No edit summary |
|||
Line 53: | Line 53: | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|5L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Typical jab. | * Typical jab. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5LL}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|5LL}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5LLL}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|5LLL}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* NOT an overhead. | * NOT an overhead. | ||
* Moves SSGSS Vegeta forward. | * Moves SSGSS Vegeta forward. | ||
Line 85: | Line 84: | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|5M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 99: | Line 99: | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|5H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Can be special cancelled into 236L for rekka pressure. | * Can be special cancelled into 236L for rekka pressure. | ||
SSGSS Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but it is still a heavy attack, making it slower than many other attacks and is unsafe on block. If it is blocked, always special cancel. | SSGSS Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but it is still a heavy attack, making it slower than many other attacks and is unsafe on block. If it is blocked, always special cancel. | ||
Line 113: | Line 114: | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|5S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Fast animation. | * Fast animation. | ||
* Launches on hit. | * Launches on hit. | ||
Line 132: | Line 134: | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|2L}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Typical crouching kick. | * Typical crouching kick. | ||
Good move to mash in the corner after 214L. | Good move to mash in the corner after 214L. | ||
Line 146: | Line 149: | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|2M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 161: | Line 165: | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|2H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 175: | Line 180: | ||
|name=2S | |name=2S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|2S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Fast animation. | * Fast animation. | ||
* Launches on hit . | * Launches on hit . | ||
Line 194: | Line 200: | ||
|name=6M | |name=6M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|6M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 208: | Line 215: | ||
|name=j.L | |name=j.L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.L}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 222: | Line 230: | ||
|name=j.M | |name=j.M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 236: | Line 245: | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Standard IAD jump-in. | * Standard IAD jump-in. | ||
Line 251: | Line 261: | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Fast animation. | * Fast animation. | ||
* Launches on hit. | * Launches on hit. | ||
Line 268: | Line 279: | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.2H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 284: | Line 296: | ||
|name=j.2S | |name=j.2S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.2S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Fast animation. | * Fast animation. | ||
* Launches on hit. | * Launches on hit. | ||
Line 306: | Line 319: | ||
|name=Super Dash Kick | |name=Super Dash Kick | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236L}} | |||
{{!}}- | |||
{{AttackVersion|name=Air L}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.236L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Kicks forward. | * Kicks forward. | ||
* On whiff, all version can still do followup attacks. | * On whiff, all version can still do followup attacks. | ||
Line 316: | Line 333: | ||
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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236M}} | |||
{{!}}- | |||
{{AttackVersion|name=Air M}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.236M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air H}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.236H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Kicks forward and travels farther than L version. | * Kicks forward and travels farther than L version. | ||
* Adds extra damage to all followups. | * Adds extra damage to all followups. | ||
Line 343: | Line 364: | ||
|name=Super Dash Kick Follow-Up 1 | |name=Super Dash Kick Follow-Up 1 | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236X > L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Damage increases if H version was used in the string. | * Damage increases if H version was used in the string. | ||
* On whiff, all version can still do followup attacks. | * On whiff, all version can still do followup attacks. | ||
Line 362: | Line 377: | ||
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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236X > M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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. | ||
Line 383: | Line 390: | ||
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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236X > H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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. | ||
Line 409: | Line 408: | ||
|name=Super Dash Kick Follow-Up 2 | |name=Super Dash Kick Follow-Up 2 | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236X > X > L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Damage increases if H versions were used in the string. | * Damage increases if H versions were used in the string. | ||
* All versions track the opponent. | * All versions track the opponent. | ||
Line 438: | Line 424: | ||
In combos, the L version is used in lieu of the M version in situations where the proration of a combo is too high and it is too slow to connect. However, since it lacks the smash property, it can also be used early on to delay the use of smash attacks, paired with a Sparking Blast or a well-timed assist. Can be used to cross up the opponent after the flip, use light overheads when falling, or fake a j.H with a 2L | In combos, the L version is used in lieu of the M version in situations where the proration of a combo is too high and it is too slow to connect. However, since it lacks the smash property, it can also be used early on to delay the use of smash attacks, paired with a Sparking Blast or a well-timed assist. Can be used to cross up the opponent after the flip, use light overheads when falling, or fake a j.H with a 2L | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236X > X > M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Pulls back before lunges forward, can be used to bait out attacks. | * Pulls back before lunges forward, can be used to bait out attacks. | ||
