DBFZ/SSB Vegeta: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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!SSB Vegeta
!Vegeta (SSGSS)
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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.
* Has corner carries which leads to strong corner oki.
* His ability to convert into his okizeme game is excellent, due to having specials with a huge corner carry, which helps against his difficulty to cause a sliding knockdown.
* Very strong pressure game due to having 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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* Cannot inflict sliding knockdown on some of his starters, making it very difficult to maintain offensive momentum.
* 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.
* Stubby limbs causes him to have very short range.
* Little to no defensive options, even with meter.
* Because of the long startup on Big Bang Attack, he generally loses at range.
* Long startup on Big Bang Attack causes him to lose at range.
* Little to no defensive options; his only reversal is very expensive.
* One of the most situational assists in the game.
* One of the most situational assists in the game. Can be very unreliable when supporting blockstrings.
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  |startup= 14 |active= 3 |recovery= |frameAdv= -8
  |startup= 14 |active= 3 |recovery= |frameAdv= -8
  |description=
  |description=
* Can be special cancelled into 236L for rekka pressure.
SSGSS Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but 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.
SSGSS Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but 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.
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Has no use beyond being an essential combo piece
* 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 SSGSS 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 SSGSS Vegeta very well, so because of this, combos can be dropped if 2M wasn't done close enough.
Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly, and allow him to keep momentum, it can be used to have strong set up off certain situation, especially in the corner.
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  |description=
  |description=
* 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


Can be used to close in on the opponent, but it can be reacted to with a 2H, so be wary.
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.




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  |description=
  |description=
* 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


Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. Mostly used for combos for it's angle, since it is not any better than 236L in keeping the opponent blocking.
Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. Mostly used for combos for it's angle, since it is not any better than 236L in keeping the opponent blocking. Can be used to cross up after 2L or 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.




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  |description=
  |description=
* 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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  |description=
  |description=
* 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


A useful move for pressure, allowing SSGSS 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.
A useful move for pressure, allowing SSGSS 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 to IAD after that, or be in a good range to 2M in the corner, leading to a good 50/50 gapeless situation with a right timed assist in the corner.  


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  |description=
  |description=
* 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


Another option for pressure after the first kick, but instead of allowing SSGSS 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 SSGSS 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 it leads about 2 frames of gap between the first kick and this 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 L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early.


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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


The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps SSGSS Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash.
The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps SSGSS 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.
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
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
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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.


Due to the slight delay, this move will give enough time for the opponent to recover from blockstun and perform an action such as 2H. While it is very hard to recognize the subtle difference between the L version and the M version, it may not matter against impatient opponents.
This follow up, despite the slight delay, will not let the opponent have the time to 2H, and will counter it. }}
}}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
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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.  
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.  
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  |description=
  |description=
* Whiffs on crouching opponents
* Whiffs on crouching opponents
* Deflects ki-blasts
* 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
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.


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.


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  |description=
  |description=
* Travels moderately upward
* Travels moderately upward
* Deflects ki-blasts
* 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.  
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.
 
NOTE: No more than one command grab can be used in a single combo, for any version.


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* Whiffs on crouching opponents
* Whiffs on crouching opponents
* Wallbounces
* Wallbounces
* Deflects ki-blasts
* Deflects Ki Blasts
* Causes a hard knockdown
* 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 in a close-range game.  
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, making this move very threatening in neutral.


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 full screen
* 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 it's 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.
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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====== <font style="visibility:hidden" size="0">Final Flash</font> ======
====== <font style="visibility:hidden" size="0">Final Flash</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSBVegeta_FinalFlash.png |caption="''You're as good as dead!''"
|image=DBFZ_SSBVegeta_FinalFlash.png |caption="''You're as good as space dust!''"
|image2=DBFZ_SSBVegeta_FinalFlash2.png |caption2=
|image2=DBFZ_SSBVegeta_FinalFlash2.png |caption2=
|image3=DBFZ_SSBVegeta_FinalFlashAttack.png |caption3="''WHY YOU... WORTHLESS PIECE OF JUNK!''"
|image3=DBFZ_SSBVegeta_FinalFlashAttack.png |caption3="''WORTHLESS PIECE OF JUNK!''"
|input=214L+M or 214H+S (Air OK)
|input=214L+M or 214H+S (Air OK)
|name=Final Flash
|name=Final Flash
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  |version=Final Flash Attack!
  |version=Final Flash Attack!
  |subtitle=Hold L+M or H+S during Attack
  |subtitle=Hold L+M or H+S during Attack
  |damage=3982,1540 |guard=All
  |damage=1540 |guard=All
  |header=no
  |header=no
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Performable in the air
* Acts as SSGSS Vegeta's sole reversal option.
* Can hold down the buttons to perform an additional attack (requires 2 meter)
* Can hold down the buttons to perform an additional attack (requires 2 meter)
* First part has a minimum damage of approx. 36% (1440)
* Second hit has a minimum damage of 50% (770)
* Second hit has a minimum damage of 50% (770)


