< DBFZ
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* Ki Blasts are very fast and surprisingly good at controlling space in neutral. | * Ki Blasts are very fast and surprisingly good at controlling space in neutral. | ||
* His ability to convert into his okizeme game is excellent, due to having good specials that can lead to his corner carry, which helps against his | * His ability to convert into his okizeme game is excellent, due to having good specials that can lead to his corner carry, which helps against his difficulty to cause a sliding knockdown. | ||
* Very strong pressure game with fast normals, rekkas, and command grabs. | * Very strong pressure game with fast normals, rekkas, and command grabs. | ||
* Absurdly high damage when he has the resources to burn, especially in the corner. | * Absurdly high damage when he has the resources to burn, especially in the corner. | ||
* Big Bang Attack is the non-super-projectile with the highest priority in the game. | * Big Bang Attack is the non-super-projectile with the highest priority in the game. | ||
* All of his specials are excellent combo finishers and are easy to combo into. | * All of his specials are excellent combo finishers and are easy to combo into. | ||
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* Loses to strong aerial zoning; has to take risks in order to close the distance with opponents. | * Loses to strong aerial zoning; has to take risks in order to close the distance with opponents. | ||
* Cannot inflict sliding knockdown from some of his starters, making it very difficult to maintain offensive momentum | * Cannot inflict sliding knockdown from some of his starters, making it very difficult to maintain offensive momentum. | ||
* Stubby limbs causes him to have very short range. | * Stubby limbs causes him to have very short range. | ||
* Because of the long startup on Big Bang Attack, he generally loses at range. | * Because of the long startup on Big Bang Attack, he generally loses at range. | ||
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* Whiffs on crouching opponents | * Whiffs on crouching opponents | ||
* Deflects | * Deflects Ki Blasts | ||
* Causes a soft knockdown | * Causes a soft knockdown | ||
* If it | * If it whiffs, Vegeta can move after it | ||
* No more than one command grab can be used in a single combo | |||
Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out, but blocking low (making the grab whiff) is a natural response upon wake-up and it is very susceptible to patient and tempered opponents who can 2H in response, and, which makes this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't | Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out, but blocking low (making the grab whiff) is a natural response upon wake-up and it is very susceptible to patient and tempered opponents who can 2H in response, and, which makes this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put SSGSS Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to use j.L in a safe jump situation, or just fall and use 2L, making it an extremely scary mixup tool with an assist. | ||
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* Travels moderately upward | * Travels moderately upward | ||
* Deflects | * Deflects Ki Blasts | ||
* Causes a soft knockdown | * Causes a soft knockdown | ||
* If it whiffs, Vegeta can move after it | |||
* No more than one command grab can be used in a single combo | |||
Used to catch opponents wanting to jump out of SSGSS 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. Also provides better oki, but pops the opponents in the air allowing for an air recovery. 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 SSGSS 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. Also provides better oki, but pops the opponents in the air allowing for an air recovery. 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. | ||
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* Whiffs on crouching opponents | * Whiffs on crouching opponents | ||
* Wallbounces | * Wallbounces | ||
* Deflects | * Deflects Ki Blasts | ||
* | * If it whiffs, Vegeta can move after it | ||
* No more than one command grab can be used in a single combo | |||
Great air ender that carries to the corner and gives SSGSS Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L and thus allow to use j.M instead of j.L after an air dash, leading to better damage, but it is reactable. | Great air ender that carries to the corner and gives SSGSS Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L and thus allow to use j.M instead of j.L after an air dash, leading to better damage, but it is reactable. | ||
214H will travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into SSGSS 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 SSGSS 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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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 SSGSS 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 SSGSS 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. | ||
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* Can hold down the buttons to only perform a wallbounce | * Can hold down the buttons to only perform a wallbounce | ||
* Not invincible until after startup | * Not invincible until after startup | ||
* Travels near | * Travels near fullscreen | ||
Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. | Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage. | ||
Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of. | Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of. | ||
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* Fires diagonally upward | * Fires diagonally upward | ||
Because of | 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 SSGSS Vegeta to DHC out of combat. | ||
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Revision as of 15:53, 30 April 2018
Vegeta (SSGSS) |
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Health: 10,000 Prejump: Assist Cooldown:
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Navigation
Overview
Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Beerus, the God of Destruction. 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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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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j.2S
j.2S |
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Specials
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
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Super Dash Kick Followup 1
Super Dash Kick Followup 1 Super Dash Kick > L/M/H |
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Super Dash Kick Followup 2
Super Dash Kick Followup 2 Super Dash Kick Followup 1 > L/M/H |
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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) |
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Big Bang Attack
Big Bang Attack 236S(Air OK) |
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Assist
Big Bang Attack A1/A2 |
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Supers
Niagara Pummel
Niagara Pummel 236L+M |
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Galick Gun
Galick Gun 236H+S |
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Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
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