< DBFZ
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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SSB Vegeta|discord=https://discord.gg/Wga8jQt}} | {{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SSB Vegeta|discord=https://discord.gg/Wga8jQt}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
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|- | |header=Overview | ||
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{{ | |||
< | |||
{{Bio | {{Bio | ||
| name = SSB Vegeta | | name = SSB Vegeta | ||
| game = DBFZ | | game = DBFZ | ||
| quote = I have the power too...to go beyond the legendary Super Saiyan! | | quote = I have the power too...to go beyond the legendary Super Saiyan! | ||
| lore = | | lore = After Goku obtained the Super Saiyan God transformation in a clash with the God of Destruction Beerus, and gained it's power, Vegeta was somewhat offset, desiring to keep up with Goku at any cost. With the bribery of food, Vegeta convinces Whis, Beerus' teacher, to train him. Through unknown means, he obtains the transformation of Super Saiyan God, and absorbed it's power into his base form. He would later train with Goku, both focusing on the essence of perfected ki control, which manifested as a mutation of the Super Saiyan transformation: The blue-haired "Super Saiyan God Super Saiyan", or Super Saiyan Blue; an incredibly efficient and powerful transformation, yet attainable by Saiyans exclusively. | ||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro={{Character Label|DBFZ|SSB Vegeta}} fights using aggression to pummel opponents into submission. | ||
|pros= | |pros= | ||
* ''' | * '''Corner Carry:''' All of his specials are combo finishers and have good corner carry. | ||
* '''Pressure:''' Rekkas and 214X can set up for psuedo 50/50 mix-ups off assists. | |||
* ''' | * '''Meterburn Super:''' Final Flash has a level 5 extension that can be handy in finishing off remaining health. | ||
* ''' | |||
|cons= | |cons= | ||
* '''Poor Neutral:''' | * '''Poor Neutral:''' Bad footsies game because of short range, and has to utilize high committal options to approach which can lose hard to zoning. | ||
* ''' | * '''Momentum:''' Cannot inflict sliding knockdown from some starters, making it difficult to maintain momentum. | ||
* '''Poor Zoning:''' Big Bang Attack has long start-up, and his ki blasts are lackluster. | |||
* '''Poor Zoning:''' Big Bang Attack | }} | ||
}} | |||
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| content={{CharaInfo | |||
| game=DBFZ | |||
| fullname=SSB Vegeta | |||
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}} | }} | ||
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{{ | {{Closediv}} | ||
==Normal Moves== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |name={{clr|2|5L}} | ||
|image=DBFZ_SSBVegeta_5L.png |caption=jab | |image=DBFZ_SSBVegeta_5L.png |caption=jab | ||
|image2=DBFZ_SSBVegeta_5LL.png |caption2=jab | |image2=DBFZ_SSBVegeta_5LL.png |caption2=jab | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Moderately low reach | * Moderately low reach. Hitbox doesn't extend beyond his fist, and he doesn't move forward very much. | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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* 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-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name={{clr|3|5M}} | ||
|image=DBFZ_SSBVegeta_5M.png |caption= | |image=DBFZ_SSBVegeta_5M.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|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 {{clr|3|2M}} and will hit higher. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|5|5H}} | ||
|image=DBFZ_SSBVegeta_5H.png |caption= | |image=DBFZ_SSBVegeta_5H.png |caption= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Can be special cancelled into 236L for rekka pressure. | * Can be special cancelled into {{clr|2|236L}} for rekka pressure. | ||
Vegeta lacks good range on both of his 5M and 2M moves | Vegeta lacks good range on both of his {{clr|3|5M}} and {{clr|3|2M}} moves unlike many other characters who have one or both, which puts {{clr|5|5H}} in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other {{clr|5|5H}} buttons. However, 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-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name={{clr|4|5S}} | ||
|image=DBFZ_SSBVegeta_5S.png |caption=Toss that frisbee | |image=DBFZ_SSBVegeta_5S.png |caption=Toss that frisbee | ||
|data= | |data= | ||
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* Launches on hit. | * Launches on hit. | ||
* Ki blast thrown very low. | * Ki blast thrown very low. | ||
* Can cancel recovery to 2S regardless if it hits. | * Can cancel recovery to {{clr|4|2S}} regardless if it hits. | ||
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 | 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 236{{clr|2|L}}/{{clr|5|H}} or {{clr|2|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. | 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-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name={{clr|2|2L}} | ||
|image=DBFZ_SSBVegeta_2L.png |caption= | |image=DBFZ_SSBVegeta_2L.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Typical crouching kick. | * Typical crouching kick. | ||
Good move to mash in the corner after 214L. | Good move to mash in the corner after {{clr|2|214L}}. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name={{clr|3|2M}} | ||
|image=DBFZ_SSBVegeta_2M.png |caption= | |image=DBFZ_SSBVegeta_2M.png |caption= | ||
|data= | |data= | ||
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* 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 {{clr|3|2M}} buttons, this move is solely for pressure since it lacks any noteworthy range. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|5|2H}} | ||
