DBFZ/Vegeta

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Vegeta
DBFZ Vegeta Portrait.png
Play-style Rushdown, Mix-up
Team Role Point

Overview[edit]


"Be proud. You have the esteemed privilege of fighting a super-elite."
Lore:Regal, egotistical, and full of pride, Vegeta IV is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek. While he perished in his fight against the tyrant, he gave his dying wish to Goku to avenge the Saiyan race. He would later be revived along with all those who died to Frieza, and would begrudgingly settle down back on Earth.

Playstyle[edit]

Playstyle
DBFZ Vegeta Icon.png Vegeta is a strong, relentless character who uses tricky mix-ups and swift movement to create a vortex that opens up his victims.
Pros Cons
  • Superb Neutral: Fantastic ki blasts and great movement with moves such as 236H make up very strong neutral.
  • Fantastic Pressure: Numerous staggers plus frame traps, making pressure resets simple.
  • Mix-ups: 236L, Deadly Knee Drop, and Energy Cutter all put Vegeta airborne on block, enabling very good high/low alongside assists.
  • High Solo Damage: Ki blast loops using j.S unlocks elite damage, and 214S also buffs Vegeta's Supers.
  • Easy-bake Safejumps Using 2S/j.2S after a j.214M/H knockdown enables safejumps anywhere on the screen.
  • The Vortex Character: The pros in tandem with good assists enable Vegeta to put people in a powerful vortex.
  • Needy with Assists: Assists with sufficient blockstun are required to make his mix-up game properly work.
  • Comprehending Mix-ups: Very dexterous, high-APM character, and the player should understand how Vegeta's mix-up options are performed to maximize him.

Normal Moves[edit]

5L[edit]
5L
DBFZ Vegeta 5L.png
DBFZ Vegeta 5LL.png
DBFZ Vegeta 5LLL.png
Heh, what dirty fireworks..
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 11 -2 -
  • Good Stagger.
5LL 700 All - 11 3 18 -5 -
  • Safe on Block.
5LLL 300, 700 All U3+ 11 2 18 -4 (airborne) -
  • Calling an assist allows you to get a safe mixup off of a blocked 5LLL. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.
  • It's now an anti-air like 2H. Cool, but not useful.
  • Combos directly into 214X.

5M[edit]
5M
DBFZ Vegeta 5M.png
Credit Card Swipe
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 3 18 -5 -
  • Important points go here.

5H[edit]
5H
DBFZ Vegeta 5H.png
The precursor to the Gran boot (Gran added the jumping)
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 6 18 -8 -
  • Decent range.

5S[edit]
5S
DBFZ Vegeta 5S.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.
300*1~8 All - 13 - 24 -3 -
  • Can be repeated up to 8 times.


2L[edit]
2L
DBFZ Vegeta 2L.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 All - 7 3 13 -4 -
  • Hits low, can be rapid fired twice like all other Vegetas.
  • A bit stubby, and may whiff if repeated unless at point-blank range, also like all other Vegetas.

2M[edit]
2M
DBFZ Vegeta 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 - 11 4 18 -6 -
  • Important points go here.

2H[edit]
2H
DBFZ Vegeta 2H.png
SHINE!
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 27 -14 4-15 Head
  • Important points go here.

2S[edit]
2S
DBFZ Vegeta 2S.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.
500 All - 12 - 24 -3~+20 -
  • Vegeta throws a Ki blast in an arc. You can make the arc shallow by doing 1S.
  • This can be used for oki after a slide knockdown

6M[edit]
6M
DBFZ Vegeta 6M.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.
850 High - 24 6 4+6L 0 -
  • Universal overhead.

j.L[edit]
j.L
DBFZ Vegeta 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 - - -
  • Important points go here.

j.M[edit]
j.M
DBFZ Vegeta jM.png
Aerial Credit Card Swipe
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 - 9 4 - - -
  • Very good air-to-air normal.

j.H[edit]
j.H
DBFZ Vegeta jH.png
"Get outta here"
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 4 - - -
  • [] is on Smash hit.

