DBFZ/SS Vegeta

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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

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 in some situations, making him a solid character to put on your team as back up if you find your point character is lacking tools.

Strengths/Weaknesses

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.
  • Buttons are generally on the faster side.
  • 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.
  • Always keeps his Saiyan Pride.
  • Sol Badguy's spiritual successor.
  • HE IS NUMBER ONE
  • 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.
  • No special moves can true blockstring into vanish
  • Zoning is reliant on reactions with 214L to catch superdash
  • Will get you killed due to pride.
  • Takes huge doses.



Normals

5L
5L
DBFZ SSVegeta 5L.png
DBFZ SSVegeta 5LL.png
The people's elbow of all saiyans, mk. 0
DBFZ SSVegeta 5LLL.png
The gut punch to end all gut punches
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 12 -3
  • Fastest possible jab
5LL 700 All - 10 4 14 -2
  • Advances Vegeta forwards
  • Vegeta's best combo starter
5LLL 700 / 1000 All U3+ 12 3 21 -5
  • Jails into vanish for some reason


5M
5M
DBFZ SSVegeta 5M.png
The real power creep is this being Base Vegeta's 5H
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 9 6 16 -6
  • Hitbox shrinks on fourth active frame.


5H
5H
DBFZ SSVegeta 5H.png
Only use this if you're Fenritti
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 14 6 18 -8
  • Important points go here.


5S
5S
DBFZ SSVegeta 5S.png
The Vegeta Classic: lots of blasts in short order
Damage Guard Smash Startup Active Recovery Frame Adv.
250*8 All - 13 [1(9)] *8 24 -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
2L
DBFZ SSVegeta 2L.png
"hope you didn't press something"
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 13 -4
  • Vegeta's primary mixup tool


2M
2M
DBFZ SSVegeta 2M.png
BOI
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 10 4 18 -6
  • Barely too fast to make it a perfect 50/50 with j.L


2H
2H
DBFZ SSVegeta 2H.png
IMMA KICK 'EM
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 13 3 30 -17
  • Recovery can be cancelled into j.2L.


6M
6M
DBFZ SSVegeta 6M.png
The people's elbow of all Saiyans
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead.


j.L
j.L
DBFZ SSVegeta jL.png
Hope you like INSTANT OVERHEADS
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 3 13 -4
  • Important points go here.


j.M
j.M
DBFZ SSVegeta jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 10 4 14 0
  • Good air to air normal.
  • Good air to ground normal when well spaced.


j.H
j.H
DBFZ SSVegeta jH.png
The OTHER people's elbow of all Saiyans
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 13 6 22 -12
  • [] is on Smash hit.
  • 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
j.S
DBFZ SSVegeta jS.png
"We're getting to it"
Damage Guard Smash Startup Active Recovery Frame Adv.
250*5 All - 12 [1(9)] *5 23 -3
  • Can be repeated up to five times.
  • Great offensive angle for zoning
  • Can be canceled into j.214L if it hits an opponent (even if it's superdashed through), making it even more effective for zoning


j.2H
j.2H
DBFZ SSVegeta j2H.png
PLUS 3
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 12 3 12 +3
  • Long horizontal reach.


Specials

Interceptor Kick
Interceptor Kick
j.2L
DBFZ SSVegeta InterceptorKick.png
that's a funny way to spell "FALCON KICK"
Damage Guard Smash Startup Active Recovery Frame Adv.
900 All - 17 Until Landing 13 0*
  • 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
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSVegeta SuperDashKick.png
"Vegeta YES!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 900 All - 11 6 26 -4
j.L 900 All - 10 6 26 -5
  • Bounces off the opponent on hit or block.
  • Can cancel recovery into an air option such as double jump or air dash. Covered with an assist and this can be an efficient mixup tool in the corner.
M 300*2, 500 All U1+ 11 4(10)4(11)8 17 -9 to -2
j.M 300*2, 500 All U1+ 11 4(10)4(11)8 27 -19 to -12
  • Wall bounces in the corner.
  • Combo extender.
  • First hit scales the next two

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 U1+ 11 12 23 -19 to -8
j.H 1000 All U1+ 10 12 15 -11 to 0
  • Passes through the opponent.
  • Launches the opponent directly upward in a tailspin.
  • Hold or tap 2 (down) on hit for hit stop to combo easier.

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
Crushing Knee Kick
214L/M/H (Air OK)
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 900 All - 9 9 31 -18 to -28
j.L 900 All - 9 9 27 -14 to -24
  • 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 800 / 800,300 All D1 16 12 30 -17 to -30
j.M 800 / 800,300 All D1 12 12 33 -20 to -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.

If done after using an up smash attack such as 2H and most j.2Hs, the move will cause a sliding knockdown with enough hit advantage to perform a super move on the ground. Otherwise, the move will not have enough hit advantage.

H 800,100*5 / 800,100*5,300 All D1 9 22 37 -24 to -47
j.H 800,100*5 / 800,100*5,300 All D1 9 12 27 -14 to -27
  • 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
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 Smash Startup Active Recovery Frame Adv.
Ground 100*16 All - 18 1(5)*15, 1 26 -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 100*16 All - 16 1(5), 1(4)1(5)*7, 1 21 +1
  • 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

Consecutive Energy Blast
A1/A2
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
You thought the combo was over?
Damage Guard Smash Startup Active Recovery Frame Adv.
130*8 All - 45 [1(4)]*8 69 -
  • Good for hindering an opponent's approach in neutral.
  • One of the best assist to extend combos.
  • Can be super-dashed through and reflected even on block.

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. Not good at lockdown but extremely easy to convert into a combo.

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


Supers

Big Bang Attack
Big Bang Attack
236L+M or 236H+S (Air OK)
DBFZ SSVegeta BigBangAttack.png
KABOOM
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground
Air
  • Minimum Damage: 814
  • Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs.

A great way to counter superdashes if his opponent is in sparking with low health, as all the damage will be done at once. With the new patch, it can now be used to bring opponents to the ground for DHCs. Some characters that can be Z Changed into from H+S Big Bang Attack include: Literally anyone with a beam super (you might want to delay it to increase damage if you're too high), Gotenks, 18 and many others. Feel free to experiment with your team!


Final Flash
Final Flash
214L+M or 214H+S (Air OK)
DBFZ SSVegeta FinalFlash.png
"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"
DBFZ SSVegeta FinalFlash2.png
"FINAL-"
ATTENTION
Connection has been lost.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground
Air
  • 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.


Navigation


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