|image=DBFZ_SSBVegeta_2H.png |caption= | |image=DBFZ_SSBVegeta_2H.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Puts Vegeta in an aerial state. | * 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 Vegeta is in the air. | While it is unsafe on block, it can always be special canceled into {{clr|4|236S}}, turning it safe and pushing the opponent almost half a screen away. {{clr|2|236L}} and {{clr|2|214L}} will whiff partially or entirely on crouch blockers and certain characters since Vegeta is in the air. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|4|2S}} | ||
|image=DBFZ_SSBVegeta_2S.png |caption= | |image=DBFZ_SSBVegeta_2S.png |caption= | ||
|data= | |data= | ||
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* Launches on hit. | * Launches on hit. | ||
* Ki blast angled upward. | * Ki blast angled upward. | ||
* Can cancel recovery to 5S regardless if it hits. | * LONG hitstun. Combos into itself. | ||
Similar to 5S, it also has great speed, making 2S a great way to put a check on jumpy and aggressive opponents. | * Can cancel recovery to {{clr|4|5S}} and {{clr|4|236S}} regardless if it hits. | ||
Similar to {{clr|4|5S}}, it also has great speed, making {{clr|4|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 | Since {{clr|4|5S}} cannot clash with other projectiles that well, {{clr|4|2S}} must fill that role. Due to its angle, it can only clash when the opponent's projectile is close. However, {{clr|4|5S}} can be done immediately after to catch long recoveries. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name={{clr|3|6M}} | ||
|image=DBFZ_SSBVegeta_6M.png |caption= | |image=DBFZ_SSBVegeta_6M.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|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 {{clr|3|6M}} move. Can be used to condition opponents into blocking high for {{clr|2|214L}} to be a viable option in blockstrings. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name={{clr|2|j.L}} | ||
|image=DBFZ_SSBVegeta_jL.png |caption= | |image=DBFZ_SSBVegeta_jL.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|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 {{clr|2|j.L}} x2 can used to prevent the opponent from going too far above due to {{clr|5|j.2H}}. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|image=DBFZ_SSBVegeta_jM.png |caption= | |image=DBFZ_SSBVegeta_jM.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Go-to air overhead. | * Go-to air overhead. | ||
Used in conjunction with | Used in conjunction with {{clr|2|214L}} > {{clr|2|L}} or {{clr|2|236L}} > {{clr|2|L}}/{{clr|3|M}} > {{clr|2|L}} to hit the opponent high and continue pressure. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|5|j.H}} | ||
|image=DBFZ_SSBVegeta_jH.png |caption= | |image=DBFZ_SSBVegeta_jH.png |caption= | ||
|data= | |data= | ||
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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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|4|j.S}} | ||
|image=DBFZ_SSBVegeta_jS.png |caption= | |image=DBFZ_SSBVegeta_jS.png |caption= | ||
|data= | |data= | ||
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* Launches on hit. | * Launches on hit. | ||
* Halts momentum briefly. | * Halts momentum briefly. | ||
* Can cancel recovery to j.2S regardless if it hits. | * Can cancel recovery to {{clr|4|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 Vegeta in the air, can also be used to bait 2H buttons, provided he is not too close to the enemy. | In contrast to {{clr|4|2S}}, {{clr|4|j.S}} can be used as a pseudo-jump in due to its speed. Since it will stop Vegeta in the air, it can also be used to bait {{clr|5|2H}} buttons, provided he is not too close to the enemy. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name={{clr|5|j.2H}} | ||
|image=DBFZ_SSBVegeta_j2H.png |caption= | |image=DBFZ_SSBVegeta_j2H.png |caption= | ||
|data= | |data= | ||
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{{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 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 Vegeta very well, so because of this, combos can be dropped if {{clr|3|2M}} wasn't done close enough. | ||
Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly | Can be used for the "{{clr|5|j.2H}} whiff tech". Since it doesn't make him fall too slowly and allows him to keep momentum, it can be used to have strong set-ups off of certain situations, especially in the corner. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2S | |name={{clr|4|j.2S}} | ||
|image=DBFZ_SSBVegeta_j2S.png |caption= | |image=DBFZ_SSBVegeta_j2S.png |caption= | ||
|data= | |data= | ||
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* Fast animation. | * Fast animation. | ||
* Launches on hit. | * Launches on hit. | ||
* | * LONG hitstun. Enough to combo into j.214L/M midscreen. | ||
* Can cancel recovery to j.S regardless if it hits. | * Can cancel recovery to {{clr|4|j.S}} regardless if it hits. | ||
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. | Similar to Vegeta's {{clr|4|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 Vegeta to perform a stronger starter for a full combo once he lands. | Like {{clr|4|j.S}}, {{clr|4|j.2S}} can also be used against {{clr|5|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. | ||
}} | |||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Kicks forward. | * Kicks forward. | ||
* On whiff, all | * On whiff, all versions can still do followup attacks. | ||
* Ground versions of | * Ground versions of 236L '''do not''' have head property and cannot be anti-aired by moves like {{clr|5|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 {{clr|5|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=Ground M}} | ||
