Character Balance Changes #4 made SP SSJ Vegeta RED viable again, as his Damage output is potentially very high at the beginning of a Match, and his survivability is great thanks to his High Defense and his Healing Extra Move.
However, his limited synergy restricts him to some niche Teams, so he’s not that relevant at the moment. It’s worth noting that once Vegeta Familybecomes a viable Tag, this Fighter may be a great option for it.
This Fighter’s Strike Damage output is very high right off the bat thanks to his AssaultUnique Ability, which opens the way for early game barrages if combined with his Main Ability that reduces his Strike Card Cost and increases his Arts Card Draw Speed level by 1.
SP SSJ Vegeta RED can withstand many hits thanks to his great Defensive Stats and his Extra Move that heals him by 15%. However it should be noted that his Health is quite low, so that 15% is less effective than it seems in normal situation. However, overall his durability remains great for an Offensive Fighter such as him.
Out of Energy
While SP SSJ Vegeta RED is an incredible Offensive force for the first 45 timer counts of a Match, the same can’t be said for the following period of time of a Match. In fact, while his other Unique Ability -- namely Awakened Brutality -- still Boosts Strike Damage, it’s more situational than his Assault one, so he becomes unreliable Offensively once the latter expires.
This variant of the “Prince of all Saiyans” stays true to his canonical counterpart, since his toolkit doesn’t provide any Team Support, and his Z-Ability is currently not that useful due to its Boosting Tags not being viable in the Meta.
Similarly to SP SSJ Bardock BLU, SP SSJ Cabba GRN makes SP SSJ Vegeta RED even stronger Offensively, however putting the little Saiyan in a Team is a risk in the current Meta, since he’s not that good overall.
SP SSJ Bardock BLU’s Support makes him a monster Offensively in the first 45 timer counts of a Fight, and still good after those elapse. However, he faces tough competition in his Team, so he’s only to be considered an Alternative Core Fighter.
While SP Super Saiyan Vegeta RED is a bit past his prime, he can still be a respectable Strike Defense Tank Fighter. He currently boasts the second highest Strike Defense stat in the game and this Equip helps him further improve that Strike Defense.
Also, this Fighter's Main Ability makes him geared slightly more towards Strike Attack, so the Strike Damage is necessary here.
A perfect choice for SP SSJ Vegeta RED to help with his low Blast Defense stat and try to rectify his lack of Damage as well.
-15 to own Strike Arts cost for 15 timer counts. Increases Arts Card Draw Speed by 1 level for 15 timer counts. Requirements: 15 timer counts must elapse.
Assault: Strike Attack UP
+40% to Strike damage inflicted from battle start for 45 timer counts.
+10% to damage inflicted for 10 timer counts when enemy uses a Strike Arts Card. The following effects also occur upon landing a Strike Arts hit: Randomly destroys 1 enemy card. +10% to Strike damage inflicted for 10 timer counts.
He can grind anyone to powder if given the opportunity with a predominantly Strike-heavy Team.
His mixed Arts Cards and low Health can put him in a sub-optimal position quite often.
SP SSJ Vegeta RED is as pure of a Melee Fighter as it gets. He reduces his Strike Arts Card cost and has multiple Unique Abilities that give him tons of Strike Damage. He’s also the first Fighter in the game to Boost Vegeta Family with his Z-Ability.
That being said, he’s very one dimensional in his Attack, has quite low Health, and still doesn’t have the most solid of Teams until more Vegeta Family Fighters arrive. The addition of SP Teen Trunks PUR helps, but SP SSJ Vegeta RED’s mixed Arts Cards don’t do SP Teen Trunks PUR any favors at all.