DBFZ/SS Vegeta

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Overview
Overview

Super Saiyan Vegeta is similar to SS Goku: an honest character with a straightforward skillset that lets him do work at all levels of play. There are many places in which SS Vegeta differs from his rival, too, though. While he lacks a beam, he more than makes up for it with fast, rapid-firing ki blasts, which combine with an array of air-ok DPs and fast lariat moves into a rock-solid neutral presence. His normals, while stubby (a trait shared among all Vegeta incarnations in this game), have great frame data, and he also has a mixup option (needs assist) in his 236L. His supers are straightforward, which makes them easy for DHC, and his assists, specifically A, is stellar in what it can do for your team too. SS Vegeta might not be able to do insane mixes or outrageous damage, but he can most definitely pick up your team's slack, whatever that may be.


"I...am Super Vegeta!"
Lore:Vegeta IV, the prince of the Saiyans, originally came to Earth in search of the Dragon Balls to grant himself immortality and would be defeated by Goku, the man who would go on to be his greatest rival. After seeing him attain the fabled state of Super Saiyan, Vegeta was enraged and shocked and trained without stopping in the hopes of attaining the form. His struggle would lead him to a desolate planet, and his desperation, rage, and despair culminated into the violent awakening of the Super Saiyan transformation he worked tirelessly to attain. Soon, his ruthless, selfish nature would be dulled by the meeting of his future son, Trunks, and would thereafter go on to be one of Earth's greatest defenders, yet remaining ever prideful of his race, and stopping at nothing to surpass Son Goku.
Playstyle
DBFZ SS Vegeta Icon.png SS Vegeta is a balanced, rushdown fighter that takes pride in honest fundamentals.
Pros Cons
  • Jack Of All Trades: Well-rounded, allowing him to adapt to nearly every situation.
  • Relatively Safe Zoning: Ki blasts 5S and j.S enforce zoning, as they can be canceled into Crushing Knee Kick when the opponent commits to an approach.
  • Special Assist: Exceptional support value with his Assist A, among the best for neutral and combo extension while also offering Vanish protection.
  • Reversal: 214M/H is an air-ok DP and is the heart of his zoning. 214L is also an anti-air that can lead to great damage/TODs if valuable resources are spent.
  • Stubby Range: Requires careful footsies game due to short-ranged normals.
  • No Beam-style Poke: 236S is outclassed by 5S and j.S, while also sharing their weaknesses and is generally one of the worst moves in the game.
  • Blockstring Support: A is nonexistent during blockstring pressure if the enemy knows it can be reflected and superdashed on block.
  • Master of None: While well-rounded, outclassed by specialist characters.

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 10 4 14 -2 -
5LLL 700 / 1000 All U3+ 12 3 21 -5 -

5L
  • Chains twice with 4L.
  • 6-frame startup, good to contest pressure with.

All things accounted for, this is a good jab. If there's a big enough delay between 5L and a follow-up 4L, you can make 6M plus on block to continue pressure.


5LL
  • Advances Vegeta forwards.
  • Vegeta's best combo starter.
  • -2 on block, *really* good for stagger pressure.

Blockstring, stagger, and combo tool like most other 5LL's in the game. Its frame advantage allows for a safe backdash during pressure, giving Vegeta safe ways to bait the opponent.


5LLL
  • Jails into vanish.
  • Always results in the cinematic.

Good to use in corner combos after your smash is used, but not much else. You have better combo and blockstring options. Can make an infinite blockstring in sparking with 5LLL > jc.2H > airdash j.LL

5M

5H

5S

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Interceptor Kick

j.2L

Super Dash Kick

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 11 6 26 -4 -
Air L 900 All - 10 6 26 -5 -
Ground M 300*2, 500 All U1+ 11 4(10)4(11)8 17 -9 to -2 -
Air M 300*2, 500 All U1+ 11 4(10)4(11)8 27 -19 to -12 -
Ground H 1000 All U1+ 11 12 23 -19 to -8 -
Air H 1000 All U1+ 10 12 15 -11 to 0 -

236L
  • Bounces off the opponent on hit or block.
  • Can cancel recovery into an air option such as double jump or air dash.
    • Gives Vegeta a high/low in the corner with [3] superjump float.

When covered with an assist, this can be an efficient mixup tool in the corner. Traditionally you'd need an assist with 38 frames or more to do a j.2H mixup, but not anymore thanks to 236L leaving Vegeta in superjump state. Floating down and towards the opponent lets his stubby 2L connect and makes his airdash mixup real.


236M
  • Wall bounces in the corner with Smash.
  • Combo extender.
  • Has niche uses in blockstrings with assists, but less versatile than 236L.

The M version of this move is 3 hits and the third hit will bounce in the corner. On block, the last hit crosses up behind the opponent. You can extend your combo off of this wall bounce by linking a normal. Most of this move's usage will be for combos as 236L is a better mixup tool.


