DBFZ/SS Vegeta: Difference between revisions

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==Overview==
==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 sole purpose of surpassing and defeating Goku, his greatest rival.
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.  


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.
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.

Revision as of 15:11, 11 April 2019

Vegeta (Super Saiyan)
DBFZ SS Vegeta Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Rushdown

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, 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.

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
  • Well-balanced character, allowing him to perform well in nearly any situation.
  • The best assist in the game for combo extension.
  • One of the few characters with a meterless reversal.
  • Supers are very easy to combo into.
  • 214L is an excellent anti-air option and can lead to extreme damage when he has the resources to burn (Sparking, Meter, etc.).
  • Very powerful neutral game with an excellent ki blast game, along with solid solo mixups, making him a good anchor.
  • Always keeps his Saiyan Pride.
  • Most normals have very short range.
  • All special button options can be super-dashed through, giving him a weaker long-range game than most characters.


Normals

5L
5L
DBFZ SSVegeta 5L.png
DBFZ SSVegeta 5LL.png
The people's elbow of all saiyans, mk. 0
DBFZ SSVegeta 5LLL.png
"I'm about to blow my load all over your insides. No homo."
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B1 - - - 5 - - - -
DBFZ SSVegeta 5L.png
  • Important points go here.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 14 -2 B2 - - - 7 - - - -
DBFZ SSVegeta 5LL.png
  • Important points go here.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 1000 All 12 3 21 -2 B6 - U3+ - 12 - - - -
DBFZ SSVegeta 5LLL.png
  • Important points go here.
5M
5M
DBFZ SSVegeta 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 6 15 -5 B2 - - - 7 - - - -
DBFZ SSVegeta 5M.png


  • Hitbox shrinks on fourth active frame.
5H
5H
DBFZ SSVegeta 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 6 18 -8 B4 - U1 - 12 - - - -
DBFZ SSVegeta 5H.png


  • Important points go here.
5S
5S
DBFZ SSVegeta 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×8 All 13 [1(9)] ×8 24 -2 P1 - - - 6×8 - - - -
DBFZ SSVegeta 5S.png


  • Can be repeated up to eight times.
  • Frame advantage calculated on point blank hit.
  • Becomes +3 on block if you use all 8 shots.
2L
2L
DBFZ SSVegeta 2L.png
"hope you didn't press something"
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F1 - - - 5 - - - -
DBFZ SSVegeta 2L.png


  • Important points go here.
2M
2M
DBFZ SSVegeta 2M.png
BOI
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 4 17 -5 F2 - - - 7 - - - -
DBFZ SSVegeta 2M.png


  • Important points go here.
2H
2H
DBFZ SSVegeta 2H.png
IMMA KICK 'EM
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 3 30 -17 B4 - U1+ - 12 - - - -
DBFZ SSVegeta 2H.png


  • Recovery can be cancelled into j.2L.
6M
6M The people's elbow of all Saiyans Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 B3 - - - 12 - - - -
DBFZ SSVegeta jH.png


  • Universal overhead.
j.L
j.L
DBFZ SSVegeta jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 13 - H1 - - - 5 - - - -
DBFZ SSVegeta jL.png


  • Important points go here.
j.M
j.M
DBFZ SSVegeta jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 10 5 13 - H2 - - - 7 - - - -
DBFZ SSVegeta jM.png


  • Good air to air normal.
  • Good air to ground normal when well spaced.
j.H
j.H
DBFZ SSVegeta jH.png
The OTHER people's elbow of all Saiyans
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 6 22 - H3 - D1+ [D3+] - 12 - 10 - -
DBFZ SSVegeta jH.png


  • [] is on Smash hit.
  • 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
"We're getting to it"
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×5 All 12 [1(9)] ×5 23 - P1 - - - 6×5 - 20 - -
DBFZ SSVegeta jS.png


  • Can be repeated up to five times.
  • 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
j.2H
j.2H
DBFZ SSVegeta j2H.png
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 12 3 12 - H3 - U1+ - 12 - 15 - -
DBFZ SSVegeta j2H.png


  • Long horizontal reach.

