DBFZ/SS Vegeta

From Dustloop Wiki

Overview

Overview

Super Saiyan Vegeta is similar to Super Saiyan Goku: a mostly honest character with a straightforward skillset that lets him do work at all levels of play. There are many places in which SS Vegeta differs from his rival, though. While he lacks a beam, he more than makes up for it with fast, rapid-firing ki blasts, which serve as a compliment to his anti-air attack (Medium/Heavy versions being DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s) and Rocket Kick special moves. His normals, while small (a trait shared among all Vegeta incarnations in this game), have great frame data, and he also has an assisted mixup option in his 236LDBFZ SSVegeta SuperDashKick.pngGuardAllStartup11Recovery26Advantage-5. His supers are straightforward, which makes them easy for DHC as well. Finally, SSJ Vegeta's assists are superb in variety and can fulfill whatever role you need them to, whether it's for defensive cover fire, a DP, or just a snappy and consistent kick.

Admittedly, SSJ Vegeta might not be able to do as complex mixups as his Base counterpart or as outrageous damage as his SSB counterpart. However, he's an undeniable asset of any team he's on, not lacking in any particular facet. Whatever you need him for, SSJ Vegeta can most definitely pick up your team's slack - whatever that may be.
SS Vegeta


DBFZ SS Vegeta Portrait.png
Fastest Attacks
Reversals

 SS Vegeta is a balanced, rushdown fighter that takes pride in honest fundamentals.

Pros
Cons
  • Jack Of All Trades: Super Vegeta is extremely well-rounded, allowing him to adapt to nearly every situation.
  • Relatively Safe Zoning: Ki blasts 5SDBFZ SSVegeta 5S.pngGuardAllStartup13Recovery24Advantage-2 and j.SDBFZ SSVegeta jS.pngGuardAllStartup12Recovery23Advantage- enforce zoning, as they can be canceled into Crushing Knee KickDBFZ SSVegeta CrushingKneeKick.pngGuardAllStartup9Recovery31Advantage-28 when the opponent commits to an approach.
  • Special Assist: Exceptional support value with his Assist ADBFZ SSVegeta ConsecutiveEnergyBlastAir.pngGuardAllStartup37Recovery69Advantage+86, among the best for neutral and combo extension while also offering Vanish protection.
  • Reversal: 214M/HDBFZ SSVegeta CrushingKneeKick.pngGuardAllStartup16Recovery30Advantage-30 is an air-ok DP and is the heart of his zoning. 214LDBFZ SSVegeta CrushingKneeKick.pngGuardAllStartup9Recovery31Advantage-28 is also an anti-air that can lead to great damage/TODs if valuable resources are spent.
  • Pressure Beast: All of Vegeta's normals are safe (excluding heavies), giving him consistent and foolproof pressure.
  • Master of None: Vegeta isn't bad in any facet, but can be outclassed by specialist characters in various situations.
  • Range of Normals: Similar to other Vegetas, Super Vegeta requires careful attention to the footsie game due to short-ranged normals.
  • Blockstring Support: Assist ADBFZ SSVegeta ConsecutiveEnergyBlastAir.pngGuardAllStartup37Recovery69Advantage+86 is nonexistent during blockstring pressure if the enemy knows it can be reflected and superdashed on block, and Assist CDBFZ SSVegeta CrushingKneeKick.pngGuardAllStartup40 [20]RecoveryTotal 126~177Advantage+18 ~ +24 has pitiful blockstun if it is blocked on the ground.
  • Ki Blast Neutral: In spite of being a strong tool, Vegeta's Technique is still just Ki Blasts and can be countered by a plethora of universal and character-specific tools. Super Vegeta in particular has no beam-property specials, so constant attention is required to anti-air or DP while Ki Blast spamming.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 All 10 4 14 -2
5LLL 700 / 1000 All U3+ 12 3 21 -2
5L
  • Chains twice with 4L.
  • 6-frame startup, Vegeta's fastest Abare An attack during the opponent's pressure, intended to interrupt it. option.

Fairly unremarkable jab, but does it's job just fine. If there's a big enough delay between 5L and a follow-up 4L, you can make 6M plus on block to continue pressure.


5LL
  • Advances Vegeta forwards.
  • Vegeta's best combo starter altogether.
  • -2 on block, great button for stagger pressure and guarantees a safe backdash on block.

