DBFZ/SS Vegeta: Difference between revisions

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{{#lsth:DBFZ/SS Vegeta/Data|SystemData}}
{{#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;">
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|- style="vertical-align:top;text-alighn:left"
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
| style="width: 50%;"|
* Well-balanced character, allowing him to perform well in nearly any situation.
* Well-rounded character, allowing him to adapt to nearly every situation.
* The best assist in the game for combo extension.
* Incredible space control with his j.S and 236H, both of which cover full-screen and are safe on block.
* One of the few characters with a meterless reversal.
* Exceptional support value with his assist, which is among the best for neutral control and combo extension.
* Buttons are generally on the faster side.
* Useful buttons that are fast and safe on block, making him excellent at stagger pressure and resets.
* Supers are very easy to combo into.
* 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.).
* Very powerful neutral game with an excellent ki blast game, along with solid solo mixups, making him a good anchor.
* One of the few characters with a meterless reversal. Can be used to challenge opponents.
* Always keeps his Saiyan Pride.
* Sol Badguy's spiritual successor.
* HE IS NUMBER ONE
| style="width: 50%;"|
| style="width: 50%;"|
* Most normals have very short range.
* Poor footsies game due to having short range. He has to utilize high committal options to approach opponents.
* All special button options can be super-dashed through, giving him a weaker long-range game than most characters.
* Assist isn't great during blockstrings, as it can be reflected through.
* No special moves can true blockstring into vanish
* 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.
* Zoning is reliant on reactions with 214L to catch superdash
* Will get you killed due to pride.
* Takes huge doses.
|-
|-
|}
|}
{{#lst:DBFZ/SS Vegeta/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normals==
==Normal Moves==
 
======<font style="visibility:hidden;font-size:0">5L</font>======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{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
|name=5L
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/SS Vegeta/Data|5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Fastest possible jab
* Fastest possible jab
}}
}}
{{!}}-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/SS Vegeta/Data|5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Advances Vegeta forwards
* Advances Vegeta forwards
* Vegeta's best combo starter
* Vegeta's best combo starter
}}
}}
{{!}}-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/SS Vegeta/Data|5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Jails into vanish for some reason
* Jails into vanish for some reason
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
======<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
|name=5M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|5M}}
{{#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" size="0">5H</font> ======
======<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
|name=5H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|5H}}
{{#lsth:{{PAGENAME}}/Data|5H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Important points go here.
* Important points go here.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
======<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
|name=5S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|5S}}
{{#lsth:{{PAGENAME}}/Data|5S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 124: 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" size="0">2L</font> ======
======<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"
|name=2L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|2L}}
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Vegeta's primary mixup tool
* Vegeta's primary mixup tool.
}}
* Good for staggers, but not as good as 5L.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSVegeta_2M.png |caption= BOI
|name=2M
|name=2M
|image=DBFZ_SSVegeta_2M.png |caption=BOI
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|2M}}
{{#lsth:{{PAGENAME}}/Data|2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Barely too fast to make it a perfect 50/50 with j.L
* Barely too fast to make it a perfect 50/50 with rising j.L.
}}
* Vegeta's best midscreen combo starter.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
======<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
|name=2H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|2H}}
{{#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" size="0">6M</font> ======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSVegeta_6M.png |caption= The people's elbow of all Saiyans
|name=6M
|name=6M
|image=DBFZ_SSVegeta_6M.png |caption=The people's elbow of all Saiyans
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|6M}}
{{#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" size="0">j.L</font> ======
======<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
|name=j.L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.L}}
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Important points go here.
* 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" size="0">j.M</font> ======
======<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=
|name=j.M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.M}}
{{#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" size="0">j.H</font> ======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSVegeta_jH.png |caption= The OTHER people's elbow of all Saiyans
|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:DBFZ/SS Vegeta/Data|j.H}}
{{#lsth:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* [] is on Smash hit.
* 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" size="0">j.S</font> ======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSVegeta_jS.png |caption= "We're getting to it"
|name=j.S
|name=j.S
|image=DBFZ_SSVegeta_jS.png |caption=Neutral in a button
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.S}}
{{#lsth:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 241: 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" size="0">j.2H</font> ======
======<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
|name=j.2H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.2H}}
{{#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.
}}
}}
}}


==Specials==
==Special Moves==
 
======<font style="visibility:hidden;font-size:0">Interceptor Kick</font>======
====== <font style="visibility:hidden" size="0">Interceptor Kick</font> ======
{{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"
|input=j.2L
|name=Interceptor Kick
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.2L}}
{{#lsth:{{PAGENAME}}/Data|j.2L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 274: 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" size="0">Super Dash Kick</font> ======
======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSVegeta_SuperDashKick.png |caption= ''"Vegeta '''YES'''!"''
|name=Super Dash Kick
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Super Dash Kick
|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:DBFZ/SS Vegeta/Data|236L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236L}}
{{#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:DBFZ/SS Vegeta/Data|236M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{AttackVersion|name=j.M}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 307: 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:DBFZ/SS Vegeta/Data|236H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{AttackVersion|name=j.H}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 319: 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 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
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" size="0">Crushing Knee Kick</font> ======
======<font style="visibility:hidden;font-size:0">Crushing Knee Kick</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption= VORUCANIKU VAIPAH!
|name=Crushing Knee Kick
|input=214L/M/H (Air OK)
|input=214L/M/H (Air OK)
|name=Crushing Knee Kick
|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:DBFZ/SS Vegeta/Data|214L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SS Vegeta/Data|j.214L}}
{{#lsth:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 341: 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:DBFZ/SS Vegeta/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SS Vegeta/Data|j.214M}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 354: 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}}
{{AttackVersion|name=H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{#lsth:DBFZ/SS Vegeta/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SS Vegeta/Data|j.214H}}
{{#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" size="0">Consecutive Energy Blast</font> ======
======<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!"'''''
|input=236S (Air OK)
|name=Consecutive Energy Blast
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Vegeta/Data|236S}}
{{#lsth:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 385: 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:DBFZ/SS Vegeta/Data|j.236S}}
{{#lsth:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 394: 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==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption= You thought the combo was over?
|input=A1/A2
|name=Consecutive Energy Blast
|name=Consecutive Energy Blast
|input=Assist A
|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:DBFZ/SS Vegeta/Data|A1/A2}}
{{#lsth:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 414: Line 409:


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.
}}
}}
}}
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
|name=H Crushing Knee Kick
|input=Assist B
|image=DBFZ_SSVegeta_???.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|7|text=
* We saw this one in the trailer. It's either Assist B or C.
* Might give hard knockdown?
 
}}
}}
}}


==Supers==
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
|name=???
|input=Assist C
|image=DBFZ_SSVegeta_???.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|7|text=


====== <font style="visibility:hidden" size="0">Big Bang Attack</font> ======
}}
}}
 
==Super Moves==
======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSVegeta_BigBangAttack.png |caption='''''KABOOM'''''
|name=Big Bang Attack
|input=236L+M or 236H+S (Air OK)
|input=236L+M or 236H+S (Air OK)
|name=Big Bang Attack
|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:DBFZ/SS Vegeta/Data|236HS}}
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236HS}}
{{#lsth:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* 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.
* 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" size="0">Final Flash</font> ======
======<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= '''''"FINAL-"''''' <br> '''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)
|data=
|name=Final Flash
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Vegeta/Data|214HS}}
{{#lsth:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Vegeta/Data|j.214HS}}
{{#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:DBFZ/SS Vegeta/Data|Links}}
{{#lsth:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/SS Vegeta/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.}}
{{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 23:53, 16 February 2020

Vegeta (Super Saiyan)
DBFZ SS Vegeta Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Rushdown
Team Role
Anchor

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-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.).
  • One of the few characters with a meterless reversal. Can be used to challenge opponents.
  • 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.


Normal Moves

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
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B1 - - - 5 - - - -
DBFZ SSVegeta 5L.png
  • Fastest possible jab
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 14 -2 B2 - - - 7 - - - -
DBFZ SSVegeta 5LL.png
  • Advances Vegeta forwards
  • Vegeta's best combo starter
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 1000 All 12 3 21 -2 B6 - U3+ - 12 - - - -
DBFZ SSVegeta 5LLL.png
  • Jails into vanish for some reason
5M
5M
DBFZ SSVegeta 5M.png
The real power creep is this being Base Vegeta's 5H
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 6 15 -5 B2 - - - 7 - - - -
DBFZ SSVegeta 5M.png


  • Hitbox shrinks on fourth active frame.
5H
5H
DBFZ SSVegeta 5H.png
Only use this if you're Fenritti
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 6 18 -8 B4 - U1 - 12 - - - -
DBFZ SSVegeta 5H.png


  • Important points go here.
5S
5S
DBFZ SSVegeta 5S.png
The Vegeta Classic: lots of blasts in short order
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×8 All 13 [1(9)] ×8 24 -2 P1 - - - 6×8 - - - -
DBFZ SSVegeta 5S.png


  • 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"
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F1 - - - 5 - - - -
DBFZ SSVegeta 2L.png


  • Vegeta's primary mixup tool.
  • Good for staggers, but not as good as 5L.
2M
2M
DBFZ SSVegeta 2M.png
BOI
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 4 17 -5 F2 - - - 7 - - - -
DBFZ SSVegeta 2M.png


  • Barely too fast to make it a perfect 50/50 with rising j.L.
  • Vegeta's best midscreen combo starter.
2H
2H
DBFZ SSVegeta 2H.png
IMMA KICK 'EM
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 3 30 -17 B4 - U1+ - 12 - - - -
DBFZ SSVegeta 2H.png


  • 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.

