage of 50% (770)
 
Without the extra attack, this super has a less-than-desirable damage output, making it a poor candidate for DHC. As a level 5, it is a powerful finisher that can end matches with a single combo, before the opponent can amount a comeback.  
Without the extra attack, this super has a less-than-desirable damage output, making it a poor candidate for DHC. As a level 5, it is a powerful finisher that can end matches with a single combo, before the opponent can amount a comeback.  


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----
----
{{CharLinks-DBFZ|SSBVegeta}}
{{#lsth:DBFZ/SSB Vegeta/Data|Links}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Vegeta]]
[[Category:Vegeta]]

Revision as of 05:24, 15 February 2019

Vegeta (SSGSS)
DBFZ SSB Vegeta Portrait.png
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.


Normals

5L
5L
DBFZ SSBVegeta 5L.png
jab
DBFZ SSBVegeta 5LL.png
jab
DBFZ SSBVegeta 5LLL.png
PUNCH
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 Low - 7 3 - -
2M
2M
DBFZ SSBVegeta 2M.png
WHAT ARE THOOOOOSE
700 Low - 10 4 - -
2H
2H
DBFZ SSBVegeta 2H.png
IMMA KICK 'IM
850 All - 13 2 - -
2S
2S
DBFZ SSBVegeta 2S.png
Fore
500 All - 13 - -
6M
6M
850 High - 24 6 - -
j.L
j.L
DBFZ SSBVegeta jL.png
400 High - - -
j.M
j.M
DBFZ SSBVegeta jM.png
700 High - - -
j.H
j.H
DBFZ SSBVegeta jH.png
850 [1000] High - - -
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 Follow-Up 1
Super Dash Kick Follow-Up 1
Super Dash Kick > L/M/H
DBFZ SSBVegeta SuperDashKickFollowup1.png
500 All - 10 3 - - 650 All - 10 3 - - 220*3 All - 17 (3)(3)(3) - - 286*3 All - 17 (3)(3)(3) - - 600 All - 10 3 - - 960 All - 10 3 - -
Super Dash Kick Follow-Up 2
Super Dash Kick Follow-Up 2
Super Dash Kick Follow-Up 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 - - 100*4, 450 All - 16 8(on whiff) 15(on hit) - - 150*4, 675 All - 16 8(on whiff) 15(on hit) - - 260*4, 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
Corner Carry: the move
1200 Throw - 25 1 - - 1200 Throw - 22 5 - - 1000, 800 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 "Don't order me around!"
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 - - - 1100 All - - -
Galick Gun
Galick Gun
236H+S
DBFZ SSBVegeta GalickGun.png
"Never understimate..."
DBFZ SSBVegeta GalickGun-2.png
"...a Saiyan's true power!"
280*10 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!"
220*20 All - - - 2200 All - - -


Template:Navbar-DBFZ