Vegito (SSGSS)
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Health: 10,000
Jump Startup: 4F
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Rushdown, Footsies
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Overview[edit]
The Potara fusion of Goku and Vegeta, Vegito, 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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- Solid tools in his kit that is useful for nearly every situation
- Spirit Sword is an incredible tool for combos. Its ease of use during combos and extraordinarily high meter gain allows him to constantly use resources without much loss. Because of this, using vanish to use his sliding knockdown to the corner is negligible in most situations.
- One of the strongest characters during sparking. Even with basic BnBs, he can rack up meter to almost guarantee that combos end with a level 3, allowing for extreme damage and resets.
- Has a very solid and versatile combo game. 214M can be used to end nearly any conversion to a sliding knockdown. He has the ability to bring opponents to the corner with a basic j. 2H combo. He also has conversions that keeps opponents in the corner (5S > 2S causes the opponent to cross-up, allowing his 214M sliding knockdown to bring the opponent back to the corner).
- Extremely high damage/reward on average, even with his basic BnBs. During a 2M starter, he boasts the highest solo damage output among the entire cast.
- Supers are highly versatile. Spirit Excalibur is an amazing combo extender as it has very little recovery and hits fullscreen; use it with an assist to extend combos.
- Flexible pressure and okizeme. His 2L allows him to Reverse Beat, making his pressure very solid. 236L can cause okizeme situations with assists.
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- Reliant on assists for approaching, as he has trouble with opponents with strong zoning tools.
- Corner BnBs require the use of vanish in order to score a sliding knockdown without assists.
- Mediocre assist; can be decent for neutral, but can be counter played easily. Additionally, it's not very good in pressure due to it having low hitstun.
- Subpar high/low mixup game due to only having one low. Because of this, he is reliant on assists and conditioning to open up opponents.
- Many of his moves possess slow start up and long recovery times. His close range normals are on the slower side.
- His parry is a high risk/low reward option, since it is very risky to throw out if baited, and the reward isn't very good compared to the potential punish.
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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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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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7
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-
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-
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-5
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- Hits multiple times, but it's considered to be one hit for scaling purposes.
- This one-hit property is a double-edged sword: if your combo starts after the first hit, the rest of the combo will not scale for more damage like most characters after whiffing standing L.
- Huge recovery on whiff.
- While slow, Vegito 5L has exceptional range, and can hit an opponent attempting to backdash from a vanish.
- High probability of winning in clash scenarios. Blocking is typically the safest option if a clash occurs, as it almost always wins against other buttons.
- Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.
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5LL
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700
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All
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-
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-
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-
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-5
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- Groundbounces airborne opponents.
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5LLL
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1000
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Throw
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-
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-
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-
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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
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Damage
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Guard
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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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14
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-
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-
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-9
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- Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.
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5S
Hold forward to shoot further
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Version
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Damage
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Guard
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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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5S
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700
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All
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12
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-
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-
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-4
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- A point-blank Ki explosion.
- Like with other Ki blast-type moves, the opponent can cancel their blockstun with Reflect or Super Dash.
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6S
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700
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All
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-
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-
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-
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-
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- Hits about 2 characters away.
- Deals more blockstun than 5S.
- When cancelling from a normal that's not 2L and 2S, the blockstun of this move can't be Reflected/Super Dashed out of.
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2L
Look how cool my reverse beat is, guys!
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2H
"How bout this??"
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Damage
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Guard
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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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16
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-
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-
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-22
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- Can hit opponents behind Vegito.
Vegito's 2H goes very high, making it possibly 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 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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Startup
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Active
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Recovery
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Frame Adv.
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500*2
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All
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20
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-
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-
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-5
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- Huge meter gain on hit.
- Switches sides on Smash hit.
- Considered as projectile.
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating superdashes.
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j.H
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Damage
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Guard
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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 [1000]
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High
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15
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-
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-
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-
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- [] is on Dynamic hit only. This move doesn't have a Smash version.
- Does not knock down.
- Great hitbox.
- Can cancel into j.2H.
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
YOINK
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Damage
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Guard
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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*2
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All
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-
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-
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-
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-
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- Huge meter gain on hit.
- Launches upwards.
- Considered as projectile.
The cornerstone of Vegito strings, j.S is a very good button for him. Its huge meter gain properties let it act as a way for Vegito to end up meter positive on almost all of his combos, and the 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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j.2H
H'YES!!!
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Damage
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Guard
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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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-
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-
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-
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-
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- Can be jump-canceled to extend air combos.
- Special-cancellable.
- After using smash, this guarantees 214M hitting after it (useful for slide knockdowns).
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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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Startup
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Active
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Recovery
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Frame Adv.
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L
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150*2,195,500 [150,600]
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All
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11
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-
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-
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-5
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- The first hit will trigger a pseudo cinematic kicking sequence on hit.
- [] is on whiff or hitting assist/armor.
- The last kick of both version will send the opponent flying, they will be able to tech before landing.
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M
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100*5,600 [100,600]
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All
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15
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-
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-
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-5
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- Carries momentum on hit.
- The first hit will trigger a pseudo cinematic kicking sequence on hit.
- [] is on whiff or hitting assist/armor.
- Normal version wallbounces in the corner.
- Whiff version merely knocks away.
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H
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150*7,400 [150,700]
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All
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11
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-
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-
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-5
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- Carries insane momentum on hit. Can reach the corner by itself.
- The first hit will trigger a pseudo cinematic kicking sequence on hit.
- [] is on whiff or hitting assist/armor.
- Normal version wallbounces in the corner.
- Whiff version merely knocks away.
- Both 236M/H lead to a full corner combo if you catch the opponent with the non-smash launcher (2S or j.S).
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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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Startup
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Active
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Recovery
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Frame Adv.
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L
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1000
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Throw
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14
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-
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-
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-
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- All version has invulnerability against Head property attacks.
- Travels almost vertically.
- Causes a soft knockdown.
- Can act as soon as Vegito starts descending.
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M
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1100
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Throw
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21
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-
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-
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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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H
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1700
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Throw
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14
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-
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-
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-
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- Travels diagonally.
- Causes a sliding knockdown.
- Can act as soon as Vegito starts descending.
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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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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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23
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-
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-
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-
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- Can be super-dashed through.
- Beaten by beams (soft projectiles).
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.
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Air
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300*5
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All
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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.
- Beaten by beams(soft projectiles).
The air version of Vegito 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!"
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Version
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Damage
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Guard
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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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All
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5
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-
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-
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-
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Attack
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0, 1500
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Throw
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-
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-
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-
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-
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- Can counter everything except grabs and supers.
- The counter attack is close or medium range.
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.
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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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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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32
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-
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-
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-
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- Hard to extend combos.
- Can be super-dashed through.
- 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
CAPTAIN SWORD!
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Damage
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Guard
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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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-
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-
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-
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-
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- Costs 1 Ki Gauge.
- Hits full screen, dragging the opponent down with the sword. Will miss if the opponent is too high up.
- Deals less damage and hits the further away the opponent is. At max range, does 2 hits.
- Minimum damage is 60*4, 598.
- Can do this twice with long hitstun DHC's. Compatible characters for double swords setup include: Kid Buu, Goku Black, Fused Zamasu, Gotenks, SSJ Goku, SSJ Vegeta (assist), Beerus, and SSGSS Vegeta.
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 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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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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-
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-
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-
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-
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- Costs 1 Ki Gauge.
- Minimum damage is 300, 440.
- 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, as it lasts until they hit the ground. (and even for a short window when they're in a sliding knockdown state) It combos from many of Vegito's moves, such as 214LMH, 236LMH, 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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Damage
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Guard
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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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220*19, 360
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All
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-
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-
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-
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-14
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- Costs 3 Ki Gauges.
- Minimum damage is 1739.
- Causes a true hard knockdown if used close to the ground.
Vegito's level 3. Fast, easy to punish with and combo into.
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