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Vegeta (SSGSS)
DBFZ SSB Vegeta Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Rushdown, Hyper Offense, Rekka


Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Whis, personal attendant of Lord Beerus. Both he and Goku have attained the power of the "Super Saiyan God Super Saiyan".

In Dragon Ball FighterZ, this version of Vegeta fights similarly to his original form: attacking aggressively while closing the distance to pummel his foes into submission. However, in exchange for his increased close-range prowess, his defensive options are rather subpar.


Strengths Weaknesses
  • Ki Blasts are very fast and surprisingly good at controlling space in neutral.
  • His ability to convert into his okizeme game is excellent, due to having specials with a huge corner carry.
  • Very strong pressure game with fast normals, rekkas, and command grabs.
  • Absurdly high damage when he has the resources to burn, especially in the corner.
  • Big Bang Attack is the non-super-projectile with the highest priority in the game.
  • All of his specials are excellent combo finishers and are easy to combo into.
  • Loses to strong aerial zoning; has to take risks in order to close the distance with opponents.
  • Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum.
  • Stubby limbs causes him to have medium short range.
  • Because of the long startup on Big Bang Attack, he generally loses at range.
  • Little to no defensive options.


DBFZ SSBVegeta 5L.png
DBFZ SSBVegeta 5LL.png
DBFZ SSBVegeta 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 - -3
  • Typical jab.
5LL 700 All 8 3 - -4
  • Moderately low reach, hitbox doesn't extend beyond his fist and he doesn't move forward very much.
5LLL 1000 All 13 3 - -4
  • NOT an overhead.
  • Moves SSGSS Vegeta forward.
  • Safe on block and pushes opponent away a good amount.

DBFZ SSBVegeta 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 6 - -6
  • Combo fodder or blockstring filler.
  • About the same range as 2M and will hit higher.

DBFZ SSBVegeta 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 3 - -8
  • Can be special cancelled into 236L for rekka pressure.

SSGSS Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but it is still a heavy attack, making it slower than many other attacks and is unsafe on block. If it is blocked, always special cancel.

DBFZ SSBVegeta 5S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All 13 - - -5
  • Fast animation.
  • Launches on hit.
  • Ki blast thrown very low.
  • Can cancel recovery to 2S regardless if it hits.

The speed at which the ki blast will come out makes this a good move for fishing freebies or forcing the opponent to block. Can special cancel to 236L/H or 214L to start pressure on block or capitalize on hit respectively.

Because the projectile hugs the ground, it will low-profile standard ki blasts and trade with the opponent, which can be both an advantage and a disadvantage.

DBFZ SSBVegeta 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 Low 7 3 - -3
  • Typical crouching kick.

Good move to mash in the corner after 214L.

DBFZ SSBVegeta 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 10 4 - -6
  • Starter for high damage combos.
  • Neither reaches far or moves him much closer.

Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range.

DBFZ SSBVegeta 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 2 - -17
  • Puts SSGSS Vegeta in an aerial state.

While it is unsafe on block, it can always be special canceled into 236S, turning it safe and pushing the opponent almost half a screen away. 236L and 214L will whiff partially or entirely on crouch blockers and certain characters since SSGSS Vegeta is in the air.

DBFZ SSBVegeta 2S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All 13 - - -5
  • Fast animation.
  • Launches on hit .
  • Ki blast angled upward.
  • Can cancel recovery to 5S regardless if it hits.

Similar to 5S, it also has great speed, making 2S a great way to put a check on jumpy and aggressive opponents.

Since 5S cannot clash with other projectiles that well, 2S must fill that role. Due to it's angle it can only clash when the opponent's projectile is close. However, 5S can be done immediately after to catch long recoveries.

DBFZ SSBVegeta 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 - 0
  • Universal overhead.

Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings.

DBFZ SSBVegeta jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High - - - -
  • Typical air knee.

The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H.

DBFZ SSBVegeta jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 High - - - -
  • Go-to air overhead.

Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure.

DBFZ SSBVegeta jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 [1000] High - - - -
  • [] is on Smash hit.
  • Standard IAD jump-in.

A decent combo ender since SSGSS Vegeta will have a better time with a grounded opponent. Can also be used to set up for certain grounded assists to extend hitstun.

DBFZ SSBVegeta jS.png
Damage Guard Startup Active Recovery Frame Adv.
500 All - - - -
  • Fast animation.
  • Launches on hit.
  • Halts momentum briefly.
  • Can cancel recovery to j.2S regardless if it hits.

In contrast to 2S, j.S can be used as a pseudo-jump in due to speed. Since it will stop SSGSS Vegeta in the air, can also be used to bait 2H buttons, provided he is not too close to the enemy.

DBFZ SSBVegeta j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Hitbox is horizontally impaired.

The move that every combo should try to fit in at least once. It doesn't hit in front of SSGSS Vegeta very well, so because of this, combos can be dropped if 2M wasn't done close enough.

Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly, and allow him to keep momentum, it can be used to have strong set up off certain situation, especially in the corner.

DBFZ SSBVegeta j2S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All - - - -
  • Fast animation.
  • Launches on hit.
  • Halts momentum briefly.
  • Can cancel recovery to j.S regardless if it hits.

Similar to SSGSS Vegeta's j.S but instead of throwing it downward, he'll throw it in a shallow upward angle. Can be a good air-to-air at a distance.

Like j.S, can also be used against 2H moves, but by performing this move instead, the ki blast may miss and will allow SSGSS Vegeta to perform a stronger starter for a full combo once he lands.


Super Dash Kick[edit]
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSBVegeta SuperDashKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 500 All 12 3 - -5
Air L 500 All 12 3 - -5
  • Kicks forward.
  • On whiff, all version can still do followup attacks.
  • Ground versions of 236X do not have head property and cannot be anti-aired by moves like 2H. However, all the followups are very vulnerable to anti-airs.

Can be used to close in on the opponent, but it can be reacted to with a 2H, so be wary. If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable.

M 500 All 15 3 - 2
Air M 500 All 15 3 - 2
  • Kicks upward and travels farther than L version.

Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. Mostly used for combos for it's angle, since it is not any better than 236L in keeping the opponent blocking. Can be used to cross up after 2L or 2M, double cross up by using a backdash after that, or doing an overhead in the corner. It needs coverage though, like most of Vegeta's options.

H 600 All 11 4 - -5
Air H 600 All 11 4 - -5
  • Kicks forward and travels farther than L version.
  • Adds extra damage to all followups.

236L with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[L+M] in almost every aspect, lacking great distance and speed, invincibility, and wallbounce. If it is blocked, then it can be followed up with the additional attacks and an assist to start a mix-up, but if it connects, then it is a waste of meter.

Super Dash Kick Follow-Up 1[edit]
Super Dash Kick Follow-Up 1
Super Dash Kick > L/M/H
DBFZ SSBVegeta SuperDashKickFollowup1.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 500 [650] All 10 3 - -8
  • Damage increases if H version was used in the string.
  • On whiff, all version can still do followup attacks.
  • Considered to be airborne throughout the move.
  • Hits once and moves SSGSS Vegeta slightly forward.
  • On hit, bounces SSGSS Vegeta back a small amount.

A useful move for pressure, allowing SSGSS Vegeta to escape with a backdash, or for a clean j.M overhead with an airdash forward, but can be interrupted and is not a tight blockstring without an assist. Also has the potential for a low mix-up with an empty jump-in. Cannot be reflected if launched after 5H. It allows to IAD after that, or be in a good range to 2M in the corner, leading to a good 50/50 gapless situation with a right timed assist in the corner.

M 220*3 [286*3] All 17 3/3/3 - -8
  • Hits thrice and moves SSGSS Vegeta forward.

Another option for pressure after the first kick, but instead of allowing SSGSS Vegeta to hover in the air for a good bit, it will put him closer to the enemy and to the ground.

This move has the ability to frame trap, since it leads about 2 frames of gap between the first kick and this ones, but they can be reflected. Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early.

