< DBFZ
(→j.2S) |
(→2S) |
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* Launches on hit. | * Launches on hit. | ||
* Ki blast angled upward. | * Ki blast angled upward. | ||
* LONG hitstun. Combos into itself. | |||
* Can cancel recovery to {{clr|4|5S}} regardless if it hits. | * Can cancel recovery to {{clr|4|5S}} regardless if it hits. | ||
Similar to {{clr|4|5S}}, it also has great speed, making {{clr|4|2S}} a great way to put a check on jumpy and aggressive opponents. | Similar to {{clr|4|5S}}, it also has great speed, making {{clr|4|2S}} a great way to put a check on jumpy and aggressive opponents. | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 15:20, 15 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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Overview
"I have the power too...to go beyond the legendary Super Saiyan!" | |
Lore: | After Goku obtained the Super Saiyan God transformation in a clash with the God of Destruction Beerus, and gained it's power, Vegeta was somewhat offset, desiring to keep up with Goku at any cost. With the bribery of food, Vegeta convinces Whis, Beerus' teacher, to train him. Through unknown means, he obtains the transformation of Super Saiyan God, and absorbed it's power into his base form. He would later train with Goku, both focusing on the essence of perfected ki control, which manifested as a mutation of the Super Saiyan transformation: The blue-haired "Super Saiyan God Super Saiyan", or Super Saiyan Blue; an incredibly efficient and powerful transformation, yet attainable by Saiyans exclusively. |
SSB Vegeta SSB Vegeta fights using aggression to pummel opponents into submission.
Pros
Cons
- Corner Carry: All of his specials are combo finishers and have good corner carry.
- Pressure: Rekkas and 214X can set up for psuedo 50/50 mix-ups off assists.
- Meterburn Super: Final Flash has a level 5 extension that can be handy in finishing off remaining health.
- Poor Neutral: Bad footsies game because of short range, and has to utilize high committal options to approach which can lose hard to zoning.
- Momentum: Cannot inflict sliding knockdown from some starters, making it difficult to maintain momentum.
- Poor Zoning: Big Bang Attack has long start-up, and his ki blasts are lackluster.
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) |
Template:AttackDataHeader-DBFZ |
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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
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and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.