DBFZ/SSB Vegito

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Vegito (SSGSS)
DBFZ Vegito Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown

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 slighest confirm, Vegito quickly proves his claim as "the strongest fusion".

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Has solid buttons with long reach that are great for nearly any 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.
  • 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).
  • Very high damage/reward on average, even with his basic BnBs. During a 2M or 5M start, his ability to Reverse Beat into his 2L causes him to have exceptionally high damage. He can also extend his combos when he has meter or assists, which can result in a significant boost in damage.
  • 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.
  • ALLLLRIIIIIIIIIGHT!!!
  • Reliant on assists.
  • Okizeme is generally unsafe without assists; requires strong reading and condition to open up opponents with competent defense.
  • Has trouble approaching opponents, as he lacks a solid long range tool.
  • His only low is his sweep (2M), making it slightly harder to open up the opponent.
  • 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.


Normals[edit]

5L[edit]
5L
DBFZ Vegito 5L.png
I have a quick question...
DBFZ Vegito 5LL.png
What's that on your face?
DBFZ Vegito 5LLL.png
MAH FIST!
Version Damage Guard Startup Active Recovery Frame Adv.
5L 408 All 7 - - -5
  • 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.
5LL 700 All - - - -5
  • Groundbounces airborne opponents
5LLL 1000 Throw - - - -
  • Groundbounces


5M[edit]
5M
DBFZ Vegito 5M.png
"Got ya!"
Damage Guard Startup Active Recovery Frame Adv.
700 All 12 - - -5
  • Can reverse beat into 2L


5H[edit]
5H
DBFZ Vegito 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -9
  • Nothing noteworthy. Decent range allows the move to connect from the default neutral position.


5S[edit]
5S
DBFZ Vegito 5S.png
Hold forward to shoot farther
Version Damage Guard Startup Active Recovery Frame Adv.
5S 700 All 12 - - -4
  • A point-blank Ki explosion
6S 700 All 16 - - -4
  • A Ki explosion about 2 characters away


2L[edit]
2L
DBFZ Vegito 2L.png
Look how cool my reverse beat is, guys!
Damage Guard Startup Active Recovery Frame Adv.
500 All 20 - - -5
  • Can gatling to and from 5M and 2M
  • Beats lows
  • Not a low itself, however


2M[edit]
2M
DBFZ Vegito 2M.png
DMs inbound
Damage Guard Startup Active Recovery Frame Adv.
700 L 15 - - -10
  • Can reverse beat into 2L
  • Beats lows


2H[edit]
2H
DBFZ Vegito 2H.png
"How bout this??"
Damage Guard Startup Active Recovery Frame Adv.
850 All 16 - - -22
  • 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.


2S[edit]
2S
DBFZ Vegito 2S.png
"I can do this too you know!"
Damage Guard Startup Active Recovery Frame Adv.
900 All 20 - - -5
  • Huge meter gain on hit
  • Switches sides

Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating superdashes.


6M[edit]
6M
DBFZ Vegito 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 - - 0
  • Great hit-box, high probability of kicking away super dashes.


j.L[edit]
j.L
DBFZ Vegito jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 6 - - -
  • Important points go here

Placeholder

j.M[edit]
j.M
DBFZ Vegito jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 10 - - -
  • Can be used as an anti-air
  • Combo filler


j.H[edit]
j.H
DBFZ Vegito jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 15 - - -
  • 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


j.S[edit]
j.S
DBFZ Vegito jS.png
YOINK
Damage Guard Startup Active Recovery Frame Adv.
900 All - - - -
  • Huge meter gain on hit
  • Launches upwards

The cornerstone of Vegito strings, j.S is a very good button for him. It's 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.


j.2H[edit]
j.2H
DBFZ Vegito j2H.png
H'YES!!!
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • NOT jump-cancellable outside of Sparking!
  • Special-cancellable
  • After using smash, this guarantees 214M hitting after it(useful for slide knockdowns).


