DBFZ/SS Vegeta

From Dustloop Wiki
Jump to: navigation, search
Vegeta (Super Saiyan)
DBFZ SS Vegeta Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

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

Overview[edit]

Vegeta, the prince of the Saiyans, originally came to Earth in search of the Dragon Balls to grant himself immortality. He would be defeated by Goku, thus beginning a legendary rivalry between the two Saiyan warriors. Over time, Vegeta's wicked nature was tempered by his relationship to Goku, and in time, he became one of Earth's mightiest defenders. Even still, he remains ever proud, and continues to train with Goku to pursue even greater power in the hopes of surpassing his greatest rival.

In Dragon Ball FighterZ, Super Vegeta is another well rounded character, but his toolkit is more rushdown-oriented instead of dealing with any situation. He's slightly faster than your average character and has specials that either cover ground quickly or bait people trying to catch his approaches. His Big Bang Attack and Final Flash Supers are both easy to combo into as well. His assist is also very good for neutral as well as extending combos in some situations, making him a solid character to put on your team as back up for your point character if you find they are lacking tools.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Well-balanced character, allowing him to perform well in nearly any situation.
  • The best assist in the game for combo extension.
  • One of the few characters with a meterless reversal.
  • Supers are very easy to combo into.
  • 214L is an excellent anti-air option and can lead to extreme damage when he has the resources to burn (Sparking, Meter, etc.).
  • Very powerful neutral game with an excellent ki blast game, along with solid solo mixups, making him a good anchor.
  • Most normals have very short range.
  • All special button options can be super-dashed through, giving him a weaker long-range game than most characters.


Normals[edit]

5L[edit]
5L
DBFZ SSVegeta 5L.png
DBFZ SSVegeta 5LL.png
DBFZ SSVegeta 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 10 -3
  • Important points go here
5LL 700 All 14 4 13 -2
  • Important points go here
5LLL 1000 All 12 3 23 -5
  • Important points go here


5M[edit]
5M
DBFZ SSVegeta 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 6 15 -6
  • Hitbox shrinks on fourth active frame


5H[edit]
5H
DBFZ SSVegeta 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 6 18 -8
  • Important points go here


5S[edit]
5S
DBFZ SSVegeta 5S.png
Damage Guard Startup Active Recovery Frame Adv.
250 All 13 - - -4[+3]
  • Can be repeated up to eight times
  • Frame advantage calculated on point blank hit
  • Becomes +3 on block if you use all 8 shots


2L[edit]
2L
DBFZ SSVegeta 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L 7 3 12 -4
  • Important points go here


2M[edit]
2M
DBFZ SSVegeta 2M.png
BOI
Damage Guard Startup Active Recovery Frame Adv.
700 L 10 4 18 -6
  • Important points go here


2H[edit]
2H
DBFZ SSVegeta 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 3 30 -17
  • Recovery can be cancelled into j.2L


6M[edit]
6M
DBFZ SSVegeta 6M.png
The people's elbow of all Saiyans
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 10 0
  • Universal Overhead


j.L[edit]
j.L
DBFZ SSVegeta jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 6 3 - -
  • Important points go here


j.M[edit]
j.M
DBFZ SSVegeta jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 10 4 - -
  • Good air to air normal
  • Good air to ground normal when well spaced.

Placeholder


j.H[edit]
j.H
DBFZ SSVegeta jH.png
The OTHER people's elbow of all Saiyans
Damage Guard Startup Active Recovery Frame Adv.
850 H 13 6 - -
  • Hitbox shrinks on fourth active frame

A downward elbow. It doesn't really have much horizontal range so when you use it as a jump in from an air dash, you'll want to make sure to get the spacing right.


j.S[edit]
j.S
DBFZ SSVegeta jS.png
Damage Guard Startup Active Recovery Frame Adv.
250 All 12 - - -
  • Can be repeated up to five times


j.2H[edit]
j.2H
DBFZ SSVegeta j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 12 3 - -
  • Deceptively long horizontal reach.


Specials[edit]

Interceptor Kick[edit]
Interceptor Kick
j.2L
DBFZ SSVegeta InterceptorKick.png
that's a funny way to spell "FALCON KICK"
Damage Guard Startup Active Recovery Frame Adv.
900 All 18 - - -
  • Good for baiting anti-air attempts.
  • Groundbounces grounded opponents.

A divekick that has Vegeta do a downward kick at a 45 degree angle. It's good for stalling your falling momentum to make an opponent mistime their anti-air and punish it. It can also be good just to make your movement less predictable.


