< DBFZ
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| game = DBFZ | | game = DBFZ | ||
| quote = I...am Super Vegeta! | | quote = 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 | | 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. | ||
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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| pros = | | pros = | ||
* '''Jack Of All Trades:''' Well-rounded, allowing him to adapt to nearly every situation. | * '''Jack Of All Trades:''' Well-rounded, allowing him to adapt to nearly every situation. | ||
* '''Relatively Safe Zoning:''' Ki blasts [[DBFZ/SS Vegeta#5S|5S]] and [[DBFZ/SS Vegeta#j.S|j.S]] enforce zoning, as they can be | * '''Relatively Safe Zoning:''' Ki blasts [[DBFZ/SS Vegeta#5S|5S]] and [[DBFZ/SS Vegeta#j.S|j.S]] enforce zoning, as they can be canceled into [[DBFZ/SS Vegeta#Crushing Knee Kick| Crushing Knee Kick]] when the opponent commits to an approach. | ||
* '''Special Assist:''' Exceptional support value with his [[DBFZ/SS Vegeta#Assist A|Assist A]], among the best for neutral and combo extension while also offering Vanish protection. | * '''Special Assist:''' Exceptional support value with his [[DBFZ/SS Vegeta#Assist A|Assist A]], among the best for neutral and combo extension while also offering Vanish protection. | ||
* '''Solid Buttons:''' Moves are fast and safe on block, allowing for stagger pressure. | * '''Solid Buttons:''' Moves are fast and safe on block, allowing for stagger pressure. | ||
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* Vegeta's best combo starter. | * Vegeta's best combo starter. | ||
* -2 on block, *really* good for stagger pressure. | * -2 on block, *really* good for stagger pressure. | ||
Blockstring, stagger, and combo tool like most other 5LL's in the game. | 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. | ||
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{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on the fourth active frame. | ||
Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs. Most people will not be ready to do this, but if they pre-emptively mash you will get smoked. | Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs. Most people will not be ready to do this, but if they pre-emptively mash you will get smoked. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Can be repeated up to eight times. | * Can be repeated up to eight times. | ||
* Frame advantage calculated on point blank hit. | * Frame advantage calculated on point-blank hit. | ||
* Becomes +3 on block if you use all 8 shots. | * Becomes +3 on block if you use all 8 shots. | ||
Amazing repeatable Ki Blast when it comes to the amount he can throw (8). You outclass a lot of other characters' Ki Blasts just by holding down the button. Because it's, you can attempt pressure resets with this move, but your options afterwards are far more limited. It's best to attempt a pressure reset with this if you can threaten with a late chain into 5H. | Amazing repeatable Ki Blast when it comes to the amount he can throw (8). You outclass a lot of other characters' Ki Blasts just by holding down the button. Because it's, you can attempt pressure resets with this move, but your options afterwards are far more limited. It's best to attempt a pressure reset with this if you can threaten with a late chain into 5H. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Recovery can be | * Recovery can be canceled into j.2L, but not j.S. | ||
You won't be seeing this move as often as you will see 214L, but it's still very important to Vegeta. On the ground it converts meterlessly so it's preferred over 214L to smack someone out of the air, but it won't always work in a pinch like 214L. | You won't be seeing this move as often as you will see 214L, but it's still very important to Vegeta. On the ground, it converts meterlessly so it's preferred over 214L to smack someone out of the air, but it won't always work in a pinch like 214L. | ||
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* Most commonly used as a second overhead. | * Most commonly used as a second overhead. | ||
* Can whiff after a max-range j.M. | * Can whiff after a max-range j.M. | ||
Not as good as other character's j.L. It will whiff in a lot more circumstances than you would hope for, but it serves | Not as good as other character's j.L. It will whiff in a lot more circumstances than you would hope for, but it serves its basic purpose as a mix-up tool. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Good air to air normal. | * Good air to air normal. | ||
* Good air to ground normal when well spaced. | * Good air to ground normal when well-spaced. | ||
Vegeta's j.M is a great air normal. Where it particularly shines is in crossups, as it's range lends it to being a good crossup tool. This strength is also heightened in Sparking, where Vegeta can Instant Air Dash out of any of his grounded normals. | Vegeta's j.M is a great air normal. Where it particularly shines is in crossups, as it's range lends it to being a good crossup tool. This strength is also heightened in Sparking, where Vegeta can Instant Air Dash out of any of his grounded normals. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Hitbox shrinks on fourth active frame. | * Hitbox shrinks on the fourth active frame. | ||
A downward elbow. It doesn't really have much horizontal range so when you use it as a jump in from an air dash, you'll want to make sure to get the spacing right. | A downward elbow. It doesn't really have much horizontal range so when you use it as a jump in from an air dash, you'll want to make sure to get the spacing right. | ||
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* Groundbounces grounded opponents. | * Groundbounces grounded opponents. | ||
* Useful for assist combos as it sends you and the opponent downwards without using SKD. | * Useful for assist combos as it sends you and the opponent downwards without using SKD. | ||
A divekick that has Vegeta do a downward kick at a 45 degree angle. It's good for stalling your falling momentum to make an opponent mistime their anti-air and punish it. It can also be good just to make your movement less predictable. | A divekick that has Vegeta do a downward kick at a 45-degree angle. It's good for stalling your falling momentum to make an opponent mistime their anti-air and punish it. It can also be good just to make your movement less predictable. | ||
