< DBFZ
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| intro = {{Character Label|DBFZ|SS Vegeta}} is a balanced, rushdown fighter that takes pride in honest fundamentals. | | intro = {{Character Label|DBFZ|SS Vegeta}} is a balanced, rushdown fighter that takes pride in honest fundamentals. | ||
| pros = | | pros = | ||
* Well-rounded character, allowing him to adapt to nearly every situation. | * '''Versatile:''' Well-rounded character, allowing him to adapt to nearly every situation. | ||
* Ki blasts 5S and j.S enable incredible space control, as they can be cancelled into a DP when the opponent commits to an approach. | * '''Relatively safe zoning:''' Ki blasts 5S and j.S enable incredible space control, as they can be cancelled into a DP when the opponent commits to an approach. | ||
* Exceptional support value with his Assist A, which is among the best for neutral control and combo extension. Assist A also offers Vanish protection. | * '''Helpful Assists:'''Exceptional support value with his Assist A, which is among the best for neutral control and combo extension. Assist A also offers Vanish protection. | ||
* Solid buttons that are fast and safe on block, making him excellent at stagger pressure and resets. | * '''Solid Normals:'''Solid 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. | * '''Useful Supers:'''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 great damage when he has the resources to burn. | * '''214X moves are great defensively.'''Light Crushing Knee Kick is an excellent anti-air option and can lead to great damage when he has the resources to burn. Furthermore, he's one of the few characters with a DP in Medium Crushing Knee Kick. | ||
* '''Easy Snaps:'''Has a meterless solo snapback in the corner with Medium Super Dash Kick. | |||
* Has a meterless solo snapback in the corner with Medium Super Dash Kick. | |||
| cons = | | cons = | ||
* Requires careful footsies game due to stubby buttons. | * '''Short normals: '''Requires careful footsies game due to stubby buttons. | ||
* All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with his Crushing Knee Kick DP. | * '''Zoning relies on 214X: '''All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with his Crushing Knee Kick DP. | ||
* Consecutive Energy Blast is outclassed by his other ki blasts, and its only real use is to burn Sparking! time. | * '''236S is kinda useless:''' Consecutive Energy Blast is outclassed by his other ki blasts, and its only real use is to burn Sparking! time. | ||
* Assist A is nonexistent during blockstrings if the enemy knows it can be reflected and superdashed on block. | * '''Assist A is no good fir pressure:'''Assist A is nonexistent during blockstrings if the enemy knows it can be reflected and superdashed on block. | ||
* While he has options for every situation, he is generally outclassed by specialist characters. | * '''Jack of all trades, master of none: '''While he has options for every situation, he is generally outclassed by specialist characters. | ||
}} | }} | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} |
Revision as of 11:49, 1 June 2020
Vegeta (Super Saiyan) | |
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Play-style | Balanced, Footsies, Rushdown |
Team Role | Anchor |
Overview
"I...am Super Vegeta!" | |
Lore: | 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. |
Playstyle
Pros
Cons
- Versatile: Well-rounded character, allowing him to adapt to nearly every situation.
- Relatively safe zoning: Ki blasts 5S and j.S enable incredible space control, as they can be cancelled into a DP when the opponent commits to an approach.
- Helpful Assists:Exceptional support value with his Assist A, which is among the best for neutral control and combo extension. Assist A also offers Vanish protection.
- Solid Normals:Solid buttons that are fast and safe on block, making him excellent at stagger pressure and resets.
- Useful Supers:Versatile supers that deal considerable damage and are easy to combo into.
- 214X moves are great defensively.Light Crushing Knee Kick is an excellent anti-air option and can lead to great damage when he has the resources to burn. Furthermore, he's one of the few characters with a DP in Medium Crushing Knee Kick.
- Easy Snaps:Has a meterless solo snapback in the corner with Medium Super Dash Kick.
- Short normals: Requires careful footsies game due to stubby buttons.
- Zoning relies on 214X: All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with his Crushing Knee Kick DP.
- 236S is kinda useless: Consecutive Energy Blast is outclassed by his other ki blasts, and its only real use is to burn Sparking! time.
- Assist A is no good fir pressure:Assist A is nonexistent during blockstrings if the enemy knows it can be reflected and superdashed on block.
- Jack of all trades, master of none: While he has options for every situation, he is generally outclassed by specialist characters.
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 |
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Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
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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 |
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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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To edit frame data, edit values in DBFZ/SS Vegeta/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.