Difference between revisions of "DBFZ/SS Vegeta"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SS Vegeta|discord=https://discord.gg/tSs5ckD}}
 +
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
 
|-
 
|-
!Vegeta (Super Saiyan)
+
! align="center" colspan="2" | Vegeta (Super Saiyan)
 
|-
 
|-
||
+
| align="center" colspan="2" | [[File:DBFZ_SS_Vegeta_Portrait.png|300x500px|center]]
[[File:DBFZ_SS_Vegeta_Portrait.png|350x500px|center]]
 
 
|-
 
|-
||
+
| '''Play-style''' || Balanced, Footsies, Rushdown
{{#lsth:DBFZ/SS Vegeta/Data|SystemData}}
+
|-
;Movement Options
+
| '''Team Role''' || Anchor
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
 
;Play-style
 
:Balanced, Rushdown
 
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
Line 17: Line 14:
 
</div>
 
</div>
 
==Overview==
 
==Overview==
Vegeta IV, the prince of the Saiyans, originally came to Earth in search of the Dragon Balls to grant himself immortality. He would be defeated by Goku, thus beginning a legendary rivalry between the two Saiyan warriors, and his lust to overcome Goku would push him to unlock the legendary power of Super Saiyan, a form he believed he was destined to achieve. Over time, Vegeta's wicked nature was tempered from his time on Earth and relationship with the Earthlings around him and, in time, became one of Earth's mightiest defenders. Even still, he remains ever proud, and continues to train with the sole purpose of surpassing and defeating Goku, his greatest rival.  
+
{{Bio
 +
| name = SS Vegeta
 +
| game = DBFZ
 +
| quote = 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.
 +
}}
  
In ''Dragon Ball FighterZ'', Super Vegeta is another well rounded character, but his toolkit is more rushdown-oriented instead of dealing with any situation. He's slightly faster than the average character and has specials that either cover ground quickly or bait people trying to catch his approaches. His Big Bang Attack and Final Flash Supers are both easy to combo into as well, and his assist is also very good for neutral as well as extending combos in some situations, making him a solid character to put on your team as back up if you find your point character is lacking tools.
+
===Playstyle===
 +
{{StrengthsAndWeaknesses
 +
| intro = {{Character Label|DBFZ|SS Vegeta}} is a balanced, rushdown fighter that takes pride in honest fundamentals.
 +
| pros =
 +
* '''Jack Of All Trades:''' Well-rounded character, allowing him to adapt to nearly every situation.
 +
* '''Relatively Safe Zoning:''' Ki blasts [[DBFZ/SS Vegeta#5S|5S]] and [[DBFZ/SS Vegeta#j.S|j.S]] enforce zoning, as they can be cancelled into [[DBFZ/SS Vegeta#Crushing Knee Kick| Crushing Knee Kick]] when the opponent commits to an approach.
 +
* '''Special Assist:''' Exceptional support value with his [[DBFZ/SS Vegeta#Assist A|Assist A]], among the best for neutral and combo extension while also offering Vanish protection.
 +
* '''Solid Buttons:''' Many moves are fast and safe on block, allowing for stagger pressure and resets.
 +
* '''Reversal:''' [[DBFZ/SS Vegeta#Crushing Knee Kick|214M/H]] is an air-ok DP and is the heart of his zoning. [[DBFZ/SS Vegeta#Crushing Knee Kick|214L]] is also an anti-air option and can lead to great damage/TODs if valuable resources are spent.
 +
| cons =
 +
* '''Stubby Range:''' Requires careful footsies game due to short-ranged normals.
 +
* '''No Beam-style Poke:''' [[DBFZ/SS Vegeta#Consecutive Energy Blast|236S]] is outclassed by [[DBFZ/SS Vegeta#5S|5S]] and [[DBFZ/SS Vegeta#j.S|j.S]], while also sharing their weaknesses and more.
 +
* '''Blockstring Support:''' [[DBFZ/SS Vegeta#Assist A| 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.
 +
|tablewidth=69
 +
}}
  
===Strengths/Weaknesses===
+
==Normal Moves==
{|
+
======<font style="visibility:hidden;font-size:0">5L</font>======
|-style="text-align:left;"
 
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-alighn:left"
 
| style="width: 50%;"|
 
* Well-balanced character, allowing him to perform well in nearly any situation.
 
