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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Rushdown | :Rushdown, Rekka | ||
;Team Role | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 37: | Line 39: | ||
* Loses to strong aerial zoning; has to take risks in order to close the distance with opponents. | * Loses to strong aerial zoning; has to take risks in order to close the distance with opponents. | ||
* Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum. | * Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum. | ||
* Because of the long startup on Big Bang Attack and his generally stubby normals, he generally loses at range. | |||
* Because of the long startup on Big Bang Attack, he generally loses at range. | |||
* Little to no defensive options. | * Little to no defensive options. | ||
* His assist isn't great. | |||
* Makes annoying sounds when he gets hit. | |||
|- | |- | ||
|} | |} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |name=5L | ||
|image=DBFZ_SSBVegeta_5L.png |caption=jab | |||
|image2=DBFZ_SSBVegeta_5LL.png |caption2=jab | |||
|image3=DBFZ_SSBVegeta_5LLL.png |caption3='''PUNCH''' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Typical jab. | * Typical jab. | ||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name=5M | ||
|image=DBFZ_SSBVegeta_5M.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image=DBFZ_SSBVegeta_5H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name=5S | ||
|image=DBFZ_SSBVegeta_5S.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Fast animation. | * Fast animation. | ||
* Launches on hit. | * Launches on hit. | ||
Line 127: | Line 127: | ||
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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name=2L | ||
|image=DBFZ_SSBVegeta_2L.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_SSBVegeta_2M.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image=DBFZ_SSBVegeta_2H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name=2S | ||
|image=DBFZ_SSBVegeta_2S.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
Line 193: | Line 193: | ||
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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name=6M | ||
|image=DBFZ_SSBVegeta_6M.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name=j.L | ||
|image=DBFZ_SSBVegeta_jL.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name=j.M | ||
|image=DBFZ_SSBVegeta_jM.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image=DBFZ_SSBVegeta_jH.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Standard IAD jump-in. | * 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_SSBVegeta_jS.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Fast animation. | * Fast animation. | ||
* Launches on hit. | * Launches on hit. | ||
Line 272: | Line 272: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name=j.2H | ||
|image=DBFZ_SSBVegeta_j2H.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2S | |name=j.2S | ||
|image=DBFZ_SSBVegeta_j2S.png |caption= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Fast animation. | * Fast animation. | ||
* Launches on hit. | * Launches on hit. | ||
Line 309: | Line 309: | ||
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. | 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. | ||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=Super Dash Kick | |||
|input=236L/M/H (Air OK) | |||
|image=DBFZ_SSBVegeta_SuperDashKick.png |caption= | |image=DBFZ_SSBVegeta_SuperDashKick.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Kicks forward. | * Kicks forward. | ||
* On whiff, all version can still do followup attacks. | * On whiff, all version can still do followup attacks. | ||
* 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. | * 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. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{AttackVersion|name=M}} | {{#lsth:{{PAGENAME}}/Data|236M}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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=Ground H}} | |||
{{AttackVersion|name=H}} | {{#lsth:{{PAGENAME}}/Data|236H}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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 | ======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-Up 1</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Super Dash Kick Follow-Up 1 | |||
|input=Super Dash Kick > L/M/H | |||
|image=DBFZ_SSBVegeta_SuperDashKickFollowup1.png |caption= | |image=DBFZ_SSBVegeta_SuperDashKickFollowup1.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236X > L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 377: | Line 374: | ||
* 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 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}} | {{AttackVersion|name=M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236X > M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 390: | Line 386: | ||
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}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236X > H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits once and moves SSGSS Vegeta forward. | * Hits once and moves SSGSS Vegeta forward. | ||
* Can side switch | * Can no longer choose to stay same side, always side switch no matter what. | ||
* Adds extra damage to all followups. | * 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 | ======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-Up 2</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Super Dash Kick Follow-Up 2 | ||
|input=Super Dash Kick Follow-Up 1 > L/M/H | |input=Super Dash Kick Follow-Up 1 > L/M/H | ||
| | |image=DBFZ_SSBVegeta_SuperDashKickFollowup2.png |caption=KUTABAREEE!! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236X > X > L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 424: | Line 419: | ||
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}} | {{AttackVersion|name=M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236X > X > M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 437: | Line 431: | ||
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}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236X > X > H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 448: | Line 441: | ||
* On block, side swaps. | * On block, side swaps. | ||
Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. | Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">On a scale of one to ten, I'll give you a three!</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=On a scale of one to ten, I'll give you a three! | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
| | |image=DBFZ_SSBVegeta_OnAScaleOfOneToTen.png |caption=Corner Carry: the move | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Whiffs on crouching opponents. | * Whiffs on crouching opponents. | ||
* Deflects Ki Blasts. | * Deflects Ki Blasts. | ||
Line 472: | Line 465: | ||
* 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. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{AttackVersion|name=M}} | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Travels moderately upward. | * Travels moderately upward. | ||
* Deflects Ki Blasts. | * Deflects Ki Blasts. | ||
Line 487: | Line 479: | ||
* 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. | ||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{AttackVersion|name=H}} | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Moderately quicker than meterless versions. | * Moderately quicker than meterless versions. | ||
* Whiffs on crouching opponents. | * Whiffs on crouching opponents. | ||
Line 505: | Line 496: | ||
214H will travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into SSGSS Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender. | 214H will travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into SSGSS Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Big Bang Attack | |||
|input=236S (Air OK) | |||
