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{| | {{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SS Vegeta|discord=https://discord.gg/tSs5ckD}} | ||
| | ======<span style="visibility:hidden;font-size:0">overview</span>====== | ||
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{{Bio | {{Bio | ||
| name = SS Vegeta | | name = SS Vegeta | ||
| game = DBFZ | | game = DBFZ | ||
| quote = I...am Super Vegeta! | | quote = I...am Super Vegeta! | ||
| lore = | | 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. | ||
Vegeta IV, the prince of the Saiyans, originally came to Earth in search of the Dragon Balls to grant himself immortality | |||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|SS Vegeta}} is a balanced, rushdown fighter that takes pride in honest fundamentals. | | intro = {{Character Label|DBFZ|SS Vegeta}} is a balanced, rushdown fighter that takes pride in honest fundamentals. | ||
| pros = | | pros = | ||
* Well-rounded | * '''Jack Of All Trades:''' Well-rounded, allowing him to adapt to nearly every situation. | ||
* Ki blasts 5S and j.S | * '''Relatively Safe Zoning:''' Ki blasts [[DBFZ/SS Vegeta#5S|5S]] and [[DBFZ/SS Vegeta#j.S|j.S]] enforce zoning, as they can be cancelled into [[DBFZ/SS Vegeta#Crushing Knee Kick| Crushing Knee Kick]] when the opponent commits to an approach. | ||
* Exceptional support value with his Assist A, | * '''Special Assist:''' Exceptional support value with his [[DBFZ/SS Vegeta#Assist A|Assist A]], among the best for neutral and combo extension while also offering Vanish protection. | ||
* Solid | * '''Solid Buttons:''' Moves are fast and safe on block, allowing for stagger pressure. | ||
* | * '''Reversal:''' [[DBFZ/SS Vegeta#Crushing Knee Kick|214M/H]] is an air-ok DP and is the heart of his zoning. [[DBFZ/SS Vegeta#Crushing Knee Kick|214L]] is also an anti-air option and can lead to great damage/TODs if valuable resources are spent. | ||
| cons = | | cons = | ||
* Requires careful footsies game due to | * '''Stubby Range:''' Requires careful footsies game due to short-ranged normals. | ||
* | * '''No Beam-style Poke:''' [[DBFZ/SS Vegeta#Consecutive Energy Blast|236S]] is outclassed by [[DBFZ/SS Vegeta#5S|5S]] and [[DBFZ/SS Vegeta#j.S|j.S]], while also sharing their weaknesses and more. | ||
* '''Blockstring Support:''' [[DBFZ/SS Vegeta#Assist A| A]] is nonexistent during blockstring pressure if the enemy knows it can be reflected and superdashed on block. | |||
* Assist A is nonexistent during | * '''Master of None:''' While well-rounded, is generally outclassed by specialist characters. | ||
* While | }} | ||
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==Normal Moves== | ==Normal Moves== | ||
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* Advances Vegeta forwards. | * Advances Vegeta forwards. | ||
* Vegeta's best combo starter. | * Vegeta's best combo starter. | ||
* - | * -2 on block, *really* good for stagger pressure. | ||
Blockstring, stagger, and combo tool like most other 5LL's in the game. | Blockstring, stagger, and combo tool like most other 5LL's in the game. It's frame advantage allows for a safe backdash during pressure, giving Vegeta safe ways to bait the opponent. | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Hitbox shrinks on fourth active frame. | * 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. | Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs. Most people will not be ready to do this, but if they pre-emptively mash you will get smoked. | ||
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}}<nowiki/> | }}<nowiki/> | ||
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* Frame advantage calculated on point blank hit. | * Frame advantage calculated on point blank hit. | ||
* Becomes +3 on block if you use all 8 shots. | * Becomes +3 on block if you use all 8 shots. | ||
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 | 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, you can attempt pressure resets with this move, but your options afterwards are far more limited. It's best to attempt a pressure reset with this if you can threaten with a late chain into 5H. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Most commonly used as a second overhead. | * Most commonly used as a second overhead. | ||
* Can whiff after a max-range j.M. | * Can whiff after a max-range j.M. | ||
Not as good as other character's j.L. It will whiff in a lot more circumstances than you would hope for, but it serves it's basic purpose as a mix-up tool. | |||
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}}<nowiki/> | }}<nowiki/> | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Can be repeated up to five times. | * Can be repeated up to five times. | ||
* Great offensive angle for zoning | * Great offensive angle for zoning. | ||
This is the crux of SSJ Vegeta's defensive play. The fact that it is a Ki Blast means that it is ''special cancelable,'' and SSJ Vegeta has an invulnerable air DP. Both of these properties allow SSJ Vegeta to zone safely as long as you, the player, can react to Superdash with 214L. | |||
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}}<nowiki/> | }}<nowiki/> | ||
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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/> | ||
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{{Description|9|text= | {{Description|9|text= | ||
* 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. | ||
}} | }} | ||
{{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. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Can be super-dashed through and reflected ''even on block.'' | * 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 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. | ||
This assist is by far one of the most interesting and useful assists in the game. It's long active frames and angle of attack turns it into a projectile wall for it's duration. While your opponent can still reflect it, you are distinctly still at the advantage. It is also really easy to sniff out superdashes with 2H, as low-level players will try to use it to go through the assist. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Bounces off the opponent on hit/block like the point version. | * Bounces off the opponent on hit/block like the point version. | ||
Don't use this. Vegeta's A Assist is still one of the best assists in the game. This assist, while it is fast and has 30 frames of blockstun, has no range and has comparatively little use in combos. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Invincible(!), can | * Invincible(!), can plow 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. | 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. Good as a pre-emptive tool but generally poor on block. If your opponent happens to jump and block this assist, the blockstun is extended immensely. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Minimum damage: 83*20 (1660) | * Minimum damage: 83*20 (1660) | ||
* Slower than average, as well as below-average damage. | |||
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. | ||
}} | }} | ||
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{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
Revision as of 01:07, 6 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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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. |
Pros
Cons
- Jack Of All Trades: Well-rounded, 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: Moves are fast and safe on block, allowing for stagger pressure.
- 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.