* The best assist in the game for combo extension.
 
* One of the few characters with a meterless reversal.
 
* Buttons are generally on the faster side.
 
* Supers are very easy to combo into.
 
* 214L is an excellent anti-air option and can lead to extreme damage when he has the resources to burn (Sparking, Meter, etc.).
 
* Very powerful neutral game with an excellent ki blast game, along with solid solo mixups, making him a good anchor.
 
* Always keeps his Saiyan Pride.
 
* Sol Badguy's spiritual successor.
 
* HE IS NUMBER ONE
 
| style="width: 50%;"|
 
* Most normals have very short range.
 
* All special button options can be super-dashed through, giving him a weaker long-range game than most characters.
 
* No special moves can true blockstring into vanish
 
* Zoning is reliant on reactions with 214L to catch superdash
 
* Will get you killed due to pride.
 
* Takes huge doses.
 
|-
 
|}
 
{{#lst:DBFZ/SS Vegeta/Data|Links}}
 
<br style="clear:both;"/>
 
 
 
==Normals==
 
 
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
 
{{MoveData
 
{{MoveData
 +
|name=5L
 
|image=DBFZ_SSVegeta_5L.png |caption=
 
|image=DBFZ_SSVegeta_5L.png |caption=
 
|image2=DBFZ_SSVegeta_5LL.png |caption2=The people's elbow of all saiyans, mk. 0
 
|image2=DBFZ_SSVegeta_5LL.png |caption2=The people's elbow of all saiyans, mk. 0
 
|image3=DBFZ_SSVegeta_5LLL.png |caption3=The gut punch to end all gut punches
 
|image3=DBFZ_SSVegeta_5LLL.png |caption3=The gut punch to end all gut punches
|name=5L
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5L}}
 
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/SS Vegeta/Data|5L}}
+
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
 
{{Description|8|text=
 
* Fastest possible jab
 
}}
 
 
{{!}}-
 
{{!}}-
 +
{{Description|9|text=
 +
* 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.
 +
}}
 
{{AttackVersion|name=5LL}}
 
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/SS Vegeta/Data|5LL}}
+
{{#lst:{{PAGENAME}}/Data|5LL}}
{{!}}-
 
{{Description|8|text=
 
* Advances Vegeta forwards
 
* Vegeta's best combo starter
 
}}
 
 
{{!}}-
 
{{!}}-
 +
{{Description|9|text=
 +
* Advances Vegeta forwards.
 +
* Vegeta's best combo starter.
 +
* -4 on block, good for stagger pressure.
 +
Blockstring, stagger, and combo tool like most other 5LL's in the game.
 +
}}
 
{{AttackVersion|name=5LLL}}
 
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/SS Vegeta/Data|5LLL}}
+
{{#lst:{{PAGENAME}}/Data|5LLL}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
* Jails into vanish for some reason
+
* 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.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5M</font> ======
+
======<font style="visibility:hidden;font-size:0">5M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5M
 
|image=DBFZ_SSVegeta_5M.png |caption=The real power creep is this being Base Vegeta's 5H
 
|image=DBFZ_SSVegeta_5M.png |caption=The real power creep is this being Base Vegeta's 5H
|name=5M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|5M}}
+
{{#lst:{{PAGENAME}}/Data|5M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Hitbox shrinks on fourth active frame.
 
