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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Balanced, Rushdown | :Balanced, Rushdown | ||
;Team Role | |||
:Anchor | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 27: | Line 29: | ||
|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Well- | * Well-rounded character, allowing him to adapt to nearly every situation. | ||
* | * Incredible space control with his j.S and 236H, both of which cover full-screen and are safe on block. | ||
* | * Exceptional support value with his assist, which is among the best for neutral control and combo extension. | ||
* Useful 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. | ||
* 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.). | ||
* | * One of the few characters with a meterless reversal. Can be used to challenge opponents. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Poor footsies game due to having short range. He has to utilize high committal options to approach opponents. | ||
* | * Assist isn't great during blockstrings, as it can be reflected through. | ||
* All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with 214L and j.214L. | |||
|- | |- | ||
|} | |} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |||
|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=The gut punch to end all gut punches | |image3=DBFZ_SSVegeta_5LLL.png |caption3=The gut punch to end all gut punches | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Fastest possible jab | ||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Advances Vegeta forwards | ||
* Vegeta's best combo starter | |||
}} | |||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Jails into vanish for some reason | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |||
|image=DBFZ_SSVegeta_5M.png |caption=The real power creep is this being Base Vegeta's 5H | |image=DBFZ_SSVegeta_5M.png |caption=The real power creep is this being Base Vegeta's 5H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on fourth active frame. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |||
|image=DBFZ_SSVegeta_5H.png |caption=Only use this if you're Fenritti | |image=DBFZ_SSVegeta_5H.png |caption=Only use this if you're Fenritti | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Important points go here. | * Important points go here. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |||
|image=DBFZ_SSVegeta_5S.png |caption=The Vegeta Classic: lots of blasts in short order | |image=DBFZ_SSVegeta_5S.png |caption=The Vegeta Classic: lots of blasts in short order | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 123: | Line 117: | ||
* Frame advantage calculated on point blank hit. | * Frame advantage calculated on point blank hit. | ||
* Becomes +3 on block if you use all 8 shots. | * Becomes +3 on block if you use all 8 shots. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |||
|image=DBFZ_SSVegeta_2L.png |caption="hope you didn't press something" | |image=DBFZ_SSVegeta_2L.png |caption="hope you didn't press something" | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Vegeta's primary mixup tool. | ||
* Good for staggers, but not as good as 5L. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_SSVegeta_2M.png |caption=BOI | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Barely too fast to make it a perfect 50/50 with rising j.L. | ||
* Vegeta's best midscreen combo starter. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |||
|image=DBFZ_SSVegeta_2H.png |caption=IMMA KICK 'EM | |image=DBFZ_SSVegeta_2H.png |caption=IMMA KICK 'EM | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Recovery can be cancelled into j.2L. | * Recovery can be cancelled into j.2L, but not j.S. | ||
You won't be seeing this move as often as you will see 214L, but it's still very important to Vegeta. On the ground it converts meterlessly so it's preferred over 214L to smack someone out of the air, but it won't always work in a pinch like 214L. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name=6M | ||
|image=DBFZ_SSVegeta_6M.png |caption=The people's elbow of all Saiyans | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Universal overhead. | * Universal overhead. | ||
Vegeta has some decent methods to space this out, so it's more useful than most. Watch Fenritti to see exactly how it's done, but there's a rough explanation in the Strategy section. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_SSVegeta_jL.png |caption=Hope you like INSTANT OVERHEADS | |image=DBFZ_SSVegeta_jL.png |caption=Hope you like INSTANT OVERHEADS | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Can be used for fuzzy guard setups. | ||
* Most commonly used as a second overhead. | |||
* Can whiff after a max-range j.M. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |||
|image=DBFZ_SSVegeta_jM.png |caption= | |image=DBFZ_SSVegeta_jM.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image=DBFZ_SSVegeta_jH.png |caption=The OTHER people's elbow of all Saiyans | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_SSVegeta_jS.png |caption=Neutral in a button | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 240: | Line 239: | ||
* Great offensive angle for zoning | * 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 | * Can be canceled into j.214L if it hits an opponent (even if it's superdashed through), making it even more effective for zoning | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |||
|image=DBFZ_SSVegeta_j2H.png |caption=PLUS 3 | |image=DBFZ_SSVegeta_j2H.png |caption=PLUS 3 | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | |||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Interceptor Kick</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=Interceptor Kick | |||
