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Line 511: |
Line 511: |
| * 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 |
| | * Doesn't allow to do anything else but up tech and neutral tech anymore afterward without super or assist follow up ( not even delay tech ) |
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| 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. |
Vegeta (SSGSS)
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Health: 10,000
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Rushdown, Hyper Offense, Rekka
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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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- 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 difficulty to cause a sliding knockdown.
- 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.
- 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.
- A command grab able to meat most aerial normals as well as the super dash at close range, with great corner carry.
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- 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.
- Stubby limbs causes him to have very short range.
- Because of the long startup on Big Bang Attack, he generally loses at range.
- Little to no defensive options; his only reversal is very expensive.
- One of the most situational assists in the game. Can be very unreliable when supporting blockstrings.
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Normals
5L
5L
|
400
|
All
|
-
|
6
|
3
|
|
-
|
-
|
700
|
All
|
-
|
8
|
3
|
|
-
|
-
|
1000
|
All
|
-
|
13
|
3
|
|
-
|
-
|
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5M
5H
5S
2L
2M
2H
2S
6M
j.L
j.M
j.H
j.S
j.2H
j.2S
Specials
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK)
|
500
|
All
|
-
|
12
|
3
|
|
-
|
-
|
500
|
All
|
-
|
15
|
3
|
|
-
|
-
|
600
|
All
|
-
|
11
|
4
|
|
-
|
-
|
|
Super Dash Kick Followup 1
Super Dash Kick Followup 1 Super Dash Kick > L/M/H
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500
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All
|
-
|
10
|
3
|
|
-
|
-
|
572
|
All
|
-
|
17
|
(3)(3)(3)
|
|
-
|
-
|
600
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All
|
-
|
10
|
3
|
|
-
|
-
|
|
Super Dash Kick Followup 2
Super Dash Kick Followup 2 Super Dash Kick Followup 1 > L/M/H
|
500
|
All
|
-
|
12
|
6
|
|
-
|
-
|
600
|
All
|
-
|
18
|
6
|
|
-
|
-
|
700
|
All
|
-
|
16
|
8(on whiff) 15(on hit)
|
|
-
|
-
|
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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)
Dunk em in the TRAAAASH
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1200
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Throw
|
-
|
25
|
1
|
|
-
|
-
|
1200
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Throw
|
-
|
22
|
5
|
|
-
|
-
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1560
|
Throw
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-
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20
|
5
|
|
-
|
-
|
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Big Bang Attack
Big Bang Attack 236S(Air OK)
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1300[1240]
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All
|
-
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14
|
|
|
-
|
-
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1300[1240]
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All
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-
|
|
|
|
-
|
-
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Assist
Supers
Niagara Pummel
Niagara Pummel 236L+M
"EEEEEEYAAAAAAAAH" "You're finished!"
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Galick Gun
Galick Gun 236H+S
"Never understimate..." "...a Saiyan's true power!"
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Final Flash
Final Flash 214L+M or 214H+S (Air OK)
"You're as good as space dust!" "WORTHLESS PIECE OF JUNK!"
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3982
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All
|
-
|
|
|
|
-
|
-
|
1540
|
All
|
-
|
|
|
|
-
|
-
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