* Hitbox shrinks on fourth active frame.
}}
+
Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5H</font> ======
+
======<font style="visibility:hidden;font-size:0">5H</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5H
 
|image=DBFZ_SSVegeta_5H.png |caption=Only use this if you're Fenritti
 
|image=DBFZ_SSVegeta_5H.png |caption=Only use this if you're Fenritti
|name=5H
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|5H}}
+
{{#lst:{{PAGENAME}}/Data|5H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
* Important points go here.
+
* Leads to rejump combos with Smash or without in the corner.
}}
+
* Advances forwards.
 +
This move is used in Vegeta's optimal combos, but not much else. Once again, combo and blockstring filler.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5S</font> ======
+
======<font style="visibility:hidden;font-size:0">5S</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_5S.png |caption=The Vegeta Classic: lots of blasts in short order
 
 
|name=5S
 
|name=5S
 +
|image=DBFZ_SSVegeta_5S.png |caption=pew pew pew
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|5S}}
+
{{#lst:{{PAGENAME}}/Data|5S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Can be repeated up to eight times.
 
* Can be repeated up to eight times.
 
* Frame advantage calculated on point blank hit.
 
* Frame advantage calculated on point blank hit.
 
* Becomes +3 on block if you use all 8 shots.
 
* Becomes +3 on block if you use all 8 shots.
}}
+
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 -4 like 5LL, you can attempt pressure resets with this move, but your options afterwards are far more limited.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2L</font> ======
+
======<font style="visibility:hidden;font-size:0">2L</font>======
 
{{MoveData
 
{{MoveData
 +
|name=2L
 
|image=DBFZ_SSVegeta_2L.png |caption="hope you didn't press something"
 
|image=DBFZ_SSVegeta_2L.png |caption="hope you didn't press something"
|name=2L
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|2L}}
+
{{#lst:{{PAGENAME}}/Data|2L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
* Important points go here.
+
* 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.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2M</font> ======
+
======<font style="visibility:hidden;font-size:0">2M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=2M
 
|image=DBFZ_SSVegeta_2M.png |caption= BOI
 
|image=DBFZ_SSVegeta_2M.png |caption= BOI
|name=2M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|2M}}
+
{{#lst:{{PAGENAME}}/Data|2M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
* Important points go here.
+
* 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.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2H</font> ======
+
======<font style="visibility:hidden;font-size:0">2H</font>======
 
{{MoveData
 
{{MoveData
 +
|name=2H
 
|image=DBFZ_SSVegeta_2H.png |caption=IMMA KICK 'EM
 
|image=DBFZ_SSVegeta_2H.png |caption=IMMA KICK 'EM
|name=2H
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|2H}}
+
{{#lst:{{PAGENAME}}/Data|2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
* Recovery can be cancelled into j.2L.
+
* Recovery can be cancelled into j.2L, but not j.S.
}}
+
You won't be seeing this move as often as you will see 214L, but it's still very important to Vegeta. On the ground it converts meterlessly so it's preferred over 214L to smack someone out of the air, but it won't always work in a pinch like 214L.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">6M</font> ======
+
======<font style="visibility:hidden;font-size:0">6M</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_6M.png |caption= The people's elbow of all Saiyans
 
 
|name=6M
 
|name=6M
 +
|image=DBFZ_SSVegeta_6M.png |caption=The people's elbow of all Saiyans
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|6M}}
+
{{#lst:{{PAGENAME}}/Data|6M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Universal overhead.
 
* 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.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.L</font> ======
+
======<font style="visibility:hidden;font-size:0">j.L</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_jL.png |caption=Hope you like INSTANT OVERHEADS
 
 
|name=j.L
 
|name=j.L
 +
|image=DBFZ_SSVegeta_jL.png |caption=
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.L}}
+
{{#lst:{{PAGENAME}}/Data|j.L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
* Important points go here.
+
* Most commonly used as a second overhead.
}}
+
* Can whiff after a max-range j.M.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.M</font> ======
+
======<font style="visibility:hidden;font-size:0">j.M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.M
 
|image=DBFZ_SSVegeta_jM.png |caption=
 
|image=DBFZ_SSVegeta_jM.png |caption=
|name=j.M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.M}}
+
{{#lst:{{PAGENAME}}/Data|j.M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Good air to air normal.
 
