* Very high corner damage with ki blast loops and nice meter gain.
* Very high corner damage with ki blast loops and nice meter gain.
* Has good left/right mix-ups, with [[DBFZ/Vegeta#Super Dash Kick|Heavy Super Dash Kick]] supplementing this due to it's extremely fast side-switch property.
* Has good left/right mix-ups, with [[DBFZ/Vegeta#Super Dash Kick|Heavy Super Dash Kick]] supplementing this due to it's extremely fast side-switch property.
* Fantastic pressure with numerous staggers and frame traps, making pressure resets easy.
* Fantastic pressure with numerous staggers plus frame traps, making pressure resets easy.
* [[DBFZ/Vegeta#Energy Cutter| Energy Cutter]] and [[DBFZ/Vegeta#Super Dash Kick|Light Super Dash Kick]] are both used to set up easy-bake high/low 50/50 mixups, while simultaneously create safe-jump options in a blockstring.
* [[DBFZ/Vegeta#Energy Cutter| Energy Cutter]] and [[DBFZ/Vegeta#Super Dash Kick|Light Super Dash Kick]] are both used to set up high/low mix-ups, while simultaneously creating safe-jump options in a blockstring.
* Elite supers, and when used after [[DBFZ/Vegeta#I have no use for Saiyans that can't move|214S]], further buffs [[DBFZ/Vegeta#Galick Gun|Galick Gun]]'s and [[DBFZ/Vegeta#Galaxy Breaker|Galaxy Breaker]]'s overall damage, and lastly gives his level 3 Super more plus frames for even better Okizeme.
* Elite supers, and when used after [[DBFZ/Vegeta#I have no use for Saiyans that can't move|214S]], further buffs [[DBFZ/Vegeta#Galick Gun|Galick Gun]]'s and [[DBFZ/Vegeta#Galaxy Breaker|Galaxy Breaker]]'s overall damage.[[DBFZ/Vegeta#I have no use for Saiyans that can't move|214S]] also gives his level 3 Super more plus frames for even better Okizeme.
* Has a consistent meterless sliding knockdown with [[DBFZ/Vegeta#Deadly Knee Drop|Deadly Knee Drop]] and it also gives him a safe jump after.
* Has a consistent meterless sliding knockdown with [[DBFZ/Vegeta#Deadly Knee Drop|Deadly Knee Drop]]. Using 2S/j.2S after it also gives him a safe jump.
* All of the pros in conjunction with good assists, makes Vegeta definitively a vortex-heavy character.
* All of the pros in conjunction with good assists, definitively makes Vegeta ''the'' vortex-heavy character.
* Has a solo snapback in the corner with [[DBFZ/Vegeta#Super Dash Kick|Medium Super Dash Kick]].
* Has a solo snapback in the corner with [[DBFZ/Vegeta#Super Dash Kick|Medium Super Dash Kick]].
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Revision as of 09:20, 5 April 2020
Vegeta
Play-style
Rushdown, Mixup
Team Role
Point
Overview
"Be proud. You have the esteemed privilege of fighting a super-elite."
Regal, egotistical, and full of pride, Vegeta IV is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek. (Name trivia: "Vegeta" comes from English "Vegetable". Saiyans all take from this motif, and the name "Saiyan" comes from Japanese word "Yasai", meaning vegetable.)
VegetaVegeta is a strong, relentless character who uses swift movement and tricky mixups to generate a vortex that ultimately opens up his opponents.
Pros
Cons
Great neutral, with fantastic ki blasts and good movement options.
Very high corner damage with ki blast loops and nice meter gain.
Has good left/right mix-ups, with Heavy Super Dash Kick supplementing this due to it's extremely fast side-switch property.
Fantastic pressure with numerous staggers plus frame traps, making pressure resets easy.
Energy Cutter and Light Super Dash Kick are both used to set up high/low mix-ups, while simultaneously creating safe-jump options in a blockstring.
Elite supers, and when used after 214S, further buffs Galick Gun's and Galaxy Breaker's overall damage.214S also gives his level 3 Super more plus frames for even better Okizeme.
Has a consistent meterless sliding knockdown with Deadly Knee Drop. Using 2S/j.2S after it also gives him a safe jump.
All of the pros in conjunction with good assists, definitively makes Vegeta the vortex-heavy character.
Calling an assist allows you to get a safe mixup off of a blocked 5LLL. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.
It's now an anti-air like 2H. Cool, but not useful.
So long as Vegeta is not touching the ground he can use this move again to stay hovered.
Father, may every soul hit by this move being find their way to you. May all Base Vegeta players who use this move more than 5 times while airborne find their way to the deepest pits of hell. I pray that I will never cross paths with this button, lest I be clipped by its impure hitbox or its demonic range. May they find discomfort in all seating positions and may their buttons stick after 2 weeks of use. I offer this prayer to You. Amen.
If the hitstun proration isn't too bad, this will combo from j.2H. Use this to end air combos if at all possible, as it brings you down with them. Doesn't allow for j.2S oki.
Ground M
Air M
Causes a bounce sliding knockdown that can be picked up with an assist.
Has enough knockdown time for j.2S setups
On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.
Combos off of smash hit j.2H, so you'll end up seeing this move a lot in most of Vegeta's ki blast loops as an ender.
Ground H
Air H
Causes a bounce sliding knockdown that can be picked up with an assist.
Preserves your smash.
On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.
Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H.
All versions teleport to the opponent's location.
Default action on hit/block/whiff is to bounce backwards, bounce forwards by holding forwards.
L/M versions can be converted into a combo if done raw with vanish > 214S.
A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it.
Leaves Vegeta airborne once complete. Allows for a mixup with an assist.
Can be aimed with 8/2.
Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in its mixup utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown lets him get a mixup scenario, as you can airdash after the move is done, and this is amplified even further by his assists. He can also safejump off of this move, which makes it even stronger. It's not his strongest mixup tool, but it sure is a good one.
Vegeta grabs his opponent and tosses them into the air straight above him.
This skill works like a command grab and cannot be blocked.
If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.
Works on sliding knockdown state opponents.
Will not work on crouching or aerial opponents (only standing).
Uses his smash, so j.H gives sliding knockdown.
Use before level 3 super in the corner to maintain optimal positioning.
On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.
On hit, all the hits do one hit. On block, all 5 hits are done separately.
Very low blockstun, but still a pretty solid tool all around. It can be useful for catching people out of the air at longer ranges, dragging them back to the ground on block. It's useful for combos as well.
Ground version automatically leaps up and tracks the opponent. Values in [ ] are when he leaps over jump height.
Air version only goes up a set distance, so it's not guaranteed to hit.
Similar to SSGSS Goku's level 1, Vegeta's level 1 isn't that bad. Its hitbox is large and its property of knocking the opponent down, as well as having a huge window to Z-Change from, lets it be a reliable way to start some more damage if you have the meter. It's also alright in the air as an ender off of j.236L, though you may have some trouble hitting it depending on the situation.
Leaves Vegeta at +28, enough for an Instant Airdash.
When canceled from 214S, this move will give Vegeta different camera angles, buff the minimum damage to 1920, and leave Vegeta at around +40 on hit. This gives him enough time for j.2H > airdash high/land low, a potent combination of damage and okizeme.
To edit frame data, edit values in DBFZ/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.