* Wall bounces. | * Wall bounces. | ||
Line 466: | Line 437: | ||
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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236X > X > H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Multi-hit move which travels full screen. | * Multi-hit move which travels full screen. | ||
* Always does fixed amount of hits and damage. | * Always does fixed amount of hits and damage. | ||
Line 500: | Line 456: | ||
|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= | ||
{{ | {{AttackDataHeader-DBFZ|Version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|214L}} | |||
{{!}}- | |||
{{AttackVersion|name=Air L}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.214L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Whiffs on crouching opponents. | * Whiffs on crouching opponents. | ||
* Deflects Ki Blasts. | * Deflects Ki Blasts. | ||
Line 512: | Line 472: | ||
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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|214M}} | |||
{{!}}- | |||
{{AttackVersion|name=Air M}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.214M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Travels moderately upward. | * Travels moderately upward. | ||
* Deflects Ki Blasts. | * Deflects Ki Blasts. | ||
Line 525: | Line 487: | ||
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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|214H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air H}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.214H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Moderately quicker than meterless versions. | * Moderately quicker than meterless versions. | ||
* Whiffs on crouching opponents. | * Whiffs on crouching opponents. | ||
Line 549: | Line 513: | ||
|name=Big Bang Attack | |name=Big Bang Attack | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236S}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.236S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Has a hitbox while charging. | * Has a hitbox while charging. | ||
* Has beam properties, will always trade with other beams. | * Has beam properties, will always trade with other beams. | ||
Line 576: | Line 537: | ||
|name=Big Bang Attack | |name=Big Bang Attack | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|A1/A2}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 598: | Line 560: | ||
|name=Niagara Pummel | |name=Niagara Pummel | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236LM}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hold down any button to only perform the first punch. | * Hold down any button to only perform the first punch. | ||
* Grounds the opponent on completion. | * Grounds the opponent on completion. | ||
Line 611: | Line 573: | ||
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. | ||
}} | }} | ||
{{AttackVersion|name=Held}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236[LM]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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 629: | Line 589: | ||
|name=Galick Gun | |name=Galick Gun | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/SSB Vegeta/Data|236HS}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Acts as SSGSS Vegeta's Z-Change super. | * Acts as SSGSS Vegeta's Z-Change super. | ||
* Fires diagonally upward. | * Fires diagonally upward. | ||
Line 648: | Line 609: | ||
|name=Final Flash | |name=Final Flash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|214HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|j.214HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Final Flash Attack}} | |||
{{#lsth:DBFZ/SSB Vegeta/Data|214[HS]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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). | ||
Line 669: | Line 630: | ||
}} | }} | ||
==Navigation== | |||
{{#lsth:DBFZ/SSB Vegeta/Data|Links}} | {{#lsth:DBFZ/SSB Vegeta/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[DBFZ/SSB Vegeta/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Vegeta]] | [[Category:Vegeta]] |
Revision as of 08:46, 4 March 2019
Vegeta (SSGSS) |
---|
|
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 |
---|---|
|
|
Normals
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
5H
5H |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SSGSS Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but it is still a heavy attack, making it slower than many other attacks and is unsafe on block. If it is blocked, always special cancel. |
5S
5S |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. Because the projectile hugs the ground, it will low-profile standard ki blasts and trade with the opponent, which can be both an advantage and a disadvantage. |
2L
2L |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Good move to mash in the corner after 214L. |
2M
2M |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range. |
2H
2H |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
2S
2S |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Similar to 5S, it also has great speed, making 2S a great way to put a check on jumpy and aggressive opponents. Since 5S cannot clash with other projectiles that well, 2S must fill that role. Due to it's angle it can only clash when the opponent's projectile is close. However, 5S can be done immediately after to catch long recoveries. |
6M
6M |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings. |
j.L
j.L |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H. |
j.M
j.M |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure. |
j.H
j.H |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
j.S
j.S |
Template:AttackDataHeader-DBFZ
| ||||
---|---|---|---|---|---|
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. |
j.2H
j.2H |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
j.2S
j.2S |
Template:AttackDataHeader-DBFZ
| ||||
---|---|---|---|---|---|
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. Like j.S, can also be used against 2H moves, but by performing this move instead, the ki blast may miss and will allow SSGSS Vegeta to perform a stronger starter for a full combo once he lands. |
Specials
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Super Dash Kick Follow-Up 1
Super Dash Kick Follow-Up 1 Super Dash Kick > L/M/H |
Template:AttackDataHeader-DBFZ |
---|
Super Dash Kick Follow-Up 2
Super Dash Kick Follow-Up 2 Super Dash Kick Follow-Up 1 > L/M/H |
Template:AttackDataHeader-DBFZ |
---|
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) |
Template:AttackDataHeader-DBFZ |
---|
Big Bang Attack
Big Bang Attack 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Assist
Big Bang Attack A1/A2 |
Template:AttackDataHeader-DBFZ |
---|
Supers
Niagara Pummel
Niagara Pummel 236L+M |
Template:AttackDataHeader-DBFZ |
---|
Galick Gun
Galick Gun 236H+S |
Template:AttackDataHeader-DBFZ |
---|
Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.