DBFZ/SSB Vegito: Difference between revisions

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==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
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{{Description|8|text=
{{Description|8|text=
* Hits multiple times, but it's considered to be one hit for scaling purposes.  
* 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 range but also huge recovery on whiff.
* 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 always wins against anything else.  
* 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.
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.
}}
}}
{{!}}-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/SSB Vegito/Data|5LL}}
{{#lsth:DBFZ/SSB Vegito/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Groundbounces airborne opponents.
* Ground bounces airborne opponents.
}}
}}
{{!}}-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/SSB Vegito/Data|5LLL}}
{{#lsth:DBFZ/SSB Vegito/Data|5LLL}}
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* Ground bounces.
* Ground bounces.
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
}}
}}
}}
}}


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{{Description|7|text=
{{Description|7|text=
* Can reverse beat into 2L.
* Can reverse beat into 2L.
}}
}}
}}
}}


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{{Description|7|text=
{{Description|7|text=
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.
}}
}}
}}
}}


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{{Description|8|text=
{{Description|8|text=
* A point-blank Ki explosion.
* A point-blank Ki explosion.
* Like with other Ki blast-type moves, the opponent can cancel their blockstun with Reflect or Super Dash.
}}
}}
{{!}}-
{{AttackVersion|name=6S}}
{{AttackVersion|name=6S}}
{{#lsth:DBFZ/SSB Vegito/Data|6S}}
{{#lsth:DBFZ/SSB Vegito/Data|6S}}
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* Hits about 2 characters away.
* Hits about 2 characters away.
* Deals more blockstun than 5S.
* 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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{{Description|7|text=
{{Description|7|text=
* Can gatling to and from 5M and 2M.
* Can gatling to and from 5M and 2M.
* Foot invulnerable since frame 5.
* Low invulnerable since frame 5.
* Scales like a Medium.
* Scales like a Medium.
* Sort of looks like his 2M, so keep that in mind
* Sort of looks like his 2M, so keep that in mind
* Can link into SD in blockstring without being 2H'd, but can be reflected
* Can cancel into SD in blockstring without being 2H'd, but can be reflected
}}
}}
}}
}}


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* Easily Vegito's highest damage starter
* 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.
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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* Can hit opponents behind Vegito.
* 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.
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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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Average meter gain on hit.
* Switches sides on Smash hit.
* Switches sides on Smash hit.
* Considered as projectile.
* Considered as projectile.
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating superdashes.
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash.
}}
}}
}}
}}


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{{Description|7|text=
{{Description|7|text=
* Great hit-box, high probability of kicking away super dashes.
* Great hit-box, high probability of kicking away super dashes.
}}
}}
}}
}}


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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Invulnerable waist down.
* Invulnerable waist down
* Great for crossups
* Great for crossups
* Great tool to jab super dashes.
* Great tool to jab super dashes
* Vegito's button used for fuzzying
* Vegito's button used for fuzzying
}}
}}
}}
}}


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* Can be used as an anti-air.
* Can be used as an anti-air.
* Combo filler.
* Combo filler.
}}
}}
}}
}}


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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* [] is on ''Dynamic'' hit only. This move doesn't have a Smash version.
* Damage increased on ''Dynamic'' hit only. This move doesn't have a Smash version.
* Does not knock down.
* Does not knock down.
* Great hitbox.
* 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.
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
Can also be used to convert in the corner from jh to 5L
}}
}}
}}
}}


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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Average meter gain on hit.
* Launches upwards.
* Launches upwards.
* Considered as projectile.
* 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.
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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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Can be jump-canceled to extend air combos.
* Combos into j.214M for sliding knockdown.
* Special-cancellable.
}}
* After using smash, this guarantees 214M hitting after it (useful for slide knockdowns).
}}
}}
}}