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{{Description|9|text= | {{Description|9|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 | Theoretically can be used to catch jumping opponents pressured, but {{clr|4|2S}} and {{clr|3|214M}} is much better suited for jumpers. Mostly used for combos due to its angle, since it is not any better than {{clr|2|236L}} in keeping the opponent blocking. Can be used to cross up after {{clr|2|2L}} or {{clr|3|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=Ground H}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Kicks forward and travels farther than L version. | * Kicks forward and travels farther than {{clr|2|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. | {{clr|2|236L}} with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[{{clr|2|L}}+{{clr|3|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-size:0">Super Dash Kick Follow-up 1</font>====== | ======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-up 1</font>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Damage increases if H version was used in the string. | * Damage increases if {{clr|5|H}} version was used in the string. | ||
* On whiff, all | * On whiff, all versions can still do followup attacks. | ||
* Considered to be airborne throughout the move. | * Considered to be airborne throughout the move. | ||
* Hits once and moves Vegeta slightly forward. | * Hits once and moves Vegeta slightly forward. | ||
* On hit, bounces Vegeta back a small amount. | * On hit, bounces Vegeta back a small amount. | ||
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 | A useful move for pressure, allowing Vegeta to escape with a backdash, or for a clean {{clr|3|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 {{clr|5|5H}}. It allows for an IAD after that or puts the opponent in good range for a {{clr|3|2M}} in the corner, leading to a good 50/50 gapless situation with a correctly timed assist in the corner. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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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. | 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 | This move has the ability to frame trap, since there's a gap of about 2 frames between the first kick and these ones, but they can be reflected. | ||
Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early. | Despite having higher damage than the {{clr|2|L}} version, the {{clr|3|M}} version is comprised of weak kicks which may damage the proration of a combo negatively if done too early. | ||
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 {{clr|3|M}} version goes much farther than the {{clr|2|L}} version, this move is easily telegraphed after a whiffed {{clr|2|236L}} and {{clr|5|5H}}/{{clr|5|2H}} can pierce through. Can be used with specific assists on block to put more scarier pressure that the {{clr|2|L}} version cannot provide, but otherwise, serves the exact same purpose. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Hits once and moves Vegeta forward. | * Hits once and moves Vegeta forward. | ||
* | * Switches sides. | ||
* 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 Vegeta, which he can use to take advantage of their knockback on either block or hit. | Similar to Vanish, the {{clr|5|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. | ||
}} | |||
}} | }} | ||
======<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>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Damage increases if | * Damage increases if {{clr|5|5H}} versions were used in the string. | ||
* All versions track the opponent. | * All versions track the opponent. | ||
** However, H Followup 1 > L/M/H Followup 2 does NOT track on whiff. | ** However, {{clr|5|H}} Followup 1 > {{clr|2|L}}/{{clr|3|M}}/{{clr|5|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 Vegeta above his opponent. | * 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 Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash. | The same purpose as the {{clr|2|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 {{clr|2|L}} version is used in lieu of the {{clr|3|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 {{clr|5|j.H}} with a {{clr|2|2L}} | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
Line 423: | Line 400: | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Pulls back before | * Pulls back before lunging forward. Can be used to bait out attacks. | ||
* Wall bounces. | * Wall bounces. | ||
* 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' {{clr|3|236M}}. | ||
Unlike the | Unlike the {{clr|2|2L}} 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 {{clr|2|L}} version, the quick landing of the {{clr|3|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 {{clr|5|2H}}, and will counter it. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
Line 439: | Line 416: | ||
* Wall bounces. | * Wall bounces. | ||
* 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 {{clr|3|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 {{clr|3|2M}} or a Dragon Rush. | ||
}} | |||
}} | }} | ||
======<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>====== | ||
{{MoveData | {{MoveData | ||
|name=On a scale of one to ten, I'll give you a three! | |name=On a scale of one to ten, I'll give you a three! | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
|image=DBFZ_SSBVegeta_OnAScaleOfOneToTen.png |caption=Corner Carry: | |image=DBFZ_SSBVegeta_OnAScaleOfOneToTen.png |caption=Corner Carry: The Move | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
Line 463: | Line 439: | ||
* 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, | 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. However, blocking low (making the grab whiff) is a natural response upon wake-up, and it is very susceptible to patient, tempered opponents who can {{clr|5|2H}} in response, making 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 {{clr|2|j.L}} in a safe jump situation, or just fall and use {{clr|2|2L}}, making it an extremely scary mixup tool with an assist. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
