DBFZ/SSB Vegito: Difference between revisions

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|overview= Vegito plays like how he acts: cocky, flamboyant, and finding ways to get under your skin; and he can easily get away with it, too. Vegito has tools for almost every situation, and the same tools are what helps him bully his opponent in blockstrings and pressure. If the opponent refuses to block his pressure, they will bear the full brunt of Vegito's power! Vegito's combo game is excellent with corner carry, rejumps, meter build, and more leading to phenomenal damage output. 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.  
|overview= Vegito plays like how he acts: cocky, flamboyant, and finding ways to get under your skin; and he can easily get away with it, too. Vegito has tools for almost every situation, and the same tools are what helps him bully his opponent in blockstrings and pressure. If the opponent refuses to block his pressure, they will bear the full brunt of Vegito's power! Vegito's combo game is excellent with corner carry, rejumps, meter build, and more leading to phenomenal damage output. 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.  


There are few fields where Vegito can't put on a show using the opponent as his fool. His normals reach far, have plenty of active frames and hit hard, and Split Finger Shot doubles as not only a great projectile poke but also as one of the best assists in the game. Ironically, Vegito's mixup becomes significantly worse in the corner. Midscreen he has ambiguous crossup options with {{clr|4|j.S}} and {{clr|3|j.H}}, but should Vegito make a mistake and put his opponent in the corner, a lot of creativity and risks must be taken in order to open up an opponent with competent defense.
There are few fields where Vegito can't put on a show using the opponent as his fool. His normals reach far, have plenty of active frames and hit hard, and Split Finger Shot doubles as not only a great projectile poke but also as one of the best assists in the game. Ironically, Vegito's mixup becomes significantly worse in the corner. Midscreen he has ambiguous crossup options with {{clr|S|j.S}} and {{clr|H|j.H}}, but should Vegito make a mistake and put his opponent in the corner, a lot of creativity and risks must be taken in order to open up an opponent with competent defense.


Vegito's power leaves him unrivaled in Dragon Ball FighterZ, making him a great choice for anyone at any skill level and one of the game's best characters, proving once and for all he is the ultimate fusion! (Unlike those other two.)
Vegito's power leaves him unrivaled in Dragon Ball FighterZ, making him a great choice for anyone at any skill level and one of the game's best characters, proving once and for all he is the ultimate fusion! (Unlike those other two.)
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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* {{clr|1|5L}} hits multiple times, but it's considered to be one hit for scaling purposes.
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* {{clr|L|5L}} hits multiple times, but it's considered to be one hit for scaling purposes.
* Huge range but also huge recovery on whiff.
* 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.
* 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.
* 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 {{clr|1|5L}} > DR on block.
* Higher blockstun than other light normals, making a visible delay for {{clr|L|5L}} > DR on block.
Arguably the best {{clr|1|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 {{clr|1|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 {{clr|1|5LL}} and punish accordingly.
Arguably the best {{clr|L|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 {{clr|L|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 {{clr|L|5LL}} and punish accordingly.


Due to his {{clr|1|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 {{clr|2|6M}} is blocked, Vegito will have to either block or commit to a defensive option like {{clr|4|214S}} or reflect.
Due to his {{clr|L|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 {{clr|M|6M}} is blocked, Vegito will have to either block or commit to a defensive option like {{clr|S|214S}} or reflect.


{{clr|1|5L}} > Z-Change is a safe tag and also a Sparking! bait since {{clr|1|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.
{{clr|L|5L}} > Z-Change is a safe tag and also a Sparking! bait since {{clr|L|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.
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* {{clr|1|5LL}} ground bounces airborne opponents.
* {{clr|L|5LL}} ground bounces airborne opponents.
* Combo and blockstring filler.
* Combo and blockstring filler.
The main use of this normal outside of combos is to keep people in check after {{clr|1|5L}}. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with {{clr|1|5L}} more easily. It's also a great combo starter, which accentuates it's above usage.
The main use of this normal outside of combos is to keep people in check after {{clr|L|5L}}. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with {{clr|L|5L}} more easily. It's also a great combo starter, which accentuates it's above usage.
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* {{clr|1|5LLL}} ground bounces
* {{clr|L|5LLL}} ground bounces
* Cancelling into this from a blocked {{clr|1|5LL}} always leaves the opponent in too much blockstun for the throw to work.
* Cancelling into this from a blocked {{clr|L|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.
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.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Can reverse beat into {{clr|1|2L}}.
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* Can reverse beat into {{clr|L|2L}}.
* Travels 2/3 of the screen.
* Travels 2/3 of the screen.
A far-reaching, advancing normal with 9 frame startup and is -5 on block. An excellent {{clr|2|5M}} and one of the the best in the game.
A far-reaching, advancing normal with 9 frame startup and is -5 on block. An excellent {{clr|M|5M}} and one of the the best in the game.


