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* 214H travels diagonally
* 214H travels diagonally
* Causes a ground bounce sliding knockdown, can link into 5L in the corner.
* Causes a ground bounce sliding knockdown, can link into 5L in the corner.
Your go-to anti-air command grab. It's combination of speed and head invulerability will make Vegito's opponents think twice about jumping in the air. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other options in the air.
Your go-to anti-air command grab. It's combination of speed, head invulnerability and unrecoverable damage will make Vegito's opponents think twice about jumping in the air. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other options in the air.


214H is also used for back-to-corner combos. It causes a ground bounce sliding knockdown, allowing for easy, high damaging extensions.
214H is also used for back-to-corner combos. It causes a ground bounce sliding knockdown, allowing for easy, high damaging extensions.

Revision as of 12:09, 21 January 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

Vegito plays like how he acts: cocky, flamboyant, and finding ways to get under your skin; he can get away with it very, very easily too because of how strong he is. Annoying as his reputation makes him out to be, Vegito is still a very scary character to play against. He has tools for almost every situation, and the same tools are what helps him bully his opponent in blockstrings and pressure, plus also pushing him up to having one of the highest damage output in the game. With assists, his pressure and damage get even scarier. His sheer versatility allows him to plan for nearly any situation you throw at him and any way he hits you, he will shatter your life bar. His playstyle heavily encourages conditioning and forcing his opponent into either blocking forever, or risk using a defensive option to escape. The risk/reward in these situations are heavily skewed in Vegito's favor, due to his aforementioned explosive damage output.

However, his mix-up is the definition of basic, his normals have extremely high recovery on whiff, and due to the large Vegito player base your opponents will likely be adept at fighting him. A lot of creativity and risks must be taken in order to open up an opponent with competent defense. If you like high damage, and don't mind being a little ostentatious, then Vegito is a character you ought to try.

"Alright!"
Lore:The Potara fusion of Goku and Vegeta, Vegito was first created during the fight against Majin Buu. While Goku initially thought to fuse with his son, Gohan, after the latter's absorption, he managed to convince a newly arrived Vegeta to fuse with him to form Vegito. He quickly proved himself to be an excellent fighter, the rivalry of the two fusees drawing out unimaginable might. He appeared once again to fight against Zamasu's fusion, this time with the power of the Super Saiyan God, utterly dominating Zamasu before unfusing.
Voice:Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat

 SSB Vegito  SSB Vegito utilizes his powerful neutral and long-range pokes to bully the opponent into extremely annoying pressure and outrageous damage.

Pros
Cons
  • Excellent Neutral: Huge multi-hitting buttons, a great anti-air grab, and a low-commit spread projectile allow Vegito to dominate the pace of neutral.
  • Blockstrings: Vegito has notoriously long pressure that's difficult to escape from thanks to his great frame data on block and the ability to reverse beat into his 2L.
  • Left/Right Mix-up Vegito's j.S enables him to do strong same side mix-ups that leads into good reward and beats anti-air options.
  • Combos: Vegito tools enable lots of creativity in combos that lead into extremely high damage and amazing corner carry.
  • Assist Variety: A is extremely good for its hitstun, screen coverage, speed, and B, gives lots of blockstun.
  • YOSHAAAAA
  • Start-up: Vegito trades speed for massive normals, making it difficult for him to challenge pressure and 6M situations.
  • Corner Mix-up: Vegito's mix-up is weaker in the corner, as he only has universal options to open up opponents.
  • Mid-screen Knockdown: Vegito cannot naturally put the opponent into the corner from mid-screen without resources or sacrificing combo damage.


SSB Vegito
DBFZ SSB Vegito Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 5L 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 it. Some mediums will be able to challenge, but if they do press mediums, you can frametrap into 5LL and punish accordingly.

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

5L > Z-Change is a safe tag and also a Sparking! bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block or hit can Z-Change during their duration, this is a true blockstring.


  • 5LL 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 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

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  • Can reverse beat into 2L.

5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. Its active frames are much more helpful in the corner, as it maintains prime 5L stagger range from both 5L and 5LL.

Very good for stagger pressure, since it creates distance between Vegito and the opponent. Combined with his amazing 5L, and resets can be done very easily.

This normal also has variable frame advantage depending on the distance between Vegito and the opponent. Normally Vegito's 5M is -5 (as are most of his other normals) however when pressed further away the normal can be up to 0 on block. Infusing this with his 5L after a spaced 5M makes challenging this character close to impossible with most of the cast (in the corner).

5H

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  • 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

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  • A point-blank Ki explosion.
  • High blockstun and hitstun.

5S and 6S count as different normals, allowing both of them to be used in the same combo and blockstring. Both normals are great for blockstrings in the corner, as they can beat both reflect and mashing while also being safe on block.

2L

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  • Can gatling to and from 5M and 2M.
  • Low and throw invulnerable from frame 5, with reactions, this is the higher rewarding answer to throws than jumping or mashing 5L.
  • 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

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  • Can reverse beat into 2L
  • Easily Vegito's highest damage starter

Long range slide. Terrible for mixups, but incredibly potent as both an anti-reflect tool and combo starter. If they reflect anything, chain into this and blow them up for it.

2H

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  • 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

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  • 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

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  • Great hit-box, high probability of kicking away super dashes.
  • More risky than other characters, 5L loses to 6f normals and 214S baitable.

If you use this up close, you have to commit to either using an assist to keep your turn or risk playing the RPS. If you're farther away, there's a chance you will whiff punish someone's mashing.

