< DBFZ
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* Combos from 5S ki blasts at close range. | * Combos from 5S ki blasts at close range. | ||
* 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. You usually won't be using this as 5S accomplishes a similar goal while being cancelable into 2H and his DP's to stay safe. | ||
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{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
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* Can be super dashed through so be careful. | * Can be super dashed through so be careful. | ||
* 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. There are setups that allow a link into j.L afterwards, but these are usually hard enough to be unpractical. | ||
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Revision as of 19:37, 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.