* Good air to air normal.
 
* Good air to ground normal when well spaced.
 
* Good air to ground normal when well spaced.
}}
+
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.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.H</font> ======
+
======<font style="visibility:hidden;font-size:0">j.H</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_jH.png |caption= The OTHER people's elbow of all Saiyans
 
 
|name=j.H
 
|name=j.H
 +
|image=DBFZ_SSVegeta_jH.png |caption=The OTHER people's elbow of all Saiyans
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.H}}
+
{{#lst:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
* [] is on Smash hit.
 
 
* Hitbox shrinks on fourth active frame.
 
* Hitbox shrinks on 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.  
 
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.  
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.S</font> ======
+
======<font style="visibility:hidden;font-size:0">j.S</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_jS.png |caption= "We're getting to it"
 
 
|name=j.S
 
|name=j.S
 +
|image=DBFZ_SSVegeta_jS.png |caption=Neutral in a button
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.S}}
+
{{#lst:{{PAGENAME}}/Data|j.S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Can be repeated up to five times.
 
* Can be repeated up to five times.
 
* Great offensive angle for zoning
 
* Great offensive angle for zoning
 
* Can be canceled into j.214L if it hits an opponent (even if it's superdashed through), making it even more effective for zoning
 
* Can be canceled into j.214L if it hits an opponent (even if it's superdashed through), making it even more effective for zoning
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.2H</font> ======
+
======<font style="visibility:hidden;font-size:0">j.2H</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.2H
 
|image=DBFZ_SSVegeta_j2H.png |caption=PLUS 3
 
|image=DBFZ_SSVegeta_j2H.png |caption=PLUS 3
|name=j.2H
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.2H}}
+
{{#lst:{{PAGENAME}}/Data|j.2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Long horizontal reach.
 
* Long horizontal reach.
}}
+
* Hits mid.
 +
* Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L.
 
}}
 
}}
 +
}}<nowiki/>
  
==Specials==
+
==Special Moves==
 
+
======<font style="visibility:hidden;font-size:0">Interceptor Kick</font>======
====== <font style="visibility:hidden" size="0">Interceptor Kick</font> ======
 
 
{{MoveData
 
{{MoveData
 +
|name=Interceptor Kick
 +
|input=j.2L
 
|image=DBFZ_SSVegeta_InterceptorKick.png |caption=that's a funny way to spell "FALCON KICK"
 
|image=DBFZ_SSVegeta_InterceptorKick.png |caption=that's a funny way to spell "FALCON KICK"
|input=j.2L
 
|name=Interceptor Kick
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|j.2L}}
+
{{#lst:{{PAGENAME}}/Data|j.2L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Good for baiting anti-air attempts.  
 
* Good for baiting anti-air attempts.  
 
* Groundbounces grounded opponents.
 
* Groundbounces grounded opponents.
 +
* Useful for assist combos as it sends you and the opponent downwards without using SKD.
 
A divekick that has Vegeta do a downward kick at a 45 degree angle. It's good for stalling your falling momentum to make an opponent mistime their anti-air and punish it. It can also be good just to make your movement less predictable.
 
A divekick that has Vegeta do a downward kick at a 45 degree angle. It's good for stalling your falling momentum to make an opponent mistime their anti-air and punish it. It can also be good just to make your movement less predictable.
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Super Dash Kick</font> ======
+
======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_SuperDashKick.png |caption= ''"Vegeta '''YES'''!"''
+
|name=Super Dash Kick
 
|input=236L/M/H (Air OK)
 
|input=236L/M/H (Air OK)
|name=Super Dash Kick
+
|image=DBFZ_SSVegeta_SuperDashKick.png |caption=''"Vegeta '''YES'''!"''
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=L}}
+
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/SS Vegeta/Data|236L}}
+
{{#lst:{{PAGENAME}}/Data|236L}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=j.L}}
+
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236L}}
+
{{#lst:{{PAGENAME}}/Data|j.236L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Bounces off the opponent on hit or block.
 
