< DBFZ
No edit summary |
|||
Line 1: | Line 1: | ||
{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
|- | |- | ||
!Vegeta ( | !Vegeta (SSGSS) | ||
|- | |- | ||
|| | || | ||
Line 75: | Line 75: | ||
{{Description|9|text= | {{Description|9|text= | ||
* NOT an overhead. | * NOT an overhead. | ||
* Moves | * Moves Vegeta forward. | ||
* Safe on block and pushes opponent away a good amount. | * Safe on block and pushes opponent away a good amount. | ||
}} | }} | ||
Line 106: | Line 106: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Can be special cancelled into 236L for rekka pressure. | * Can be special cancelled into 236L for rekka pressure. | ||
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 171: | Line 171: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Puts | * Puts 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 | 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 Vegeta is in the air. | ||
}} | }} | ||
}} | }} | ||
Line 253: | Line 253: | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Standard IAD jump-in. | * Standard IAD jump-in. | ||
A decent combo ender since | A decent combo ender since Vegeta will have a better time with a grounded opponent. Can also be used to set up for certain grounded assists to extend hitstun. | ||
}} | }} | ||
}} | }} | ||
Line 271: | Line 271: | ||
* 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 | In contrast to 2S, j.S can be used as a pseudo-jump in due to speed. Since it will stop Vegeta in the air, can also be used to bait 2H buttons, provided he is not too close to the enemy. | ||
}} | }} | ||
}} | }} | ||
Line 286: | Line 286: | ||
{{Description|8|text= | {{Description|8|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 | The move that every combo should try to fit in at least once. It doesn't hit in front of 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. | ||
Line 306: | Line 306: | ||
* 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 | Similar to 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 | Like j.S, can also be used against 2H moves, but by performing this move instead, the ki blast may miss and will allow Vegeta to perform a stronger starter for a full combo once he lands. | ||
}} | }} | ||
}} | }} | ||
Line 371: | Line 371: | ||
* On whiff, all version can still do followup attacks. | * On whiff, all version can still do followup attacks. | ||
* Considered to be airborne throughout the move. | * Considered to be airborne throughout the move. | ||
* Hits once and moves | * Hits once and moves Vegeta slightly forward. | ||
* On hit, bounces | * On hit, bounces Vegeta back a small amount. | ||
A useful move for pressure, allowing | A useful move for pressure, allowing 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}} | ||
Line 379: | Line 379: | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Hits thrice and moves | * Hits thrice and moves Vegeta forward. | ||
Another option for pressure after the first kick, but instead of allowing | Another option for pressure after the first kick, but instead of allowing 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. | ||
Line 391: | Line 391: | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Hits once and moves | * Hits once and moves Vegeta forward. | ||
* Can no longer choose to stay same side, always side switch no matter what. | * 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 | 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 Vegeta, which he can use to take advantage of their knockback on either block or hit. | ||
}} | }} | ||
}} | }} | ||
Line 414: | Line 414: | ||
** However, H Followup 1 > L/M/H Followup 2 does NOT track on whiff. | ** However, H Followup 1 > L/M/H Followup 2 does NOT track on whiff. | ||
* Considered to be airborne throughout the move. | * Considered to be airborne throughout the move. | ||
* On hit, flips | * On hit, flips Vegeta above his opponent. | ||
* Surprisingly difficult to punish. | * Surprisingly difficult to punish. | ||
The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps | The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash. | ||
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 | ||
Line 428: | Line 428: | ||
* Not safe on block. | * Not safe on block. | ||
* Does not cross-up on block unlike his counterparts' 236M. | * Does not cross-up on block unlike his counterparts' 236M. | ||
Unlike the L version, | Unlike the L version, 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. | ||
Line 464: | Line 464: | ||
* 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 | 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 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=Ground M}} | ||
Line 478: | Line 478: | ||
* 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 | Used to catch opponents wanting to jump out of 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=Ground H}} | ||
Line 493: | Line 493: | ||
* 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 | Great air ender that carries to the corner and gives 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. | ||
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 | 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 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. | ||
}} | }} | ||
}} | }} | ||
Line 517: | Line 517: | ||
* 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 | 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 Vegeta is against a wall. At long range, it serves as a suitable answer to enemy projectiles, since Vegeta has unconventional Ki blasts, but can be punished very readily by raw level 3 supers. | ||
While the startup can easily be caught with a Vanish, keep in mind that Vanish by itself does not advance the state of the game unless it is used to escape corner. | While the startup can easily be caught with a Vanish, keep in mind that Vanish by itself does not advance the state of the game unless it is used to escape corner. | ||
Line 536: | Line 536: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Has a hitbox while charging. | * Has a hitbox while charging. | ||
* Places | * Places 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. | ||
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 | 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 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. | ||
Overall, just don't bother with Big Bang Attack. While it's got some neat uses for scaring your opponents, being able to keep pressure consistently with assist B is arguably more important - while also having a better reward on hit. | Overall, just don't bother with Big Bang Attack. While it's got some neat uses for scaring your opponents, being able to keep pressure consistently with assist B is arguably more important - while also having a better reward on hit. | ||
Line 623: | Line 623: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Acts as | * Acts as 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 | 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 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 650: | Line 650: | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Acts as | * Acts as 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). | ||
* Minimum damage for the full super is 83*20, 924. | * Minimum damage for the full super is 83*20, 924. | ||
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. | ||
As it is the only air super in | As it is the only air super in 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. | ||
}} | }} | ||
}} | }} |
Revision as of 17:39, 14 March 2020
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 |
---|---|
|
|
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
2S
2S | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
j.2S
j.2S | Template:AttackDataHeader-DBFZ |
---|
Special Moves
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 |
---|
Z Assists
Assist A
Big Bang Attack Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Infinity Breaker Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Super Dash Kick Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
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 |
---|
To edit frame data, edit values in DBFZ/SSB Vegeta/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.