No edit summary |
|||
Line 74: | Line 74: | ||
Good to use in corner combos after your smash is used, but not much else. You have better combo and blockstring options. | Good to use in corner combos after your smash is used, but not much else. You have better combo and blockstring options. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
Line 89: | Line 89: | ||
Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs. | Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
Line 105: | Line 105: | ||
This move is used in Vegeta's optimal combos, but not much else. Once again, combo and blockstring filler. | This move is used in Vegeta's optimal combos, but not much else. Once again, combo and blockstring filler. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
Line 122: | Line 122: | ||
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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
Line 138: | Line 138: | ||
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'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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
Line 153: | Line 153: | ||
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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
Line 168: | Line 168: | ||
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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
Line 183: | Line 183: | ||
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 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
Line 198: | Line 198: | ||
* Can whiff after a max-range j.M. | * Can whiff after a max-range j.M. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
Line 214: | Line 214: | ||
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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
Line 229: | Line 229: | ||
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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
Line 245: | Line 245: | ||
* 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 | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
Line 261: | Line 261: | ||
* Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L. | * Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Special Moves== | ==Special Moves== | ||
Line 280: | Line 280: | ||
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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>====== | ======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>====== | ||
Line 324: | Line 324: | ||
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 | 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 | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Crushing Knee Kick</font>====== | ======<font style="visibility:hidden;font-size:0">Crushing Knee Kick</font>====== | ||
Line 367: | Line 367: | ||
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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Consecutive Energy Blast</font>====== | ======<font style="visibility:hidden;font-size:0">Consecutive Energy Blast</font>====== | ||
Line 395: | Line 395: | ||
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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Z Assists== | ==Z Assists== | ||
Line 414: | Line 414: | ||
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 on block but extremely easy to convert into a combo. Also protects you from Vanish. | 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 on block but extremely easy to convert into a combo. Also protects you from Vanish. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
Line 431: | Line 431: | ||
* 31 frames of blockstun. | * 31 frames of blockstun. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
Line 447: | Line 447: | ||
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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
Line 469: | Line 469: | ||
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! | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Final Flash</font>====== | ======<font style="visibility:hidden;font-size:0">Final Flash</font>====== | ||
Line 490: | Line 490: | ||
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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Navigation== | ==Navigation== |
Revision as of 13:06, 23 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.
- 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.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
Special Moves
Interceptor Kick
Interceptor Kick j.2L |
Template:AttackDataHeader-DBFZ |
---|
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Crushing Knee Kick
Crushing Knee Kick 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Consecutive Energy Blast
Consecutive Energy Blast 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
Consecutive Energy Blast Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Super Dash Kick Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Crushing Knee Kick Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Big Bang Attack
Big Bang Attack 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.