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* Safe on block and pushes opponent away a good amount. | * Safe on block and pushes opponent away a good amount. | ||
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======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
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* About the same range as 2M and will hit higher. | * About the same range as 2M and will hit higher. | ||
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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
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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. | 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. | ||
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======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
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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. | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
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Good move to mash in the corner after 214L. | Good move to mash in the corner after 214L. | ||
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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
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Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range. | Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range. | ||
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======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
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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 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 Vegeta is in the air. | ||
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======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
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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. | ||
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======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
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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. | Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings. | ||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
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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. | The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H. | ||
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======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
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Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure. | Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure. | ||
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======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
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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. | 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. | ||
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======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
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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 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 Vegeta in the air, can also be used to bait 2H buttons, provided he is not too close to the enemy. | ||
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======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
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Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly, and allow him to keep momentum, it can be used to have strong set up off certain situation, especially in the corner. | Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly, and allow him to keep momentum, it can be used to have strong set up off certain situation, especially in the corner. | ||
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======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
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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. | 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. | ||
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==Special Moves== | ==Special Moves== | ||
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236L with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[L+M] in almost every aspect, lacking great distance and speed, invincibility, and wallbounce. If it is blocked, then it can be followed up with the additional attacks and an assist to start a mix-up, but if it connects, then it is a waste of meter. | 236L with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[L+M] in almost every aspect, lacking great distance and speed, invincibility, and wallbounce. If it is blocked, then it can be followed up with the additional attacks and an assist to start a mix-up, but if it connects, then it is a waste of meter. | ||
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======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-up 1</font>====== | ======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-up 1</font>====== | ||
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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. | 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. | ||
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======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-up 2</font>====== | ======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-up 2</font>====== | ||
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Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. | Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. | ||
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======<font style="visibility:hidden;font-size:0">On a scale of one to ten, I'll give you a three!</font>====== | ======<font style="visibility:hidden;font-size:0">On a scale of one to ten, I'll give you a three!</font>====== | ||
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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. | 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. | ||
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======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>====== | ======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>====== | ||
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==Z Assists== | ==Z Assists== | ||
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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. | ||
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======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
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Pretty good all around. Solid lockdown assist, great on hit, etc. You really can't go wrong with this assist, as it's probably SSB Vegeta's best one and gives a lot of utility to the combos his teammates perform. | Pretty good all around. Solid lockdown assist, great on hit, etc. You really can't go wrong with this assist, as it's probably SSB Vegeta's best one and gives a lot of utility to the combos his teammates perform. | ||
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======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
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==Super Moves== | ==Super Moves== | ||
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* Wallbounces if smash hasn't been used in the combo. | * Wallbounces if smash hasn't been used in the combo. | ||
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======<font style="visibility:hidden;font-size:0">Galick Gun</font>====== | ======<font style="visibility:hidden;font-size:0">Galick Gun</font>====== | ||
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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. | 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. | ||
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======<font style="visibility:hidden;font-size:0">Final Flash</font>====== | ======<font style="visibility:hidden;font-size:0">Final Flash</font>====== | ||
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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. | 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. | ||
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==Navigation== | ==Navigation== |
Revision as of 13:07, 23 April 2020
Vegeta (SSGSS) | |
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Play-style | Rushdown, Rekka |
Team Role | Point |
Overview
"I have the power too...to go beyond the legendary Super Saiyan!"
Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Whis, personal attendant of Lord Beerus. Both he and Goku have attained the power of the "Super Saiyan God Super Saiyan".
In Dragon Ball FighterZ, this version of Vegeta fights similarly to his original form: attacking aggressively while closing the distance to pummel his foes into submission. However, in exchange for his increased close-range prowess, his defensive options are rather subpar.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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j.2S
j.2S | Template:AttackDataHeader-DBFZ |
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Special Moves
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Super Dash Kick Follow-up 1
Super Dash Kick Follow-up 1 Super Dash Kick > L/M/H |
Template:AttackDataHeader-DBFZ |
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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 |
Template:AttackDataHeader-DBFZ |
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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) |
Template:AttackDataHeader-DBFZ |
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Big Bang Attack
Big Bang Attack 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Big Bang Attack Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Infinity Breaker Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Super Dash Kick Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Niagara Pummel
Niagara Pummel 236L+M |
Template:AttackDataHeader-DBFZ |
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Galick Gun
Galick Gun 236H+S |
Template:AttackDataHeader-DBFZ |
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Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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To edit frame data, edit values in DBFZ/SSB Vegeta/Data. Be sure to update both the
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and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.