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{{Description|9|text= | {{Description|9|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. | * Can cancel recovery into an air option such as double jump or air dash. | ||
When covered with an assist, this can be an efficient mixup tool in the corner. With assists that have >38 frames of blockstun, you're limited to a simple airdash high/low. This is fine for maintaining pressure, but doing anything other than airdash j.ML leaves a reflectable gap. With lockdown assists, j.2H mixups become safe. More on that in Strategy. | |||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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* Combo extender. | * Combo extender. | ||
* 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. Most of this move's usage will be for combos as 236L is a better mixup tool. | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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* 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 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/> | }}<nowiki/> |
Revision as of 19:29, 17 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Vegeta (Super Saiyan) | |
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Play-style | Balanced, Footsies, Rushdown |
Team Role | Anchor |
Overview
"I...am Super Vegeta!" | |
Lore: | Vegeta IV, the prince of the Saiyans, originally came to Earth in search of the Dragon Balls to grant himself immortality, and would be defeated by Goku, the man who would go on to be his greatest rival. After seeing him attain the fabled state of Super Saiyan, Vegeta was enraged and shocked, and trained without stopping in the hopes of attaining the form. His struggle would lead him to a desolate planet, and his desperation, rage, and despair culminated into the violent awakening of the Super Saiyan transformation he worked tirelessly to attain. Soon, his ruthless, selfish nature would be dulled by the meeting of his future son, Trunks, and would thereafter go on to be one of Earth's greatest defenders, yet remaining ever prideful of his race, and stopping at nothing to surpass Son Goku. |
Playstyle
Pros
Cons
- Jack Of All Trades: Well-rounded character, allowing him to adapt to nearly every situation.
- Relatively Safe Zoning: Ki blasts 5S and j.S enforce zoning, as they can be cancelled into Crushing Knee Kick when the opponent commits to an approach.
- Special Assist: Exceptional support value with his Assist A, among the best for neutral and combo extension while also offering Vanish protection.
- Solid Buttons: Many moves are fast and safe on block, allowing for stagger pressure and resets.
- Reversal: 214M/H is an air-ok DP and is the heart of his zoning. 214L is also an anti-air option and can lead to great damage/TODs if valuable resources are spent.
- Stubby Range: Requires careful footsies game due to short-ranged normals.
- No Beam-style Poke: 236S is outclassed by 5S and j.S, while also sharing their weaknesses and more.
- Blockstring Support: A is nonexistent during blockstring pressure if the enemy knows it can be reflected and superdashed on block.
- Master of None: While well-rounded, is generally outclassed by specialist characters.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Interceptor Kick
Interceptor Kick j.2L |
Template:AttackDataHeader-DBFZ |
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Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Crushing Knee Kick
Crushing Knee Kick 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Consecutive Energy Blast
Consecutive Energy Blast 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Consecutive Energy Blast Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Super Dash Kick Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Crushing Knee Kick Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Big Bang Attack
Big Bang Attack 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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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.