Blockstring, stagger, and combo tool like most other 5LL's in the game. Its frame advantage allows for a safe backdash during pressure, giving Vegeta safe ways to bait the opponent.


5LLL
  • Jails into vanish.
  • Always results in the cinematic.
  • Also -2 on block, also allows for safe backdashes.

Similarly good as a pressure reset, though a worse starter than 5LL since it doesn't go into M normals. Also good to use in corner combos after your smash is used, but otherwise you usually have better combo and blockstring options.

Can make an infinite blockstring in sparking with 5LLL > jc.2H > airdash j.LL

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 9 6 15 -5
  • Hitbox shrinks on the fourth active frame.
  • Safe on block and can be up to 0 on block if spaced well enough.

Has fast startup and is very nice for staggers as it's easy to space out and is now safe on block point-blank, though usually inferior to 5LL/5LLL as a pressure reset due to worse frame advantage. Otherwise blockstring and combo filler.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 14 6 18 -8
  • Leads to rejump combos with Smash or without Smash if in the corner.
  • Highest range normal (sadly)
  • Advances a little less than 1/3 of the screen

This move is used in Vegeta's optimal combos, but not much else. Once again, combo and blockstring filler.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×8 All 13 [1(9)] ×8 24 -2
  • Can be repeated up to eight times.

Amazing repeatable Ki Blast when it comes to the amount he can throw (8). You outclass a lot of other characters' Ki Blasts just by holding down the button. Because it's plus, you can attempt pressure resets with this move, but your options afterwards are far more limited. It's best to attempt a pressure reset with this if you can threaten with a late chain into 5H.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4
  • Vegeta's primary mixup tool.
  • Good for staggers, but not as good as 5L.

You'll be using this move a lot. It's fast and it hits low, which also makes it good for mixups. It has pretty decent range for a light normal, but it's still a Vegeta normal and not as big as some others like A21.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 17 -5
  • Vegeta's best midscreen combo starter.

In pressure, this move has similar uses to 5M, with the subtle difference that it hits low and it's typically a better combo starter. Hit them with this if you want them to explode.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 13 3 30 -17
  • Recovery can be canceled into j.2L, but not j.S.

Vegeta's primary grounded anti-air. While the invincibility kicks in slower compared to 214L, 2H gives him a meterless conversion.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 10 0
  • Universal overhead.

Vegeta has some decent methods to space this out, so it's more useful than most. Watch Fenritti to see exactly how it's done, but there's a rough explanation in the Strategy section.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 13
  • Most commonly used as a second overhead.
  • Can whiff after a max-range j.M.

It will whiff in a lot more circumstances than you would hope for, but it serves its basic purpose as a mix-up tool. Also makes for a decent rising air-to-air but the short range can make it inconsistent.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 5 13
  • Good air-to-air and jump-in normal.
  • Amazing crossup button.

Vegeta's j.M is a great air normal. Where it particularly shines is in crossups, as it's range lends it to being a good crossup tool. This strength is also heightened in Sparking, where Vegeta can Instant Air Dash out of any of his grounded normals.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 6 22
  • Hitbox shrinks on the fourth active frame.

A downward elbow. It doesn't really have much horizontal range so when you use it as a jump in from an air dash, you'll want to make sure to get the spacing right.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×5 All 12 [1(9)] ×5 23
  • Can be repeated up to five times.
  • Great offensive angle for zoning.

This is the crux of SSJ Vegeta's defensive play. The fact that it is a Ki Blast means that it is special cancelable, and SSJ Vegeta has an invulnerable air DP. Both of these properties allow SSJ Vegeta to zone safely as long as you, the player, can react to Superdash with 214L.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 12 3 12
  • Long and strangely disjointed horizontal reach.
  • Hits mid but is advantageous on block.
  • Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L.

Your go-to combo extender. Combos into superdash with Smash and extends air combos without.

Special Moves

Interceptor Kick

j.2L/M

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.2L 900 All 12 Until Landing 13 -7 ~ -1
j.2M 950 All D1 17 Until Landing 13 -7 ~ -1
  • Divekicks at a 45-degree downward angle.
  • Good for baiting anti-air attempts as it stalls Vegeta midair during startup.
  • Groundbounces grounded opponents.
  • The j.2L version is useful for assist combos as it sends you and the opponent downwards without using SKD.
  • The j.2M version can be used as a midscreen combo ender if you cancel into it from 236S.

