DBFZ/SSB Vegito

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Vegito (SSGSS)
DBFZ SSB Vegito Portrait.png
Play-style Rushdown, Footsies
Team Role Point

Overview[edit]

"Alright!"
Lore: The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".
Voice: Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat

Playstyle[edit]

Playstyle
DBFZ SSB Vegito Icon.png SSB Vegito utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.
Pros Cons
  • Low barrier to entry, with simple BnBs and straight-forward gameplan.
  • Solid toolkit, allowing him to adapt to most situations.
  • Terrific stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block and the ability to reverse beat many of his normals.
  • Amazing buttons, with 5L being one of the best of its kind.
  • j.S is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.
  • Atomic Buster is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.
  • Boasts among the highest solo combo damage in the game.
  • Versatile supers that deal good damage and are easy to combo into.
  • Solid selection of assists, making him a flexible option during team composition.
  • High/low mix-up game is basic.
  • Fastest normal is 7F, limiting plus frames and opportunities to challenge gaps during blockstrings.
  • Cannot naturally put the opponent in the corner midscreen without spending resources. Some corner combo routes can put the opponent in the corner at the cost of damage.
  • Normals and counter-pokes have high recovery on whiff.




Normal Moves[edit]

5L[edit]
5L
DBFZ Vegito 5L.png
This normal is a crime against ningens(haters and lovers alike).
DBFZ Vegito 5LL.png
What's that on your face?
DBFZ Vegito 5LLL.png
MAH FIST!
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 120*4 All - 7 2(3)2(3)2(8)2 19 -5 -
  • Hits multiple times, but it's considered to be one hit for scaling purposes.
  • Huge range but also huge recovery on whiff.
  • High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.
  • Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.
  • Higher blockstun than other light normals, making a visible delay for 5L > DR on block.

Arguably the best 5L in the game with its combination of long reach, active frames, and being safe on block. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard.

Due to his 5L's startup being 7 frames, instead of 6 frames, Vegito will not be able to challenge his opponents whatsoever during +0 situations. So in a case like if 6M is blocked, Vegito will either have to either block or commit to a defensive option, such as 214S or reflect.

5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.

5LL 700 All - 10 3 18 -5 -
  • Ground bounces airborne opponents.
  • Combo and blockstring filler.

The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage.

5LLL 1000 Throw U3+ 9 1 30 - -
  • Ground bounces
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it.

5M[edit]
5M
DBFZ Vegito 5M.png
Falcon... PAWNCH!!!
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 12 6 15 -5 -
  • Can reverse beat into 2L.

5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. You'll mostly be using it for it's jump cancel in combos.

5H[edit]
5H
DBFZ Vegito 5H.png
Sadly not as spammable as Guile's f.MK
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1 14 4 21 -9 -
  • Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.

This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup.

5S[edit]
5S
DBFZ Vegito 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 12 3 22 -4 -
  • A point-blank Ki explosion.
  • High hitstun, good for corner combos.

2L[edit]
2L
DBFZ Vegito 2L.png
Look how cool my reverse beat is, guys!
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 All - 20 3 23 -5 5-19 Low
  • Can gatling to and from 5M and 2M.
  • Low and throw invulnerable from frame 5, can be used like a makeshift throw tech.
  • Scales like a Medium, allowing for high damage.
  • Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish.
  • 5-frame gap from any normal that is chained into it.

2M[edit]
2M
DBFZ Vegito 2M.png
DMs inbound
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 15 6 20 -10 -
  • Can reverse beat into 2L
  • Easily Vegito's highest damage starter

Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.

2H[edit]
2H
DBFZ Vegito 2H.png
FLASH KICK!
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 16 3 35 -22 4-18 Head
  • Can hit opponents behind Vegito

Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.

2S[edit]
2S
DBFZ Vegito 2S.png
"I can do this too you know!"
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 / 500*2 All U1 20 5 21 -5 -
  • Switches sides on Smash hit, launches upward on non-Smash.
  • Considered as projectile.

Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash. Requires a delay when comboing with Smash otherwise your superdash will shoot straight upwards and the combo will drop.

6M[edit]
6M
DBFZ Vegito 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 10 0 -
  • Great hit-box, high probability of kicking away super dashes.
  • More risky than other characters, 5L loses to 6f normals and 214S baitable.

6S[edit]
6S
DBFZ Vegito 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 16 3 22 -4 -
  • Hits about 2 characters away
  • Deals more blockstun than 5S

5S and 6S count as different normals

j.L[edit]
j.L
DBFZ Vegito 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 3 - - -
  • Invulnerable waist down
  • Great for crossups
  • Great tool to jab super dashes

j.M[edit]
j.M
DBFZ Vegito jM.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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 High - 10 3 - - -
  • Good air-to-air
  • Combo filler

j.H[edit]
j.H
DBFZ Vegito jH.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5LLLLLLL 750 / 1000 High D2+ 13 4 - - -
  • Smash hit wall bounces.
j.H 750 High - 13 4 - - -
  • Does not knock down
  • Great hitbox

One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it. Can also be used to convert in the corner from jh to 5L

j.S[edit]
j.S
DBFZ Vegito jS.png
Wanted to show off his massive sword to Zamasu I guess
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 / 500*2 All U1 15 5 - - -
  • Launches upwards
  • Considered as projectile

The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.

j.2H[edit]
j.2H
DBFZ Vegito j2H.png
The knee of justice's successor
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 15 5 - - -
  • Typical launcher/combo extender
  • Easily combos into j.214M for sliding knockdown.

Special Moves[edit]

Spiral Heel Shot[edit]
Spiral Heel Shot
236L/M/H (Air OK)
DBFZ Vegito SpiralHeelShot.png
"I only need to use my feet to beat you!"
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • The first hit will trigger a kicking sequence on hit and clash
  • Smash triggers on the last hit of this sequence
  • Non-smash last hit send the opponent flying with decent hitstun
  • Air versions slightly track opponents above Vegito
Ground L 130,600 / 130*3,600 All - 11 3(12)4 16 -5 -
Air L 130,600 / 130*3,600 All - 11 3(12)4 17 - -
  • Whiff version can be used for advanced combos
Ground M 130,600 / 130*5,600 All U1+ 16 3(12)4 16 -5 -
Air M 130,600 / 130*5,600 All U1+ 16 3(12)4 18 - -
  • Carries momentum on hit
  • Smash hit corner bounces

Staple of his corner BnBs.

Ground H 130,700 / 130*7,600 All U1+ 11 3(12)4 16 -5 -
Air H 130,700 / 130*7,600 All U1+ 11 3(12)4 17 - -
  • Smash hit causes big wall bounce, able to followup from midscreen

Atomic Buster[edit]
Atomic Buster
214L/M/H (Air OK)
DBFZ Vegito AtomicBuster.png
THIS B**** EMPTY...
DBFZ Vegito AtomicBuster2.png
YEET!
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Ground version has Anti-Air property
  • On whiff, Vegito can act as soon as he starts descending, can be used for mixups
Ground L 1100 Throw - 13 7 21 + 3 After L - 4-13 Head
Air L 1100 Throw - 13 7 21 + 3 After L - -
  • Travels almost vertically
  • Causes a soft knockdown
Ground M 1200 Throw D2 19 7 21 + 3 After L - 4-19 Head
Air M 1200 Throw D2 19 7 21 + 3 After L - -
  • Travels diagonally
  • Causes a sliding knockdown
  • Can act as soon as Vegito starts descending

Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.

Ground H 1500 Throw D2 13 7 21 + 3 After L - 1-13 Head
Air H 1500 Throw D2 10 7 21 + 3 After L - -
  • Travels diagonally
  • Causes a ground bounce sliding knockdown, can link into 5L in the corner

Split Finger Shot[edit]
Split Finger Shot
236S (Air OK)
DBFZ Vegito SplitFingerShot.png
"Here's a present for ya!"
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 300*5 All - 23 - - - -
Air 300*5 All - 18 - - - -
  • Can be super-dashed through

When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.

The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.

There is another version that can be done with 2369S or 2368S, which does the movement at low height then continues the jump, allowing you to peform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.

Barrier[edit]
Barrier
214S
DBFZ Vegito Barrier.png
"SHIELDS UP!"
DBFZ Vegito 5LLL.png
"HEADS DOWN!"
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Catch - - - 4 34 Total 54 - 4-37 Non throw/Super
Attack 0, 1500 Throw U3+ - - - - -
  • Can counter anything except grabs and supers
  • The counter attack is jump cancellable in Sparking
  • Can grab multiple times in a combo like 5LLL

Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).

Z Assists[edit]

Assist A[edit]
Split Finger Shot
Assist A
DBFZ Vegito SplitFingerShot.png
THA FINGAH LAZERS
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*5 All - 32 - - - -
  • Has low blockstun, can be super-dashed through and out of blockstun
  • Very high hitstun, making it very useful durings combos.
  • Covers a great distance at an aggressive angle
  • Very useful in the corner, as it cover all the places the opponent can go

Assist B[edit]
Spiral Heel Shot
Assist B
DBFZ Vegito SpiralHeelShot.png
L E G S
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - - - -
  • Fantastic on Block, Giving plenty of mix options (as it has a solid 42 frames of block stun.
  • Great for combo extensions, Though it is a bit slow, coming out in 35 frames, it still has solid hit stun making it easy to combo off of, even late into combos.
  • Be careful as with the slow start up its range is only okay.

Assist C[edit]
Spirit Sword
Assist C
DBFZ Vegito jS.png
Probably compensating for something.
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - - - -
  • Can Be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo.
  • In a Combo, its an entirely different ball game
  • Great Tracking
  • Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react.
  • Does in the area of ~300 damage scaled.

Super Moves[edit]

Spirit Excalibur[edit]
Spirit Excalibur
236L+M or 236H+S
DBFZ Vegito SpiritExcalibur.png
DBFZ Vegito SpiritExcalibur2.png
It's definitely compensating for something.
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
200*4, 2300 All UDV 10+4 - - -20 -
  • Does more damage close-range as opposed to far-range
  • Hits full screen, dragging the opponent down with the sword
  • Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)
  • Minimum damage: 30*4, 750 (870)

As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.

Omega Finishing Blow[edit]
Omega Finishing Blow
j.236L+M or j.236H+S
DBFZ Vegito OmegaFinishingBlow.png
"You can't keep up with me!"
DBFZ Vegito OmegaFinishingBlow2.png
"Just look at my speed!"
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1000, 1100 All UDV 10+9 - - - -
  • Costs 1 Ki Gauge
  • Minimum damage: 300, 440 (740)
  • Tracks the opponent
  • Can be easily anti-air'd on reaction

Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.

Final Kamehameha[edit]
Final Kamehameha
214L+M or 214H+S (Air OK)
DBFZ Vegito FinalKamehameha.png
"It's the biggie!!"
DBFZ Vegito FinalKamehameha2.png
"GO TO HELL!!"
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 220*19, 360 All UDV 9+3 - - -33 -
Air 220*19, 360 All UDV 9+3 - Till L - -
  • Costs 3 Ki Gauges
  • Minimum damage: 1739
  • Causes a hard knockdown anywhere on screen

Vegito's level 3. Fast, easy to punish with and combo into.

The hands get bigger for the cinematic but they forgot to reduce it so for a few frames Vegito has huge hands.

Navigation[edit]


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System Explanations

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