Specials

Interceptor Kick
Interceptor Kick
j.2L
DBFZ SSVegeta InterceptorKick.png
that's a funny way to spell "FALCON KICK"
Template:AttackDataHeader-DBFZ
j.2L
L Interceptor Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 12 Until Landing 13 -7 ~ -1 H - - - 7% 2 13 Ground Bounce Soft KD
DBFZ SSVegeta InterceptorKick.png


  • Good for baiting anti-air attempts.
  • Groundbounces grounded opponents.

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
L


236L
L Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 11 6 26 -5 B3 - - - 10 - 22 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
j.L


j.236L
Air L Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 10 6 26 -5 H3 - - - 10 - 21 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
  • 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.
M


236M
M Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×2, 500 All 11 4(10)4(11)8 17 -5 B2×2, B3 - U1+ - 8×3 - 15 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
j.M


j.236M
Air M Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×2, 500 All 11 4(10)4(11)8 27 - H2×2, H3 - U1+ - 8×3 - 15 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
  • Wall bounces in the corner.
  • Combo extender.
  • Each hit adds scaling to the combo

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.

H


236H
H Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 11 12 23 -19 B3 - U1+ - -100 - 15 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
j.H


j.236H
Air H Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 10 12 15 - H3 - U1+ - -100 - 15 - -
DBFZ SSVegeta SuperDashKick.png
Three very different moves, but all very useful
  • Passes through the opponent.
  • 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

  • Hold or tap 2 (down) on hit for hit stop to combo easier.
Crushing Knee Kick
Crushing Knee Kick
214L/M/H (Air OK)
DBFZ SSVegeta CrushingKneeKick.png
VOLCANIC VIPER!
Template:AttackDataHeader-DBFZ
L


214L
L Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 9 9 31 -28 B6 1- - - 10 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
j.L


j.214L
Air L Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 9 9 27 - H6 Head 1- - - 10 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
  • 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.

M


214M
M Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800,300 All 16 12 30 -30 B3 Full 1-19 D1 - 10 / 10×2 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
j.M


j.214M
Air M Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800,300 All 12 12 33 - H3 Full 1-15 D1 - 10 / 10×2 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
  • 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.

H


214H
H Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800,100×5,300 All 9 22 37 -47 B3 Full 1-11 D1 - -100 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
j.H


j.214H
Air H Crushing Knee Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800,100×5,300 All 9 12 27 - H3 Full 1-11 D1 - -100 - 13 - -
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
  • 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.

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!"
Template:AttackDataHeader-DBFZ
Ground


236S
Consecutive Energy Blast
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×16 All 9 [1(5)] ×15, 1 26 -7 P1 - - - 2×16 - 22 - -
DBFZ SSVegeta ConsecutiveEnergyBlast.png
DADADADADA
  • Combos from 5S ki blasts at close range.
  • Punishable on block 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.

Air


j.236S
Air Consecutive Energy Blast
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×16 All 9 1(5), [1(4)1(5)]×7, 1 21 - P1 - - - 2×16 - 22 - -
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
"That's Vegeta's technique!"
  • 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.

Assist

Consecutive Energy Blast
A1/A2
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
You thought the combo was over?
Template:AttackDataHeader-DBFZ
  • 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 at lockdown but extremely easy to convert into a combo.

During combos, you can take advantage of the long hitstun to extend your combo by knocking an opponent into it and picking them up afterwards.

Supers

Big Bang Attack
Big Bang Attack
236L+M or 236H+S (Air OK)
DBFZ SSVegeta BigBangAttack.png
"THAT'S IT, KILLING YA BOTH!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Minimum Damage: 814
  • Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs.

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.
Template:AttackDataHeader-DBFZ
Ground
Air
  • Minimum damage is 83*20.

Vegeta's Level 3. Because the beam goes fullscreen and is air OK, it's fairly easy to combo into. When used on an opponent that it won't kill, be sure to use this close to the ground, as landing it too high into the air will allow the opponent to recover in midair, but depending on the direction that is teched in the air you can actually catch them off guard with a Dragon Rush.

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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