DBFZ/SS Vegeta: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SS Vegeta|discord=https://discord.gg/tSs5ckD}}
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======<span style="visibility:hidden;font-size:0">overview</span>======
! align="center" colspan="2" | Vegeta (Super Saiyan)
{{MFlag|cleanup}}{{MFlag|stub}}<!-- Missing overview format -->
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| align="center" colspan="2" | [[File:DBFZ_SS_Vegeta_Portrait.png|300x500px|center]]
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{{FP Box
| '''Play-style''' || Balanced, Footsies, Rushdown
|header=Overview
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| '''Team Role''' || Anchor
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==Overview==
{{Bio
{{Bio
| name = SS Vegeta
| name = SS Vegeta
| game = DBFZ
| game = DBFZ
| icon = DBFZ_SSVegeta_Icon.png
| 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. 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.  
 
}}
}}
===Playstyle===
{{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 =
* '''Versatile:''' Well-rounded character, allowing him to adapt to nearly every situation.
* '''Jack Of All Trades:''' Well-rounded, allowing him to adapt to nearly every situation.
* '''Relatively safe zoning:''' 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.
* '''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.
* '''Helpful Assists:''' Exceptional support value with his Assist A, which is among the best for neutral control and combo extension. Assist A also offers Vanish protection.
* '''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 Normals:''' Solid buttons that are fast and safe on block, making him excellent at stagger pressure and resets.
* '''Solid Buttons:''' Moves are fast and safe on block, allowing for stagger pressure.
* '''Useful Supers:''' Versatile supers that deal considerable damage and are easy to combo into.
* '''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.  
* '''Crushing Knee Kick is great for defensive:''' Light Crushing Knee Kick is an excellent anti-air option and can lead to great damage when he has the resources to burn. Furthermore, he's one of the few characters with a DP in Medium Crushing Knee Kick.
* '''Easy-bake Snaps:''' Has a meterless solo snapback in the corner with Medium Super Dash Kick.
| cons =
| cons =
* '''Short normals:''' Requires careful footsies game due to stubby buttons.
* '''Stubby Range:''' Requires careful footsies game due to short-ranged normals.
* '''Zoning relies on 214X:''' 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.
* '''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.  
* '''236S is kinda useless:''' Consecutive Energy Blast is outclassed by his other ki blasts, and its only real use is to burn Sparking! time.
* '''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 no good fir pressure:''' Assist A is nonexistent during blockstrings if the enemy knows it can be reflected and superdashed on block.
* '''Master of None:''' While well-rounded, is generally outclassed by specialist characters.
* '''Jack of all trades, master of none:''' While he has options for every situation, he is generally outclassed by specialist characters.
}}
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| padding=no
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| game=DBFZ
| fullname=SS Vegeta
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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.
* -4 on block, good for stagger pressure.
* -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.
}}
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{{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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* 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 -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, 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.
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}}<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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{{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.
* Can be canceled into j.214L if it hits an opponent (even if it's superdashed through), making it even more effective 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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{{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. Covered with an assist and this can be an efficient mixup tool in the corner.
* 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.
* Punishable on block 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.
}}
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}}<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.
}}
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}}<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.
* Why couldn't this be 236H.
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.
* 31 frames of blockstun.
}}
}}
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Invincible(!), can plough through level 3s.
* 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.
}}
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}}<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}}
[[Category:Dragon Ball FighterZ]]
[[Category:Vegeta]]

Revision as of 01:07, 6 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
overview
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.

 SS Vegeta  SS Vegeta is a balanced, rushdown fighter that takes pride in honest fundamentals.

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.


SS Vegeta
DBFZ SS Vegeta Portrait.png

Normal Moves

5L
5L
DBFZ SSVegeta 5L.png
DBFZ SSVegeta 5LL.png
The people's elbow of all saiyans, mk. 0
DBFZ SSVegeta 5LLL.png
The gut punch to end all gut punches
Template:AttackDataHeader-DBFZ
5L
  • Can be chained twice with 4L.
  • 6-frame startup, good to contest pressure with.

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.
  • -2 on block, *really* good for stagger pressure.

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.

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
DBFZ SSVegeta 5M.png
The real power creep is this being Base Vegeta's 5H
Template:AttackDataHeader-DBFZ
  • 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. Most people will not be ready to do this, but if they pre-emptively mash you will get smoked.

5H
5H
DBFZ SSVegeta 5H.png
Only use this if you're Fenritti
Template:AttackDataHeader-DBFZ
  • Leads to rejump combos with Smash or without in the corner.
  • Advances forwards.

This move is used in Vegeta's optimal combos, but not much else. Once again, combo and blockstring filler.

5S
5S
DBFZ SSVegeta 5S.png
pew pew pew
Template:AttackDataHeader-DBFZ
  • Can be repeated up to eight times.
  • Frame advantage calculated on point blank hit.
  • 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, 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.

2L
2L
DBFZ SSVegeta 2L.png
"hope you didn't press something"
Template:AttackDataHeader-DBFZ
  • Vegeta's primary mixup tool.
  • Good for staggers, but not as good as 5L.

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.

2M
2M
DBFZ SSVegeta 2M.png
BOI
Template:AttackDataHeader-DBFZ
  • Vegeta's best midscreen 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.

2H
2H
DBFZ SSVegeta 2H.png
IMMA KICK 'EM
Template:AttackDataHeader-DBFZ
  • Recovery can be cancelled into j.2L, but not j.S.

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.

6M
6M The people's elbow of all Saiyans Template:AttackDataHeader-DBFZ
  • Universal overhead.

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.

j.L
j.L
DBFZ SSVegeta jL.png
Template:AttackDataHeader-DBFZ
  • Most commonly used as a second overhead.
  • 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.

j.M
j.M
DBFZ SSVegeta jM.png
Template:AttackDataHeader-DBFZ
  • Good air to air normal.
  • Good air to ground normal when well spaced.

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.

j.H
j.H
DBFZ SSVegeta jH.png
The OTHER people's elbow of all Saiyans
Template:AttackDataHeader-DBFZ
  • Hitbox shrinks on fourth active frame.

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.

j.S
j.S
DBFZ SSVegeta jS.png
Neutral in a button
Template:AttackDataHeader-DBFZ
  • Can be repeated up to five times.
  • 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.

j.2H
j.2H
DBFZ SSVegeta j2H.png
PLUS 3
Template:AttackDataHeader-DBFZ
  • Long horizontal reach.
  • Hits mid.
  • Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L.

Special Moves

Interceptor Kick
Interceptor Kick
j.2L
DBFZ SSVegeta InterceptorKick.png
that's a funny way to spell "FALCON KICK"
Template:AttackDataHeader-DBFZ
  • Good for baiting anti-air attempts.
  • Groundbounces grounded opponents.
  • 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.

Super Dash Kick
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSVegeta SuperDashKick.png
"Vegeta YES!"
Template:AttackDataHeader-DBFZ
Ground L
Air L
  • Bounces off the opponent on hit or block.
  • 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.

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. Most of this move's usage will be for combos as 236L is a better mixup tool.

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.

Crushing Knee Kick
Crushing Knee Kick
214L/M/H (Air OK)
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
Template:AttackDataHeader-DBFZ
Ground L
Air L
  • 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.

Consecutive Energy Blast
Consecutive Energy Blast
236S (Air OK)
DBFZ SSVegeta ConsecutiveEnergyBlast.png
"Don't you dare disappoint Vegeta!"
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
"I'LL STOP WHEN YOU'RE REDUCED TO ASHES!"
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Ground
  • Combos from 5S ki blasts at close range.
  • 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. 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.

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. There are setups that allow a link into j.L afterwards, but these are usually hard enough to be unpractical.

Z Assists

Assist A
Consecutive Energy Blast
Assist A
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
You thought the combo neutral was over yours?
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  • 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 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.

Assist B
Super Dash Kick
Assist B
DBFZ SSVegeta SuperDashKick.png
The DBFZ Classic
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  • 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.

Assist C
Crushing Knee Kick
Assist C
DBFZ SSVegeta CrushingKneeKick.png
KNEE
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  • 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. 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.

Super Moves

Big Bang Attack
Big Bang Attack
236L+M or 236H+S (Air OK)
DBFZ SSVegeta BigBangAttack.png
K A B O O M
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Ground
Air
  • 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!

Final Flash
Final Flash
214L+M or 214H+S (Air OK)
DBFZ SSVegeta FinalFlash.png
"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"
DBFZ SSVegeta FinalFlash2.png
ATTENTION
Connection has been lost.
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Ground
Air
  • 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.

Navigation

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.

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