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* Launches the opponent directly upward in a tailspin. | * Launches the opponent directly upward in a tailspin. | ||
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 launc 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 launc 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 | ||
* Hold or tap 2 (down) on hit for hit stop to combo easier. | |||
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* 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. | ||
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Revision as of 23:47, 23 February 2019
Vegeta (Super Saiyan) |
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Overview
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. 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 soul 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 in some situations, making him a solid character to put on your team as back up if you find your point character is lacking tools.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Interceptor Kick
Interceptor Kick j.2L |
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Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
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Crushing Knee Kick
Crushing Knee Kick 214L/M/H (Air OK) |
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Consecutive Energy Blast
Consecutive Energy Blast 236S (Air OK) |
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Assist
Consecutive Energy Blast A1/A2 |
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Supers
Big Bang Attack
Big Bang Attack 236L+M or 236H+S (Air OK) |
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Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
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