6S

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  • Hits about 2 characters away.

j.L

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  • Invulnerable waist down
  • Great for crossups
  • Great tool to jab super dashes

j.M

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  • Good air-to-air.
  • Combo filler.

Good air normal overall. Enables 5H rejumps. Good for crossups, but j.H can also be used with a little more timing.

j.H

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5LLLLLLL
j.H

  • 5LLLLLLL Smash hit can wall bounce.
  • j.H 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 j.236L > Vanish > j.214M. j.H connects into j.2H and j.S in the corner, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it. If you use it to safejump and you catch someone up-teching, it will still combo into 5L.

j.S

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  • Freezes momentum.
  • Launches upwards.
  • Considered as projectile, Superdash > j.S on block will catch any 2H's slower than it (like Broly).
  • Jails into vanish.
  • Can option select, after j.S use vanish input then superdash input, if they get hit you superdash, if it is blocked you vanish.

An amazing tool for Vegito with many applications.

The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in combos, allowing him to set up 236L 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.

j.S is also excellent on offense. j.S is considered beam property, making it excellent for snagging opponents below Vegito, and for catching those too eager to get in on you with an airdash. j.S is also amazing for same-side mix-up and for beating anti-airs during scramble situations. j.S has a lot of landing recovery, so take caution when utilizing this move during those specific situations. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options.

j.2H

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  • Typical launcher/combo extender.
  • Easily combos into j.214M for sliding knockdown.

Great for extending combos and setting up enders. If you use this for your smash instead of j.S, it will give you more corner carry at the cost of damage. The momentum and hitbox means that it will whiff after a sequence such as j.LML.

Special Moves

Spiral Heel Shot

236L/M/H (Air OK)

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

  • Puts Vegito airborne.
  • The first hit will trigger a kicking sequence on hit and clash.
  • Smash triggers on the last hit of either the "whiff" version or the auto-kick sequence.
  • Non-smash last hit send the opponent flying with decent hitstun.
  • Air versions slightly track opponents above Vegito and all have longer range than ground versions. Tiger knee-ing these moves in neutral will give higher chance of hitting.

236L is mainly used for blockstrings and combo filler. Non-smash whiff version can be used for advanced combos.


  • 236M carries momentum on auto-kick hit.
  • Smash hit corner splats.

Staple of his corner BnBs. Save your smash for this.


  • 236H Smash hit causes a wall bounce, able to followup from midscreen.
  • Amazing tiger knee option, will track up to regular jump height

Hard to combo off of in the corner, but its main use is as a lariat-style move midscreen. It is completely unreactable and leads to a highly damaging combo midscreen if your opponent is caught by the first hit.

Atomic Buster

214L/M/H (Air OK)

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

  • Ground version has Anti-Air property
  • On whiff, Vegito can act as soon as he starts descending, can be used for mixups

  • 214L travels almost vertically.
  • Causes a soft knockdown.

You can gimmick people with a 2M after landing this, and also used for standard ender in corner BnBs. 214L into vanish DR, gives sliding knockdown and the DR animation wastes time on the meter penalty timer.


  • 214M travels diagonally.
  • Causes a sliding knockdown.
  • Can act as soon as Vegito starts descending.

Vegito's best air ender for midscreen or slightly out of corner 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 most air combos.


  • 214H travels diagonally
  • Causes a ground bounce sliding knockdown, can link into 5L in the corner.

Your go-to anti-air command grab. It's combination of speed, head invulnerability and unrecoverable damage will make Vegito's opponents think twice about jumping in the air. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other options in the air.

214H is also used for back-to-corner combos. It causes a ground bounce sliding knockdown, allowing for easy, high damaging extensions.

Split Finger Shot

236S (Air OK)

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Ground
Air

  • Can be super-dashed through

An amazing, low commitment ki-blast. It's combination of screen coverage, speed, safeness, and when used in conjunction with his myriad of anti-air options allows Vegito to control the flow of neutral extremely well.

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

214S

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Catch
Attack

  • 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. Much like other frame 4 counters, Vegito can call an assist during the counter. This allows Vegito to bait an opponent into blocking so he can take his turn, and to make this move safe. 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). Overall, this move isn't amazing, but it has some applications when used accordingly.

Z Assists

Assist A

Split Finger Shot

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  • Low blockstun, which can also be super-dashed through and reflected during block.
  • Very high hitstun, making it very useful during combos.
  • Covers a great distance at an aggressive angle.
  • Very useful in the corner, as it cover all regions the opponent can go.

Assist B

Spiral Heel Shot

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  • Great for combo extensions and blockstring pressure.

Assist C

Spirit Sword

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  • 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.

Super Moves

Spirit Excalibur

236L+M or 236H+S

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  • 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

j.236L+M or j.236H+S

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  • Costs 1 Ki Gauge
  • Minimum damage: 300, 440 (740)
  • Tracks the opponent
  • Can be easily anti-air'd on reaction
  • Values in [] is damage if Z-Changed before the punch lands (Minimum damage: 675)

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 and the oki is weak, even in the corner, only being +4 after landing. It combos from many of Vegito's moves, such as 236X, 214X, and j.S, but has a hard time tracking if the opponent is moving quickly (i.e, super dash). This is the most meter-efficient way to go into a DHC sequence, not costing an extra bar like most of his corner combos do to score a sliding knockdown.

Final Kamehameha

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

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Ground
Air

  • Minimum damage: 1739
  • Causes a hard knockdown on hit.

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

External References

Navigation

To edit frame data, edit values in DBFZ/SSB Vegito/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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