j.S[edit]
j.S
DBFZ Vegeta jS.png
New Vegeta loops, part of this complete combo
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.
300 All - 13 - X+7L - -
  • Similar to SSGSS Goku's j.S, but fired at a shallower angle. j.8S sends at a deeper angle, good at hitting people much closer to you and below you.
  • Does not stall you in the air.
  • Do after/during a backdash for faster recovery.
  • Good for keeping opponents in check thanks to it's fast recovery, but don't abuse it too much.
  • Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.

j.2H[edit]
j.2H
DBFZ Vegeta j2H.png
TAKE THIS
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 5 - - -
  • Vegeta is pushed forward a little when used.
  • So long as Vegeta is not touching the ground he can use this move again to stay hovered.
  • Father, may every soul hit by this move find their way to you. May all Base Vegeta players who use this move more than 5 times while airborne find their way to the deepest pits of hell. I pray that I will never cross paths with this button, lest I be clipped by its impure hitbox or its demonic range. May they find discomfort in all seating positions and may their buttons stick after 2 weeks of use. I offer this prayer to You. Amen.

j.2S[edit]
j.2S
DBFZ Vegeta j2S.png
The Safejump-o-Matic™
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.
500 All - 12 - X+5L - -
  • Like 2S but in the air.
  • Can aim with 1S.

Not great in terms of neutral, but it excels as an okizeme tool. Not many characters have something like this.

Special Moves[edit]

Super Dash Kick[edit]
Super Dash Kick
236L/M/H (Air OK)
DBFZ Vegeta SuperDashKick.png
Heavy Version
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 800 All - 11 6 15 -5 (airborne) -
Air L 800 All - 11 4 23 - -
  • Vegeta recovers in midair.
Ground M 900 All U1 15 9 21 -9 -
Air M 900 All U1 15 9 23 - -
  • Goes full-screen.
  • Causes a wallbounce.
  • Easy way to get a solo snap in the corner.
  • Crosses up on block, so with some assists you can iad back to get a crossup
Ground H 1300 All U1 29-36 9 22 -5 5~19-26 Full (while invisible)
Air H 1300 All U1 29-36 9 23 - 5~19-26 Full (while invisible)
  • Goes full-screen.
  • Vegeta teleports behind the opponent and hits them.
  • Causes a wallbounce.
  • Crosses up on block.

Extremely fast full-screen cross-up move that can be comboed off of with 236M, and further extended with assists or vanish. Very abusable because of the near-neglibile start-up, therefore unreactable and must anticipate to punish. Doesn't track that well on an aerial opponent.

Deadly Knee Drop[edit]
Deadly Knee Drop
214L/M/H (Air OK)
DBFZ Vegeta DeadlyKneeDrop.png
The Ancient Captain Falcon technique
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 920 All D1 26-33 Until Landing, 3 14 -4 -
Air L 920 All D1 26-33 Until Landing, 3 14 -4 -
  • Results in a sliding knockdown.

If the hitstun proration isn't too bad, this will combo from j.2H. Use this to end air combos if at all possible, as it brings you down with them. Doesn't allow for j.2S oki midscreen, but j.1S in the corner is a good way to keep pressure going.

Ground M 1000 All D1 29-33 Until Landing, 3 14 -4 -
Air M 1000 All D1 29-33 Until Landing, 3 14 -4 -
  • Causes a bounce sliding knockdown that can be picked up with an assist.
  • Has enough knockdown time for j.2S setups
  • On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.

Combos off of smash hit j.2H or 5LLL, so you'll end up seeing this move a lot in most of Vegeta's Ki Blast loops as an ender. Most of the time you'll use this to combo into 214S for the powered up supers, but it also allows a conversion if used in neutral. Keep in mind, you can get 2H'd out of this move.

Ground H 1200 All D1 26-33 Until Landing, 3 14 -4 -
Air H 1200 All D1 26-33 Until Landing, 3 14 -4 -
  • Speed of the L version with the knockdown of the M version.
  • Causes a bounce sliding knockdown that can be picked up with an assist.
  • On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.

Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H. If you can't get the M Knee Drop, this is what you'll go for.


  • All versions teleport to the opponent's location.
  • Default action on hit/block/whiff is to bounce backwards, bounce forwards by holding forwards.

A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it.

Energy Cutter[edit]
Energy Cutter
236S
DBFZ Vegeta EnergyCutter.png
"Oh no, the kid's a monkey! DESTRUCTO DISC!"
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.
1000 All - 22 - 23 -4 (airborne) -
  • Leaves Vegeta airborne once complete. Allows for a mixup with an assist.
  • Can be aimed with 8/2.

Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in its mixup utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown lets him get a mixup scenario, as you can airdash after the move is done, and this is amplified even further by his assists. He can also safejump off of this move, which makes it even stronger. It's not his strongest mixup tool, but it sure is a good one.

I have no use for Saiyans that can't move[edit]
I have no use for Saiyans that can't move
214S
DBFZ Vegeta IHaveNoUse.png
You know, theres a certain sport I excel at..
DBFZ Vegeta IHaveNoUse2.png
COMPETITIVE BITCH TOSS!
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.
0 High U1 16 3 15 - -
  • Vegeta grabs his opponent and tosses them into the air straight above him.
  • This skill works like a command grab and cannot be blocked.
  • If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.
  • Works on sliding knockdown state opponents.
  • Will not work on crouching or aerial opponents (only standing).
  • Uses his smash, so j.H gives sliding knockdown.
  • Use before level 3 super in the corner to maintain optimal positioning.

On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.

Z Assists[edit]

Assist A[edit]
Energy Cutter
Assist A
DBFZ Vegeta EnergyCutter.png
""There's no such thing as a dirty fight..."
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.
800 All - 26 - - +18 -
  • On hit, all the hits do one hit. On block, all 5 hits are done separately.

Very low blockstun, but still a pretty solid tool all around. Useful for catching people out of the air at longer ranges and dragging them back to the ground on block. It's also handy in combos as well.

Assist B[edit]
Super Dash Kick
Assist B
DBFZ Vegeta SuperDashKick.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.
- All - 26 - - +25 -
  • Travels about half-screen.
  • Launches outward on hit. Goes past opponent on block.

Not really worth using. Assist A covers anything that this assist does and does it better.

Assist C[edit]
Dirty Fireworks
Assist C
DBFZ Vegeta 5LLL.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.
- - - - - - - -
  • Teleports to the opponent's location.
  • If the uppercut connects on any active frame, it transitions to the explosion and knee drop.
  • Causes a bounce sliding knockdown on hit (however, if hitstun is too high, the kneedrop will not cause this)
  • Surprizingly good superdash deterrent.

Vegeta uppercuts the opponent, blows them up, and brings them back to the ground for their troubles. It's pretty good, especially considering Vegeta's role as a point character, so this isn't a terrible option. It can be a bit awkward to combo into due to the timing of it, but this is something that can be easily learned and dealt with. Using this depends on what you're looking for with your team, and there may be better C assist options. Still, it's good at what it does, and is easy to hit confirm out of should it connect.

Super Moves[edit]

Galick Gun[edit]
Galick Gun
236L+M or 236H+S (Air OK)
DBFZ Vegeta GalickGun.png
"This planet is history!"
DBFZ Vegeta GalickGun2.png
"You hear me, Kakarot?
You're FINISHED!"
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 280*10 [350*10] All - - - - - -
Air 280*10 All - - - - - -
  • Minimum damage: 78*10 [98*10].
  • Values in [ ] are when canceled from 214S.
  • Ground version automatically leaps up and tracks the opponent.
  • Air version only goes up a set distance, so it's not guaranteed to hit.

Overall, this is a good super. It deals good damage, and the slide knockdown allows for an IAD safejump if used after 214X. The boosted damage from 214S is simply an added bonus.

Galaxy Breaker[edit]
Galaxy Breaker
214L+M or 214H+S
DBFZ Vegeta GalaxyBreaker.png
DBFZ Vegeta GalaxyBreaker2.png
"Vegeta doesn't do enough damage." - ArcSys
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.
234*20 [260*20] All - - - - - -
  • Minimum damage: 86*20 [96*20].
  • +27 [+43] on hit, allowing for continued pressure.
  • Values in [ ] are when canceled from 214S.

On normal hit or DHC, this super allows for a guarenteed IAD safejump. There are other setups that are possible but that is the most reliable. When used after 214S, it's a different story. +43 allows for Superjump IAD mixups or j.2H mixups which can be nearly invisible. This alone lets Vegeta carry momentum like no other.

Navigation[edit]


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

HUDControlsFrame Data & System DataPatch Notes


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