DBFZ/SS Vegeta: Difference between revisions

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| align="center" colspan="2" | [[File:DBFZ_SS_Vegeta_Portrait.png|300x500px|center]]
| align="center" colspan="2" | [[File:DBFZ_SS_Vegeta_Portrait.png|300x500px|center]]
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| '''Play-style''' || Balanced, Zoning
| '''Play-style''' || Balanced, Rushdown, Zoning
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| '''Team Role''' || Anchor
| '''Team Role''' || Anchor

Revision as of 09:15, 9 April 2020

Vegeta (Super Saiyan)
DBFZ SS Vegeta Portrait.png
Play-style Balanced, Rushdown, Zoning
Team Role Anchor

Overview

"I...am Super Vegeta!"

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, making him a solid character to put on your team as back up if you find your point character is lacking tools.


 SS Vegeta  SS Vegeta is a balanced, rushdown fighter that takes pride in honest fundamentals.

Pros
Cons
  • Well-rounded character, allowing him to adapt to nearly every situation.
  • Incredible space control with his j.S and Super Dash Kick, both of which cover full-screen and are safe on block.
  • Exceptional support value with his Assist A, which is among the best for neutral control and combo extension. Assist A also offers Vanish protection.
  • 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.
  • Light Crushing Knee Kick is an excellent anti-air option and can lead to great damage when he has the resources to burn.
  • One of the few characters with a DP in Crushing Knee Kick.
  • Poor footsies game due to having short range. He has to utilize high committal options to approach.
  • All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with Crushing Knee Kick.
  • Assist A is nonexistent during blockstrings if the enemy knows it can be reflected and superdashed through block.
  • While he has options for every situation, he is generally outclassed by specialist characters.


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
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5L
  • Can be chained twice with 4L.
  • 6-frame startup, good to contest pressure with.

All things accounted for, this is a good jab. If there's a big enough delay between 5L and a follow-up 4L, you can make 6M plus on block to continue pressure.

5LL
  • Advances Vegeta forwards.
  • Vegeta's best combo starter.
  • -4 on block, good for stagger pressure.

Blockstring, stagger, and combo tool like most other 5LL's in the game.

5LLL
  • Jails into vanish.
  • Always results in the cinematic.

Good to use in corner combos after your smash is used, but not much else. You have better combo and blockstring options.

5M
5M
DBFZ SSVegeta 5M.png
The real power creep is this being Base Vegeta's 5H
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  • Hitbox shrinks on fourth active frame.

Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs.

5H
5H
DBFZ SSVegeta 5H.png
Only use this if you're Fenritti
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  • Leads to rejump combos with Smash or without in the corner.
  • Advances forwards.

This move is used in Vegeta's optimal combos, but not much else. Once again, combo and blockstring filler.

5S
5S
DBFZ SSVegeta 5S.png
pew pew pew
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  • Can be repeated up to eight times.
  • Frame advantage calculated on point blank hit.
  • Becomes +3 on block if you use all 8 shots.

The best repeatable Ki Blast in the game when it comes to the amount he can throw (8). You can overwhelm any other character's Ki Blasts just by holding down the button. Because it's -4 like 5LL, you can attempt pressure resets with this move, but your options afterwards are far more limited.

2L
2L
DBFZ SSVegeta 2L.png
"hope you didn't press something"
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  • Vegeta's primary mixup tool.
  • Good for staggers, but not as good as 5L.

You'll be using this move a lot. It's fast and it hits low, which also makes it good for mixups. It has pretty decent range for a light normal, but it's still a Vegeta normal and not as big as some others like A21.

2M
2M
DBFZ SSVegeta 2M.png
BOI
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  • Vegeta's best midscreen combo starter.

In pressure, this move has similar uses to 5M, with the subtle difference that it hits low and it's typically a better combo starter.

2H
2H
DBFZ SSVegeta 2H.png
IMMA KICK 'EM
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  • 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
  • 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
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  • Most commonly used as a second overhead.
  • Can whiff after a max-range j.M.
j.M
j.M
DBFZ SSVegeta jM.png
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  • Good air to air normal.
  • Good air to ground normal when well spaced.

Vegeta's j.M is a great air normal. Where it particularly shines is in crossups, as it's range lends it to being a good crossup tool. This strength is also heightened in Sparking, where Vegeta can Instant Air Dash out of any of his grounded normals.

j.H
j.H
DBFZ SSVegeta jH.png
The OTHER people's elbow of all Saiyans
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  • 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
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  • 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
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  • 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"
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  • Good for baiting anti-air attempts.
  • Groundbounces grounded opponents.
  • Useful for assist combos as it sends you and the opponent downwards without using SKD.

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!"
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Ground L
Air L
  • 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
Air M
  • 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
Air H
  • 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!
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Ground L
Air L
  • 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
Air M
  • 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
Air H
  • 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 and switches sides.

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!"
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Ground
  • 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
  • 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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  • 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
Super Dash Kick
Assist B
DBFZ SSVegeta SuperDashKick.png
The DBFZ Classic
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  • Bounces off the opponent on hit/block like the point version.
  • Why couldn't this be 236H.
Assist C
Crushing Knee Kick
Assist C
DBFZ SSVegeta CrushingKneeKick.png
KNEE
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  • Invincible(!), can plough through level 3s.

Vegeta teleports to the opponent and DP's them in the face, possibly the most Vegeta thing he could do. The kick sends the opponent back to you to continue the combo.

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. Vegeta can also go for a Superjump IAD mixup, which is more difficult but more rewarding and harder for your opponent to block.

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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