==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Spiral Heel Shot</font> ======
====== <font style="visibility:hidden" size="0">Spiral Heel Shot</font> ======
{{MoveData
{{MoveData
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{Description|8|text=
* 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 into a soft knockdown
* Air versions will slightly track opponents above Vegito
}}
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/SSB Vegito/Data|236L}}
{{#lsth:DBFZ/SSB Vegito/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236L}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* The first hit will trigger a pseudo cinematic kicking sequence on hit.
* Whiff version can be used for advanced combos
* [] 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.
{{AttackVersion|name=Ground M}}
}}
{{!}}-
{{AttackVersion|name=M}}
{{#lsth:DBFZ/SSB Vegito/Data|236M}}
{{#lsth:DBFZ/SSB Vegito/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236M}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Carries momentum on hit.
* Carries momentum on hit
* The first hit will trigger a pseudo cinematic kicking sequence on hit.
* Smash hit corner bounces
* [] is on whiff or hitting assist/armor.
Staple of his corner BnBs.
* Normal version wallbounces in the corner.
}}
* Whiff version merely knocks away.
{{AttackVersion|name=Ground H}}
}}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:DBFZ/SSB Vegito/Data|236H}}
{{#lsth:DBFZ/SSB Vegito/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236H}}
{{#lsth:DBFZ/SSB Vegito/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* The first hit will trigger a pseudo cinematic kicking sequence on hit.
* Smash hit causes big wall bounce, able to followup from midscreen
* [] 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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|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{Description|8|text=
{{AttackVersion|name=L}}
* Ground version has Anti-Air property
* On whiff, Vegito can act as soon as he starts descending, can be used for mixup
}}
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/SSB Vegito/Data|214L}}
{{#lsth:DBFZ/SSB Vegito/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SSB Vegito/Data|j.214L}}
{{#lsth:DBFZ/SSB Vegito/Data|j.214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* All version has invulnerability against Head property attacks.
* Travels almost vertically
* Travels almost vertically.
* Causes a soft knockdown
* Causes a soft knockdown.
}}
* Can act as soon as Vegito starts descending.
{{AttackVersion|name=Ground M}}
}}
{{!}}-
{{AttackVersion|name=M}}
{{#lsth:DBFZ/SSB Vegito/Data|214M}}
{{#lsth:DBFZ/SSB Vegito/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SSB Vegito/Data|j.214M}}
{{#lsth:DBFZ/SSB Vegito/Data|j.214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Travels diagonally.
* Travels diagonally
* Causes a sliding knockdown.
* Causes a sliding knockdown
* Can act as soon as Vegito starts descending.
* 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.
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.
}}
}}
{{!}}-
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/SSB Vegito/Data|214H}}
{{#lsth:DBFZ/SSB Vegito/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SSB Vegito/Data|j.214H}}
{{#lsth:DBFZ/SSB Vegito/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Travels diagonally.
* Travels diagonally
* Causes a bouncing knockdown (can be comboed into in the corner).
* Causes a ground bounce sliding knockdown
* Can act as soon as Vegito starts descending.
Can link into 5L in the corner
}}
}}
}}
}}


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{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SSB Vegito/Data|236S}}
{{#lsth:DBFZ/SSB Vegito/Data|236S}}
{{!}}-
{{Description|8|text=
* 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.
}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
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* Can be super-dashed through.
* Can be super-dashed through.
* Beaten by beams(soft projectiles).
* 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.
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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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can counter everything except grabs and supers.
* Can counter everything except grabs and supers
* The counter attack is close or medium range.
* 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.
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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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Hard to extend combos.
* Has low blockstun, and because it is a Ki blast it can be super-dashed through.
* Has low blockstun, and because it is a ki blast it can be super-dashed through.
* Covers a great distance at an aggressive angle.
* Covers a great distance at an aggressive angle.
* Very useful in the corner, as it cover all the places the opponent can go.
* Very useful in the corner, as it cover all the places the opponent can go.
}}
}}
}}
}}


==Supers==
==Supers==
====== <font style="visibility:hidden" size="0">Spirit Excalibur</font> ======
====== <font style="visibility:hidden" size="0">Spirit Excalibur</font> ======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Costs 1 Ki Gauge.
* Costs 1 Ki Gauge
* Hits full screen, dragging the opponent down with the sword. Will miss if the opponent is too high up.
* 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.
* Deals hits the further away the opponent is. At max range, does 2 hits (200, 2300)
* Minimum damage is 60*4, 598.
* Minimum damage is 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 214M sliding knockdown.
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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{{Description|7|text=
{{Description|7|text=
* Costs 1 Ki Gauge.
* Costs 1 Ki Gauge.
* Minimum damage is 300, 440.
* Minimum damage is 300, 440 (740)
* Tracks the opponent.
* Tracks the opponent.
* Can be easily anti-air'd on reaction.
* 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.  
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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* Costs 3 Ki Gauges.
* Costs 3 Ki Gauges.
* Minimum damage is 1739.
* Minimum damage is 1739.
* Causes a true hard knockdown anywhere on screen
* Causes a hard knockdown anywhere on screen
Vegito's level 3. Fast, easy to punish with and combo into.
Vegito's level 3. Fast, easy to punish with and combo into
}}
}}
}}
}}



Revision as of 11:59, 17 September 2019

Vegito (SSGSS)
DBFZ Vegito Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Footsies

Overview

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

Strengths Weaknesses
  • Solid tools in his kit that is useful for nearly every situation
  • 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.
  • Flexible pressure and okizeme. His 2L allows him to Reverse Beat, making his pressure very solid. 236L can cause okizeme situations with assists.
  • YOSHA!
  • Confident enough in his masculinity to wear earrings.
  • 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.


