< DBFZ
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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 | ||
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* About the same range as {{clr|3|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 | ||
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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. | 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 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
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Good move to mash in the corner after {{clr|2|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 | ||
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Unlike other {{clr|3|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 | ||
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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. | 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 | ||
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* Launches on hit. | * Launches on hit. | ||
* Ki blast angled upward. | * Ki blast angled upward. | ||
* Can cancel recovery to {{clr|4|5S}} regardless if it hits. | * LONG hitstun. Combos into itself. | ||
* 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. | 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 {{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. | 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>====== | ||
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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. | 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 | ||
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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}}. | 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 | ||
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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. | 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 | ||
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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 | ||
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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. | 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 | ||
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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. | 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 | ||
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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 {{clr|4|j.S}} regardless if it hits. | * Can cancel recovery to {{clr|4|j.S}} regardless if it hits. | ||
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. | 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. | ||
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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. | 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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* Kicks forward. | * Kicks forward. | ||
* On whiff, all versions can still do followup attacks. | * 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 {{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. | 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. | ||
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{{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. | {{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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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. | 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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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. | 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 | ||
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{{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. | {{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 | ||
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}} | }} | ||
}} | }} | ||
==Z Assists== | ==Z Assists== | ||
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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 | ||
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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. Allows a lot of characters to combo into 2H from the air. | 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 | ||
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}} | }} | ||
}} | }} | ||
==Super Moves== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Niagara Pummel</font>====== | ======<font style="visibility:hidden;font-size:0">Niagara Pummel</font>====== | ||
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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. | 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 | ||
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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 {{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. | 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 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
==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.