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{{Description|9|text= | {{Description|9|text= | ||
* | * Can be chained twice with 4L. | ||
* 6-frame startup, good to contest pressure with. | |||
All things accounted for, this is a good jab. If there's a big enough delay between 5L and a follow-up 4L, you can make 6M plus on block to continue pressure. | |||
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{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Advances Vegeta forwards | * Advances Vegeta forwards. | ||
* Vegeta's best combo starter | * Vegeta's best combo starter. | ||
* -4 on block, good for stagger pressure. | |||
Blockstring, stagger, and combo tool like most other 5LL's in the game. | |||
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{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Jails into vanish | * Jails into vanish. | ||
* Always results in the cinematic. | |||
Good to use in corner combos after your smash is used, but not much else. You have better combo and blockstring options. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on fourth active frame. | ||
Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* | * Leads to rejump combos with Smash or without in the corner. | ||
* Advances forwards. | |||
This move is used in Vegeta's optimal combos, but not much else. Once again, combo and blockstring filler. | |||
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* Frame advantage calculated on point blank hit. | * Frame advantage calculated on point blank hit. | ||
* Becomes +3 on block if you use all 8 shots. | * Becomes +3 on block if you use all 8 shots. | ||
The best repeatable Ki Blast in the game when it comes to the amount he can throw (8). You can overwhelm any other character's Ki Blasts just by holding down the button. Because it's -4 like 5LL, you can attempt pressure resets with this move, but your options afterwards are far more limited. | |||
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* Vegeta's primary mixup tool. | * Vegeta's primary mixup tool. | ||
* Good for staggers, but not as good as 5L. | * Good for staggers, but not as good as 5L. | ||
You'll be using this move a lot. It's fast and it hits low, which also makes it good for mixups. It has pretty decent range for a light normal, but it's still a Vegeta normal and not as big as some others like A21. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* Vegeta's best midscreen combo starter. | * Vegeta's best midscreen combo starter. | ||
In pressure, this move has similar uses to 5M, with the subtle difference that it hits low and it's typically a better combo starter. | |||
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* Good air to air normal. | * Good air to air normal. | ||
* Good air to ground normal when well spaced. | * Good air to ground normal when well spaced. | ||
Vegeta's j.M is a great air normal. Where it particularly shines is in crossups, as it's range lends it to being a good crossup tool. This strength is also heightened in Sparking, where Vegeta can Instant Air Dash out of any of his grounded normals. | |||
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{{Description|9|text= | {{Description|9|text= | ||
* Minimum damage: 83*20 (1660) | * Minimum damage: 83*20 (1660) | ||
Vegeta's Level 3. Because the beam goes fullscreen and is air OK, it's fairly easy to combo into. Even when used high up in the air, there's enough plus frames to hold [9] when you land and have a meaty j.H waiting for your opponent. | Vegeta's Level 3. Because the beam goes fullscreen and is air OK, it's fairly easy to combo into. Even when used high up in the air, there's enough plus frames to hold [9] when you land and have a meaty j.H waiting for your opponent. Vegeta can also go for a Superjump IAD mixup, which is more difficult but more rewarding and harder for your opponent to block. | ||
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Revision as of 00:43, 2 April 2020
Vegeta (Super Saiyan) |
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Overview
"I...am Super Vegeta!"
Vegeta IV, 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, and his lust to overcome Goku would push him to unlock the legendary power of Super Saiyan, a form he believed he was destined to achieve. Over time, Vegeta's wicked nature was tempered from his time on Earth and relationship with the Earthlings around him and, in time, became one of Earth's mightiest defenders. Even still, he remains ever proud, and continues to train with the sole purpose of surpassing and defeating Goku, 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 the 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, and his assist is also very good for neutral as well as extending combos, making him a solid character to put on your team as back up if you find your point character is lacking tools.
SS Vegeta SS Vegeta is a balanced, rushdown fighter that rewards and excels with honest fundamentals.
- Well-rounded character, allowing him to adapt to nearly every situation.
- Incredible space control with his j.S and Super Dash Kick, both of which cover full-screen and are safe on block.
- Exceptional support value with his Assist A, which is among the best for neutral control and combo extension. Assist A also offers Vanish protection.
- Useful buttons that are fast and safe on block, making him excellent at stagger pressure and resets.
- Versatile supers that deal considerable damage and are easy to combo into.
- Light Crushing Knee Kick is an excellent anti-air option and can lead to extreme damage when he has the resources to burn.
- One of the few characters with a DP in Crushing Knee Kick.
- Is a prince.
- Poor footsies game due to having short range. He has to utilize high committal options to approach.
- All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with Crushing Knee Kick.
- Assist A is nonexistent during blockstrings if the enemy knows it can be reflected and superdashed through block.
- While he has options for every situation, he is generally outclassed by specialist characters.
- Saiyan Supremacist.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Interceptor Kick
Interceptor Kick j.2L |
Template:AttackDataHeader-DBFZ |
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Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Crushing Knee Kick
Crushing Knee Kick 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Consecutive Energy Blast
Consecutive Energy Blast 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Consecutive Energy Blast Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Super Dash Kick Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Crushing Knee Kick Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Big Bang Attack
Big Bang Attack 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.