DBFZ/Vegeta

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Overview
Overview

Vegeta's incarnation from the Saiyan Saga, often referred to as Base Vegeta by the community, is a powerful rushdown character with many opportunities to open the opponent up and keep them guessing. Vegeta has an amazing grasp of the game; he can play neutral very well with incredible Ki Blasts, fast rocket kicks, and solid air buttons to boot. His stagger game is fantastic, allowing him to create pressure that scares the opponent into trying to escape, which can result into very high damage off of his ki blast loops. This eventually all cycles back into Base Vegeta's powerful vortex; every time he lands a hit, the opponent is found trapped into eating one of many mix-ups, and the possibility of taking significant damage from them. With enough momentum, as well as masterful usage of the character, Base Vegeta has the capability to steamroll entire teams in an oppressive fashion. He has some weaknesses, namely his over-reliance on assists to enable his throttling mix-ups, as well as assists to help him approach. However, most of these weaknesses are alleviated when Vegeta is kept at Point with assists that work well with him.

Players who thrive off having a vast arsenal of mix-up choices as well as an affinity for a relentless playstyle will find playing Base Vegeta second-nature.

"Be proud. You have the esteemed privilege of fighting a super-elite."
Lore:Regal, egotistical, and full of pride, Vegeta IV is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek. While he perished in his fight against the tyrant, he gave his dying wish to Goku to avenge the Saiyan race. He would later be revived along with all those who died to Frieza, and would begrudgingly settle down back on Earth.

 Vegeta  Vegeta is a strong, relentless character who uses tricky mix-ups and swift movement to create a vortex that opens up his victims.

Pros
Cons
  • Superb Neutral: Incredible ki blasts and great movement with moves such as 236H make up very strong neutral.
  • Fantastic Pressure: Many staggers and frametraps make pressure resets simple.
  • Mix-ups: 236L, Deadly Knee Drop, and Energy Cutter all put Vegeta airborne on block, enabling very good high/low alongside assists.
  • High Solo Damage: Ki blast loops using j.S unlocks elite damage, and 214S buffs both of Vegeta's Supers in damage and also Galaxy Breaker in Okizeme.
  • Easy-bake Safejumps Using 2S/j.2S after a j.214M/H knockdown enables safejumps anywhere on the screen.
  • Needy with Assists: Assists with sufficient blockstun are required to make his mix-up game properly work.
  • Comprehending Mix-ups: Very dexterous, high-APM character, and the player should understand how Vegeta's mix-up options are performed to maximize him.
  • Stubby Normals: Vegeta's buttons have generally small range, and special moves and assists must be utilized well to compensate.


Vegeta
DBFZ Vegeta Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 5L is a good stagger tool.
    • Can be cancelled into itself by using 4LL.
  • 5LL is short range.
    • Although safe on block, 5L and 2L may serve as better stagger normals.
  • 5LLL combos directly into 214X.
    • Can function as an anti-air like 2H.

Calling an assist off 5LLL allows you to get a safe mix-up. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.

5M

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  • Good priority.

Nice start-up for a medium and can be used for staggers by being safe on block.

5H

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  • Decent range.

Integral in some corner combos due to it's hitstun and allowing Vegeta to combo into SD.

5S

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  • Can be repeated up to 8 times.

Very fast, very spammable grounded ki blasts make this an incredible neutral tool.

2L

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  • Hits low, can be rapid fired twice like all other Vegetas.
  • A bit stubby, and may whiff if repeated unless at point-blank range, also like all other Vegetas.

2M

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  • Most realistic starter for high damage combos.

Solid ground poke, though nothing crazy.

2H

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  • All special moves cancelled after this will be their air versions.

Standard 2H, nothing particularly interesting to note about it. Can be used as blockstring filler if you really want to.

2S

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  • You can make the arc more shallow by doing 1S.
  • Can be used for oki after a sliding knockdown, though positioning can be tough, and is harder to set-up than the aerial version.

Useful for forcing the opponent to the ground if you're expecting a jump, such as at round start or in neutral situations. This is especially useful with assists such as beams, giving Vegeta pressure for the opponent simply jumping.

6M

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  • Universal overhead.

j.L

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  • Short Range.

Not a terrible air-to-air, but j.M is usually better for it. It's hitbox can allow you to shift Vegeta up for delay extensions using autocombo (5LL), so delaying it in combos is a must for extensions/damage.

j.M

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  • Very good disjointed air-to-air normal.

5M but in the air.

j.H

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  • [] is on Smash hit.

Good jump-in normal. It can be decent in air-to-air situations as well, but j.M fills this role better.

In air combos, ending with Smash j.H instead of 214L gives you slightly more corner carry due to the opponent's slide, and in the corner you can easily link this into 214S for supers.

j.S

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  • Similar to SSGSS Goku's j.S, but fired at a shallower angle. j.8S sends at a deeper angle, good at hitting people much closer to you and below you.
  • Does not stall you in the air.
  • Do after/during a backdash for faster recovery.
  • Good for keeping opponents in check thanks to it's fast recovery, but don't abuse it too much.
  • Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.

Elite neutral tool due to having a spectacular angle to poke from a far and safe distance.

j.2H

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  • Vegeta is pushed forward a little when used.
  • So long as Vegeta is not touching the ground he can use this move again to stay hovered.

Used before the 214X series to optimize damage and potentially oki.

j.2S

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  • Like 2S but in the air.
  • Can make shallower with 1S.

Not great in terms of neutral, but it excels as an okizeme tool after 214M/H.

Special Moves

Super Dash Kick

236L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

L Version

  • 236L is a TOD starter.
  • Puts Vegeta airborne on block.