Super Dash Kick[edit]
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSVegeta SuperDashKick.png
"I'm going to rock you... Like a hurricane!"
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 11 6 27 -22
  • Bounces off the opponent on hit or block
  • Can cancel recovery into an air option such as a jump or air dash
M 1020 All 11 5[9]4[10]3 - -9
  • Wall bounces in the corner
  • Combo extender

The M version of this move is 3 hits and the third hit will bounce in the corner. On block the last hit crosses up behind the opponent. You can extend your combo off of this wall bounce by linking a normal.

H 1000 All 16 - - -17
  • Passes through the opponent
  • Launches the opponent directly upward in a tailspin

This is an improved version of the L version. It's fast and goes full screen, making it great for punishing an opponent trying to do something on the ground when they're on the other side of the screen. The H version will launc the opponent directly upward in a tailspin on hit so when you space it well (about fullscreen distance), you can easily juggle the opponent to get a full combo


Crushing Knee Kick[edit]
Crushing Knee Kick
214L/M/H (Air OK)
DBFZ SSVegeta CrushingKneeKick.png
VOLCANIC VIPER!
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 10 9 - -28
  • Invulnerable to head property attacks only from the 1st frame.
  • Uniquely, the air version is invincible against air attacks.

One hit, does a single rising knee kick.

M 1010 All 16 12 30 -
  • Invulnerable frames 1-18

Rising Knee Kick. On hit, Vegeta follows up with a downward kick to send the opponent back down to the ground.

H 1360 All 9 22 55 -
  • Invulnerable frames 1-11

EX version. The rising knee portion does more hits before knocking the opponent back down to the ground. Does a sliding knockdown.


Consecutive Energy Blast[edit]
Consecutive Energy Blast
236S (Air OK)
DBFZ SSVegeta ConsecutiveEnergyBlast.png
"DON'T YOU DARE DISAPPOINT VEGETA!"
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
"I'LL STOP WHEN YOU'RE REDUCED TO ASHES!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1040 All 19 - - -4
  • Combos from 5S ki blasts at close range.
  • Punishable on block at close range
  • Can be super dashed through so be careful

Vegeta fires a rapid fire ki blast barrage. The barrage makes it have a lot of active frames compared to a regular beam assist so it can be good for controlling the ground space for an extended period of time. However, it can be super dashed through and the ground version can also be avoided by using regular air options as well so be careful.

Air 1040 All - - - -
  • Can be super dashed through so be careful
  • Can push buttons when falling down afterwards

The air version fires downward at an angle. The angle it comes down at is very good at blocking approaches from both the ground and the air. However, like regular ki blasts, opponents can still get through by super dashing. You can combine it with the right assist(s) to cover the super dash option and hinder approaches. Even without an assist to cover the super dash options, it can still be good to hinder approaches, so long as you use it strategically and don't use it predictably.


Assist[edit]

Consecutive Energy Blast
A1/A2
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
"The only reason people even play me!"
Damage Guard Startup Active Recovery Frame Adv.
767 All 42 - - -
  • Good for hindering an opponent's approach in neutral
  • Can be used to extend combos
  • Can be super-dashed through

Super Vegeta's assist is the air version of his Consecutive Energy Blast special. The angle that it fires at makes it hard for your opponent to approach if they find themselves on the other side of it. Opponents can still super dash through it but because your point character is still free to do what they want during this time, this option can be a lot more risky because you can react and punish with your point character.

In combos, you can take advantage of the long hitstun from Consecutive Energy Blast to extend your combo by knocking an opponent into it and picking them up afterwards.


Supers[edit]

Big Bang Attack[edit]
Big Bang Attack
236L+M or 236H+S (Air OK)
DBFZ SSVegeta BigBangAttack.png
THAT'S IT KILLING YA BOTH
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2200 All - - - -33
  • Important points go here
Air 2200 All - - - -
  • H+S version will aim down.


Final Flash[edit]
Final Flash
214L+M or 214H+S (Air OK)
DBFZ SSVegeta FinalFlash.png
"ARE YOU BRAVE ENOUGH TO FACE THIS ONE?"
DBFZ SSVegeta FinalFlash2.png
"FINNNNALLLL FLAAAAASSSSH!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 3982 All - - - -34
Air 3982 All - - - -
  • Has a minimum damage of approx. 36% (1440)

Vegeta's Level 3. Because the beam goes fullscreen and it's air OK, it's fairly easy to combo into. When used on an opponent that it won't kill, be sure to use this close to the ground, as landing it too high into the air will allow the opponent to recover in midair.



Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc