Difference between revisions of "DBFZ/SS Vegeta"

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m (Strengths/Weaknesses)
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;Play-style
 
;Play-style
 
:Balanced, Rushdown
 
:Balanced, Rushdown
 +
;Team Role
 +
:Anchor
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
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|- style="vertical-align:top;text-alighn:left"
 
|- style="vertical-align:top;text-alighn:left"
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* Well-balanced character, allowing him to perform well in nearly any situation.
+
* Well-rounded character, allowing him to adapt to nearly every situation.
* The best assist in the game for combo extension.
+
* Incredible space control with his j.S and 236H, both of which cover full-screen and are safe on block.
* One of the few characters with a meterless reversal.
+
* Exceptional support value with his assist, which is among the best for neutral control and combo extension.
* Supers are very easy to combo into.
+
* Useful buttons that are fast and safe on block, making him excellent at stagger pressure and resets.
 +
* Versatile supers that deal considerable damage and are 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.).
 
* 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.
+
* One of the few characters with a meterless reversal. Can be used to challenge opponents.
* Always keeps his Saiyan Pride.
 
* HE IS NUMBER ONE
 
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* Most normals have very short range.
+
* Poor footsies game due to having short range. He has to utilize high committal options to approach opponents.
* All special button options can be super-dashed through, giving him a weaker long-range game than most characters.
+
* Assist isn't great during blockstrings, as it can be reflected through.
* No special moves can true blockstring into vanish
+
* All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with 214L and j.214L.
* Will get you killed due to pride
 
 
|-
 
|-
 
|}
 
|}
 
{{#lst:DBFZ/SS Vegeta/Data|Links}}
 
{{#lst:DBFZ/SS Vegeta/Data|Links}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Normals==
 
==Normals==
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|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=''"I'm about to blow my load all over your insides. No homo."''
+
|image3=DBFZ_SSVegeta_5LLL.png |caption3=The gut punch to end all gut punches
 
|name=5L
 
|name=5L
 
|data=
 
|data=
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{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Important points go here.
+
* Fastest possible jab
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
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{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Important points go here.
+
* Advances Vegeta forwards
 +
* Vegeta's best combo starter
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
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{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Important points go here.
+
* Jails into vanish for some reason
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">5M</font> ======
 
====== <font style="visibility:hidden" size="0">5M</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_5M.png |caption=
+
|image=DBFZ_SSVegeta_5M.png |caption=The real power creep is this being Base Vegeta's 5H
 
|name=5M
 
|name=5M
 
|data=
 
|data=
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====== <font style="visibility:hidden" size="0">5H</font> ======
 
====== <font style="visibility:hidden" size="0">5H</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_5H.png |caption=
+
|image=DBFZ_SSVegeta_5H.png |caption=Only use this if you're Fenritti
 
|name=5H
 
|name=5H
 
|data=
 
|data=
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====== <font style="visibility:hidden" size="0">5S</font> ======
 
====== <font style="visibility:hidden" size="0">5S</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_5S.png |caption=
+
|image=DBFZ_SSVegeta_5S.png |caption=The Vegeta Classic: lots of blasts in short order
 
|name=5S
 
|name=5S
 
|data=
 
|data=
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Important points go here.
+
* Vegeta's primary mixup tool
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Important points go here.
+
* Barely too fast to make it a perfect 50/50 with j.L
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Recovery can be cancelled into j.2L.
+
* Recovery can be cancelled into j.2L, but not j.S
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">j.L</font> ======
 
====== <font style="visibility:hidden" size="0">j.L</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_jL.png |caption=
+
|image=DBFZ_SSVegeta_jL.png |caption=Hope you like INSTANT OVERHEADS
 
|name=j.L
 
|name=j.L
 
|data=
 
|data=
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Important points go here.
+
* Can be used for fuzzy guard setups
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|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.  
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====== <font style="visibility:hidden" size="0">j.S</font> ======
 
====== <font style="visibility:hidden" size="0">j.S</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_jS.png |caption= "We're getting to it"
+
|image=DBFZ_SSVegeta_jS.png |caption= Neutral in a button
 
|name=j.S
 
|name=j.S
 
|data=
 
|data=
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====== <font style="visibility:hidden" size="0">j.2H</font> ======
 
====== <font style="visibility:hidden" size="0">j.2H</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_j2H.png |caption=
+
|image=DBFZ_SSVegeta_j2H.png |caption=PLUS 3
 
|name=j.2H
 
|name=j.2H
 
|data=
 
|data=
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{{Description|7|text=
 
{{Description|7|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.
 
  }}
 
  }}
 
}}
 
}}
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* Wall bounces in the corner.
 
* Wall bounces in the corner.
 
* Combo extender.
 
* Combo extender.
* Each hit adds scaling to the combo
+
* 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.  
 
  }}
 
  }}
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* Passes through the opponent.
 
* Passes through the opponent.
 
* Launches the opponent directly upward in a tailspin.
 
