DBFZ/SSB Vegeta

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Overview
Overview

Super Saiyan Blue Vegeta is a hyper-charged version of a glass cannon. He boasts the ability to do terrifying damage, overwhelm the opponents guard with his almightly pressure, convert off even the most tiny openings (including some disgusting ki-blasts), and burn meter to ramp all of these aspects up a notch, and then some. If he enough meter, you may just end up dead to his devestating Level 5, which one should be paranoid about, raw or at the end of one of his combos. However, the "glass" part comes down to being the size of Vegeta (stubby attacks) as well as lacking any dedicated defensive options, which his Super Saiyan counterpart takes for granted. Although, there is a reason that he cannot have defensive assests; his offense is that strong.

After ArcSys failing to bring the god to his glory, they finally managed to get it right. If you care not for "defense", and would throw it away for a chance to tear the opponent to bloody shreds, Super Saiyan Blue Vegeta has everything you need.

"I have the power too...to go beyond the legendary Super Saiyan!"
Lore:After Goku obtained the Super Saiyan God transformation in a clash with the God of Destruction Beerus, and gained it's power, Vegeta was somewhat offset, desiring to keep up with Goku at any cost. With the bribery of food, Vegeta convinces Whis, Beerus' teacher, to train him. Through unknown means, he obtains the transformation of Super Saiyan God, and absorbed it's power into his base form. He would later train with Goku, both focusing on the essence of perfected ki control, which manifested as a mutation of the Super Saiyan transformation: The blue-haired "Super Saiyan God Super Saiyan", or Super Saiyan Blue; an incredibly efficient and powerful transformation, yet attainable by Saiyans exclusively.

 SSB Vegeta  SSB Vegeta fights using unparalleled aggression to pummel opponents into submission, trading defense for huge damage and unholy pressure.

Pros
Cons
  • Corner Carry: All of his specials are combo finishers and have good corner carry.
  • Pressure: Rekkas and 214X can set up for psuedo 50/50 mix-ups off assists.
  • Meterburn Super: Final Flash has a level 5 extension that can be handy in finishing off remaining health.
  • Powerful Conversion Tools: Vegeta's ki blasts have a ridiculous amount of hitstun, allowing him to convert stray hits into big damage with held Niagara Pummel or diagonal upward assists from nearly anywhere on the screen.
  • Powerful Zoning Tools: Vegeta's ki blast are incredibly fast and have 2 very good angles and can be canceled into Big Bang Attack on block safely.
  • Poor Neutral: Bad footsies game because of short range, and has to utilize his zoning tools and commital close range options.
  • Momentum: Cannot inflict sliding knockdown from some starters, making it difficult to maintain momentum.
  • Defence: Lacks all of the defensive options of his SS counterpart, such as his DP. He must constantly be on the offensive to make up for this falling.


SSB Vegeta
DBFZ SSB Vegeta Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 5L is a typical jab.
  • Decent frame data, which makes it good for stagger pressure.

  • 5LL has okay reach.
  • Hitbox doesn't extend beyond his fist, and he doesn't move forward very much.
  • If you catch the opponent in the air with this, then 5LLL will easily catch them.

  • 5LLL is NOT an overhead.
  • Moves Vegeta forward.
  • Safe on block and pushes opponent away a good amount.

The hitbox is about as huge as you expect, with shades of Bardock's 5LL appearing in the ridiculousness of this hitbox. It is actually a decent method to follow up midscreen combos from H-finisher Super Dash Kick (with a microdash forward) or Niagara Pummel (whiffing 5L) compared to the less damaging 2M > 5M. Although, this is much more tricky to pull off, especially from Super Dash Kick, but remains worth it as it adds a decent chunk of damage, and Vegeta cannot profit at all from aerial superdash unless he is in the corner.

5M

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  • Combo fodder or blockstring filler.
  • About the same range as 2M and will hit higher.

5H

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  • Can be special cancelled into 236L for rekka pressure.