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* Bounces off the opponent on hit or block. | * Bounces off the opponent on hit or block. | ||
* Can cancel recovery into an air option such as double jump or air dash. | * Can cancel recovery into an air option such as double jump or air dash. | ||
When covered with an assist, this can be an efficient mixup tool in the corner. With assists that have >38 frames of blockstun, you're limited to a simple airdash high/low. This is fine for maintaining pressure | When covered with an assist, this can be an efficient mixup tool in the corner. With assists that have >38 frames of blockstun, you're limited to a simple airdash high/low. This is fine for maintaining pressure but doing anything other than airdash j.ML leaves a reflectable gap. With lockdown assists, j.2H mixups become safe. More on that in Strategy. | ||
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{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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* Combo extender. | * Combo extender. | ||
* First hit scales the next two | * First hit scales the next two | ||
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. | 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. | ||
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{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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* Combos from 5S ki blasts at close range. | * Combos from 5S ki blasts at close range. | ||
* Can be super dashed through so be careful. | * Can be super dashed through so be careful. | ||
Vegeta fires a rapid fire ki blast barrage. The barrage makes it have a lot of active frames compared to a regular beam assist so it can be good for controlling the ground space for an extended period of time. However, it can be super dashed through and the ground version can also be avoided by using regular air options as well so be careful. You usually won't be using this as 5S accomplishes a similar goal while being cancelable into 2H and his DP's to stay safe. | Vegeta fires a rapid-fire ki blast barrage. The barrage makes it have a lot of active frames compared to a regular beam assist so it can be good for controlling the ground space for an extended period of time. However, it can be super dashed through and the ground version can also be avoided by using regular air options as well so be careful. You usually won't be using this as 5S accomplishes a similar goal while being cancelable into 2H and his DP's to stay safe. | ||
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{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Can be super dashed through so be careful. | * Can be super dashed through so be careful. | ||
* Can push buttons when falling | * Can push buttons when falling afterwards. | ||
The air version fires downward at an angle. The angle it comes down at is very good at blocking approaches from both the ground and the air. However, like regular ki blasts, opponents can still get through by super dashing. You can combine it with the right assist(s) to cover the super dash option and hinder approaches. Even without an assist to cover the super dash options, it can still be good to hinder approaches, so long as you use it strategically and don't use it predictably. | The air version fires downward at an angle. The angle it comes down at is very good at blocking approaches from both the ground and the air. However, like regular ki blasts, opponents can still get through by super dashing. You can combine it with the right assist(s) to cover the super dash option and hinder approaches. Even without an assist to cover the super dash options, it can still be good to hinder approaches, so long as you use it strategically and don't use it predictably. Some setups allow a link into j.L afterwards, but these are usually hard enough to be unpractical. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Good for hindering an opponent's approach in neutral. | * Good for hindering an opponent's approach in neutral. | ||
* One of the best | * One of the best assists to extend combos. | ||
* Can be super-dashed through and reflected ''even on block.'' | * 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. | 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 | 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. 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. | ||
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* Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs. | * Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs. | ||
* Minimum damage: sideways: 814, downward: 770. | * 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! | 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! | ||
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Revision as of 03:14, 26 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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Overview
"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. |
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.
- Solid Buttons: Moves are fast and safe on block, allowing for stagger pressure.
- Reversal: 214M/H is an air-ok DP and is the heart of his zoning. 214L is also an anti-air option and 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 more.
- 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, is generally outclassed by specialist characters.
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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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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Special Moves
Interceptor Kick
Interceptor Kick j.2L |
Template:AttackDataHeader-DBFZ |
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Super Dash Kick
Super Dash Kick 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Crushing Knee Kick
Crushing Knee Kick 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Consecutive Energy Blast
Consecutive Energy Blast 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Consecutive Energy Blast Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Super Dash Kick Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Crushing Knee Kick Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Big Bang Attack
Big Bang Attack 236L+M or 236H+S (Air OK) |
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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External References
To edit frame data, edit values in DBFZ/SS 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.