|input=j.2L | |||
|image=DBFZ_SSVegeta_InterceptorKick.png |caption=that's a funny way to spell "FALCON KICK" | |image=DBFZ_SSVegeta_InterceptorKick.png |caption=that's a funny way to spell "FALCON KICK" | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 273: | Line 273: | ||
* Groundbounces grounded opponents. | * 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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Super Dash Kick | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
| | |image=DBFZ_SSVegeta_SuperDashKick.png |caption=''"Vegeta '''YES'''!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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=Ground M}} | |||
{{#lsth:{{PAGENAME}}/Data|236M}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{ | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 306: | Line 305: | ||
* First hit scales the next two | * 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=Ground H}} | |||
{{#lsth:{{PAGENAME}}/Data|236H}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{ | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 318: | Line 316: | ||
* 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 | 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 | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Crushing Knee Kick</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Crushing Knee Kick | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
| | |image=DBFZ_SSVegeta_CrushingKneeKick.png |caption=VORUCANIKU VAIPAH! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 340: | Line 338: | ||
* 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=Ground M}} | |||
{{AttackVersion|name=M}} | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 353: | Line 350: | ||
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=Ground H}} | |||
{{#lsth:{{PAGENAME}}/Data|214H}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214H}} | ||
{{ | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Consecutive Energy Blast</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Consecutive Energy Blast | |||
|input=236S (Air OK) | |||
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlast.png |caption=''"Don't you '''dare''' disappoint Vegeta!"'' | |image=DBFZ_SSVegeta_ConsecutiveEnergyBlast.png |caption=''"Don't you '''dare''' disappoint Vegeta!"'' | ||
|image2=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png|caption2='''''"I'LL STOP WHEN YOU'RE REDUCED TO ASHES!"''''' | |image2=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png|caption2='''''"I'LL STOP WHEN YOU'RE REDUCED TO ASHES!"''''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 384: | Line 380: | ||
* Can be super dashed through so be careful. | * 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. | 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}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 393: | Line 388: | ||
* 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. | ||
}} | |||
}} | }} | ||
==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
| | |name=Consecutive Energy Blast | ||
|input=A1/A2 | |input=A1/A2 | ||
| | |image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption=You thought the <s>combo</s> ''neutral'' was <s>over</s> ''yours''? | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 413: | Line 408: | ||
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. | 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. | ||
}} | |||
}} | }} | ||
== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Big Bang Attack | ||
|input=236L+M or 236H+S (Air OK) | |input=236L+M or 236H+S (Air OK) | ||
| | |image=DBFZ_SSVegeta_BigBangAttack.png |caption='''''K A B O O M''''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* 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. | ||
* 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! | 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! | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Final Flash</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Final Flash | |||
|input=214L+M or 214H+S (Air OK) | |||
|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= | |image2=DBFZ_SSVegeta_FinalFlash2.png |caption2='''ATTENTION'''<br>Connection has been lost. | ||
|data= | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Minimum damage: 83*20 (1660) | * 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. | 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== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Vegeta]] | [[Category:Vegeta]] |
Revision as of 21:01, 17 December 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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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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You won't be seeing this move as often as you will see 214L, but it's still very important to Vegeta. On the ground it converts meterlessly so it's preferred over 214L to smack someone out of the air, but it won't always work in a pinch like 214L. |
6M
6M |
Template:AttackDataHeader-DBFZ
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Vegeta has some decent methods to space this out, so it's more useful than most. Watch Fenritti to see exactly how it's done, but there's a rough explanation in the Strategy section. |
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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Special Moves
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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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.