|image=DBFZ_SSVegeta_FinalFlash.png |caption= '''''"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"'''''
|image=DBFZ_SSVegeta_FinalFlash.png |caption= '''''"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"'''''
|image2=DBFZ_SSVegeta_FinalFlash2.png |caption2='''ATTENTION'''<br>Connection has been lost.<br>Opponent was not brave enough to take this one.
|image2=DBFZ_SSVegeta_FinalFlash2.png |caption2='''ATTENTION'''<br>Connection has been lost.
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Revision as of 21:23, 14 April 2020
Vegeta (Super Saiyan)
Play-style
Balanced, Footsies
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 VegetaSS 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.
Ki blasts 5S and j.S enable incredible space control, as they can be cancelled into a DP when the opponent commits to an approach.
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.
Requires careful footsies game due to stubby buttons.
All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with his Crushing Knee Kick DP.
Consecutive Energy Blast is outclassed by his other ki blasts, and its only real use is to burn Sparking! time.
Assist A is nonexistent during blockstrings if the enemy knows it can be reflected and superdashed on block.
While he has options for every situation, he is generally outclassed by specialist characters.
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
The real power creep is this being Base Vegeta's 5H
Amazing repeatable Ki Blast when it comes to the amount he can throw (8). You outclass a lot of other characters' 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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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!
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.
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.