DBFZ/Vegeta: Difference between revisions

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* Values in [ ] are when canceled from 214S.
* Values in [ ] are when canceled from 214S.
* Leaves Vegeta at +27, enough for an Instant Airdash.
* Leaves Vegeta at +27, 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 +43 on hit. This gives him enough time for j.2H > airdash high/land low, a potent combination of damage and okizeme.
* When canceled from 214S, this move will give Vegeta different camera angles, buff the minimum damage to 1920, and leave Vegeta at +43 on hit. The extra 16 frames of oki gives him more time for j.2H > airdash high/land low, a potent combination of damage and okizeme.
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Revision as of 03:40, 16 May 2020

Vegeta
DBFZ Vegeta Portrait.png
Play-style Rushdown, Mix-up
Team Role Point

Overview

"Be proud. You have the esteemed privilege of fighting a super-elite."
Lore: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.)

Playstyle

 Vegeta  Vegeta is a strong, relentless character who uses tricky mix-ups and swift movement to create a vortex that opens up his victims.

Pros
Cons
  • Superb neutral with fantastic ki blasts and great movement options.
  • Fantastic pressure with numerous staggers + frame traps, making pressure resets easy.
  • Very high corner damage with ki blast loops and nice meter gain.
  • Super Dash Kick and Energy Cutter are both used to set up high/low mix-ups when paired with assists, while also setting up safe-jump options in a blockstring.
  • Deadly Knee Drop can act as both a teleporting instant overhead and a meterless sliding knockdown. Using 2S/j.2S after its knockdown from either the heavy or medium versions grants a safe jump and starts 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.
  • Heavy Super Dash Kick can threaten left/right at any point in time due to it's side-switch property and also very fast speed.
  • All of the pros in conjunction with good assists, definitively makes Vegeta the vortex character.
  • Medium Super Dash Kick grants him a meterless snapback at the corner.
  • Needs assists with high blockstun in order to make his mixup scary.
  • Above-average execution barrier.


Normal Moves

5L
5L
DBFZ Vegeta 5L.png
DBFZ Vegeta 5LL.png
DBFZ Vegeta 5LLL.png
Heh, what dirty fireworks..
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5L
  • Good Stagger.
5LL
  • Safe on Block.
5LLL
  • 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.
  • Combos directly into 214X.
5M
5M
DBFZ Vegeta 5M.png
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  • Important points go here.
5H
5H
DBFZ Vegeta 5H.png
The precursor to the Gran boot (Gran added the jumping)
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  • Decent range.
5S
5S
DBFZ Vegeta 5S.png
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  • Can be repeated up to 8 times.


2L
2L
DBFZ Vegeta 2L.png
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  • Hits low, can be rapid fired twice like all other Vegetas.
2M
2M
DBFZ Vegeta 2M.png
BOI
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  • Important points go here.
2H
2H
DBFZ Vegeta 2H.png
SHINE!
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  • Important points go here.
2S
2S
DBFZ Vegeta 2S.png
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  • Vegeta throws a Ki blast in an arc. You can make the arc shallow by doing 1S.
  • This can be used for oki after a slide knockdown
6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.
j.L
j.L
DBFZ Vegeta jL.png
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  • Important points go here.
j.M
j.M
DBFZ Vegeta jM.png
Credit Card Swipe
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  • Very good air-to-air normal.
j.H
j.H
DBFZ Vegeta jH.png
"Get outta here"
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  • [] is on Smash hit.
j.S
j.S
DBFZ Vegeta jS.png
New Vegeta loops, part of this complete combo
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  • Similar to SSGSS Goku's j.S, but fired at a shallower angle. j.8S sends at a deeper angle, good at hitting people much closer to you and below you.
  • Does not stall you in the air.
  • Do after/during a backdash for faster recovery.
  • Good for keeping opponents in check thanks to it's fast recovery, but don't abuse it too much.
  • Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.
j.2H
j.2H
DBFZ Vegeta j2H.png
DIE! HA! DIE! DIE! HA! DIE!
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  • Vegeta is pushed forward a little when used.
  • 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 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.
j.2S
j.2S
DBFZ Vegeta j2S.png
The Safejump-o-Matic™
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  • Like 2S but in the air.
  • Can aim with 1S.

Special Moves

Super Dash Kick
Super Dash Kick
236L/M/H (Air OK)
DBFZ Vegeta SuperDashKick.png
I'm gonna rock you! Like a hurricane!
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Ground L
Air L
  • Vegeta recovers in midair.
Ground M
Air M
  • Goes full-screen.
  • Causes a wallbounce.
  • Easy way to get a solo snap in the corner.
  • Crosses up on block, so with some assists you can iad back to get a crossup
Ground H
Air H
  • Goes full-screen.
  • Vegeta teleports behind the opponent and hits them.
  • Causes a wallbounce.
  • Crosses up on block.
  • If it hits, you can combo into 236M from it.
Deadly Knee Drop
Deadly Knee Drop
214L/M/H (Air OK)
DBFZ Vegeta DeadlyKneeDrop.png
FOOTDIVE
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Ground L
Air L
  • Results in a sliding knockdown.

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.

Energy Cutter
Energy Cutter
236S
DBFZ Vegeta EnergyCutter.png
"Oh no, the kid's a monkey! DESTRUCTO DISC!"
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  • 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.

I have no use for Saiyans that can't move
I have no use for Saiyans that can't move
214S
DBFZ Vegeta IHaveNoUse.png
You know, theres a certain sport I excel at..
DBFZ Vegeta IHaveNoUse2.png
COMPETITIVE BITCH TOSS!
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  • 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.

Z Assists

Assist A
Energy Cutter
Assist A
DBFZ Vegeta EnergyCutter.png
""There's no such thing as a dirty fight..."
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  • 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.

Assist B
Super Dash Kick
Assist B
DBFZ Vegeta SuperDashKick.png
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  • Travels about half-screen.
  • Launches outward on hit. Goes past opponent on block.
  • 25 frames of blockstun.
Assist C
Dirty Fireworks
Assist C
DBFZ Vegeta 5LLL.png
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  • Teleports to the opponent's location.
  • If the uppercut connects on any active frame, it transitions to the explosion and knee drop.
  • Causes a bounce sliding knockdown on hit (however, if hitstun is too high, the kneedrop will not cause this)
  • Surprizingly good superdash deterrent.

Vegeta uppercuts the opponent, blows them up, and brings them back to the ground for their troubles. It's pretty good, especially considering Vegeta's role as a point character, so this isn't a terrible option. It can be a bit awkward to combo into due to the timing of it, but this is something that can be easily learned and dealt with. Using this depends on what you're looking for with your team, and there may be better C assist options. Still, it's good at what it does, and is easy to hit confirm out of should it connect.

Super Moves

Galick Gun
Galick Gun
236L+M or 236H+S (Air OK)
DBFZ Vegeta GalickGun.png
"This planet is history!"
DBFZ Vegeta GalickGun2.png
"You hear me, Kakarot?
You're FINISHED!"
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Ground
Air
  • Minimum damage: 78*10 [98*10].
  • 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.

If you want the damage boost in the corner, you can end the combo with 214S > 236L+M, or even just j.214M ▷ 236L+M, since j.214M without any extra input will bounce backwards, creating enough distance for the leap. In midscreen, end it with j.H ▷ 236L+M instead of something like j.236L > j.236L+M.

Amazing DHC Super since not only does it track anywhere, DHC-ing in the air will also get Vegeta the damage boost.

Galaxy Breaker
Galaxy Breaker
214L+M or 214H+S
DBFZ Vegeta GalaxyBreaker.png
"Remember the bug planet, Vegeta?"
DBFZ Vegeta GalaxyBreaker2.png
"Vegeta doesn't do enough damage." - ArcSys
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  • Minimum damage: 86*20 [96*20].
  • Values in [ ] are when canceled from 214S.
  • Leaves Vegeta at +27, 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 +43 on hit. The extra 16 frames of oki gives him more time for j.2H > airdash high/land low, a potent combination of damage and okizeme.

Navigation

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.

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