Vegeta lacks good range on both of his 5M and 2M moves unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons. However, it is still a heavy attack, making it slower than many other attacks, and is unsafe on block. If it is blocked, always special cancel.

5S

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  • Throws a Ki Blast low to the ground.
  • Launches on hit.
  • Whiff cancelable to 2S, 236S and Supers.

Used for zoning along with 2S, j.S, j.2S since they all have whiff cancelling property. Can also cancel to 236L/H or 214L to start pressure on block or capitalize on hit respectively. Because the Ki Blast hugs the ground, it will low-profile standard Ki Blasts and trade with the opponent, which can be both an advantage and a disadvantage.

2L

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  • Typical crouching kick.
  • Good for stagger pressure paired with 5L

Good move to mash in the corner after 214L.

2M

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  • Starter for high damage combos.
  • Neither reaches far or moves him much closer.

Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range.

2H

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  • Puts Vegeta in an aerial state.

While it is unsafe on block, it can always be special canceled into 236S, turning it safe and pushing the opponent almost half a screen away. 236L and 214L will whiff partially or entirely on crouch blockers and certain characters since Vegeta is in the air.

2S

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  • Throws a Ki Blast upward.
  • Launches on hit.
  • Whiff cancelable to 5S, 236S and Supers.

2S a great way to put a check on jumpy and aggressive opponents. Since 5S cannot clash with other projectiles that well, 2S must fill that role. Due to its angle, it can only clash when the opponent's projectile is close. However, 5S can be done immediately after to catch long recoveries.

Vegeta's Ki Blasts all have really high hitstun, 5S > 2S > 236S > 236[L+M] is a fullscreen confirm that can be further extended. Depending on juggle height, 2S can also combo straight into 2S even at fullscreen.

6M

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  • Universal overhead.

Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings.

j.L

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  • Typical air knee.

The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H.

j.M

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  • Go-to air overhead.

Used in conjunction with 214L > L or 236L > L/M > L to hit the opponent high and continue pressure.

j.H

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  • Standard IAD jump-in.

A decent combo ender since Vegeta will have a better time with a grounded opponent. Can also be used to set up for certain grounded assists to extend hitstun.

j.S

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  • Temporarily freezes momentum.
  • Whiff cancelable to j.2S, 236S and Supers.

In contrast to 2S, j.S can be used as a pseudo-jump in due to its speed. Since it will stop Vegeta in the air, it can also be used to bait 2H buttons, provided he is not too close to the enemy.

j.2H

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  • Hitbox is horizontally impaired.

The move that every combo should try to fit in at least once. It doesn't hit in front of Vegeta very well, so because of this, combos can be dropped if 2M wasn't done close enough.

Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly and allows him to keep momentum, it can be used to have strong set-ups off of certain situations, especially in the corner.

j.2S

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  • Keeps momentum unlike most air Ki Blasts.
  • Whiff cancelable to j.S, 236S and Supers.

Similar to Vegeta's j.S but instead of throwing it downward, he'll throw it in a shallow upward angle. Can be a good air-to-air at a distance.

While zoning, jump back j.S > j.2S ▷ 2S > 236S will also combo if Vegeta is close enough to the ground.

Special Moves

Super Dash Kick

236L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 236L kicks forward.
  • On whiff, all versions can still do followup attacks.
  • Ground versions of 236L do not have head property and cannot be anti-aired by moves like 2H. However, all the followups are very vulnerable to anti-airs.

Can be used to close in on the opponent, but it can be reacted to with a 2H, so be wary. If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable.


  • 236M kicks upward and travels farther than L version.

Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. Mostly used for combos due to its angle, since it is not any better than 236L in keeping the opponent blocking. Can be used to cross up after 2L or 2M, double cross up by using a backdash after that, or doing an overhead in the corner. It needs coverage though, like most of Vegeta's options.


  • 236H kicks forward and travels farther than L version.
  • Adds extra damage to all followups.

