< DBFZ
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{{CharData-DBFZ | {{CharData-DBFZ|SSBVegeta}} | ||
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;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
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<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
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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 | * 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. | * 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. | ||
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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 | * Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum, but can find ways around it thanks to his corner carry, or end with a grab. | ||
* Stubby limbs causes him to have | * Stubby limbs causes him to have medium 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. | ||
* Little to no defensive options | * Little to no defensive options. | ||
* | * Poor assist, and generally only a worse version of his Super Saiyan self. | ||
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{{CharLinks-DBFZ|SSBVegeta}} | |||
<br clear=all/> | <br clear=all/> | ||
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====== <font style="visibility:hidden" size="0">2H</font> ====== | ====== <font style="visibility:hidden" size="0">2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBVegeta__2H.png |caption= | |image=DBFZ_SSBVegeta__2H.png |caption= IMMA KICK 'IM | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">Super Dash Kick Followup 2</font> ====== | ====== <font style="visibility:hidden" size="0">Super Dash Kick Followup 2</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBVegeta_SuperDashKickFollowup2.png |caption= | |image=DBFZ_SSBVegeta_SuperDashKickFollowup2.png |caption= KUTABAREEE!! | ||
|input=Super Dash Kick Followup 1 > L/M/H | |input=Super Dash Kick Followup 1 > L/M/H | ||
|name=Super Dash Kick Followup 2 | |name=Super Dash Kick Followup 2 | ||
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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. 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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* 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 | ||
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. | 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. Additionally, it also provides better oki. 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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{{CharLinks | {{CharLinks-DBFZ|SSBVegeta}} | ||
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{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Vegeta]] | [[Category:Vegeta]] |
Revision as of 02:56, 13 August 2018
Vegeta (SSGSS) |
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Prejump: Assist Cooldown:
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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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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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