|image=DBFZ_SSBVegeta_BigBangAttack.png |caption= | |image=DBFZ_SSBVegeta_BigBangAttack.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 529: | Line 520: | ||
While the startup can easily be caught with a Vanish, keep in mind that Vanish by itself does not advance the state of the game unless it is used to escape corner. | While the startup can easily be caught with a Vanish, keep in mind that Vanish by itself does not advance the state of the game unless it is used to escape corner. | ||
}} | |||
}} | }} | ||
==Assist== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | |||
{{MoveData | {{MoveData | ||
|name=Big Bang Attack | |||
|input=Assist A | |||
|image=DBFZ_SSBVegeta_AssistBigBangAttack.png |caption=''"Don't order me around!"'' | |image=DBFZ_SSBVegeta_AssistBigBangAttack.png |caption=''"Don't order me around!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 549: | Line 541: | ||
The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When SSGSS Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking. | The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When SSGSS Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking. | ||
}} | }} | ||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | |||
{{MoveData | |||
|name=??? | |||
|input=Assist B | |||
|image=DBFZ_SSBVegeta_???.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
== | }} | ||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | |||
{{MoveData | |||
|name=??? | |||
|input=Assist C | |||
|image=DBFZ_SSBVegeta_???.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
====== <font style="visibility:hidden | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Niagara Pummel</font>====== | |||
{{MoveData | {{MoveData | ||
|name=Niagara Pummel | |||
|input=236L+M | |||
|image=DBFZ_SSBVegeta_NiagaraPummel.png |caption= ''"Only a naive numbskull like him..."'' | |image=DBFZ_SSBVegeta_NiagaraPummel.png |caption= ''"Only a naive numbskull like him..."'' | ||
|image2=DBFZ_SSBVegeta_NiagaraPummel-2.png |caption2=''"Can use those Saiyan cells to their fullest!"'' | |image2=DBFZ_SSBVegeta_NiagaraPummel-2.png |caption2=''"Can use those Saiyan cells to their fullest!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{AttackVersion|name=Normal}} | ||
{{#lsth:{{PAGENAME}}/Data|236LM}} | |||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
* Not invincible until after startup. | * Not invincible until after startup. | ||
* Travels just a little over fullscreen. | * Travels just a little over fullscreen. | ||
* Minimum damage: 792 | |||
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. | ||
}} | |||
{{AttackVersion|name=Held}} | {{AttackVersion|name=Held}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236[LM]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Galick Gun</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Galick Gun | |||
|input=236H+S | |||
|image=DBFZ_SSBVegeta_GalickGun.png |caption=''"Never understimate..."'' | |image=DBFZ_SSBVegeta_GalickGun.png |caption=''"Never understimate..."'' | ||
|image2=DBFZ_SSBVegeta_GalickGun-2.png |caption2=''"...a Saiyan's true power!"'' | |image2=DBFZ_SSBVegeta_GalickGun-2.png |caption2=''"...a Saiyan's true power!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | * 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. 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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Final Flash</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Final Flash | |||
|input=214L+M or 214H+S (Air OK) | |||
|image=DBFZ_SSBVegeta_FinalFlash.png |caption="''Cocky bastard!''" | |image=DBFZ_SSBVegeta_FinalFlash.png |caption="''Cocky bastard!''" | ||
|image2=DBFZ_SSBVegeta_FinalFlash2.png |caption2="''You're as good as '''space dust!'''''" | |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!'''''" | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Final Flash Attack}} | {{AttackVersion|name=Final Flash Attack}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214[HS]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 628: | Line 649: | ||
As it is the only air super in SSGSS Vegeta's arsenal, oftentimes it may be necessary to use this move even without enough meter for the extra attack if it will guarantee a K.O. | As it is the only air super in SSGSS Vegeta's arsenal, oftentimes it may be necessary to use this move even without enough meter for the extra attack if it will guarantee a K.O. | ||
}} | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/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 04:21, 13 February 2020
Vegeta (SSGSS) |
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Overview
Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Whis, personal attendant of Lord Beerus. Both he and Goku have attained the power of the "Super Saiyan God Super Saiyan".
In Dragon Ball FighterZ, this version of Vegeta fights similarly to his original form: attacking aggressively while closing the distance to pummel his foes into submission. However, in exchange for his increased close-range prowess, his defensive options are rather subpar.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
Template:AttackDataHeader-DBFZ
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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 |
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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 |
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Good move to mash in the corner after 214L. |
2M
2M |
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Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range. |
2H
2H |
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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 |
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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 |
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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 |
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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 |
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Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure. |
j.H
j.H |
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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 |
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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 |
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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 |
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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. |
Special Moves
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
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Super Dash Kick Follow-Up 1
Super Dash Kick Follow-Up 1 Super Dash Kick > L/M/H |
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Super Dash Kick Follow-Up 2
Super Dash Kick Follow-Up 2 Super Dash Kick Follow-Up 1 > L/M/H |
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On a scale of one to ten, I'll give you a three!
On a scale of one to ten, I'll give you a three! 214L/M/H (Air OK) |
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Big Bang Attack
Big Bang Attack 236S (Air OK) |
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Z Assists
Assist A
Big Bang Attack Assist A |
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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 delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When SSGSS Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking. |
Assist B
??? Assist B |
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Assist C
??? Assist C |
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Super Moves
Niagara Pummel
Niagara Pummel 236L+M |
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Galick Gun
Galick Gun 236H+S |
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Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.