236L with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[L+M] in almost every aspect, lacking great distance and speed, invincibility, and wallbounce. If it is blocked, then it can be followed up with the additional attacks and an assist to start a mix-up, but if it connects, then it is a waste of meter.

Super Dash Kick Follow-up 1

Super Dash Kick > L/M/H

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L
M
H

  • Damage increases if H version was used in the string.
  • On whiff, all versions can still do followup attacks.
  • Considered to be airborne throughout the move.
  • Hits once and moves Vegeta slightly forward.
  • On hit, bounces Vegeta back a small amount.

A useful move for pressure, allowing Vegeta to escape with a backdash, or for a clean j.M overhead with an airdash forward, but can be interrupted and is not a tight blockstring without an assist. Also has the potential for a low mix-up with an empty jump-in. Cannot be reflected if launched after 5H. It allows for an IAD after that or puts the opponent in good range for a 2M in the corner, leading to a good 50/50 gapless situation with a correctly timed assist in the corner.


  • Hits thrice and moves Vegeta forward.

Another option for pressure after the first kick, but instead of allowing Vegeta to hover in the air for a good bit, it will put him closer to the enemy and to the ground.

This move has the ability to frame trap, since there's a gap of about 2 frames between the first kick and these ones, but they can be reflected. Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early.

While the M version goes much farther than the L version, this move is easily telegraphed after a whiffed 236L and 5H/2H can pierce through. Can be used with specific assists on block to put more scarier pressure that the L version cannot provide, but otherwise, serves the exact same purpose.


  • Hits once and moves Vegeta forward.
  • Switches sides.
  • Adds extra damage to all followups.

Similar to Vanish, the H version can be used as a 1 meter investment to confirm off of the first kick with an assist, or to simply escape corner, since it is safe. The side switch can be used to set up an assist on the opposite side of Vegeta, which he can use to take advantage of their knockback on either block or hit.

Super Dash Kick Follow-up 2

Super Dash Kick Follow-up 1 > L/M/H

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L
M
H

  • Damage increases if 5H versions were used in the string.
  • All versions track the opponent.
    • However, H Followup 1 > L/M/H Followup 2 does NOT track on whiff.
  • Considered to be airborne throughout the move.
  • On hit, flips Vegeta above his opponent.
  • Surprisingly difficult to punish.

The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash.

In combos, the L version is used in lieu of the M version in situations where the proration of a combo is too high and it is too slow to connect. However, since it lacks the smash property, it can also be used early on to delay the use of smash attacks, paired with a Sparking Blast or a well-timed assist. Can be used to cross up the opponent after the flip, use light overheads when falling, or fake a j.H with a 2L


  • Pulls back before lunging forward. Can be used to bait out attacks.
  • Wall bounces.
  • Not safe on block.
  • Does not cross-up on block unlike his counterparts' 236M.

Unlike the 2L version, Vegeta will recover very close to the ground, providing no chance to hit an overhead. This can be beneficial; if the opponent expected the high mixup that comes with the L version, the quick landing of the M version and a low can catch them off guard.

This follow up, despite the slight delay, will not let the opponent have the time to 2H, and will counter it.


  • Multi-hit move which travels full screen.
  • Always does fixed amount of hits and damage.
  • Wall bounces.
  • On block, side swaps.

Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush.

On a scale of one to ten, I'll give you a three!

214L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 214L whiffs on crouching opponents.
  • Deflects Ki Blasts.
  • Causes a soft knockdown.
  • If it whiffs, Vegeta can move after it.
  • No more than one command grab can be used in a single combo.

Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out. However, blocking low (making the grab whiff) is a natural response upon wake-up, and it is very susceptible to patient, tempered opponents who can 2H in response, making this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to use j.L in a safe jump situation, or just fall and use 2L, making it an extremely scary mixup tool with an assist.


  • 214M travels moderately upward. j.214M travels diagonally downward.
  • Deflects Ki Blasts.
  • Smash version causes a wall splat that can be comboed into in the corner; non-Smash version causes a soft knockdown.
  • If it whiffs, Vegeta can move after it.
  • No more than one command grab can be used in a single combo.