* Bounces off the opponent on hit or block.
 
* Can cancel recovery into an air option such as double jump or air dash. Covered with an assist and this can be an efficient mixup tool in the corner.
 
* Can cancel recovery into an air option such as double jump or air dash. Covered with an assist and this can be an efficient mixup tool in the corner.
}}
+
}}
{{!}}-
+
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=M}}
+
{{#lst:{{PAGENAME}}/Data|236M}}
{{#lsth:DBFZ/SS Vegeta/Data|236M}}
 
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=j.M}}
+
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236M}}
+
{{#lst:{{PAGENAME}}/Data|j.236M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Wall bounces in the corner.
 
* Wall bounces in the corner.
 
* Combo extender.
 
* Combo extender.
 
* First hit scales the next two
 
* 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.  
 
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.  
}}
+
}}
 +
{{AttackVersion|name=Ground H}}
 +
{{#lst:{{PAGENAME}}/Data|236H}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=H}}
+
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SS Vegeta/Data|236H}}
+
{{#lst:{{PAGENAME}}/Data|j.236H}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=j.H}}
+
{{Description|9|text=
{{#lsth:DBFZ/SS Vegeta/Data|j.236H}}
 
{{!}}-
 
{{Description|8|text=
 
 
* Passes through the opponent.
 
* Passes through the opponent.
 
* Launches the opponent directly upward in a tailspin.
 
* Launches the opponent directly upward in a tailspin.
 
* Hold or tap 2 (down) on hit for hit stop to combo easier.
 
* 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 launc 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
+
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
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Crushing Knee Kick</font> ======
+
======<font style="visibility:hidden;font-size:0">Crushing Knee Kick</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption= VORUCANIKU VAIPAH!
+
|name=Crushing Knee Kick
 
|input=214L/M/H (Air OK)
 
|input=214L/M/H (Air OK)
|name=Crushing Knee Kick
+
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption=VORUCANIKU VAIPAH!
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=L}}
+
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/SS Vegeta/Data|214L}}
+
{{#lst:{{PAGENAME}}/Data|214L}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=j.L}}
+
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SS Vegeta/Data|j.214L}}
+
{{#lst:{{PAGENAME}}/Data|j.214L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Invulnerable to head property attacks only from the 1st frame.
 
* Invulnerable to head property attacks only from the 1st frame.
 
* Uniquely, the air version is invincible against air attacks.  
 
* Uniquely, the air version is invincible against air attacks.  
 
One hit, does a single rising knee kick.
 
One hit, does a single rising knee kick.
}}
+
}}
{{!}}-
+
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=M}}
+
{{#lst:{{PAGENAME}}/Data|214M}}
{{#lsth:DBFZ/SS Vegeta/Data|214M}}
 
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=j.M}}
+
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SS Vegeta/Data|j.214M}}
+
{{#lst:{{PAGENAME}}/Data|j.214M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Invulnerable frames 1-18.
 
* 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.
 
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.
 
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.
}}
+
}}
 +
{{AttackVersion|name=Ground H}}
 +
{{#lst:{{PAGENAME}}/Data|214H}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=H}}
+
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SS Vegeta/Data|214H}}
+
{{#lst:{{PAGENAME}}/Data|j.214H}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=j.H}}
+
{{Description|9|text=
{{#lsth:DBFZ/SS Vegeta/Data|j.214H}}
 
{{!}}-
 
{{Description|8|text=
 
 
* Invulnerable frames 1-11.
 
* 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.
+
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.
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Consecutive Energy Blast</font> ======
+
======<font style="visibility:hidden;font-size:0">Consecutive Energy Blast</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Consecutive Energy Blast
 +
|input=236S (Air OK)
 
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlast.png |caption=''"Don't you '''dare''' disappoint Vegeta!"''
 
