< DBFZ
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* Kicks forward | * Kicks forward | ||
* Considered to be airborne throughout the move | |||
* Followup attacks can be done on whiff | * Followup attacks can be done on whiff | ||
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* Kicks upward and travels farther than L version | * Kicks upward and travels farther than L version | ||
* Considered to be airborne throughout the move | |||
* Followup attacks can be done on whiff | * Followup attacks can be done on whiff | ||
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* Kicks forward and travels farther than L version | * Kicks forward and travels farther than L version | ||
* Considered to be airborne throughout the move | |||
* Followup attacks can be done on whiff | * Followup attacks can be done on whiff | ||
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* Hits once and moves SSGSS Vegeta slightly forward | * Hits once and moves SSGSS Vegeta slightly forward | ||
* Considered to be airborne throughout the move | |||
* Followup attacks can be done on whiff | * Followup attacks can be done on whiff | ||
* On hit, bounces SSGSS Vegeta back a small amount | * On hit, bounces SSGSS Vegeta back a small amount | ||
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* Hits thrice and moves SSGSS Vegeta forward | * Hits thrice and moves SSGSS Vegeta forward | ||
* Considered to be airborne throughout the move | |||
* Followup attacks can be done on whiff | * Followup attacks can be done on whiff | ||
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* Hits once and moves SSGSS Vegeta forward | * Hits once and moves SSGSS Vegeta forward | ||
* Followup attacks can be done on whiff | * Followup attacks can be done on whiff | ||
* Considered to be airborne throughout the move | |||
* Can side switch after the attack if the followup is delayed | * Can side switch after the attack if the followup is delayed | ||
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* On hit, flips SSGSS Vegeta above his opponent | * On hit, flips SSGSS Vegeta above his opponent | ||
* Surprisingly difficult to punish | * Surprisingly difficult to punish | ||
* Considered to be airborne throughout the move | |||
* Tracks the opponent | * Tracks the opponent | ||
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* Not safe on block | * Not safe on block | ||
* Tracks the opponent | * Tracks the opponent | ||
* Considered to be airborne throughout the move | |||
Unlike the L version, SSGSS 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 L version, the quick landing of the M version and a low can catch them off guard. | Unlike the L version, SSGSS 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 L version, the quick landing of the M version and a low can catch them off guard. | ||
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* On block, side swaps | * On block, side swaps | ||
* Tracks the opponent | * Tracks the opponent | ||
* Considered to be airborne throughout the move | |||
Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. | Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. |
Revision as of 04:44, 6 May 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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