Used to catch opponents wanting to jump out of Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Additionally, it also provides better oki. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meaty j.M and can freely move if it whiff, just like the L version.


  • 214H is moderately quicker than meterless versions.
  • Whiffs on crouching opponents.
  • Wallbounces.
  • Deflects Ki Blasts.
  • If it whiffs, Vegeta can move after it.
  • No more than one command grab can be used in a single combo.

Great air ender that carries to the corner and gives Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L. This allows the use of j.M instead of j.L after an air dash, leading to better damage, but it is reactable.

214H will travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender.

Big Bang Attack

236S (Air OK)

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Ground
Air

  • Has a hitbox while charging.
  • Has beam properties; will always trade with other beams.
  • If performed in the air, will fire downwards.

Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Along with the pushback from shooting the projectile, this move is also very safe on block, even from point-blank reflects, unless Vegeta is against a wall. At long range, it serves as a suitable answer to enemy projectiles, since Vegeta has unconventional Ki blasts, but can be punished very readily by raw level 3 supers.

Z Assists

Assist A

Big Bang Attack

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  • Has a hitbox while charging.
  • Places Vegeta in the air behind active character.
  • Projectile is fired downward.

The slow startup of this assist and its downward trajectory makes this move very hard to utilize as a combo piece. However, certain fast supers can utilize this to their advantage to extend hitstun beyond their recoveries, and certain characters which are capable of pulling/pushing the opponent towards their direction can even utilize the initial hitbox without the use of Vanish.

The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking.

While it's got some neat uses for scaring your opponents, being able to keep pressure consistently with assist B is arguably more important - while also having a better reward on hit.

Assist B

Infinity Breaker

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  • Groundbounces on hit.
  • 29 frames of blockstun.

Pretty good all around. Solid lockdown assist, great on hit, etc. You really can't go wrong with this assist, as it's probably SSB Vegeta's best one and gives a lot of utility to the combos his teammates perform. Allows a lot of characters to combo into 2H from the air.

Assist C

Super Dash Kick

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  • Your average C Assist

Not worth using over A and especially B, even with the tweaks done, unless you are basing your whole team around C Assists (which generally should be avoided)

Super Moves

Niagara Pummel

236L+M

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Normal
Held

  • Hold down any button to only perform the first punch.
  • Grounds the opponent on completion.
  • Not invincible until after startup.
  • Travels just a little over fullscreen.
  • Minimum damage: 792

Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage.

Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of.


  • Held version has smash property.
  • Wallbounces if smash hasn't been used in the combo.
  • Combos into Super Spirit Bomb, but does less damage than Galick Gun, so there's no real reason to do it.

Useful for converting stray hits that normally wouldn't be able to combo into anything else, such as 236S or 214M midscreen.

Galick Gun

236H+S

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  • Acts as Vegeta's Z-Change super.
  • Fires diagonally upward.
  • Minimum damage is 81*10.

Because of its trajectory, it is not a particularly useful move to DHC. Seldom used for anything beyond confirming off of 236S, or being a much safer and faster super for Vegeta to DHC out of combat. However, if Base Goku is on your team, using this super and immediately DHC-ing into Super Spirit Bomb will allow it to combo for devastating results.

Final Flash

214L+M or 214H+S (Air OK)

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Ground
Air
Final Flash Attack

  • Acts as Vegeta's sole reversal option.
  • Can hold down buttons to perform an additional attack (requires 2 extra meters).
  • Minimum damage for the full super is 83*20, 924.

Without the extra attack, this super has a less-than-desirable damage output, making it a poor candidate for DHC. As a level 5, it is a powerful finisher that can end matches with a single combo, before the opponent can mount a comeback.

As it is the only air super in Vegeta's arsenal, oftentimes it may be necessary to use this move even without enough meter for the extra attack if it will guarantee a K.O.

External References

Navigation

To edit frame data, edit values in DBFZ/SSB 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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