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlast.png |caption=''"Don't you '''dare''' disappoint Vegeta!"''
 
|image2=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png|caption2='''''"I'LL STOP WHEN YOU'RE REDUCED TO ASHES!"'''''
 
|image2=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png|caption2='''''"I'LL STOP WHEN YOU'RE REDUCED TO ASHES!"'''''
|input=236S (Air OK)
 
|name=Consecutive Energy Blast
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Vegeta/Data|236S}}
+
{{#lst:{{PAGENAME}}/Data|236S}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Combos from 5S ki blasts at close range.
 
* Combos from 5S ki blasts at close range.
 
* Punishable on block at close range.
 
* Punishable on block at close range.
 
* Can be super dashed through so be careful.
 
* 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.  
 
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.  
}}
+
}}
{{!}}-
 
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236S}}
+
{{#lst:{{PAGENAME}}/Data|j.236S}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Can be super dashed through so be careful.
 
* Can be super dashed through so be careful.
 
* Can push buttons when falling down afterwards.
 
* Can push buttons when falling down 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.
 
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.
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
==Assist==
+
==Z Assists==
 +
======<font style="visibility:hidden;font-size:0">Assist A</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption= You thought the combo was over?
 
|input=A1/A2
 
 
|name=Consecutive Energy Blast
 
|name=Consecutive Energy Blast
 +
|input=Assist A
 +
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption=You thought the <s>combo</s> ''neutral'' was <s>over</s> ''yours''?
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/SS Vegeta/Data|A1/A2}}
+
{{#lst:{{PAGENAME}}/Data|Assist A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Good for hindering an opponent's approach in neutral.
 
* Good for hindering an opponent's approach in neutral.
 
* One of the best assist to extend combos.
 
* One of the best assist to extend combos.
 
* Can be super-dashed through and reflected ''even on block.''
 
* 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 at lockdown but extremely easy to convert into a combo.  
+
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.
 +
}}
 +
}}<nowiki/>
  
During combos, you can take advantage of the long hitstun to extend your combo by knocking an opponent into it and picking them up afterwards.
+
======<font style="visibility:hidden;font-size:0">Assist B</font>======
}}
+
{{MoveData
 +
|name=Super Dash Kick
 +
|input=Assist B
 +
|image=DBFZ_SSVegeta_SuperDashKick.png |caption=The DBFZ Classic
 +
|data=
 +
{{AttackDataHeader-DBFZ}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|Assist B}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Bounces off the opponent on hit/block like the point version.
 
}}
 
}}
 +
}}<nowiki/>
  
==Supers==
+
======<font style="visibility:hidden;font-size:0">Assist C</font>======
 +
{{MoveData
 +
|name=Crushing Knee Kick
 +
|input=Assist C
 +
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption=KNEE
 +
|data=
 +
{{AttackDataHeader-DBFZ}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|Assist C}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Invincible(!), can plow through level 3s.
 +
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.
 +
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Big Bang Attack</font> ======
+
==Super Moves==
 +
======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_BigBangAttack.png |caption='''''KABOOM'''''
+
|name=Big Bang Attack
 
|input=236L+M or 236H+S (Air OK)
 
|input=236L+M or 236H+S (Air OK)
|name=Big Bang Attack
+
|image=DBFZ_SSVegeta_BigBangAttack.png |caption='''''K A B O O M'''''
|data=
+
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Vegeta/Data|236HS}}
+
{{#lst:{{PAGENAME}}/Data|236LM}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236HS}}
+
{{#lst:{{PAGENAME}}/Data|j.236LM}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
* Minimum Damage: 814
 
 
* Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs.
 
* 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!
 
