Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Vortex
Team Role
Point
Overview
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
Strengths
Weaknesses
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
Great corner damage thanks to his ki blast loops
j.2H into 214L gives him a knockdown from basically any combo
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.
236M can combo into dragon rush in the corner for an easy solo snap.
Has a power level over 9000.
Buttons tend to be a bit stubby at times, making Vegeta's range a little poor.
Assist is okay at best.
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
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.
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 being 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.
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.
Ground M
214MM Deadly Knee Dropspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
29-33
Until Landing, 3
14
-4
H
-
D1
-
-
-
-
Launch
-
Air M
j.214MAir M Deadly Knee Dropspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
29-33
Until Landing, 3
14
-4
H
-
D1
-
-
-
-
Launch
-
Causes a longer sliding knockdown than the L version.
Has enough knockdown time for j.2S setups
Combos off of smash hit j.2H, so you'll end up seeing this move a lot in most of Vegeta's ki blast loops as an ender.
Ground H
214HH Deadly Knee Dropspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200
All
26-33
Until Landing, 3
14
-4
H
-
D1
-
-100
-
-
Launch
-
Air H
j.214HAir H Deadly Knee Dropspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200
All
26-33
Until Landing, 3
14
-4
H
-
D1
-
-100
-
-
Launch
-
Causes a bounce sliding knockdown that can be picked up with an assist.
Preserves your smash.
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.
All versions teleport to the opponent's location.
Default action on hit/block/whiff is to bounce backwards, bounce forwards by holding forwards.
L/M versions can be converted into a combo if done raw with vanish > 214S.
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.
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.
214SI have no use for Saiyans that can't movespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
0
Throw
16
3
15
-
Throw
-
U1+
-
-
-
-
Launch
22 / 39
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.
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.
Minimum damage is 86*20. Though at higher up, this can hit up to 86*26.
After the nerf, it no longers takes the opponent out of the corner and has more recovery, making it a somewhat weak oki
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. Due to having a better frame advantage, this is the go-to version in the corner.
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.