Normals

5L
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!
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
120×4 All 7 2(3)2(3)2(8)2 19 -5 B - - - 1.25×4 2 - - -
Clash level: 1
DBFZ Vegito 5L.png
  • 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 always 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.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 3 18 -5 B2 - - - 7 - - - -
DBFZ Vegito 5LL.png
  • Ground bounces airborne opponents.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 9 1 30 - B6 - U3+ - 12 - - - -
DBFZ Vegito 5LLL.png
  • Ground bounces.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
5M
5M
DBFZ Vegito 5M.png
"Got ya!"
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 6 20 -10 B2 - - - 7 - 10 - -
DBFZ Vegito 5M.png


  • Can reverse beat into 2L.
5H
5H
DBFZ Vegito 5H.png
Sadly not as spammable as Guile's f.MK
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 4 21 -9 B4 - U1 - 12 - - - -
DBFZ Vegito 5H.png


  • Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.
5S
5S
DBFZ Vegito 5S.png
Hold forward to shoot further
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5S


5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 3 22 -4 P1 - - - 6 - - - -
DBFZ Vegito 5S.png
  • A point-blank Ki explosion.
6S


6S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 14 3 22 -4 P1 - - - 6 - - - -
DBFZ Vegito 5S.png
  • Hits about 2 characters away.
  • Deals more blockstun than 5S.
2L
2L
DBFZ Vegito 2L.png
Look how cool my reverse beat is, guys!
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2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 Low 20 3 23 -5 B2 5-19 Low - - 7 - - - -
DBFZ Vegito 2L.png


  • Can gatling to and from 5M and 2M.
  • Low invulnerable since frame 5.
  • Scales like a Medium.
  • Sort of looks like his 2M, so keep that in mind
  • Can cancel into SD in blockstring without being 2H'd, but can be reflected
2M
2M
DBFZ Vegito 2M.png
DMs inbound
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 15 6 20 -10 F2 - - - 7 - - - -
DBFZ Vegito 2M.png


  • 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.

2H
2H
DBFZ Vegito 2H.png
"How bout this??"
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2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 16 3 35 -22 B4 4-18 Head U1+ - 12 - - - -
DBFZ Vegito 2H.png


  • 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.

2S
2S
DBFZ Vegito 2S.png
"I can do this too you know!"
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2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 / 500×2 All 18 5 21 -5 P2 - U1 - 6 / 6×2 - - - -
DBFZ Vegito 2S.png


  • 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 Super Dash.

6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 B3 - - - 12 - - - -
DBFZ Vegito jH.png


  • Great hit-box, high probability of kicking away super dashes.
j.L
j.L
DBFZ Vegito jL.png
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j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 - - H1 - - - 5 - - - -
DBFZ Vegito jL.png


  • Invulnerable waist down
  • Great for crossups
  • Great tool to jab super dashes
  • Vegito's button used for fuzzying
j.M
j.M
DBFZ Vegito jM.png
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j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 10 3 - - H2 - - - 7 - - - -
DBFZ Vegito jM.png


  • Can be used as an anti-air.
  • Combo filler.
j.H
j.H
DBFZ Vegito jH.png
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j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 [1000] High 13 4 - - H3 - [D3+] - 12 - - - -
DBFZ Vegito jH.png


  • Damage increased on Dynamic hit only. This move doesn't have a Smash version.
  • 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

j.S
j.S
DBFZ Vegito jS.png
YOINK
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j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 / 500×2 All 15 5 - - P2 - U1 - 6 / 6×2 - - - -
DBFZ Vegito jS.png


  • 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.

j.2H
j.2H
DBFZ Vegito j2H.png
H'YES!!!
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j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 15 5 - - H3 - U1+ - 12 - - - -
DBFZ Vegito j2H.png


  • Combos into j.214M for sliding knockdown.

Specials

Spiral Heel Shot
Spiral Heel Shot
236L/M/H (Air OK)
DBFZ Vegito SpiralHeelShot.png
"I only need to use my feet to beat you!"
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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 into a soft knockdown
  • Air versions will slightly track opponents above Vegito
Ground L


236L
L Spiral Heel Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
130,600 / 130×3,600 All 11 3(12)4 16 -5 B2, B3 - - - 3×2 / 3×4 - - - -
DBFZ Vegito SpiralHeelShot.png
Air L


j.236L
Air L Spiral Heel Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
130,600 / 130×3,600 All 11 3(12)4 17 - H2, H3 - - - 3×2 / 3×4 - - - -
DBFZ Vegito SpiralHeelShot.png
  • Whiff version can be used for advanced combos
Ground M


236M
M Spiral Heel Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
130,600 / 130×5,600 All 16 3(12)4 16 -5 B2, B3 - U1+ - 3.5×2 / 3.5×6 - - - -
DBFZ Vegito SpiralHeelShot.png
Air M


j.236M
Air M Spiral Heel Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
130,600 / 130×5,600 All 16 3(12)4 18 - H2, H3 - U1+ - 3.5×2 / 3.5×6 - - - -
DBFZ Vegito SpiralHeelShot.png
  • Carries momentum on hit
  • Smash hit corner bounces

Staple of his corner BnBs.

