DBFZ/SSB Vegeta/Strategy

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 Vegeta (SSGSS)


General Tactics

SSB Vegeta is a character with heavy offense and good pressure, but is somewhat dependent on meter to get high amounts of damage dealt. He also has amazing corner carry and rekkas which builds meter fast. However, keep in mind that he might spend meter faster than he builds it.

Team positioning

Point

The position where meter builders play him and generally his best position overall.

Vegeta Blue is a great starter for offensive teams which revolve around keeping opponents blocking and getting them in the corner. His tendency to rely on assists for rounding up his neutral and his mixups make this position the most prominent at unlocking his real potential, but some assists are better suited than others at enabling rekka 50/50, so choose your partners wisely. His good meter build is also an aspect that can be used by meter hungry characters needing to spend some for their setups, making SSB Vegeta a great enabler for some chars.

Mid

A position where Vegeta has enough meter to dish out great damage while still keeping an assist to cover him. Playable but lacks some flexibility due to having one less assist.

SSB Vegeta's A assist is extremely situational in combo extending, but is beast during blockstring pressure. His second assist is more common, being a standard lariat with decent combo potential and decent blockstun. He can be played as a second point or DHC heavy character at this slot, but he might end up being pressured by opponents due to one character being down. Most of the time, playing Bluegeta mid is kind of a waste compared to the potential he has on point, but feel free to experiment in case you find a flexible shell.

Anchor

Vegeta Blue's worst position, sacrificing assists and therefore a lot of freedom for absolutely outrageous damage on almost every touch.

Vegeta Blue's neutral and mixups are shaky at best when he's alone, so anchor is a position where he'll need to play a lot safer and precise in order to maneuver on the screen and open up opponents. However, his ability to dish out meter to deal massive amounts of damage along with his self-sufficiency in his combo routes makes an anchor Vegeta Blue a healthbar melting machine. With ample amounts of meter, he can take down entire teams by himself. Just keep in mind you'll need to do the heavy lifting alone when trying to mixup and when navigating the screen against possibly two assists.

Picking Teammates

As his best position is point, he needs allies who can support him well with assists, covering the screen in neutral and keeping the opponent locked up in blockstun just enough to mix them with strong 50/50 out of his rekka series. Therefore, he really likes lockdown assists (e.g. Kid Buu A, Gotenks A, SSJ Goku B) for pressure and elongating blockstrings to get an opening through the mixups (see blockstring video), and assists who can clear the screen or throw out projectiles (e.g. Piccolo A, DBZ Broly A, DBS Broly B). As Blue Vegeta has great combo extending tools by himself, he doesn't really need assists to convert off of his hits, but quick moves can still help with that (e.g. Trunks A, Gotenks B), which ends up adding to his already ridiculous damage output (especially in the corner).

Blockstrings

  • 2LL/5LL > 2M > 5M > 5H > ...

Blue Vegeta's blockstrings are relatively basic until it gets to the rekkas. With assists, any M version will set up a perfect high/low mixup at the cost of a gap:

  1. 236M
  2. 236L~M

Blue Vegeta's main goal in his blockstrings, aside from universal stuff, is to alternate between baiting and punishing reflects, and making the opponent block medium versions of the rekka (either 236M or 236L~M). The medium rekkas allow Vegeta to enforce a really ambiguous 50/50 if he gets his opponent to respect his blockstring. As the gap isn't big enough to be 2H'ed, the only real option is to either reflect or guard cancel, so what Vegeta needs to do is make sure people aren't reflecting medium rekka. This is where ki blasts, low attacks in true blockstrings and 214L come into play: As a reflect-bait, a low beating standing and a grab, they are all potent counters to Reflect. Once you get to an M rekka, either land and 2L or airdash j.M and profit.

Without assists to cover you, it's still a good idea to go for rekka frametraps after stagger pressure. It's possible to condition your opponent allow for resets off rekkas, but that isn't very likely in a real match.

Okizeme

Tips and Tricks

  • Special cancel 2H into 236S (if blocked) for safety.
  • Try to implement j.2H into your combos to maximize damage potential (Only if you have not used up your Smash already).
  • You can get a sliding knockdown using j.H or Vanish + 214L or j.S + 214L during air combos.
  • Use his Niagara Pummel super after a sliding knockdown to boost his damage further.
  • When using 236L (and followups) during Rekka pressure, call for an assist and IAD into high low mix-ups.
  • Niagara Pummel can be used in when you see attacks coming at you because it has complete invulnerability and can be used as a combo starter if you hold down the button. You can still get the SKD if you start a combo this way. Be very careful doing this however because it can be baited and is minus on block.
  • After using 5SS this can be cancelled into Niagara Pummel. Be careful, 5SS can not be converted into 2H, if someone is super dashing. However, you can punish your opponent with the following:

5SS > 236S or 5SS > level1 (Niagara Pummel, can also be used as a combo starter) or 5SS > level3

Fighting SSB Vegeta

  • Keeping him at range is recommended, as he becomes extremely dangerous in front of your face and has some fast normals, but you have to be wary of the grabs that can chase you and allow him to start pressure. Also, be ready to crouch at any time.
  • Characters with a long-reaching and fast 5M have a big advantage on him, since he has short limbs (5M and 5H being his longest normals), but since most character that can do that have big bodies, they are more vulnerable to his hitstrings once he gets in close.
  • Be careful of his ki blasts, as they are fast, well-angled, and he will probably try to Vanish after he used them to catch you. You cannot cancel his ki blast with your blast, so jump or special move through them.
  • Like most strong offensive charaters in most games he has little in the way of defensive measures. So, pressuring him is a good idea if you do not leave a gap wide enough in your blockstrings, or else he will punish you hard (if you leave a gap or if he blocks your mixups correctly).
  • He loses at range due to long startup on BBA, and has a sub-par mid-range game due to short normals. A character like Cell, who is good in both these areas, is recommended against him.


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