DBFZ/SS Vegeta

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview[edit]
Template-info.png This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Template-info.png This page is missing significant information. You can help by editing it.
Overview

Super Saiyan Vegeta is similar to SS Goku: an 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, too, though. While he lacks a beam, he more than makes up for it with fast, rapid-firing ki blasts, which combine with an array of air-ok DPs and fast lariat moves into a rock-solid neutral presence. His normals, while stubby (a trait shared among all Vegeta incarnations in this game), have great frame data, and he also has a mixup option (needs assist) in his 236L. His supers are straightforward, which makes them easy for DHC, and his assists, specially A, is stellar in what it can do for your team too. SS Vegeta might not be able to do insane mixes or outrageous damage, but he can most definitely pick up your team's slack, whatever that may be.


"I...am Super Vegeta!"
Lore:Vegeta IV, the prince of the Saiyans, originally came to Earth in search of the Dragon Balls to grant himself immortality and would be defeated by Goku, the man who would go on to be his greatest rival. After seeing him attain the fabled state of Super Saiyan, Vegeta was enraged and shocked and trained without stopping in the hopes of attaining the form. His struggle would lead him to a desolate planet, and his desperation, rage, and despair culminated into the violent awakening of the Super Saiyan transformation he worked tirelessly to attain. Soon, his ruthless, selfish nature would be dulled by the meeting of his future son, Trunks, and would thereafter go on to be one of Earth's greatest defenders, yet remaining ever prideful of his race, and stopping at nothing to surpass Son Goku.
Playstyle
DBFZ SS Vegeta Icon.png SS Vegeta is a balanced, rushdown fighter that takes pride in honest fundamentals.
Pros Cons
  • Jack Of All Trades: Well-rounded, allowing him to adapt to nearly every situation.
  • Relatively Safe Zoning: Ki blasts 5S and j.S enforce zoning, as they can be canceled into Crushing Knee Kick when the opponent commits to an approach.
  • Special Assist: Exceptional support value with his Assist A, among the best for neutral and combo extension while also offering Vanish protection.
  • Solid Buttons: Moves are fast and safe on block, allowing for stagger pressure.
  • Reversal: 214M/H is an air-ok DP and is the heart of his zoning. 214L is also an anti-air option and can lead to great damage/TODs if valuable resources are spent.
  • Stubby Range: Requires careful footsies game due to short-ranged normals.
  • No Beam-style Poke: 236S is outclassed by 5S and j.S, while also sharing their weaknesses and more.
  • Blockstring Support: A is nonexistent during blockstring pressure if the enemy knows it can be reflected and superdashed on block.
  • Master of None: While well-rounded, is generally outclassed by specialist characters.

Normal Moves[edit]

5L[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 10 4 14 -2 -
5LLL 700 / 1000 All U3+ 12 3 21 -5 -

[edit]

  • 5L can be chained twice with 4L.
  • 6-frame startup, good to contest pressure with.

All things accounted for, this is a good jab. 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.
  • -2 on block, *really* good for stagger pressure.

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.

Good to use in corner combos after your smash is used, but not much else. You have better combo and blockstring options. Can make an infinite blockstring in sparking with 5LLL > jc.2H > airdash j.LL

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

6M[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

Special Moves[edit]

Interceptor Kick[edit]

j.2L

Super Dash Kick[edit]

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 11 6 26 -4 -
Air L 900 All - 10 6 26 -5 -
Ground M 300*2, 500 All U1+ 11 4(10)4(11)8 17 -9 to -2 -
Air M 300*2, 500 All U1+ 11 4(10)4(11)8 27 -19 to -12 -
Ground H 1000 All U1+ 11 12 23 -19 to -8 -
Air H 1000 All U1+ 10 12 15 -11 to 0 -

[edit]

  • 236L bounces off the opponent on hit or block.
  • Can cancel recovery into an air option such as double jump or air dash.

When covered with an assist, this can be an efficient mixup tool in the corner. With assists that have >38 frames of blockstun, you're limited to a simple airdash high/low. This is fine for maintaining pressure but doing anything other than airdash j.ML leaves a reflectable gap. With lockdown assists, j.2H mixups become safe. More on that in Strategy.


  • 236M wall bounces in the corner.
  • Combo extender.
  • First hit scales the next two

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 passes through the opponent.
  • Launches the opponent directly upward in a tailspin.
  • Hold or tap 2 (down) on hit for hit stop to combo easier.

This is an improved version of the L 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[edit]

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 9 9 31 -18 to -28 1-
Air L 900 All - 9 9 27 -14 to -24 Head 1-
Ground M 800 / 800,300 All D1 16 12 30 -17 to -30 Full 1-19
Air M 800 / 800,300 All D1 12 12 33 -20 to -30 Full 1-15
Ground H 800,100*5 / 800,100*5,300 All D1 9 22 37 -24 to -47 Full 1-11
Air H 800,100*5 / 800,100*5,300 All D1 9 12 27 -14 to -27 Full 1-11

[edit]

  • 214L is invulnerable to head property attacks only from the 1st frame.
  • Uniquely, the air version is invincible against air attacks.

One hit, does a single rising knee kick.


  • 214M is invulnerable frames 1-18.

Rising Knee Kick. On hit, Vegeta follows up with a downward kick to send the opponent back down to the ground.

If done after using an up smash attack such as 2H and most j.2Hs, the move will cause a sliding knockdown with enough hit advantage to perform a super move on the ground. Otherwise, the move will not have enough hit advantage.


  • 214H is invulnerable frames 1-11.

EX version. The rising knee portion does more hits before knocking the opponent back down to the ground. Does a sliding knockdown and switches sides.

Consecutive Energy Blast[edit]

236S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 100*16 All - 18 1(5)*15, 1 26 -4 -
Air 100*16 All - 16 1(5), 1(4)1(5)*7, 1 21 +1 -

[edit]

  • Combos from 5S ki blasts at close range.
  • Can be super dashed through so be careful.

Vegeta fires a rapid-fire ki blast barrage. The barrage makes it have a lot of active frames compared to a regular beam assist so it can be good for controlling the ground space for an extended period of time. However, it can be super dashed through and the ground version can also be avoided by using regular air options as well so be careful. You usually won't be using this as 5S accomplishes a similar goal while being cancelable into 2H and his DP's to stay safe.


  • Can be super dashed through so be careful.
  • Can push buttons when falling afterwards.

The air version fires downward at an angle. The angle it comes down at is very good at blocking approaches from both the ground and the air. However, like regular ki blasts, opponents can still get through by super dashing. You can combine it with the right assist(s) to cover the super dash option and hinder approaches. Even without an assist to cover the super dash options, it can still be good to hinder approaches, so long as you use it strategically and don't use it predictably. Some setups allow a link into j.L afterwards, but these are usually hard enough to be unpractical.

Z Assists[edit]

Assist A[edit]

Consecutive Energy Blast

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
130*8 All - 38 [1(4)]*8 69 +46 to +53 -

[edit]

  • Good for hindering an opponent's approach in neutral.
  • One of the best assists to extend combos.
  • Can be super-dashed through and reflected even on block.

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. 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.

Assist B[edit]

Super Dash Kick

Assist C[edit]

Crushing Knee Kick

Super Moves[edit]

Big Bang Attack[edit]

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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2200 All UDV 9+4 1 57 -27 9-21 All
Air 2200 All UDV 9+4 1 56 -26 9-21 All

[edit]

  • 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[edit]

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

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/SS Vegeta/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.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc