< DBFZ
(Undo revision 152047 by 72.178.143.65 (talk)) Tag: Undo |
(Removed personal opinions on Big Bang attack in favour of more neutral language as is prefereable for wikis) |
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* Little to no defensive options. | * Little to no defensive options. | ||
* Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum. | * Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum. | ||
* Big Bang Attack is | * Big Bang Attack is very situational because of its long startup, as is the assist version. | ||
* Makes annoying sounds when he gets hit. | * Makes annoying sounds when he gets hit. | ||
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* Has beam properties, will always trade with other beams. | * Has beam properties, will always trade with other beams. | ||
* If performed in the air, will fire downwards. | * If performed in the air, will fire downwards. | ||
Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Along with the pushback from shooting the projectile, this move is also very safe on block, even from point-blank reflects, unless Vegeta is against a wall. At long range, it serves as a suitable answer to enemy projectiles, since Vegeta has unconventional Ki blasts, but can be punished very readily by raw level 3 supers | Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Along with the pushback from shooting the projectile, this move is also very safe on block, even from point-blank reflects, unless Vegeta is against a wall. At long range, it serves as a suitable answer to enemy projectiles, since Vegeta has unconventional Ki blasts, but can be punished very readily by raw level 3 supers. | ||
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The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking. | The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking. | ||
While it's got some neat uses for scaring your opponents, being able to keep pressure consistently with assist B is arguably more important - while also having a better reward on hit. | |||
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}}<nowiki/> | }}<nowiki/> |
Revision as of 09:55, 29 May 2020
Vegeta (SSGSS) | |
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Play-style | Rushdown, Rekka |
Team Role | Point |
Overview
"I have the power too...to go beyond the legendary Super Saiyan!" | |
Lore: | Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Whis, personal attendant of Lord Beerus. Both he and Goku have attained the power of the "Super Saiyan God Super Saiyan". |
Playstyle
SSB Vegeta This version of Vegeta fights similarly to his original form: attacking aggressively while closing the distance to pummel his foes into submission. However, in exchange for his increased close-range prowess, his defensive options are rather subpar.
Pros
Cons
- Ki Blasts are very fast and surprisingly good at controlling space in neutral.
- His ability to convert into his okizeme game is great, due to having specials with a huge corner carry.
- Blinding pressure game with fast normals, rekkas, and command grabs.
- Good damage when he has the resources to burn, especially in the corner.
- Big Bang Attack is the non-super-projectile with the highest priority in the game.
- All of his specials are great combo finishers and are easy to combo into.
- Uses a very efficient grading system.
- Poor footsies game due to having short range. He has to utilize high committal options to approach, and as a result can lose hard versus zoning.
- Little to no defensive options.
- Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum.
- Big Bang Attack is very situational because of its long startup, as is the assist version.
- Makes annoying sounds when he gets hit.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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j.2S
j.2S | Template:AttackDataHeader-DBFZ |
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Special Moves
Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
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Super Dash Kick Follow-up 1
Super Dash Kick Follow-up 1 Super Dash Kick > L/M/H |
Template:AttackDataHeader-DBFZ |
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Super Dash Kick Follow-up 2
Super Dash Kick Follow-up 2 Super Dash Kick Follow-up 1 > L/M/H |
Template:AttackDataHeader-DBFZ |
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On a scale of one to ten, I'll give you a three!
On a scale of one to ten, I'll give you a three! 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Big Bang Attack
Big Bang Attack 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Big Bang Attack Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Infinity Breaker Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Super Dash Kick Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Niagara Pummel
Niagara Pummel 236L+M |
Template:AttackDataHeader-DBFZ |
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Galick Gun
Galick Gun 236H+S |
Template:AttackDataHeader-DBFZ |
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Final Flash
Final Flash 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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To edit frame data, edit values in DBFZ/SSB 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.