6M
6M The people's elbow of all Saiyans Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 B3 - - - 12 - - - -
DBFZ SSVegeta jH.png


  • 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.

j.L
j.L
DBFZ SSVegeta jL.png
Hope you like INSTANT OVERHEADS
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 13 - H1 - - - 5 - - - -
DBFZ SSVegeta jL.png


  • Can be used for fuzzy guard setups.
  • Most commonly used as a second overhead.
  • Can whiff after a max-range j.M.
j.M
j.M
DBFZ SSVegeta jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 10 5 13 - H2 - - - 7 - - - -
DBFZ SSVegeta jM.png


  • 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
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 6 22 - H3 - D1+ [D3+] - 12 - 10 - -
DBFZ SSVegeta jH.png


  • 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
Neutral in a button
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×5 All 12 [1(9)] ×5 23 - P1 - - - 6×5 - 20 - -
DBFZ SSVegeta jS.png


  • 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
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 12 3 12 - H3 - U1+ - 12 - 15 - -
DBFZ SSVegeta j2H.png


  • 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

Interceptor Kick
Interceptor Kick
j.2L
DBFZ SSVegeta InterceptorKick.png
that's a funny way to spell "FALCON KICK"
Template:AttackDataHeader-DBFZ
j.2L
L Interceptor Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 12 Until Landing 13 -7 ~ -1 H - - - 7% 2 13 Ground Bounce Soft KD
DBFZ SSVegeta InterceptorKick.png


  • 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!"
Template:AttackDataHeader-DBFZ
Ground L


236L
L Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 11 6 26 -5 B3 - - - 10 - 22 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
Air L


j.236L
Air L Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 10 6 26 -5 H3 - - - 10 - 21 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
  • 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.
Ground M


236M
M Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×2, 500 All 11 4(10)4(11)8 17 -5 B2×2, B3 - U1+ - 8×3 - 15 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
Air M


j.236M
Air M Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×2, 500 All 11 4(10)4(11)8 27 - H2×2, H3 - U1+ - 8×3 - 15 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
  • 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.

Ground H


236H
H Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 11 12 23 -19 B3 - U1+ - -100 - 15 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
Air H


j.236H
Air H Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 10 12 15 - H3 - U1+ - -100 - 15 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
  • 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 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

Crushing Knee Kick
Crushing Knee Kick
214L/M/H (Air OK)
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
Template:AttackDataHeader-DBFZ
Ground L


214L
L Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 9 9 31 -28 B6 1- - - 10 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
Air L


j.214L
Air L Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 9 9 27 - H6 Head 1- - - 10 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
  • 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.

Ground M


214M
M Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800,300 All 16 12 30 -30 B3 Full 1-19 D1 - 10 / 10×2 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
Air M


j.214M
Air M Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800,300 All 12 12 33 - H3 Full 1-15 D1 - 10 / 10×2 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
  • 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.

Ground H


214H
H Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800,100×5,300 All 9 22 37 -47 B3 Full 1-11 D1 - -100 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
Air H


j.214H
Air H Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800,100×5,300 All 9 12 27 - H3 Full 1-11 D1 - -100 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
  • 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!"
Template:AttackDataHeader-DBFZ
Ground


236S
Consecutive Energy Blast
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×16 All 9 [1(5)] ×15, 1 26 -7 P1 - - - 2×16 - 22 - -
DBFZ SSVegeta ConsecutiveEnergyBlast.png
DADADADADA
  • 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


j.236S
Air Consecutive Energy Blast
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×16 All 9 1(5), [1(4)1(5)]×7, 1 21 - P1 - - - 2×16 - 22 - -
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
"That's Vegeta's technique!"
  • 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.

Z Assists

Assist A
Consecutive Energy Blast
Assist A
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
You thought the combo neutral was over yours?
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Assist A
Consecutive Energy Blast
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
130×8 All 37 [1(4)]×8 69 +86 P1 - - - 0% - - Launch -
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png


  • 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.

Assist B
H Crushing Knee Kick
Assist B
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Assist B
Super Dash Kick
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 20 6 Total 82~116 +31 B - - - 0% - 31 Launch 45
DBFZ SSVegeta SuperDashKick.png


  • We saw this one in the trailer. It's either Assist B or C.
  • Might give hard knockdown?
Assist C
???
Assist C
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Assist C
Crushing Knee Kick
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
180×6, 400 All 40 [20] 22 Total 126~177 +18 ~ +24 B 36-? Full - - 0% - 6f per hit Launch 93
DBFZ SSVegeta CrushingKneeKick.png


Super Moves

Big Bang Attack
Big Bang Attack
236L+M or 236H+S (Air OK)
DBFZ SSVegeta BigBangAttack.png
K A B O O M
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Ground
Air
  • 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!

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
ATTENTION
Connection has been lost.
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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

To edit frame data, edit values in DBFZ/SS Vegeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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