|Overview||Combos||Strategy/Counter Strategy||Full Frame Data||Discord|
- 1 Overview
- 2 Normal Moves
- 3 Special Moves
- 4 Z Assists
- 5 Super Moves
- 6 Navigation
|"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.|
|Vegeta is a strong, relentless character who uses tricky mix-ups and swift movement to create a vortex that opens up his victims.|
Super Dash Kick
|Super Dash Kick
236L/M/H (Air OK)
Deadly Knee Drop
|Deadly Knee Drop
214L/M/H (Air OK)
|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||-|
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||-|
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||-|
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.
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.
I have no use for Saiyans that can't move
|I have no use for Saiyans that can't move
|Super Dash Kick
236L+M or 236H+S (Air OK)
214L+M or 214H+S
|To edit frame data, edit values in DBFZ/Vegeta/Data. Be sure to update both the |