Good for stalling your falling momentum to make an opponent mistime their anti-air and punish it, or to make your movement less predictable in general.

Super Dash Kick

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 900 All 11 6 26 -5
236M 300×2, 500 All U1+ 11 4(10)4(11)8 17 -5
236H 1000 All U1+ 11 12 23 -19
j.236L 900 All 10 6 26 -5
j.236M 300×2, 500 All U1+ 11 4(10)4(11)8 27
j.236H 1000 All U1+ 10 12 15
All Versions

Vegeta's lariat series. All 3 versions of this special move are very different from one another, each one serving specific purposes.


236L
  • Bounces off the opponent on hit or block. Hold [6] to have Vegeta bounce forwards.
  • Can cancel recovery into an air option such as double jump or air dash.
    • Gives Vegeta a high/low in the corner with [3] superjump float.

When covered with an assist, this can be an efficient mixup tool in the corner. Traditionally you'd need an assist with 38 frames or more to do a j.2H mixup, but not anymore thanks to 236L leaving Vegeta in superjump state. Floating down and towards the opponent lets his stubby 2L connect and makes his airdash mixup real.


236M
  • Wall bounces in the corner with Smash.
  • Combo extender.
  • Has niche uses in blockstrings with assists, but less versatile than 236L.
  • Liable to drop at the 3rd hit when hitting the opponent at certain heights.

The M version of this move is 3 hits and the third hit will bounce in the corner. On block, the last hit crosses up behind the opponent. You can extend your combo off of this wall bounce by linking a normal. Most of this move's usage will be for combos as 236L is a better mixup tool.


236H
  • Goes fullscreen and passes through the opponent on hit or block.
  • Launches the opponent directly upward in a tailspin on smash hit.
  • Hold or tap 2 (down) on hit for hit stop to combo easier.
  • Ground version is very unsafe on block, air version isn't.

EX version. It's fast and goes full screen, making it great for punishing an opponent trying to do something on the ground when they're on the other side of the screen. The H version will launch the opponent directly upward in a tailspin on hit so when you space it well (about fullscreen distance), you can easily juggle the opponent to get a full combo. Good as a movement tool too now that EX moves cost .5 bars.

Crushing Knee Kick

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 900 All 9 9 31 -28 1-
214M 800,300 All D1 16 12 30 -30 Full 1-19
214H 800,100×5,300 All D1 9 22 37 -47 Full 1-11
j.214L 900 All 9 9 27 Head 1-
j.214M 800,300 All D1 12 12 33 Full 1-15
j.214H 800,100×5,300 All D1 9 12 27 Full 1-11
All Versions

Vegeta's DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. series. While all versions are extremely commital to use, they are nonethless essential to Vegeta's gameplan as a whole.


214L
  • Frame 1 anti-air.

Only does a rising knee. Doesn't lead to much damage without resources, but what it does for Vegeta's neutral game is staggering. Vegeta is no longer a sitting duck to Superdash while he's in the air or throwing Ki Blasts because he can consistently pop it with j.214L.


214M
  • Invincible reversal.
  • Second hit gives sliding knockdown.

If the rising knee hits, Vegeta automatically follows up with a teleporting bicycle kick to send the opponent back down to the ground. Fully invincible but very slow, meaning it is quite easy to safejump. It's better used when challenging after an opponent is plus, though 214H is often better for that due to the faster startup.


214H
  • Also a reversal, albeit much faster than 214M.
  • The rising knee hits multiple times.
  • The bicycle kick switches sides and gives a ground bounce on smash hit.

EX version. Switches sides, but the ground bounce allow to naturally combo into supers unless too high up. Much faster than the meterless version but still is quite easy to safejump.

Consecutive Energy Blast

236S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 100×16 All 9 [1(5)] ×15, 1 26 -7
j.236S 100×16 All 9 1(5), [1(4)1(5)]×7, 1 21
  • 236S fires a volley of ki blasts straight forward, j.236S fires them at a downward angle.
  • Opponent can reflect/superdash out of blockstun.
  • Can perform special attack and/or Super Dash after any ki blast hits, and can be cancelled into vanish after whiff/block.
  • Amazing as a combo tool as it is very fast and builds a lot of meter on hit.