236H
  • Passes through the opponent.
  • Launches the opponent directly upward in a tailspin.
  • Hold or tap 2 (down) on hit for hit stop to combo easier.

This is an improved version of the L version. It's fast and goes full screen, making it great for punishing an opponent trying to do something on the ground when they're on the other side of the screen. The H version will launch the opponent directly upward in a tailspin on hit so when you space it well (about fullscreen distance), you can easily juggle the opponent to get a full combo. Good as a movement tool too now that EX moves cost .5 bars.

Crushing Knee Kick

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 9 9 31 -18 to -28 1-
Air L 900 All - 9 9 27 -14 to -24 Head 1-
Ground M 800 / 800,300 All D1 16 12 30 -17 to -30 Full 1-19
Air M 800 / 800,300 All D1 12 12 33 -20 to -30 Full 1-15
Ground H 800,100*5 / 800,100*5,300 All D1 9 22 37 -24 to -47 Full 1-11
Air H 800,100*5 / 800,100*5,300 All D1 9 12 27 -14 to -27 Full 1-11

214L
  • Frame 1 head invincibility.
    • Air version is also frame 1.

One hit, does a single rising knee kick. Doesn't lead to much damage without resources, but what it does for Vegeta's neutral game is staggering. Vegeta is no longer a sitting duck to Superdash while he's in the air or throwing Ki Blasts because he can consistently pop it with j.214L.


214M
  • Vegeta's invincible reversal.
  • Second hit gives sliding knockdown.

Rising Knee Kick. On hit, Vegeta follows up with a downward kick to send the opponent back down to the ground. Fully invincible but quite slow, meaning it is quite easy to safejump. It's better used when challenging after an opponent is plus.


214H
  • Much faster than 214M.
  • Switches sides and gives a sliding knockdown.

EX version. The rising knee portion does more hits before knocking the opponent back down to the ground. Does a sliding knockdown and switches sides. Much faster than the meterless version but still is quite easy to safejump.

Consecutive Energy Blast

236S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 100*16 All - 18 1(5)*15, 1 26 -4 -
Air 100*16 All - 16 1(5), 1(4)1(5)*7, 1 21 +1 -

Both versions are similar enough that they have been condensed to one description.

  • Opponent can guard cancel superdash on block.
    • Doesn't sound that bad until you realize this is a special move and your only options are supers or vanish.
    • Mostly relegated to a combo tool because of the above point;
  • Amazing as a combo tool.

You should never be using this in neutral or blockstrings. This move is heavily unsafe in neutral and on block as it requires meter to make opponents respect it, and even if you use meter you do not get anything meaningful. What it is good at is adding damage to combos with assists. Using the ground or air version will depend on what assists you have, but Special Tagging in another character from either version gives a ton of hitstun to work with.

Z Assists

Assist A

Consecutive Energy Blast

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
130*8 All - 38 [1(4)]*8 69 +46 to +53 -

  • Good for hindering an opponent's approach in neutral.
  • One of the best assists to extend combos.
  • Can be super-dashed through and reflected even on block.

Super Vegeta's assist is the air version of his Consecutive Energy Blast special. The angle that it fires at makes it hard for your opponent to approach if they find themselves on the other side of it. Not good on block but extremely easy to convert into a combo. Also protects you from Vanish.

This assist is by far one of the most interesting and useful assists in the game. It's long active frames and angle of attack turns it into a projectile wall for its duration. While your opponent can still reflect it, you are distinctly still at the advantage on block at +20. It is also really easy to sniff out superdashes with 2H, as low-level players will try to use it to go through the assist.

Assist B

Super Dash Kick

Assist C

Crushing Knee Kick

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
180*6, 400 All - 41 [21] 22 Total 126~177 +18 to +24 36-? Full

  • Invincible(!), can plow through level 3s.
  • Teleports on frame 22.
  • Vegeta stops his assault if the point character is hit, but not if they block.
  • Completely circumnavigates neutral if blocked while airborne.

Vegeta teleports to the opponent and DP's them in the face, possibly the most Vegeta thing he could do. The kick sends the opponent back to you to continue the combo. Good as a pre-emptive tool but generally poor on block. If your opponent happens to jump and block this assist, the blockstun is extended immensely.

Super Moves

Big Bang Attack

236L+M or 236H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2200 All UDV 9+4 1 57 -27 9-21 All
Air 2200 All UDV 9+4 1 56 -26 9-21 All

  • Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs.
  • Minimum damage: sideways: 814, downward: 770.

A great way to counter superdashes if his opponent is in sparking with low health, as all the damage will be done at once. With the new patch, it can now be used to bring opponents to the ground for DHCs. Some characters that can be Z Changed into from H+S Big Bang Attack include: Literally anyone with a beam super (you might want to delay it to increase damage if you're too high), Gotenks, 18, and many others. Feel free to experiment with your team!

Final Flash

214L+M or 214H+S (Air OK)

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/SS Vegeta/Data.