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</div> | </div> | ||
==Overview== | ==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 | 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. | 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. | ||
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* The best assist in the game for combo extension. | * The best assist in the game for combo extension. | ||
* One of the few characters with a meterless reversal. | * One of the few characters with a meterless reversal. | ||
* Buttons are generally on the faster side. | |||
* Supers are very easy to combo into. | * 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.). | * 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. | * 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 for ASW games. | |||
* HE IS NUMBER ONE, HE IS THE HYPE | |||
* Bulma. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Most normals have very short range. | * 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. | * 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 | |||
* You will DP and you will get punished. You can't be right all the time, Sol. | |||
* Takes huge doses. | |||
* Bulma. | |||
|- | |- | ||
|} | |} | ||
{{#lst:DBFZ/SS Vegeta/Data|Links}} | {{#lst:DBFZ/SS Vegeta/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normals== | ==Normals== | ||
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|image=DBFZ_SSVegeta_5L.png |caption= | |image=DBFZ_SSVegeta_5L.png |caption= | ||
|image2=DBFZ_SSVegeta_5LL.png |caption2=The people's elbow of all saiyans, mk. 0 | |image2=DBFZ_SSVegeta_5LL.png |caption2=The people's elbow of all saiyans, mk. 0 | ||
|image3=DBFZ_SSVegeta_5LLL.png |caption3= | |image3=DBFZ_SSVegeta_5LLL.png |caption3=The gut punch to end all gut punches | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|5L}} | |||
{{!}}- | |||
* | {{Description|8|text= | ||
* Fastest possible jab | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5LL}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|5LL}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Advances Vegeta forwards | |||
* | * Vegeta's best combo starter | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5LLL}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|5LLL}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Jails into vanish for some reason | |||
* | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5M</font> ====== | ====== <font style="visibility:hidden" size="0">5M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_5M.png |caption= | |image=DBFZ_SSVegeta_5M.png |caption=The real power creep is this being Base Vegeta's 5H | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|5M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on fourth active frame. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5H</font> ====== | ====== <font style="visibility:hidden" size="0">5H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_5H.png |caption= | |image=DBFZ_SSVegeta_5H.png |caption=Only use this if you're Fenritti | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|5H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5S</font> ====== | ====== <font style="visibility:hidden" size="0">5S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_5S.png |caption= | |image=DBFZ_SSVegeta_5S.png |caption=The Vegeta Classic: lots of blasts in short order | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|5S}} | |||
{{!}}- | |||
{{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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|name=2L | |name=2L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|2L}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* Vegeta's primary mixup tool | |||
}} | }} | ||
}} | }} | ||
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|name=2M | |name=2M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|2M}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* Barely too fast to make it a perfect 50/50 with j.L | |||
}} | }} | ||
}} | }} | ||
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|name=2H | |name=2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|2H}} | |||
{{!}}- | |||
* Recovery can be cancelled into j.2L. | {{Description|7|text= | ||
* Recovery can be cancelled into j.2L, but not j.S | |||
}} | }} | ||
}} | }} | ||
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|name=6M | |name=6M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|6M}} | |||
{{!}}- | |||
* Universal | {{Description|7|text= | ||
* Universal overhead. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.L</font> ====== | ====== <font style="visibility:hidden" size="0">j.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_jL.png |caption= | |image=DBFZ_SSVegeta_jL.png |caption=Hope you like INSTANT OVERHEADS | ||
|name=j.L | |name=j.L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.L}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* Can be used for fuzzy guard setups | |||
}} | }} | ||
}} | }} | ||
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|name=j.M | |name=j.M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.M}} | |||
{{!}}- | |||
{{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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|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hitbox shrinks on fourth active frame. | * 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. | 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. | ||
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====== <font style="visibility:hidden" size="0">j.S</font> ====== | ====== <font style="visibility:hidden" size="0">j.S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_jS.png |caption= | |image=DBFZ_SSVegeta_jS.png |caption= Neutral in a button | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.S}} | |||
{{!}}- | |||
{{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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====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_j2H.png |caption= | |image=DBFZ_SSVegeta_j2H.png |caption=PLUS 3 | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.2H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Long horizontal reach. | * Long horizontal reach. | ||
* Hits mid. | |||
* Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L. | |||
}} | }} | ||
}} | }} | ||
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|name=Interceptor Kick | |name=Interceptor Kick | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.2L}} | |||
{{!}}- | |||
{{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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|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=j.L}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236L}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|236M}} | |||
{{!}}- | |||
{{AttackVersion|name=j.M}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236M}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Wall bounces in the corner. | * Wall bounces in the corner. | ||
* Combo extender. | * 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. | 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=j.H}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236H}} | |||
{{!}}- | |||
{{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. | ||
* Hold or tap 2 (down) on hit for hit stop to combo easier. | * 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 launch 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 | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Crushing Knee Kick</font> ====== | ====== <font style="visibility:hidden" size="0">Crushing Knee Kick</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption= | |image=DBFZ_SSVegeta_CrushingKneeKick.png |caption= VORUCANIKU VAIPAH! | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
|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=j.L}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.214L}} | |||
{{!}}- | |||
{{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. | ||
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=j.M}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.214M}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|214H}} | |||
{{!}}- | |||
{{AttackVersion|name=j.H}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.214H}} | |||
{{!}}- | |||
{{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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|name=Consecutive Energy Blast | |name=Consecutive Energy Blast | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|236S}} | |||
{{!}}- | |||
{{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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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|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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==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption= You thought the combo was over? | |image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption= You thought the <s>combo</s> ''neutral'' was <s>over</s> ''yours''? | ||
|input=A1/A2 | |input=A1/A2 | ||
|name=Consecutive Energy Blast | |name=Consecutive Energy Blast | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/SS Vegeta/Data|A1/A2}} | |||
{{!}}- | |||
{{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. | ||
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==Supers== | ==Supers== | ||
====== <font style="visibility:hidden" size="0">Big Bang Attack</font> ====== | ====== <font style="visibility:hidden" size="0">Big Bang Attack</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_BigBangAttack.png |caption= ''''' | |image=DBFZ_SSVegeta_BigBangAttack.png |caption='''''K A B O O M''''' | ||
|input=236L+M or 236H+S (Air OK) | |input=236L+M or 236H+S (Air OK) | ||
|name=Big Bang Attack | |name=Big Bang Attack | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|236LM}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.236LM}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs. | |||
* Minimum damage: sideways: 814, downward: 770. | |||
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! | |||
}} | |||
* Air H+S version will aim downwards. | |||
A great way to counter superdashes if his opponent is in sparking with low health, as all the damage will be done at once. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_SSVegeta_FinalFlash.png |caption= '''''"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"''''' | |image=DBFZ_SSVegeta_FinalFlash.png |caption= '''''"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"''''' | ||
|image2=DBFZ_SSVegeta_FinalFlash2.png |caption2='''ATTENTION''' <br> Connection has been lost. | |image2=DBFZ_SSVegeta_FinalFlash2.png |caption2='''ATTENTION'''<br>Connection has been lost. | ||
|input=214L+M or 214H+S (Air OK) | |input=214L+M or 214H+S (Air OK) | ||
|name=Final Flash | |name=Final Flash | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|214LM}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/SS Vegeta/Data|j.214LM}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* 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. | |||
* Minimum damage | |||
Vegeta's Level 3. Because the beam goes fullscreen and is air OK, it's fairly easy to combo into. | |||
}} | }} | ||
}} | }} |
Revision as of 16:48, 20 September 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, 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 |
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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 |
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
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j.M
j.M |
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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 |
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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.