One of his several mix-up tools that enables IAD high/low 50/50s with high blockstun assists. Also allows Vegeta to RPS and possibly steal another turn, with a combination of back airdash j.S, normal j.S, land 2M, airdash forward j.M, or even another j.236L.

M Version

  • Causes a wallbounce on hit.
  • Crosses up on block, so with some assists you can IAD back to get a cross-up.

236M is an easy way to get a solo snap in the corner. Mostly useful in combos as a wallbounce, but can also be used on block for the crossup to get Vegeta out of the corner. It's also an extremely powerful neutral tool if used behind a j.S as it will either true string and setup pressure with an assist or frame trap and give a combo in the corner.

H Version

  • Goes full-screen.
  • Teleports behind the opponent and hits them.
  • Causes a wallbounce on hit.
  • Crosses up on block.
  • If whiffed, Vegeta takes longer to recover, allowing the opponent to punish easily.

Extremely fast full-screen cross-up move that can be comboed off of with 236M or 214M, and further extended with assists or vanish. Good to use if your opponent isn't expecting it, however the added recovery frames on whiff make it harder to simply throw out, because you will almost certainly get punished if it doesn't hit. Be weary when using the move as a result. Doesn't track that well on an aerial opponent.

Deadly Knee Drop

214L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 214L results in a sliding knockdown.

If the hitstun proration isn't too bad, this will combo from j.2H. Use this to end air combos if at all possible, as it brings you down with them. Doesn't allow for j.2S oki midscreen, but j.1S in the corner is a good way to keep pressure going.


  • 214M causes a bounce sliding knockdown that can be picked up with an assist.
  • Has enough knockdown time for j.2S setups
  • On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.

Combos off of smash hit j.2H or 5LLL, so you'll end up seeing this move a lot in most of Vegeta's Ki Blast loops as an ender. Most of the time you'll use this to combo into 214S for the powered up supers, but it also allows a conversion if used in neutral. Keep in mind, you can get 2H'd out of this move.


  • 214H's speed of the L version with the knockdown of the M version.
  • Causes a bounce sliding knockdown that can be picked up with an assist.
  • On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.

Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H. If you can't get the M Knee Drop, this is what you'll go for.

  • All versions teleport to the opponent's location.
  • Default action on hit/block/whiff is to bounce backwards, bounce forwards by holding forwards.

A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it.

Energy Cutter

236S

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  • Puts Vegeta airborne on block.
  • Can be aimed with 8/2.

Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in its mix-up utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown, or using it in blockstrings covered by an assist lets him get a mix-up scenario, as you can IAD safejump. It's not his strongest mix-up tool, but it's another out of several.

In neutral it's just okay, useful for stuffing full screen jumps or forcing the opponent back to the ground, which is great combined with his full screen j.S and incredibly strong 5S. Doesn't really do a lot if the opponent doesn't jump, but is still useful.

I have no use for Saiyans that can't move

214S

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  • Vegeta grabs his opponent and tosses them into the air straight above him.
  • This skill works like a command grab and cannot be blocked.
  • If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.
  • Works on sliding knockdown state opponents.
  • Will not work on crouching or aerial opponents (only standing).
  • Uses his smash, so j.H gives sliding knockdown.
  • Use before level 3 super in the corner to maintain optimal positioning.

On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.

Z Assists

Assist A

Energy Cutter

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  • On hit, all the hits do one hit. On block, all 5 hits are done separately.

Very low blockstun, but still a pretty solid tool all around. Useful for catching people out of the air at longer ranges and dragging them back to the ground on block. It's also handy in combos as well.

Assist B

Super Dash Kick

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  • Travels about half-screen.
  • Launches outward on hit. Goes past opponent on block.

Better for blockstun but worse for neutral. While A assist has a nice angle for neutral, it is effectively a weaker version of GT Goku's A assist, and B assist actually allows for tighter blockstrings/mixups. Choose the assist that best fits your team's needs.

Assist C

Dirty Fireworks

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  • Teleports to the opponent's location.
  • If the uppercut connects on any active frame, it transitions to the explosion and knee drop.
  • Causes a bounce sliding knockdown on hit (however, if hitstun is too high, the kneedrop will not cause this)
  • Surprisingly good answer to superdash.

Vegeta uppercuts the opponent, blows them up, and brings them back to the ground for their troubles. It's pretty good, especially considering Vegeta's role as a point character, so this isn't a terrible option. It can be a bit awkward to combo into due to the timing of it, but this is something that can be easily learned and dealt with. Using this depends on what you're looking for with your team, and there may be better C assist options. Still, it's good at what it does, and is easy to hit confirm out of should it connect.

Super Moves

Galick Gun

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

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Ground
Air

  • Minimum damage: 78*10 [98*10].
  • Values in [ ] are when canceled from 214S.
  • Ground version automatically leaps up and tracks the opponent.
  • Air version only goes up a set distance, so it's not guaranteed to hit.

Overall, this is a good super. It deals good damage, and the sliding knockdown allows for an IAD safejump if used after 214X. The boosted damage from 214S can at times be enough to finish an opponent off with only 1 bar, as opposed to using 2 if the original damage barely leaves them alive.

Galaxy Breaker

214L+M or 214H+S

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  • Minimum damage: 86*20 [96*20].
  • +27 [+43] on hit, allowing for continued pressure.
  • Values in [ ] are when canceled from 214S.

On normal hit or DHC, this super allows for a guarenteed IAD safejump. There are other setups that are possible but that is the most reliable. When used after 214S, it's a different story. +43 allows for Superjump IAD mixups or j.2H mixups which can be nearly invisible. This alone lets Vegeta carry momentum like no other.

External References

Navigation

To edit frame data, edit values in DBFZ/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.

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