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!
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Final Flash</font> ======
+
======<font style="visibility:hidden;font-size:0">Final Flash</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Final Flash
 +
|input=214L+M or 214H+S (Air OK)
 
|image=DBFZ_SSVegeta_FinalFlash.png |caption= '''''"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"'''''
 
|image=DBFZ_SSVegeta_FinalFlash.png |caption= '''''"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"'''''
|image2=DBFZ_SSVegeta_FinalFlash2.png |caption2= '''''"FINAL-"''''' <br> '''ATTENTION''' <br> Connection has been lost.
+
|image2=DBFZ_SSVegeta_FinalFlash2.png |caption2='''ATTENTION'''<br>Connection has been lost.
|input=214L+M or 214H+S (Air OK)
+
|data=
|name=Final Flash
 
|data=
 
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Vegeta/Data|214HS}}
+
{{#lst:{{PAGENAME}}/Data|214LM}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Vegeta/Data|j.214HS}}
+
{{#lst:{{PAGENAME}}/Data|j.214LM}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Minimum damage: 83*20 (1660)
 
* Minimum damage: 83*20 (1660)
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'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.
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
==Navigation==
 
==Navigation==
{{#lsth:DBFZ/SS Vegeta/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/SS Vegeta/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
+
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-DBFZ}}
 
{{Navbar-DBFZ}}
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Vegeta]]
 
[[Category:Vegeta]]

Latest revision as of 00:13, 4 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Vegeta (Super Saiyan)
DBFZ SS Vegeta Portrait.png
Play-style Balanced, Footsies, Rushdown
Team Role Anchor

Overview[edit]


DBFZ SS Vegeta Icon.png SS Vegeta
"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[edit]

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 character, allowing him to adapt to nearly every situation.
  • Relatively Safe Zoning: Ki blasts 5S and j.S enforce zoning, as they can be cancelled 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: Many moves are fast and safe on block, allowing for stagger pressure and resets.
  • 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]
5L
DBFZ SSVegeta 5L.png
DBFZ SSVegeta 5LL.png
The people's elbow of all saiyans, mk. 0
DBFZ SSVegeta 5LLL.png
The gut punch to end all gut punches
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 All - 6 3 12 -3 -
  • 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 700 All - 10 4 14 -2 -
  • Advances Vegeta forwards.
  • Vegeta's best combo starter.
  • -4 on block, good for stagger pressure.

Blockstring, stagger, and combo tool like most other 5LL's in the game.

5LLL 700 / 1000 All U3+ 12 3 21 -5 -
  • 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.

5M[edit]
5M
DBFZ SSVegeta 5M.png
The real power creep is this being Base Vegeta's 5H
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 9 6 16 -6 -
  • Hitbox shrinks on fourth active frame.

Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs.

5H[edit]
5H
DBFZ SSVegeta 5H.png
Only use this if you're Fenritti
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1 14 6 18 -8 -
  • Leads to rejump combos with Smash or without in the corner.
  • Advances forwards.

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

5S[edit]
5S
DBFZ SSVegeta 5S.png
pew pew pew
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
250*8 All - 13 [1(9)] *8 24 -4 [+3] -
  • Can be repeated up to eight times.
  • Frame advantage calculated on point blank hit.
  • Becomes +3 on block if you use all 8 shots.

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 -4 like 5LL, you can attempt pressure resets with this move, but your options afterwards are far more limited.

2L[edit]
2L
DBFZ SSVegeta 2L.png
"hope you didn't press something"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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[edit]
2M
DBFZ SSVegeta 2M.png
BOI
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 10 4 18 -6 -
  • 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.

2H[edit]
2H
DBFZ SSVegeta 2H.png
IMMA KICK 'EM
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1+ 13 3 30 -17 -
  • Recovery can be cancelled into j.2L, but not j.S.

You won't be seeing this move as often as you will see 214L, but it's still very important to Vegeta. On the ground it converts meterlessly so it's preferred over 214L to smack someone out of the air, but it won't always work in a pinch like 214L.

6M[edit]
6M
DBFZ SSVegeta 6M.png
The people's elbow of all Saiyans
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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[edit]
j.L
DBFZ SSVegeta jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 High - 6 3 13 -4 -
  • Most commonly used as a second overhead.
  • Can whiff after a max-range j.M.

j.M[edit]
j.M
DBFZ SSVegeta jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 10 4 14 0 -
  • Good air to air normal.
  • Good air to ground normal when well spaced.

