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|pros= | |pros= | ||
* '''Good Projectile Counterpokes:''' Ki Blasts are very fast and surprisingly good at controlling space in neutral. Big Bang Attack is the non-super-projectile with the highest priority in the game. | * '''Good Projectile Counterpokes:''' Ki Blasts are very fast and surprisingly good at controlling space in neutral. Big Bang Attack is the non-super-projectile with the highest priority in the game. | ||
* '''High Damage:''' All of his specials are great combo finishers and are easy to combo into. His ability to convert into his okizeme game is great, due to having specials with a huge corner carry. His damage output increases exponentially when he has the resources to burn, especially in the corner. | * '''High Damage:''' All of his specials are great combo finishers and are easy to combo into. His ability to convert into his okizeme game is great, due to having specials with a huge corner carry. | ||
* '''Good Pressure:''' Blinding pressure game with fast normals, rekkas, and command grabs. | * '''Meter Master:''' His damage output increases exponentially when he has the resources to burn, especially in the corner where he can shred HP bars. | ||
* | * '''Good Pressure:''' Blinding pressure game with fast normals, rekkas, and command grabs, to completely overwhelm the opponents defense. | ||
* '''Efficient grading system:''' Rates his opponents combat prowess on a denary scale of 1 to 10, always giving three for minimal confusion. | |||
|cons= | |cons= | ||
* '''Poor Neutral:''' Poor footsies game due to having short range. He has to utilize high committal options to approach, and as a result can lose hard versus zoning. | * '''Poor Neutral:''' Poor footsies game due to having short range. He has to utilize high committal options to approach, and as a result can lose hard versus zoning. | ||
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* '''Difficult Momentum:''' Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum. | * '''Difficult Momentum:''' Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum. | ||
* '''Poor Zoning:''' Big Bang Attack is very situational because of its long startup, as is the assist version. | * '''Poor Zoning:''' Big Bang Attack is very situational because of its long startup, as is the assist version. | ||
* | |||
* '''I NEED HELP''' | |||
}} | }} | ||
Revision as of 21:33, 13 June 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!" | |
Lore: | 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". |
Playstyle
SSB Vegeta 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.
Pros
Cons
- Good Projectile Counterpokes: Ki Blasts are very fast and surprisingly good at controlling space in neutral. Big Bang Attack is the non-super-projectile with the highest priority in the game.
- High Damage: All of his specials are great combo finishers and are easy to combo into. His ability to convert into his okizeme game is great, due to having specials with a huge corner carry.
- Meter Master: His damage output increases exponentially when he has the resources to burn, especially in the corner where he can shred HP bars.
- Good Pressure: Blinding pressure game with fast normals, rekkas, and command grabs, to completely overwhelm the opponents defense.
- Efficient grading system: Rates his opponents combat prowess on a denary scale of 1 to 10, always giving three for minimal confusion.
- Poor Neutral: Poor footsies game due to having short range. He has to utilize high committal options to approach, and as a result can lose hard versus zoning.
- Poor Defense: Little to no defensive options. Accentuated by his short limbs.
- Difficult Momentum: Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum.
- Poor Zoning: Big Bang Attack is very situational because of its long startup, as is the assist version.
- I NEED HELP
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
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.