While the M version goes much farther than the L version, this move is easily telegraphed after a whiffed 236L and 5H/2H can pierce through. Can be used with specific assists on block to put more scarier pressure that the L version cannot provide, but otherwise, serves the exact same purpose.

H 600 [960] All 10 3 - -13
  • Hits once and moves SSGSS Vegeta forward.
  • Can side switch after the attack if the followup is delayed.
  • Adds extra damage to all followups.

Similar to Vanish, the H version can be used as a 1 meter investment to confirm off of the first kick with an assist, or to simply escape corner, since it is safe. The side switch can be used to set up an assist on the opposite side of SSGSS Vegeta, which he can use to take advantage of their knockback on either block or hit.

Super Dash Kick Follow-Up 2[edit]
Super Dash Kick Follow-Up 2
Super Dash Kick Follow-Up 1 > L/M/H
DBFZ SSBVegeta SuperDashKickFollowup2.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 500 [650] {1000} All 12 6 - -9
  • Damage increases if H versions were used in the string.
  • All versions track the opponent.
    • However, H Followup 1 > L/M/H Followup 2 does NOT track on whiff.
  • Considered to be airborne throughout the move.
  • On hit, flips SSGSS Vegeta above his opponent.
  • Surprisingly difficult to punish.

The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps SSGSS Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash.

In combos, the L version is used in lieu of the M version in situations where the proration of a combo is too high and it is too slow to connect. However, since it lacks the smash property, it can also be used early on to delay the use of smash attacks, paired with a Sparking Blast or a well-timed assist. Can be used to cross up the opponent after the flip, use light overheads when falling, or fake a j.H with a 2L

M 600 [780] {1200} All 18 6 - -10
  • Pulls back before lunges forward, can be used to bait out attacks.
  • Wall bounces.
  • Not safe on block.
  • Does not cross-up on block unlike his counterparts' 236M.

Unlike the L version, SSGSS Vegeta will recover very close to the ground, providing no chance to hit an overhead. This can be beneficial; if the opponent expected the high mixup that comes with the L version, the quick landing of the M version and a low can catch them off guard.

This follow up, despite the slight delay, will not let the opponent have the time to 2H, and will counter it.

H 100*4, 450
[150*4, 675]
All 16 8 [15 on hit] - -5
  • Multi-hit move which travels full screen.
  • Always does fixed amount of hits and damage.
  • Wall bounces.
  • On block, side swaps.

Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush.

On a scale of one to ten, I'll give you a three![edit]
On a scale of one to ten, I'll give you a three!
214L/M/H (Air OK)
DBFZ SSBVegeta OnAScaleOfOneToTen.png
Corner Carry: the move
Damage Guard Startup Active Recovery Frame Adv.
L 1200 Throw 25 1 - -
Air L 1200 Throw 25 1 - -
  • Whiffs on crouching opponents.
  • Deflects Ki Blasts.
  • Causes a soft knockdown.
  • If it whiffs, Vegeta can move after it.
  • No more than one command grab can be used in a single combo.

Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out, but blocking low (making the grab whiff) is a natural response upon wake-up and it is very susceptible to patient and tempered opponents who can 2H in response, and, which makes this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put SSGSS Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to use j.L in a safe jump situation, or just fall and use 2L, making it an extremely scary mixup tool with an assist.

M 1200 Throw 22 5 - -
Air M 1200 Throw 22 5 - -
  • Travels moderately upward.
  • Deflects Ki Blasts.
  • Causes a soft knockdown.
  • If it whiffs, Vegeta can move after it.
  • No more than one command grab can be used in a single combo.

Used to catch opponents wanting to jump out of SSGSS Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Additionally, it also provides better oki. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meaty j.M and can freely move if it whiff, just like the L version.

H 1000, 800 Throw 20 5 - -
Air H 1000, 800 Throw 20 5 - -
  • Moderately quicker than meterless versions.
  • Whiffs on crouching opponents.
  • Wallbounces.
  • Deflects Ki Blasts.
  • If it whiffs, Vegeta can move after it.
  • No more than one command grab can be used in a single combo.