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[edit]
j.H
DBFZ SSVegeta jH.png
The OTHER people's elbow of all Saiyans
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 High D1+ 13 6 22 -12 -
  • Hitbox shrinks on 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[edit]
j.S
DBFZ SSVegeta jS.png
Neutral in a button
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
250*5 All - 12 [1(9)] *5 23 -3 -
  • Can be repeated up to five times.
  • Great offensive angle for zoning
  • Can be canceled into j.214L if it hits an opponent (even if it's superdashed through), making it even more effective for zoning

j.2H[edit]
j.2H
DBFZ SSVegeta j2H.png
PLUS 3
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1+ 12 3 12 +3 -
  • Long horizontal reach.
  • Hits mid.
  • Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L.

Special Moves[edit]

Interceptor Kick[edit]
Interceptor Kick
j.2L
DBFZ SSVegeta InterceptorKick.png
that's a funny way to spell "FALCON KICK"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900 All - 17 Until Landing 13 0* -
  • Good for baiting anti-air attempts.
  • Groundbounces grounded opponents.
  • Useful for assist combos as it sends you and the opponent downwards without using SKD.

A divekick that has Vegeta do a downward kick at a 45 degree angle. It's good for stalling your falling momentum to make an opponent mistime their anti-air and punish it. It can also be good just to make your movement less predictable.

Super Dash Kick[edit]
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSVegeta SuperDashKick.png
"Vegeta YES!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground L 900 All - 11 6 26 -4 -
Air L 900 All - 10 6 26 -5 -
  • Bounces off the opponent on hit or block.
  • Can cancel recovery into an air option such as double jump or air dash. Covered with an assist and this can be an efficient mixup tool in the corner.
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 -
  • 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.

Ground H 1000 All U1+ 11 12 23 -19 to -8 -
Air H 1000 All U1+ 10 12 15 -11 to 0 -
  • 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

Crushing Knee Kick[edit]
Crushing Knee Kick
214L/M/H (Air OK)
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility 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-
  • 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.

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
  • 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.

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
  • 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]
Consecutive Energy Blast
236S (Air OK)
DBFZ SSVegeta ConsecutiveEnergyBlast.png
"Don't you dare disappoint Vegeta!"
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
"I'LL STOP WHEN YOU'RE REDUCED TO ASHES!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 100*16 All - 18 1(5)*15, 1 26 -4 -
  • Combos from 5S ki blasts at close range.
  • Punishable on block 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.

Air 100*16 All - 16 1(5), 1(4)1(5)*7, 1 21 +1 -
  • Can be super dashed through so be careful.
  • Can push buttons when falling down 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.

Z Assists[edit]

Assist A[edit]
Consecutive Energy Blast
Assist A
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
You thought the combo neutral was over yours?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
130*8 All - 38 [1(4)]*8 69 +53 -
  • Good for hindering an opponent's approach in neutral.
  • One of the best assist 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.

Assist B[edit]
Super Dash Kick
Assist B
DBFZ SSVegeta SuperDashKick.png
The DBFZ Classic
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - 26 - - +31 -
  • Bounces off the opponent on hit/block like the point version.

Assist C[edit]
Crushing Knee Kick
Assist C
DBFZ SSVegeta CrushingKneeKick.png
KNEE
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - - - - -
  • Invincible(!), can plow through level 3s.

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.

Super Moves[edit]

Big Bang Attack[edit]
Big Bang Attack
236L+M or 236H+S (Air OK)
DBFZ SSVegeta BigBangAttack.png
K A B O O M
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility 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
  • 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]
Final Flash
214L+M or 214H+S (Air OK)
DBFZ SSVegeta FinalFlash.png
"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"
DBFZ SSVegeta FinalFlash2.png
ATTENTION
Connection has been lost.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 220*20 All UDV 14+3 85 50 -34 1-28 All
Air 220*20 All UDV 14+3 85 Until Landing - 1-28 All
  • Minimum damage: 83*20 (1660)

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.

Navigation[edit]


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System Explanations

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