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Vegito (SSGSS)
Play-style
Pressure, Footsies
Team Role
Point
Overview
"Alright!"
Lore:
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".
Voice:
Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat
SSB VegitoSSB Vegito utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.
Pros
Cons
Low barrier to entry, with simple BnBs and straight-forward gameplan.
Solid toolkit, allowing him to adapt to most situations.
Terrific 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.
j.S is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.
Atomic Buster is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.
Boasts among the highest solo combo damage in the game.
Versatile supers that deal good damage and are easy to combo into.
Solid selection of assists, making him a flexible option during team composition.
High/low mix-up game is basic.
Fastest normal is 7F, which is one frame more than the average character. Has to take a risk with 214S or reflect in situations where other character's 5L normals would work.
From midscreen, Vegito cannot naturally put the opponent at the corner he is facing without spending resources due to his combo structure. Once in the corner, you get around this with 2S.
Normals and counter-pokes have high recovery on whiff.
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.
Higher blockstun than other light normals, making a visible delay for 5L > DR on block.
This move is god. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard.
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.
5LL
Ground bounces airborne opponents.
Combo and blockstring filler.
The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage.
5LLL
Ground bounces
Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it.
Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.
This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup.
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.
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
j.S
Wanted to show off his massive sword to Zamasu I Guess
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.
On whiff, Vegito can act as soon as he starts descending, can be used for mixups
Ground L
Air L
Travels almost vertically
Causes a soft knockdown
Ground M
Air M
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.
Ground H
Air H
Travels diagonally
Causes a ground bounce sliding knockdown, can link into 5L in the corner
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.
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).
Fantastic on Block, Giving plenty of mix options (as it has a solid 42 frames of block stun.
Great for combo extensions, Though it is a bit slow, coming out in 35 frames, it still has solid hit stun making it easy to combo off of, even late into combos.
Be careful as with the slow start up its range is only okay.
Can Be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo.
In a Combo, its an entirely different ball game
Great Tracking
Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react.
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: 30*4, 750 (870)
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.
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.
Vegito's level 3. Fast, easy to punish with and combo into. Also the hands get bigger for the cinematic but they forgot to reduce it so for a few frames vegitto has huge hands.
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.