Great air ender that carries to the corner and gives SSGSS Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L and thus allow to use j.M instead of j.L after an air dash, leading to better damage, but it is reactable.

214H will travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into SSGSS Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender.

Big Bang Attack[edit]
Big Bang Attack
236S (Air OK)
DBFZ SSBVegeta BigBangAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 300, 1400 All 14 - - -13
Air 300, 1400 All - - - -
  • Has a hitbox while charging.
  • Has beam properties, will always trade with other beams.
  • If performed in the air, will fire downwards.

Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Along with the pushback from shooting the projectile, this move is also very safe on block, even from point-blank reflects, unless SSGSS Vegeta is against a wall. At long range, it serves as a suitable answer to enemy projectiles, since SSGSS Vegeta has unconventional Ki blasts, but can be punished very readily by raw level 3 supers.

While the startup can easily be caught with a Vanish, keep in mind that Vanish by itself does not advance the state of the game unless it is used to escape corner.


Big Bang Attack
DBFZ SSBVegeta AssistBigBangAttack.png
"Don't order me around!"
Damage Guard Startup Active Recovery Frame Adv.
100, 1000 All 47, 67 - - -
  • Has a hitbox while charging.
  • Places SSGSS Vegeta in the air behind active character.
  • Projectile is fired downward.

The slow startup of this assist and it's downward trajectory makes this move very hard to utilize as a combo piece. However, certain fast supers can utilize this to their advantage to extend hitstun beyond their recoveries, and certain characters which are capable of pulling/pushing the opponent towards their direction can even utilize the initial hitbox without the use of Vanish.

The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When SSGSS Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking.


Niagara Pummel[edit]
Niagara Pummel
DBFZ SSBVegeta NiagaraPummel.png
"Only a naive numbskull like him..."
DBFZ SSBVegeta NiagaraPummel-2.png
"Can use those Saiyan cells to their fullest!"
Version Damage Guard Startup Active Recovery Frame Adv.
2230 All - - - -
  • Hold down any button to only perform the first punch.
  • Grounds the opponent on completion.
  • Not invincible until after startup.
  • Travels just a little over fullscreen.

Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage.

Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of.

Held 1100 All - - - -
  • Has smash property.
  • Wallbounces if smash hasn't been used in the combo.

Galick Gun[edit]
Galick Gun
DBFZ SSBVegeta GalickGun.png
"Never understimate..."
DBFZ SSBVegeta GalickGun-2.png
"...a Saiyan's true power!"
Damage Guard Startup Active Recovery Frame Adv.
280*10 All - - - -
  • Acts as SSGSS Vegeta's Z-Change super.
  • Fires diagonally upward.
  • Minimum damage is 81*10.

Because of its trajectory, it is not a particularly useful move to DHC. Seldom used for anything beyond confirming off of 236S, or being a much safer and faster super for SSGSS Vegeta to DHC out of combat. However, if Base Goku is on your team, using this super and immediately DHC-ing into Super Spirit Bomb will allow it to combo for devastating results.

Final Flash[edit]
Final Flash
214L+M or 214H+S (Air OK)
DBFZ SSBVegeta FinalFlash.png
"Cocky bastard!"
DBFZ SSBVegeta FinalFlash2.png
"You're as good as space dust!"
DBFZ SSBVegeta FinalFlashAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 220*20 All - - - -
Air 220*20 All - - - -
Final Flash Attack 2200 - - - - -
  • Acts as SSGSS Vegeta's sole reversal option.
  • Can hold down buttons to perform an additional attack (requires 2 extra meters).
  • Minimum damage for the full super is 83*20, 924.

Without the extra attack, this super has a less-than-desirable damage output, making it a poor candidate for DHC. As a level 5, it is a powerful finisher that can end matches with a single combo, before the opponent can amount a comeback.

As it is the only air super in SSGSS Vegeta's arsenal, oftentimes it may be necessary to use this move even without enough meter for the extra attack if it will guarantee a K.O.


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