Ground H


236H
H Spiral Heel Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
130,700 / 130×7,600 All 11 3(12)4 16 -5 B2, B3 - U1+ - -100 - - - -
DBFZ Vegito SpiralHeelShot.png
Air H


j.236H
Air H Spiral Heel Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
130,700 / 130×7,600 All 11 3(12)4 17 - H2, H3 - U1+ - -100 - - - -
DBFZ Vegito SpiralHeelShot.png
  • Smash hit causes big wall bounce, able to followup from midscreen
Atomic Buster
Atomic Buster
214L/M/H (Air OK)
DBFZ Vegito AtomicBuster.png
THIS B**** EMPTY...
DBFZ Vegito AtomicBuster2.png
YEET!
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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 mixup
Ground L


214L
L Atomic Buster
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 Throw 13 7 21 + 3 After L - B6 4-13 Head - - 12 - - - -
DBFZ Vegito AtomicBuster.pngDBFZ Vegito AtomicBuster2.png
Air L


j.214L
Air L Atomic Buster
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 Throw 13 7 21 + 3 After L - H6 4-13 Head - - 12 - - - -
DBFZ Vegito AtomicBuster.pngDBFZ Vegito AtomicBuster2.png
  • Travels almost vertically
  • Causes a soft knockdown
Ground M


214M
M Atomic Buster
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 Throw 19 7 21 + 3 After L - B6 4-19 Head D2 - 12 - - - -
DBFZ Vegito AtomicBuster.pngDBFZ Vegito AtomicBuster2.png
Air M


j.214M
Air M Atomic Buster
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 Throw 19 7 21 + 3 After L - H6 4-19 Head D2 - 12 - - - -
DBFZ Vegito AtomicBuster.pngDBFZ Vegito AtomicBuster2.png
  • 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


214H
H Atomic Buster
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 Throw 13 7 21 + 3 After L - B6 1-13 Head D2 - -100 - - - -
DBFZ Vegito AtomicBuster.pngDBFZ Vegito AtomicBuster2.png
Air H


j.214H
Air H Atomic Buster
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 Throw 10 7 21 + 3 After L - H6 4-13 Head D2 - -100 - - - -
DBFZ Vegito AtomicBuster.pngDBFZ Vegito AtomicBuster2.png
  • Travels diagonally
  • Causes a ground bounce sliding knockdown

Can link into 5L in the corner

Split Finger Shot
Split Finger Shot
236S (Air OK)
DBFZ Vegito SplitFingerShot.png
"Here's a present for ya!"
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Ground


236S
Split Finger Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×5 All 23 - - - P1 - - - 2.4×5 - - - -
DBFZ Vegito SplitFingerShot.png
Air


j.236S
Air Split Finger Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×5 All 18 - - - P1 - - - 2.4×5 - - - -
DBFZ Vegito SplitFingerShot.png
  • 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.

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.

Barrier
Barrier
214S
DBFZ Vegito Barrier.png
"SHIELDS UP!"
DBFZ Vegito Barrier2.png
"HEADS DOWN!"
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Catch


214S Catch
Barrier (Catch)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - 4 34 Total 54 - - 4-37 Guard - - 25 - - - -
DBFZ Vegito Barrier.png
Attack


214S Attack
Barrier (Attack)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0, 1500 Throw - - - - B6 - U3+ - 12 - - - -
DBFZ Vegito Barrier2.png
  • 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

Split Finger Shot
A1/A2
DBFZ Vegito SplitFingerShot.png
THA FINGAH LAZERS
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  • Has low blockstun, and because it is a Ki blast it 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.

Supers

Spirit Excalibur
Spirit Excalibur
236L+M or 236H+S
DBFZ Vegito SpiritExcalibur.png
Check out how big mine can get
DBFZ Vegito SpiritExcalibur2.png
CAPTAIN SWORD!
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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 hits the further away the opponent is. At max range, does 2 hits (200, 2300)
  • Minimum damage is 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 214M sliding knockdown.

Omega Finishing Blow
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!"
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  • Costs 1 Ki Gauge.
  • Minimum damage is 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, 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
Final Kamehameha
214L+M or 214H+S (Air OK)
DBFZ Vegito FinalKamehameha.png
"It's the biggie!!"
DBFZ Vegito FinalKamehameha2.png
"GO TO HELL!!"
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Ground
Air
  • Costs 3 Ki Gauges.
  • Minimum damage is 1739.
  • Causes a hard knockdown anywhere on screen

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

Navigation

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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