Very good for stagger pressure, since it creates distance between Vegito and the opponent. Combined with his amazing {{clr|1|5L}}, and resets can be done very easily. Its active frames are much more helpful in the corner, as it maintains a prime {{clr|1|5L}} stagger range from both {{clr|1|5L}} and {{clr|1|5LL}}.
Very good for stagger pressure, since it creates distance between Vegito and the opponent. Combined with his amazing {{clr|L|5L}}, and resets can be done very easily. Its active frames are much more helpful in the corner, as it maintains a prime {{clr|L|5L}} stagger range from both {{clr|L|5L}} and {{clr|L|5LL}}.


This normal also has variable frame advantage depending on the distance between Vegito and the opponent. Normally Vegito's {{clr|2|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 {{clr|1|5L}} after a spaced {{clr|2|5M}} makes challenging this character close to impossible with most of the cast (in the corner).
This normal also has variable frame advantage depending on the distance between Vegito and the opponent. Normally Vegito's {{clr|M|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 {{clr|L|5L}} after a spaced {{clr|M|5M}} makes challenging this character close to impossible with most of the cast (in the corner).
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.
* 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 {{clr|3|5H}} will allow a link into {{clr|1|5L}} for high damage and possibly a {{clr|1|236L}} loop setup.
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 {{clr|H|5H}} will allow a link into {{clr|L|5L}} for high damage and possibly a {{clr|L|236L}} loop setup.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* A point-blank Ki explosion.
* A point-blank Ki explosion.
* High blockstun and hitstun.
* High blockstun and hitstun.
{{clr|4|5S}} and {{clr|4|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.
{{clr|S|5S}} and {{clr|S|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.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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* Can gatling to and from {{clr|2|5M}} and {{clr|2|2M}}.
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* Low and throw invulnerable from frame 5, with reactions, this is the higher rewarding answer to throws than jumping or mashing {{clr|1|5L}}.
* Can gatling to and from {{clr|M|5M}} and {{clr|M|2M}}.
* Low and throw invulnerable from frame 5, with reactions, this is the higher rewarding answer to throws than jumping or mashing {{clr|L|5L}}.
* Scales like a Medium, allowing for high damage.
* Scales like a Medium, allowing for high damage.
* Can cancel into SD in blockstring without being {{clr|3|2H}}'d, but can be reflected. True strings into Vanish.
* Can cancel into SD in blockstring without being {{clr|H|2H}}'d, but can be reflected. True strings into Vanish.
* 5-frame gap from any normal that is chained into it.
* 5-frame gap from any normal that is chained into it.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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DBFZ_Vegito_2M.png | Not the best {{clr|2|2M}}, but has its uses.
DBFZ_Vegito_2M.png | Not the best {{clr|M|2M}}, but has its uses.
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* Can reverse beat into {{clr|1|2L}}
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* Can reverse beat into {{clr|L|2L}}
* Easily Vegito's highest damage starter
* 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.
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.
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===<big>{{clr|3|2H}}</big>===
 
===<big>{{clr|H|2H}}</big>===
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* Can hit opponents behind Vegito
* Can hit opponents behind Vegito
Vegito's {{clr|3|2H}} goes very high, making it one of the highest hitting {{clr|3|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 {{clr|4|236S}} or {{clr|1|214L}} makes Vegito a little safer, so it's not a total loss if your opponent blocks it.
Vegito's {{clr|H|2H}} goes very high, making it one of the highest hitting {{clr|H|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 {{clr|S|236S}} or {{clr|L|214L}} makes Vegito a little safer, so it's not a total loss if your opponent blocks it.
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===<big>{{clr|4|2S}}</big>===
 