This move is good at adding damage to combos with assists. Using the ground or air version will depend on what assists you have, but Special Tagging in another character from either version gives a ton of hitstun to work with.

Z Assists

Assist A

Consecutive Energy Blast

Damage Guard Smash Startup Active Recovery On-Block Invuln
130×8 All 37 [1(4)]×8 69 +86
  • Good for hindering an opponent's approach in neutral.
  • One of the best assists to extend combos.
  • Has Ki Blast A projectile attack that is usually inputted with the S button. The properties of the Ki Blast vary to each character. property (can be super-dashed through) and the opponent can reflect/superdash out of blockstun like the point version.

Super Vegeta's assist is the air version of his Consecutive Energy Blast special. The angle that it fires at makes it hard for your opponent to approach if they find themselves on the other side of it. Not good on block but extremely easy to convert into a combo. Also protects you from Vanish.

This assist is by far one of the most interesting and useful assists in the game. It's long active frames and angle of attack turns it into a projectile wall for its duration. While your opponent can still reflect it, you are distinctly still at the advantage on block at +20. It is also really easy to sniff out superdashes with 2H, as low-level players will try to use it to go through the assist.

Characters who have notoriously good RPS advantages like UI Goku and Jiren benefit more from this assist compared to your average character.

Assist B

Super Dash Kick

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 20 6 Total 82~116 +31
  • Generic strike assist, very fast but has low range.
  • Bounces off the opponent on hit/block like the point version.

While the assist lacks a neutral presence compared to his other 2 assists, it makes up for it with its quick speed and blockstun.

Use this assist if you already have a neutral Assist or need the blockstun.

Assist C

Crushing Knee Kick

Damage Guard Smash Startup Active Recovery On-Block Invuln
180×6, 400 All 40 [20] 22 Total 126~177 +18 ~ +24 36-? Full
  • Invincible(!), can plow through level 3s.
  • Teleports on frame 22.
  • Vegeta stops his assault if the point character is hit, but not if they block.
  • Completely circumnavigates neutral if blocked while airborne.

Vegeta teleports to the opponent and DP's them in the face, possibly the most Vegeta thing he could do. The kick sends the opponent back to you to continue the combo. Good as a pre-emptive tool but poor blockstun if blocked while grounded, though if the opponent blocks this midair the blockstun is extended immensely.

Super Moves

Big Bang Attack

236L+M (Air OK) or 236H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 2200 All UDV 9+4 Total 69 -27 9-21 All
236H+S 2200 All UDV 9+4 Total 69 -41 9-21 All
j.236L+M 2200 All UDV 9+4 Total 69 -26 9-21 All
  • Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs.
  • Minimum damage: sideways: 814, downward: 770.

A great way to counter superdashes if his opponent is in sparking with low health, as all the damage will be done at once. With the new patch, it can now be used to bring opponents to the ground for DHCs. Some characters that can be Z Changed into from H+S Big Bang Attack include: Literally anyone with a beam super (you might want to delay it to increase damage if you're too high), Gotenks, 18, and many others. Feel free to experiment with your team!

Final Flash

214L+M (Air OK) or 214H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 220×20 All UDV 12+3 85 50 -34 1-28 All
j.214L+M 220×20 All UDV 12+3 85 Until Landing 1-28 All
  • Minimum damage: 83*20 (1660)
  • Slower than average, as well as below-average damage.
  • +42 on ground hit, but air version has less advantage the higher Vegeta is.

Vegeta's Level 3. Because the beam goes fullscreen and is air OK, it's fairly easy to combo into. Even when used high up in the air, there's enough plus frames to hold [9] when you land and have a meaty j.H waiting for your opponent. Vegeta can also go for a Superjump IAD mixup, which is more difficult but more rewarding and harder for your opponent to block.

Colors

1Seasonal colors that can be unlocked at different times of the year.

2Special color that can be unlocked on Goku Day, May 9th.

Navigation

 Vegeta (Super Saiyan)
To edit frame data, edit values in DBFZ/SS Vegeta/Data.
Systems Pages
Mechanics
Application & Advanced Information
Archived Information