Vegito (SSGSS)
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Health: 10,000
Prejump: 4F
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Rushdown, Footsies
- Team Role
- Point
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Overview[edit]
The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".
Vegito makes his Dragon Ball FighterZ debut as a DLC character, sporting his signature Spirit Sword, which provides him with immense range. With an unorthodox, yet effective mixup game, deceptive normals and extreme damage off the slightest confirm, Vegito quickly proves his claim as "the strongest fusion".
Strengths/Weaknesses[edit]
Strengths |
Weaknesses
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- Low barrier to entry, with simple BnBs and straight-forward gameplan.
- Solid toolkit, allowing him to adapt to most situations.
- Good stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block.
- Amazing buttons, with 5L being one of the best of its kind.
- One of the few characters to have a anti-air command grab.
- Has access to a meterless knockdown everywhere on screen.
- Boasts among the highest solo combo damage in the game.
- Versatile supers that deal good damage and are easy to combo into.
- Assist is good at blowing up other assists & baiting super-dash
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- High/low mix-up game is basic.
- Big hurtbox makes him susceptible to fuzzy guard 50/50s.
- Corner BnBs require the use of resources to score a knockdown.
- Close range normals are on the slower side.
- Assist has low stun, making it difficult to use during pressure and combos.
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Normals[edit]
5L
I have a quick question... What's that on your face? MAH FIST!
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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5L
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120*4
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All
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-
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7
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2(3)2(3)2(8)2
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19
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-5
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- Hits multiple times, but it's considered to be one hit for scaling purposes
- Huge range but also huge recovery on whiff
- High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.
- Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.
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5LL
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700
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All
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-
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10
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3
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18
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-5
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- Ground bounces airborne opponents
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5LLL
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1000
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Throw
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U3+
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9
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1
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30
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-
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- Ground bounces
- Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work
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5H
Sadly not as spammable as Guile's f.MK
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2L
Look how cool my reverse beat is, guys!
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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500
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All
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-
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20
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3
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23
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-5
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- Can gatling to and from 5M and 2M
- Low invulnerable from frame 5
- Scales like a Medium
- Can cancel into SD in blockstring without being 2H'd, but can be reflected
- Sort of looks like his 2M, so keep that in mind
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2M
DMs inbound
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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700
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Low
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-
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15
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6
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20
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-10
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- Can reverse beat into 2L
- Easily Vegito's highest damage starter
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.
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2H
FLASH KICK!
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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850
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All
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U1+
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16
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3
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35
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-22
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- Can hit opponents behind Vegito
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.
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2S
"I can do this too you know!"
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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500 / 500*2
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All
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U1
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20
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5
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21
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-5
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- Switches sides on Smash hit, launches upward on non-Smash
- Considered as projectile
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash
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j.H
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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5LLLLLLL
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750 / 1000
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High
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D2+
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13
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4
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-
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-
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j.H
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750
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High
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-
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13
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4
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-
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-
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- Does not knock down
- Great hitbox
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.
Can also be used to convert in the corner from jh to 5L
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j.S
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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500 / 500*2
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All
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U1
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15
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5
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-
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-
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- Launches upwards
- Considered as projectile
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.
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Specials[edit]
Spiral Heel Shot[edit]
Spiral Heel Shot 236L/M/H (Air OK)
"I only need to use my feet to beat you!"
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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- The first hit will trigger a kicking sequence on hit and clash
- Smash triggers on the last hit of this sequence
- Non-smash last hit send the opponent flying with decent hitstun
- Air versions slightly track opponents above Vegito
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Ground L
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130,600 / 130*3,600
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All
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-
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11
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3(12)4
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16
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-5
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Air L
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130,600 / 130*3,600
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All
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-
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11
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3(12)4
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17
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-
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- Whiff version can be used for advanced combos
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Ground M
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130,600 / 130*5,600
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All
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U1+
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16
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3(12)4
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16
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-5
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Air M
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130,600 / 130*5,600
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All
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U1+
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16
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3(12)4
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18
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-
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- Carries momentum on hit
- Smash hit corner bounces
Staple of his corner BnBs.
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Ground H
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130,700 / 130*7,600
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All
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U1+
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11
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3(12)4
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16
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-5
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Air H
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130,700 / 130*7,600
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All
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U1+
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11
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3(12)4
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17
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-
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- Smash hit causes big wall bounce, able to followup from midscreen
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Atomic Buster[edit]
Atomic Buster 214L/M/H (Air OK)
THIS B**** EMPTY... YEET!
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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- Ground version has Anti-Air property
- On whiff, Vegito can act as soon as he starts descending, can be used for mixups
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Ground L
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1100
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Throw
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-
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13
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7
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21 + 3 After L
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-
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Air L
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1100
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Throw
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-
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13
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7
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21 + 3 After L
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-
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- Travels almost vertically
- Causes a soft knockdown
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Ground M
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1200
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Throw
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D2
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19
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7
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21 + 3 After L
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-
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Air M
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1200
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Throw
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D2
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19
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7
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21 + 3 After L
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-
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- Travels diagonally
- Causes a sliding knockdown
- Can act as soon as Vegito starts descending
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.
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Ground H
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1500
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Throw
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D2
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13
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7
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21 + 3 After L
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-
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Air H
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1500
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Throw
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D2
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10
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7
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21 + 3 After L
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-
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- Travels diagonally
- Causes a ground bounce sliding knockdown, can link into 5L in the corner
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Split Finger Shot[edit]
Split Finger Shot 236S (Air OK)
"Here's a present for ya!"
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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300*5
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All
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-
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23
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-
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-
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-
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Air
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300*5
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All
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-
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18
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-
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-
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-
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- Can be super-dashed through
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.
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Barrier[edit]
Barrier 214S
"SHIELDS UP!" "HEADS DOWN!"
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Catch
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-
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-
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-
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4
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34
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Total 54
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-
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Attack
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0, 1500
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Throw
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U3+
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-
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-
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-
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-
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- Can counter anything except grabs and supers
- The counter attack is jump cancellable in Sparking
- Can grab multiple times in a combo like 5LLL
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).
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Split Finger Shot A1/A2
THA FINGAH LAZERS
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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300*5
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All
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-
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32
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-
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-
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-
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- Has low blockstun, can be super-dashed through and out of blockstun
- Covers a great distance at an aggressive angle
- Very useful in the corner, as it cover all the places the opponent can go
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Spirit Excalibur[edit]
Spirit Excalibur 236L+M or 236H+S
Check out how big mine can get CAPTAIN SWORD!
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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200*4, 2300
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All
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UDV
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10+4
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-
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-
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-20
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- Costs 1 Ki Gauge
- Hits full screen, dragging the opponent down with the sword
- Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)
- Minimum damage: 60*4, 598 (838)
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.
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Omega Finishing Blow[edit]
Omega Finishing Blow j.236L+M or j.236H+S
"You can't keep up with me!" "Just look at my speed!"
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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1000, 1100
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All
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UDV
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10+9
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-
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-
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-
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- Costs 1 Ki Gauge
- Minimum damage: 300, 440 (740)
- Tracks the opponent
- Can be easily anti-air'd on reaction
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.
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Final Kamehameha[edit]
Final Kamehameha 214L+M or 214H+S (Air OK)
"It's the biggie!!" "GO TO HELL!!"
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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220*19, 360
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All
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UDV
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9+3
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-
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-
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-33
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Air
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220*19, 360
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All
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UDV
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9+3
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-
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Till L
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-
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- Costs 3 Ki Gauges
- Minimum damage: 1739
- Causes a hard knockdown anywhere on screen
Vegito's level 3. Fast, easy to punish with and combo into.
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Navigation[edit]
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To edit frame data, edit values in DBFZ/SSB Vegito/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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