* 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.
* Buttons are generally on the faster side.
* Useful buttons that are fast and safe on block, making him excellent at stagger pressure and resets.
* Supers are very easy to combo into.
* 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.
* Best tsundere in the show
* Sol Badguy's spiritual successor for ASW games.
* Bulma.
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* 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.
* Zoning is reliant on reactions with 214L to catch superdash
* You will DP and you will get punished. You can't be right all the time, Sol.
* Worst hairline in the game
* His pride
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Revision as of 10:35, 24 October 2019
Vegeta (Super Saiyan)
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.
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 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.
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
236MM Super Dash Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
300×2, 500
All
11
4(10)4(11)8
17
-5
B2×2, B3
-
U1+
-
8×3
-
15
-
-
Three very different moves, but all very useful
j.M
j.236MAir M Super Dash Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
300×2, 500
All
11
4(10)4(11)8
27
-
H2×2, H3
-
U1+
-
8×3
-
15
-
-
Three very different moves, but all very useful
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
236HH Super Dash Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
11
12
23
-19
B3
-
U1+
-
-100
-
15
-
-
Three very different moves, but all very useful
j.H
j.236HAir H Super Dash Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
10
12
15
-
H3
-
U1+
-
-100
-
15
-
-
Three very different moves, but all very useful
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
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
214MM Crushing Knee Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
800,300
All
16
12
30
-30
B3
Full 1-19
D1
-
10 / 10×2
-
13
-
-
VORUCANIKU VAIPAH!
j.M
j.214MAir M Crushing Knee Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
800,300
All
12
12
33
-
H3
Full 1-15
D1
-
10 / 10×2
-
13
-
-
VORUCANIKU VAIPAH!
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
214HH Crushing Knee Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
800,100×5,300
All
9
22
37
-47
B3
Full 1-11
D1
-
-100
-
13
-
-
VORUCANIKU VAIPAH!
j.H
j.214HAir H Crushing Knee Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
800,100×5,300
All
9
12
27
-
H3
Full 1-11
D1
-
-100
-
13
-
-
VORUCANIKU VAIPAH!
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.
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
j.236SAir Consecutive Energy Blastspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
100×16
All
9
1(5), [1(4)1(5)]×7, 1
21
-
P1
-
-
-
2×16
-
22
-
-
"That's Vegeta's technique!"
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.
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.
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!
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.
To edit frame data, edit values in DBFZ/SS Vegeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.