DBFZ/SS Vegeta/Strategy

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 Vegeta (Super Saiyan)


General Tactics

SSJ Vegeta is a very jack-of-all trades type character. He has a DP, a lariat, and a solid ki blast. The only thing he really is missing is a beam. Opening up opponents is a lot harder on SSJ Vegeta since he has a very "honest" skillset. However, he has one of the best superdash punishes in the game, his 214L Crushing Knee Kick. This is also usable in the air, so zoning is the playstyle you will have for the most part. However, they haven't given SSJ Vegeta much face since season 1. He has stayed old and basic while new characters are getting way better stuff. Power creep has nerfed this man a lot. Fortunately you can still make him work on your team as long as he is played correctly. His A assist is still extremely good for zone control and combos, but since a lot of the new anchors can completely nullify ki-blasts (Vegeta's ONLY source of zoning), he is probably better mid or point.

Team positioning

Point

Personally I prefer him point just because having 2 assists to help balance the fact he doesn't have a beam seems necessary. He also can build a stupid amount of meter with his Consecutive Energy Blast.

Mid

This is a decent position for Vegeta if you want to still make use of his assist.

Anchor

SSJ Vegeta used to be arguably the best solo character in the game, but now he gets smoked by a LOT of anchors and mids. You can make him work as an anchor but you have to have really good fundamentals and movement.

Picking Teammates

You can pretty much pick whoever you want. His assist enables DR extentions for the entire cast AND catches people in neutral. The only thing to keep in mind is that his assist can be superdash/reflect canceled on block. Ideally, the other characters in your team won't have superdashable assists otherwise you could be in trouble.

Blockstrings

  • 5L > 5LL > 2M > 5M > 5H > 236L/M > Assist > Airdash (Assist blockstring into high/low mixup)
  • ... > 5LL, 2L/5L (5LL pressure reset, very good as 5LL is only -2)
  • 4L > delay 4LL > 6M > 5L (the Fenritti Special, delay 4LL allows for a +oB 6M)

Vegeta's block pressure is very basic. With assists, you'll want to end your string with 236L. It leaves you airborne and the assist covers the airdash after. You can also end with 236M to switch sides mid-blockstring. By yourself, you'll mostly want to stick to lights for stagger pressure and frametraps with mediums. It's also possible to reset strings with 5S, but that is pretty telegraphed.

j.2H Mixups

With assists like Bardock B and Kid Buu A, SSJ Vegeta gets particularly mean mixups off of 236L. It's pretty much the same as what Base Vegeta can do but lesser known because of Vegeta's notoriety as an anchor character. The basic structure is as follows:

... > 236L > j.2H (whiff) > airdash j.L / land 2L

From here, you can still do stuff like 5L > DR or the +6M setup, but it's highly likely the opponent will be hit by the j.2H mixup because it is a true 50/50.

Staggers

Since Vegeta is mostly played as an anchor, it's important to know his solo pressure as well as his assist pressure. Vegeta's main stagger normals are 2L, 5L, 5LL, and sometimes 2M and 5M. His lights all recover very quickly which make them his most common stagger tools. His mediums are more unsafe but they also recover fast enough to stagger with, albeit being more unsafe than usual. If you need to disengage from a string, using 236L gives you an RPS point in your favor between an airdash reset, j.S, and an air backdash to keep yourself safe.

Zoning

Vegeta's Ki Blast zoning is among the most powerful in the game. He can shoot more Ki blasts than anyone else on the ground (8) and in the air (5). This is strong on it's own, but Vegeta also has 214L, a frame 1 head-invulnerable move that can also be performed in the air. That move is absolutely crucial in forcing your opponent to respect the Ki Blasts. It takes some effort, but after some practice you can react to superdash and 214L. Once they start to respect it, you can keep zoning or force your way in/punish a bad decision with a fullscreen 236H.

Okizeme

j.H

Smash j.H allows for a basic dash jump > airdash safejump anywhere on the screen. Without the Smash property, the best you get is a meaty dash normal if you're at around jump height.

j.214M

Midscreen, j.214M does not have enough frame advantage to sustain pressure. You are forced to either use j.H or switch to a more zoning-oriented playstyle. In the corner, j.214M allows for similar mixups to his Level 3. The caveat is that because it is not a hard knockdown, the opponent has plenty of tech options to try and get out.

214M

214M is significantly less plus on hit than j.214M, as it only allows an IAD j.M for a safejump.

214L+M/j.214L+M

Vegeta's Level 3 allows for either a safejump with [9]j.H or a Box Dash (superjump IAD) mixup. The easiest way to do this is to input 296H+S (using the dash macro). Your options afterwards look like this:

  1. SJ IAD [8] > j.ML/j.LL/j.H
  2. SJ IAD [5] > j.M/j.LL
  3. SJ IAD [2] > 2L

Tips and Tricks

  • Vegeta has the best Ki Blast zoning in the game. Practice catching superdashes with 214L to take it to another level.
  • 214M is good to have, but don't abuse it. Using 5L after a blocked 6M is almost always a better idea.
  • SSJ Vegeta can do mostly the same mixups that Base Vegeta can do with Kid Buu assist.
  • 236S is extremely risky on block, only use it if you have meter to shut down superdashes.

Fighting SS Vegeta

  • If you're going to get in on Vegeta, you have to time your approach well. Be wary of his Light DP.
  • If Vegeta is fighting alone, he does not have any way to hit you outside of universal options and staggers.
  • 214M is punishable on block and 2H-able on reflect. Don't let him get away with it.
  • If he wakes up with level 3, reflect it. That will net you a bigger punish than blocking will.
  • If he uses 236S or j.236S without meter, you are free to superdash at him.
  • After 236L, Vegeta's options are limited to air options. It should be easy to sniff out an airdash pressure reset, but 2H will lose if he does a Ki Blast.

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