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DBFZ Vegeta Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Rushdown, Vortex


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.

The Saiyan Saga - Namek Saga’s Ginyu Arc version of Vegeta invades Dragon Ball FighterZ as a DLC character, performing the role of a speedy fighter who throws off his opponent's movement. His speed is similar to his older counterparts', but he has a variety of tricky special moves that give him his own flavor.


Strengths Weaknesses
  • Incredibly solid mixup and pressure game with many options to cross up and pressure the opponent, with options such as 1S allowing him to have pretty strong oki similar to Krillin's rocks, and many ways to set up safejumps
  • Level 3 gives incredible oki and mixups, as Vegeta has many options on how and where he wants to hit his opponent
  • Great damage, with air loops that can be done almost anywhere on the screen for strong utility
  • Level 1 acts as a great air ender due to it's property of sending downwards, which helps Vegeta allow his team to easily link combos together
  • 214S acting as an OTG allows Vegeta to very easily confirm into his supers, or possibly even more damage if done in the right combos
  • Buttons tend to be a bit stubby at times, making Vegeta's range a little poor
  • Only reversal is level 3, making some pressure situations for Vegeta somewhat tricky to avoid
  • 214S strangely not working on crouching opponents hurts his mixup game a bit
  • Mixups, while strong, may be a bit predictable at times, and can be dealt with by anti-airing


DBFZ Vegeta 5L.png
DBFZ Vegeta 5LL.png
DBFZ Vegeta 5LLL.png
Heh, what dirty fireworks..
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 - - -2
  • Important points go here.
5LL 700 All - - - -5
  • Important points go here.
5LLL 300, 700 All - - - -18
  • 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.

DBFZ Vegeta 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 - - -5
  • Important points go here.

DBFZ Vegeta 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 - - -8
  • Decent range.

DBFZ Vegeta 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300*1~8 All 13 - - -3
  • Can be repeated up to 8 times.

DBFZ Vegeta 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 Low 7 - - -4
  • Hits low, can be rapid fired twice like all other Vegetas.

DBFZ Vegeta 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 10 - - -6
  • Important points go here.

DBFZ Vegeta 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 - - -14
  • Important points go here.

DBFZ Vegeta 2S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All 12 - - -6
  • 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

DBFZ Vegeta 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 - - 0
  • Universal overhead.

DBFZ Vegeta jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 - - -
  • Important points go here.

DBFZ Vegeta jM.png
Credit Card Swipe
Damage Guard Startup Active Recovery Frame Adv.
700 High 9 - - -
  • Important points go here.

DBFZ Vegeta jH.png
"Get outta here"
Damage Guard Startup Active Recovery Frame Adv.
850 [1000] High 13 - - -
  • [] is on Smash hit.

DBFZ Vegeta jS.png
Damage Guard Startup Active Recovery Frame Adv.
500 All 12 - - -
  • Similar to SSGSS Goku's j.S, but fired at a shallower angle.
  • Does not stall you in the air.
  • Adds landing recovery.
  • Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.

DBFZ Vegeta j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 13 - - -
  • Important points go here.

DBFZ Vegeta j2S.png
The Safejump-o-Matic™
Damage Guard Startup Active Recovery Frame Adv.
500 All 13 - - -
  • Like 2S but in the air.
  • Can aim with 1S.


Super Dash Kick[edit]
Super Dash Kick
236L/M/H (Air OK)
DBFZ Vegeta SuperDashKick.png
I'm gonna rock you! Like a hurricane!
Version Damage Guard Startup Active Recovery Frame Adv.
L 800 All 11 - - -
Air L 800 All 11 - - -
  • Vegeta recovers in midair.
M 900 All 15 - - -9
Air M 900 All 15 - - -9
  • Causes a wallbounce.
  • Crosses up on block.
H 1000 All 29 - - -9
Air H 1000 All 29 - - -9
  • Vegeta teleports behind the opponent and hits them.
  • Causes a wallbounce.
  • Crosses up on block.

Deadly Knee Drop[edit]
Deadly Knee Drop
214L/M/H (Air OK)
DBFZ Vegeta DeadlyKneeDrop.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 800 High 26 - - -
Air L 800 High 26 - - -
  • All versions track the opponent.
  • Holding forward will make Vegeta jumps forward instead of backward.
  • Does not cause a sliding knockdown nor giving any sort of extension.
M 0,1250 High 29 - - -
Air M 0,1250 High 29 - - -
  • Causes a sliding knockdown.
  • Can whiff Vanish on hit and combo into 214S, giving a full combo.

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..

H 0,1250 High 26 - - -
Air H 0,1250 High 26 - - -
  • Causes a longer sliding knockdown than M version.
  • On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.
  • Can be used after j.2H for a guaranteed slide knockdown.

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.

Energy Cutter[edit]
Energy Cutter
DBFZ Vegeta EnergyCutter.png
Krillin would like his signature move back
Damage Guard Startup Active Recovery Frame Adv.
1000 All 22 - - -
  • 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 it's 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
DBFZ Vegeta IHaveNoUse.png
I showed you my giant monkey form answer me.
DBFZ Vegeta IHaveNoUse2.png
Damage Guard Startup Active Recovery Frame Adv.
0 Throw 18 - - -
  • 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.


Energy Cutter
DBFZ Vegeta EnergyCutter.png
""There's no such thing as a dirty fight..."
Damage Guard Startup Active Recovery Frame Adv.
800 All 39 - - -
  • On hit, all the hits do one hit. On block, all 5 hits are done separately.


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?
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 280*10 All - - - -
Air 280*10 All - - - -
  • Minimum damage is 78*10.
  • Vegeta leaps into the air and fires a beam diagonally toward the ground.
  • Grounded version automatically leaps (on startup) to the correct height to hit opponent.
  • Air version goes up a set distance, so it's not guaranteed to hit.

Similar to SSGSS Goku's level 1, Vegeta's level 1 isn't that bad. Its hitbox is large and its property of knocking the opponent down, as well as having a huge window to Z-Change from, lets it be a reliable way to start some more damage if you have the meter. It's also alright in the air as an ender off of j.236L, though you may have some trouble hitting it depending on the situation.

Galaxy Breaker[edit]
Galaxy Breaker
214L+M or 214H+S
DBFZ Vegeta GalaxyBreaker.png
"Maybe you won't be a disappointment...
DBFZ Vegeta GalaxyBreaker2.png
in the next dimension!!!"
Damage Guard Startup Active Recovery Frame Adv.
234*20 All - - - -
  • Minimum damage is 86*20. Though at higher up, this can hit up to 86*26.
  • Leaves the opponent at the perfect distance for basically any mix-up you want.
  • In the corner, it will even pull the opponent out of the corner allowing him to cross up.
  • If done after 214S, this move will give Vegeta different camera angles and will make it so Vegeta's post mix-ups are not as strong. It gives him a little more frame advantage though.


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