DBFZ/SS Vegeta/Strategy

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General Tactics[edit]

The main reason you'd want to play Vegeta in DBFZ is his Assist. This thing is stupid good and it does everything you could ever want or need. His assist will pretty much synergise with anybody, given the sheer, unadulterated versatility it brings to the table. As such, you don't really need to build a team around him.

Team positioning[edit]

Point[edit]

Vegeta is rock solid no matter where he goes on your team, even here. He has a strong grip on neutral and his mixups after 236L are pretty good when covered by assists. His assist is what prevents most people from playing him point, but it's certainly possible to play him here and succeed.

Mid[edit]

This is a decent position for Vegeta, but his assist still makes most people put him in anchor. Even with the recent nerfs, his assist is still active for forever, and people still get caught by it.

Anchor[edit]

SSJ Vegeta is arguably the best solo character in the game, as he's pretty much the DBFZ version of Sol Badguy. He can perpetuate offense, has a meterless reversal, and his Ki Blasts are very strong. On top of all this, his assist is incredible for neutral and for combos, but the recent nerfs scared most of the old players off.

Picking Teammates[edit]

You can pretty much pick whoever you want. His assist enables DR extentions for the entire cast AND catches people in neutral. The only thing to keep in mind is that his assist can be superdash/reflect canceled on block. Ideally, the other characters in your team won't have superdashable assists otherwise you could be in trouble.

Blockstrings[edit]

  • L > LL > M > M > 5H > 236L/M > Assist > Airdash (Assist blockstring into high/low mixup)
  • ... > 5LL > 2L/5L (5LL pressure reset, very good as 5LL is only -2)
  • 4L > delay 4LL > 6M > 5L (the Fenritti Special, delay 4LL allows for a +oB 6M)

Vegeta's block pressure is very basic. With assists, you'll want to end your string with 236L. It leaves you airborne and the assist covers the airdash after. You can also end with 236M to switch sides mid-blockstring. By yourself, you'll mostly want to stick to lights for stagger pressure and frametraps with mediums. It's also possible to reset strings with 5S, but that is pretty telegraphed.

Zoning[edit]

Vegeta's Ki Blast zoning is among the most powerful in the game. He can shoot more Ki blasts than anyone else on the ground (8) and in the air (5). This is strong on it's own, but Vegeta also has 214L, a frame 1 head-invulnerable move that can also be performed in the air. That move is absolutely crucial in forcing your opponent to respect the Ki Blasts. It takes some effort, but after some practice you can react to superdash and 214L. Once they start to respect it, you can keep zoning or force your way in/punish a bad decision with a fullscreen 236H.

Okizeme[edit]

Tips and Tricks[edit]

  • Vegeta has the best Ki Blast zoning in the game. Practice catching superdashes with 214L to take it to another level.
  • 214M is good to have, but don't abuse it. Using 5L after a blocked 6M is almost always a better idea.
  • SSJ Vegeta can do mostly the same mixups that Base Vegeta can do with Kid Buu assist.
  • 236S is extremely risky on block, only use it if you have meter to shut down superdashes.

Fighting SS Vegeta[edit]

If you're going to get in on Vegeta, you have to time your approach well. Be wary of his Light DP.

Navigation[edit]


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