Line 472: | Line 448: | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * On the ground, travels moderately upward. In the air, travels diagonally downward. | ||
* Deflects Ki Blasts. | * Deflects Ki Blasts. | ||
* | * Smash version causes a wall splat that can be comboed into in the corner; non-Smash version causes a soft knockdown. | ||
* 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 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 Vegeta's pressure, and unlike the {{clr|2|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 {{clr|3|j.M}} and can freely move if it whiff, just like the {{clr|2|L}} version. | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
Line 492: | Line 468: | ||
* 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 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 | 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 {{clr|3|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 {{clr|2|L}} version, it is not any more useful than its {{clr|2|L}} version counterpart to hit an opponent, but it leaves a little more height than {{clr|2|214L}}. This allows the use of {{clr|3|j.M}} instead of {{clr|3|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 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. | {{clr|5|214H}} will travel the same amount of distance as the {{clr|2|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. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>====== | ======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>====== | ||
{{MoveData | {{MoveData | ||
Line 514: | Line 489: | ||
{{Description|9|text= | {{Description|9|text= | ||
* Has a hitbox while charging. | * Has a hitbox while charging. | ||
* Has beam properties | * 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 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. | 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. | ||
}} | }} | ||
}} | }} | ||
==Z Assists== | ==Z Assists== | ||
Line 536: | Line 511: | ||
* Places Vegeta in the air behind active character. | * Places Vegeta in the air behind active character. | ||
* Projectile is fired downward. | * Projectile is fired downward. | ||
The slow startup of this assist and | The slow startup of this assist and its 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 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 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. | ||
Line 542: | Line 517: | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
{{MoveData | {{MoveData | ||
Line 557: | Line 531: | ||
* Groundbounces on hit. | * Groundbounces on hit. | ||
* 29 frames of blockstun. | * 29 frames of blockstun. | ||
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. Allows a lot of characters to combo into 2H from the air. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
Line 575: | Line 548: | ||
}} | }} | ||
}} | }} | ||
==Super Moves== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Niagara Pummel</font>====== | ======<font style="visibility:hidden;font-size:0">Niagara Pummel</font>====== | ||
Line 606: | Line 578: | ||
* 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. | ||
Useful for converting stray hits that normally wouldn't be able to combo into anything else, such as {{clr|4|236S}} or {{clr|3|214M}} midscreen. | |||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Galick Gun</font>====== | ======<font style="visibility:hidden;font-size:0">Galick Gun</font>====== | ||
{{MoveData | {{MoveData | ||
Line 624: | Line 596: | ||
* 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 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 {{clr|4|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. | ||
}} | |||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Final Flash</font>====== | ======<font style="visibility:hidden;font-size:0">Final Flash</font>====== | ||
{{MoveData | {{MoveData | ||
Line 655: | Line 626: | ||
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. | ||
}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{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.}} | {{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}} | ||
Revision as of 23:42, 19 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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Overview
"I have the power too...to go beyond the legendary Super Saiyan!" | |
Lore: | After Goku obtained the Super Saiyan God transformation in a clash with the God of Destruction Beerus, and gained it's power, Vegeta was somewhat offset, desiring to keep up with Goku at any cost. With the bribery of food, Vegeta convinces Whis, Beerus' teacher, to train him. Through unknown means, he obtains the transformation of Super Saiyan God, and absorbed it's power into his base form. He would later train with Goku, both focusing on the essence of perfected ki control, which manifested as a mutation of the Super Saiyan transformation: The blue-haired "Super Saiyan God Super Saiyan", or Super Saiyan Blue; an incredibly efficient and powerful transformation, yet attainable by Saiyans exclusively. |
SSB Vegeta SSB Vegeta fights using aggression to pummel opponents into submission.
Pros
Cons
- Corner Carry: All of his specials are combo finishers and have good corner carry.
- Pressure: Rekkas and 214X can set up for psuedo 50/50 mix-ups off assists.
- Meterburn Super: Final Flash has a level 5 extension that can be handy in finishing off remaining health.
- Poor Neutral: Bad footsies game because of short range, and has to utilize high committal options to approach which can lose hard to zoning.
- Momentum: Cannot inflict sliding knockdown from some starters, making it difficult to maintain momentum.
- Poor Zoning: Big Bang Attack has long start-up, and his ki blasts are lackluster.
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.