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Line 50: | Line 50: | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|5L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5LL}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|5LL}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5LLL}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|5LLL}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
Line 80: | Line 79: | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|5M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on fourth active frame. | ||
}} | }} | ||
Line 93: | Line 93: | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|5H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
Line 106: | Line 107: | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|5S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Can be repeated up to eight times. | * Can be repeated up to eight times. | ||
* Frame advantage calculated on point blank hit. | * Frame advantage calculated on point blank hit. | ||
Line 121: | Line 123: | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|2L}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
Line 134: | Line 137: | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|2M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
Line 147: | Line 151: | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|2H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Recovery can be cancelled into j.2L. | * Recovery can be cancelled into j.2L. | ||
}} | }} | ||
Line 160: | Line 165: | ||
|name=6M | |name=6M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|6M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Universal Overhead. | * Universal Overhead. | ||
}} | }} | ||
Line 173: | Line 179: | ||
|name=j.L | |name=j.L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.L}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
Line 186: | Line 193: | ||
|name=j.M | |name=j.M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | ||
Line 200: | Line 208: | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on fourth active frame. | ||
Line 215: | Line 224: | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Can be repeated up to five times. | * Can be repeated up to five times. | ||
* Great offensive angle for zoning | * Great offensive angle for zoning | ||
Line 230: | Line 240: | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.2H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Long horizontal reach. | * Long horizontal reach. | ||
}} | }} | ||
Line 246: | Line 257: | ||
|name=Interceptor Kick | |name=Interceptor Kick | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|Interceptor Kick}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Good for baiting anti-air attempts. | * Good for baiting anti-air attempts. | ||
* Groundbounces grounded opponents. | * Groundbounces grounded opponents. | ||
Line 262: | Line 274: | ||
|name=Super Dash Kick | |name=Super Dash Kick | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|236L}} | |||
{{!}}- | |||
{{AttackVersion|name=Air L}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Bounces off the opponent on hit or block. | * 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. | * 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|236M}} | |||
{{!}}- | |||
{{AttackVersion|name=Air M}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Wall bounces in the corner. | * Wall bounces in the corner. | ||
* Combo extender. | * Combo extender. | ||
Line 281: | Line 299: | ||
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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|236H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air H}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Passes through the opponent. | * Passes through the opponent. | ||
* Launches the opponent directly upward in a tailspin. | * Launches the opponent directly upward in a tailspin. | ||
Line 300: | Line 320: | ||
|name=Crushing Knee Kick | |name=Crushing Knee Kick | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|214L}} | |||
{{!}}- | |||
{{AttackVersion|name=Air L}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.214L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Invulnerable to head property attacks only from the 1st frame. | * Invulnerable to head property attacks only from the 1st frame. | ||
* Uniquely, the air version is invincible against air attacks. | * Uniquely, the air version is invincible against air attacks. | ||
One hit, does a single rising knee kick. | One hit, does a single rising knee kick. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|214M}} | |||
{{!}}- | |||
{{AttackVersion|name=Air M}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.214M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Invulnerable frames 1-18. | * 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. | Rising Knee Kick. On hit, Vegeta follows up with a downward kick to send the opponent back down to the ground. | ||
Line 321: | Line 347: | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|214H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air H}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.214H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Invulnerable frames 1-11. | * 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. | EX version. The rising knee portion does more hits before knocking the opponent back down to the ground. Does a sliding knockdown. | ||
Line 339: | Line 367: | ||
|name=Consecutive Energy Blast | |name=Consecutive Energy Blast | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|236S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Combos from 5S ki blasts at close range. | * Combos from 5S ki blasts at close range. | ||
* Punishable on block at close range. | * Punishable on block at close range. | ||
Line 349: | Line 378: | ||
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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Can be super dashed through so be careful. | * Can be super dashed through so be careful. | ||
* Can push buttons when falling down afterwards. | * Can push buttons when falling down afterwards. | ||
Line 368: | Line 396: | ||
|name=Consecutive Energy Blast | |name=Consecutive Energy Blast | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|A1/A2}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Good for hindering an opponent's approach in neutral. | * Good for hindering an opponent's approach in neutral. | ||
* One of the best assist to extend combos. | * One of the best assist to extend combos. | ||
Line 389: | Line 418: | ||
|name=Big Bang Attack | |name=Big Bang Attack | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|236HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236HS}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Minimum Damage: 814 | * Minimum Damage: 814 | ||
* Air H+S version will aim downwards. | * Air H+S version will aim downwards. | ||
Line 414: | Line 440: | ||
|name=Final Flash | |name=Final Flash | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|214HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.214HS}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Minimum damage is 83*20. | * Minimum damage is 83*20. | ||
Vegeta's Level 3. Because the beam goes fullscreen and is 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, but depending on the direction that is teched in the air you can actually catch them off guard with a Dragon Rush. | Vegeta's Level 3. Because the beam goes fullscreen and is 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, but depending on the direction that is teched in the air you can actually catch them off guard with a Dragon Rush. |
Revision as of 07:52, 4 March 2019
Vegeta (Super Saiyan) |
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|
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. 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 soul 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 |
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Normals
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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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 |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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|
Specials
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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Assist
Consecutive Energy Blast A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
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.