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{{#lsth:DBFZ/SS Vegeta/Data|5L}} | {{#lsth:DBFZ/SS Vegeta/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|5LL}} | {{#lsth:DBFZ/SS Vegeta/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|5LLL}} | {{#lsth:DBFZ/SS Vegeta/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|5M}} | {{#lsth:DBFZ/SS Vegeta/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on fourth active frame. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|5H}} | {{#lsth:DBFZ/SS Vegeta/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|5S}} | {{#lsth:DBFZ/SS Vegeta/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|2L}} | {{#lsth:DBFZ/SS Vegeta/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|2M}} | {{#lsth:DBFZ/SS Vegeta/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|2H}} | {{#lsth:DBFZ/SS Vegeta/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Recovery can be cancelled into j.2L. | * Recovery can be cancelled into j.2L. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|6M}} | {{#lsth:DBFZ/SS Vegeta/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Universal | * Universal overhead. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.L}} | {{#lsth:DBFZ/SS Vegeta/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.M}} | {{#lsth:DBFZ/SS Vegeta/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.H}} | {{#lsth:DBFZ/SS Vegeta/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on fourth active frame. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.S}} | {{#lsth:DBFZ/SS Vegeta/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.2H}} | {{#lsth:DBFZ/SS Vegeta/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Long horizontal reach. | * Long horizontal reach. | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.2L}} | {{#lsth:DBFZ/SS Vegeta/Data|j.2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Good for baiting anti-air attempts. | * Good for baiting anti-air attempts. | ||
* Groundbounces grounded opponents. | * Groundbounces grounded opponents. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.236L}} | {{#lsth:DBFZ/SS Vegeta/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.236M}} | {{#lsth:DBFZ/SS Vegeta/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Wall bounces in the corner. | * Wall bounces in the corner. | ||
* Combo extender. | * Combo extender. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.236H}} | {{#lsth:DBFZ/SS Vegeta/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.214L}} | {{#lsth:DBFZ/SS Vegeta/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.214M}} | {{#lsth:DBFZ/SS Vegeta/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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. | 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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.214H}} | {{#lsth:DBFZ/SS Vegeta/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|236S}} | {{#lsth:DBFZ/SS Vegeta/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.236S}} | {{#lsth:DBFZ/SS Vegeta/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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 | 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. | ||
. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:DBFZ/SS Vegeta/Data|A1/A2}} | {{#lsth:DBFZ/SS Vegeta/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 427: | Line 425: | ||
{{#lsth:DBFZ/SS Vegeta/Data|j.236HS}} | {{#lsth:DBFZ/SS Vegeta/Data|j.236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Minimum Damage: 814 | * Minimum Damage: 814 | ||
* Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs. | * Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs. | ||
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{{#lsth:DBFZ/SS Vegeta/Data|j.214HS}} | {{#lsth:DBFZ/SS Vegeta/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 17:33, 7 April 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 |
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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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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) |
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.