* Launches the opponent directly upward in a tailspin.
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
 
 
* 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 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
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">Crushing Knee Kick</font> ======
 
====== <font style="visibility:hidden" size="0">Crushing Knee Kick</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption=VOLCANIC VIPER!
+
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption= VORUCANIKU VAIPAH!
 
|input=214L/M/H (Air OK)
 
|input=214L/M/H (Air OK)
 
|name=Crushing Knee Kick
 
|name=Crushing Knee Kick
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==Assist==
 
==Assist==
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption= You thought the combo was over?
+
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption= You thought the <s>combo</s> ''neutral'' was <s>over</s> ''yours''?
 
|input=A1/A2
 
|input=A1/A2
 
|name=Consecutive Energy Blast
 
|name=Consecutive Energy Blast
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==Supers==
 
==Supers==
 
 
====== <font style="visibility:hidden" size="0">Big Bang Attack</font> ======
 
====== <font style="visibility:hidden" size="0">Big Bang Attack</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_SSVegeta_BigBangAttack.png |caption= '''''"THAT'S IT, KILLING YA BOTH!"'''''
+
|image=DBFZ_SSVegeta_BigBangAttack.png |caption='''''K A B O O M'''''
 
|input=236L+M or 236H+S (Air OK)
 
|input=236L+M or 236H+S (Air OK)
 
|name=Big Bang Attack
 
|name=Big Bang Attack
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Vegeta/Data|236HS}}
+
{{#lsth:DBFZ/SS Vegeta/Data|236LM}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Vegeta/Data|j.236HS}}
+
{{#lsth:DBFZ/SS Vegeta/Data|j.236LM}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|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!
}}
+
}}
 
}}
 
}}
  
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{{MoveData
 
{{MoveData
 
|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='''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)
 
|input=214L+M or 214H+S (Air OK)
 
|name=Final Flash
 
|name=Final Flash
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Vegeta/Data|214HS}}
+
{{#lsth:DBFZ/SS Vegeta/Data|214LM}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Vegeta/Data|j.214HS}}
+
{{#lsth:DBFZ/SS Vegeta/Data|j.214LM}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|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. When used on an opponent that it won't kill, be sure to use this close to the ground, as landing it too high into the air will allow the opponent to recover in midair, but depending on the direction that is teched in the air you can actually catch them off guard with a Dragon Rush.
+
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.
 
  }}
 
  }}
 
}}
 
}}

Revision as of 10:35, 24 October 2019

Vegeta (Super Saiyan)
DBFZ SS Vegeta Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Rushdown
Team Role
Anchor

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.

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.

Strengths/Weaknesses

Strengths Weaknesses
  • Well-rounded character, allowing him to adapt to nearly every situation.
  • Incredible space control with his j.S and 236H, both of which cover full-screen and are safe on block.
  • Exceptional support value with his assist, which is among the best for neutral control and combo extension.
  • Useful buttons that are fast and safe on block, making him excellent at stagger pressure and resets.
  • Versatile supers that deal considerable damage and are 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.).
  • One of the few characters with a meterless reversal. Can be used to challenge opponents.
  • Poor footsies game due to having short range. He has to utilize high committal options to approach opponents.
  • Assist isn't great during blockstrings, as it can be reflected through.
  • All of his long-range tools can be superdashed through. Because of this, he is heavily reliant on reacting to superdash with 214L and j.214L.



Normals

5L
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. 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
  • Fastest possible jab
5LL
  • Advances Vegeta forwards
  • Vegeta's best combo starter
5LLL
  • Jails into vanish for some reason
5M
5M
DBFZ SSVegeta 5M.png
The real power creep is this being Base Vegeta's 5H
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.
  • Hitbox shrinks on fourth active frame.
5H
5H
DBFZ SSVegeta 5H.png
Only use this if you're Fenritti
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.
  • Important points go here.
5S
5S
DBFZ SSVegeta 5S.png
The Vegeta Classic: lots of blasts in short order
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.
  • Can be repeated up to eight times.
  • Frame advantage calculated on point blank hit.
  • Becomes +3 on block if you use all 8 shots.
2L
2L
DBFZ SSVegeta 2L.png
"hope you didn't press something"
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.
  • Vegeta's primary mixup tool
2M
2M
DBFZ SSVegeta 2M.png
BOI
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.
  • Barely too fast to make it a perfect 50/50 with j.L
2H
2H
DBFZ SSVegeta 2H.png
IMMA KICK 'EM
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.
  • Recovery can be cancelled into j.2L, but not j.S
6M
6M
DBFZ SSVegeta 6M.png
The people's elbow of all Saiyans
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.
  • Universal overhead.
j.L
j.L
DBFZ SSVegeta jL.png
Hope you like INSTANT OVERHEADS
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.
  • Can be used for fuzzy guard setups
j.M
j.M
DBFZ SSVegeta jM.png
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.
  • Good air to air normal.
  • Good air to ground normal when well spaced.
j.H
j.H
DBFZ SSVegeta jH.png
The OTHER people's elbow of all Saiyans
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.
  • 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
j.S
DBFZ SSVegeta jS.png
Neutral in a button
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.
  • 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
j.2H
DBFZ SSVegeta j2H.png
PLUS 3
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.
  • Long horizontal reach.
  • Hits mid.
  • Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L.

Specials

Interceptor Kick
Interceptor Kick
j.2L
DBFZ SSVegeta InterceptorKick.png
that's a funny way to spell "FALCON KICK"
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.
  • Good for baiting anti-air attempts.
  • Groundbounces grounded opponents.

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
Super Dash Kick
236L/M/H (Air OK)
DBFZ SSVegeta SuperDashKick.png
"Vegeta YES!"
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.
L
j.L
  • 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.
M
j.M
  • 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.

H
j.H
  • 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
Crushing Knee Kick
214L/M/H (Air OK)
DBFZ SSVegeta CrushingKneeKick.png
VORUCANIKU VAIPAH!
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.
L
j.L
  • 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.

M
j.M
  • 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.

H
j.H
  • 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.

Consecutive Energy Blast
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. 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
  • 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
  • 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.

Assist

Consecutive Energy Blast
A1/A2
DBFZ SSVegeta ConsecutiveEnergyBlastAir.png
You thought the combo neutral was over yours?
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.
  • 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 at lockdown but extremely easy to convert into a combo.

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.

Supers

Big Bang Attack
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. 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
Air
  • 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
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. 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
Air
  • 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.

Navigation


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