Specials[edit]

Spiral Heel Shot[edit]
Spiral Heel Shot
236L/M/H (Air OK)
DBFZ Vegito SpiralHeelShot.png
"I only need to use my feet to beat you!".
Version Damage Guard Startup Active Recovery Frame Adv.
L 910 All 11 - - -5
  • If the first hit doesn't connect, the second one knocks away
M 1000 All 15 - - -5
  • Carries momentum on hit
  • If the first hit doesn't connect, the second one knocks away
  • Wallbounces
H 1320 All 11 - - -5
  • Carries insane momentum on hit; can reach the corner by itself
  • If the first hit doesn't connect, the second one knocks away
  • Wallbounces
  • Both 236M/H lead to a full corner combo if you catch the oppoment with the non-smash launcher(2S or j.S)


Atomic Buster[edit]
Atomic Buster
214L/M/H (Air OK)
DBFZ Vegito AtomicBuster.png
THIS B**** EMPTY...
DBFZ Vegito AtomicBuster2.png
YEET!
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 Throw 14 - - -
  • Travels almost vertically
  • Causes a soft knockdown
  • Can act as soon as Vegito starts descending
M 1100 Throw 21 - - -
  • 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.

H 1700 Throw 14 - - -
  • Travels diagonally
  • Causes a sliding knockdown
  • Can act as soon as Vegito starts descending
Has(as of the balance patch) head attack invulnerability, making it a good tool for side switching jumping opponents in the corner.


Split Finger Shot[edit]
Split Finger Shot
236S (Air OK)
DBFZ Vegito SplitFingerShot.png
"I'VE GOT A GIFT FOR YA"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 300x5 All 23 - - -
  • 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.

Air 300x5 All 18 - - -
  • 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.


Barrier[edit]
Barrier
214S
DBFZ Vegito Barrier.png
"SHIELDS UP!"
DBFZ Vegito 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
Catch - All 5 - - -
Attack 1350 Throw - - - -
  • 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.


Assist[edit]

Split Finger Shot
A1/A2
DBFZ Vegito SplitFingerShot.png
THA FINGAH LAZERS
Damage Guard Startup Active Recovery Frame Adv.
300x5 All - - - -
  • hard to extend combos with it.
  • Can be super-dashed through
  • Weak projectiles
  • covers a great distance at an aggressive angle
  • Very useful in the corner, as it cover all the places the opponent can go


Supers[edit]

Spirit Excalibur[edit]
Spirit Excalibur
236L+M or 236H+S
DBFZ Vegito SpiritExcalibur.png
DBFZ Vegito SpiritExcalibur2.png
CAPTAIN SWORD!
Damage Guard Startup Active Recovery Frame Adv.
2040[2520] All - - - -
  • Costs 1 Ki Gauge
  • Highest damage is at point-blank range
  • 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.

Vegito's DHC super; a very good tool for him, as because of how big the move itself 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.


Omega Finishing Blow[edit]
Omega Finishing Blow
j.236L+M or j.236H+S
DBFZ Vegito OmegaFinishingBlow.png
"You can't keep up with me!"
DBFZ Vegito OmegaFinishingBlow2.png
"Just look at my speed!"
Damage Guard Startup Active Recovery Frame Adv.
2100 All - - - -
  • Costs 1 Ki Gauge
  • Tracks the opponent
  • still 2H'able by opponents

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.


Final Kamehameha[edit]
Final Kamehameha
214 L+M or H+S (Air OK)
DBFZ Vegito FinalKamehameha.png
"It's the biggey!!"
DBFZ Vegito FinalKamehameha2.png
"GO TO HELL!!"
Damage Guard Startup Active Recovery Frame Adv.
4108 All - - - -14
  • Costs 3 Ki Gauges
  • Causes a true hard knockdown if used close to the ground

Vegito's level 3. Fast, easy to punish with and combo into.



Dragon Ball FighterZe
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