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As it is the only air super in SSGSS 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 SSGSS 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.  
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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Vegeta]]

Revision as of 17:52, 10 May 2018

Vegeta (SSGSS)
DBFZ SSB Vegeta Portrait.png

Health: 10,000

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Hyper Offense, Rekka
  

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
  • 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 specials with a huge 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.
  • 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.


Normals

5L
5L
DBFZ SSBVegeta 5L.png
DBFZ SSBVegeta 5LL.png
DBFZ SSBVegeta 5LLL.png
400 All - 6 3 - - 700 All - 8 3 - - 1000 All - 13 3 - -
5M
5M
DBFZ SSBVegeta 5M.png
700 All - 9 6 - -
5H
5H
DBFZ SSBVegeta 5H.png
850 All - 14 3 - -
5S
5S
DBFZ SSBVegeta 5S.png
500 All - 13 - -
2L
2L
DBFZ SSBVegeta 2L.png
400 L - 7 3 - -
2M
2M
DBFZ SSBVegeta 2M.png
WHAT ARE THOOOOOSE
700 L - 10 4 - -
2H
2H
DBFZ SSBVegeta 2H.png
850 All - 13 2 - -
2S
2S
DBFZ SSBVegeta 2S.png
500 All - 13 - -
6M
6M
850 H - 24 6 - -
j.L
j.L
DBFZ SSBVegeta jL.png
400 H - - -
j.M
j.M
DBFZ SSBVegeta jM.png
700 H - - -
j.H
j.H
DBFZ SSBVegeta jH.png
850 H - - -
j.S
j.S
DBFZ SSBVegeta jS.png
500 All - - -
j.2H
j.2H
DBFZ SSBVegeta j2H.png
850 All - - -
j.2S
j.2S
DBFZ SSBVegeta j2S.png
500 All - - -

Specials

Super Dash Kick
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSBVegeta SuperDashKick.png
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
DBFZ SSBVegeta SuperDashKickFollowup1.png
500 All - 10 3 - - 572 All - 17 (3)(3)(3) - - 600 All - 10 3 - -
Super Dash Kick Followup 2
Super Dash Kick Followup 2
Super Dash Kick Followup 1 > L/M/H
DBFZ SSBVegeta SuperDashKickFollowup2.png
500 All - 12 6 - - 600 All - 18 6 - - 700 All - 16 8(on whiff) 15(on hit) - -
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)
DBFZ SSBVegeta OnAScaleOfOneToTen.png
Dunk em in the TRAAAASH
1200 Throw - 25 1 - - 1200 Throw - 22 5 - - 1560 Throw - 20 5 - -
Big Bang Attack
Big Bang Attack
236S(Air OK)
DBFZ SSBVegeta BigBangAttack.png
1300[1240] All - 14 - - 1300[1240] All - - -

Assist

Big Bang Attack
A1/A2
800[660] All - - -

Supers

Niagara Pummel
Niagara Pummel
236L+M
DBFZ SSBVegeta NiagaraPummel.png
"EEEEEEYAAAAAAAAH"
DBFZ SSBVegeta NiagaraPummel-2.png
"You're finished!"
2210 All - - -
Galick Gun
Galick Gun
236H+S
DBFZ SSBVegeta GalickGun.png
"Never understimate..."
DBFZ SSBVegeta GalickGun-2.png
"...a Saiyan's true power!"
2050 All - - -
Final Flash
Final Flash
214L+M or 214H+S (Air OK)
DBFZ SSBVegeta FinalFlash.png
"You're as good as space dust!"
DBFZ SSBVegeta FinalFlash2.png
DBFZ SSBVegeta FinalFlashAttack.png
"WORTHLESS PIECE OF JUNK!"
3982 All - - - 1540 All - - -

Template:Navbar-DBFZ