===<big>{{clr|S|2S}}</big>===
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* Switches sides on Smash hit, launches upward on non-Smash.
* Switches sides on Smash hit, launches upward on non-Smash.
* Considered as projectile.
* Considered as projectile.
Vegito {{clr|4|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.
Vegito {{clr|S|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.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Great hit-box, high probability of kicking away super dashes.
* Great hit-box, high probability of kicking away super dashes.
* More risky than other characters, {{clr|1|5L}} loses to 6f normals and {{clr|4|214S}} baitable.
* More risky than other characters, {{clr|L|5L}} loses to 6f normals and {{clr|S|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.
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.
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===<big>{{clr|4|6S}}</big>===
===<big>{{clr|S|6S}}</big>===
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* Hits about 2 characters away.
* Hits about 2 characters away.
Good as a poking tool in mid-range. Best linked with {{clr|4|2S}}, leading to a combo on hit and is safe on block.
Good as a poking tool in mid-range. Best linked with {{clr|S|2S}}, leading to a combo on hit and is safe on block.
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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* Invulnerable waist down
* Invulnerable waist down
* Great for crossups
* Great for crossups
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|M|j.M}}</big>===
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* Good air-to-air.
* Good air-to-air.
* Combo filler.
* Combo filler.
Good air normal overall. Enables {{clr|3|5H}} rejumps. Good for crossups, but {{clr|3|j.H}} can also be used with a little more timing.
Good air normal overall. Enables {{clr|H|5H}} rejumps. Good for crossups, but {{clr|H|j.H}} can also be used with a little more timing.
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|H|j.H}}</big>===
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
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* {{clr|1|5LLLLLLL}} Smash hit can wall bounce.
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* {{clr|3|j.H}} does not knock down
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|H|j.H}} does not knock down
* Great hitbox.
* 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 {{clr|3|j.H}}, so the best way to convert off it mid-screen would be {{clr|1|j.236L}} > Vanish > {{clr|2|j.214M}}. {{clr|3|j.H}} connects into {{clr|3|j.2H}} and {{clr|4|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 {{clr|1|5L}}.
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 {{clr|H|j.H}}, so the best way to convert off it mid-screen would be {{clr|L|j.236L}} > Vanish > {{clr|M|j.214M}}. {{clr|H|j.H}} connects into {{clr|H|j.2H}} and {{clr|S|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 {{clr|L|5L}}.
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===<big>{{clr|4|j.S}}</big>===
 
===<big>{{clr|S|j.S}}</big>===
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* Freezes momentum.
* Freezes momentum.
* Launches upwards.
* Launches upwards.
* Considered a beam projectile, Superdash > {{clr|4|j.S}} on block will catch any {{clr|3|2H}}'s slower than it (like Broly).
* Considered a beam projectile, Superdash > {{clr|S|j.S}} on block will catch any {{clr|H|2H}}'s slower than it (like Broly).
* Jails into vanish.  
* Jails into vanish.  
* Can option select, after {{clr|4|j.S}} use vanish input then superdash input, if they get hit you superdash, if it is blocked you vanish.
* Can option select, after {{clr|S|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.
An amazing tool for Vegito with many applications.


The cornerstone of Vegito strings, {{clr|4|j.S}} is a very good button for him. It has a lot of use in combos, allowing him to set up {{clr|1|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. {{clr|4|j.S}} is also amazing for same-side mix-up, between a crossup {{clr|3|j.H}} or a same-side {{clr|4|j.S}}, thanks to it halting Vegito's aerial momentum. Since Sparking makes all normals jump-cancellable, Vegito gets even more unique and tricky pressure options with this.
The cornerstone of Vegito strings, {{clr|S|j.S}} is a very good button for him. It has a lot of use in combos, allowing him to set up {{clr|L|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. {{clr|S|j.S}} is also amazing for same-side mix-up, between a crossup {{clr|H|j.H}} or a same-side {{clr|S|j.S}}, thanks to it halting Vegito's aerial momentum. Since Sparking makes all normals jump-cancellable, Vegito gets even more unique and tricky pressure options with this.


{{clr|4|j.S}} has multi-faceted use in neutral, both offensively and defensively. The beam property makes it excellent for snagging opponents below Vegito, such as beating anti-airs during scramble situations, and for catching those too eager to get in on you with an airdash. This lets Vegito easily harass enemies coming at him, or trying to stop his approaches. {{clr|4|j.S}} has a lot of landing recovery, so take caution when utilizing this move during those specific situations, and be ready to cancel into something/call an assist to try and make Vegito safe.
{{clr|S|j.S}} has multi-faceted use in neutral, both offensively and defensively. The beam property makes it excellent for snagging opponents below Vegito, such as beating anti-airs during scramble situations, and for catching those too eager to get in on you with an airdash. This lets Vegito easily harass enemies coming at him, or trying to stop his approaches. {{clr|S|j.S}} has a lot of landing recovery, so take caution when utilizing this move during those specific situations, and be ready to cancel into something/call an assist to try and make Vegito safe.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Typical launcher/combo extender.
* Typical launcher/combo extender.
* Easily combos into {{clr|2|j.214M}} for sliding knockdown.
* Easily combos into {{clr|M|j.214M}} for sliding knockdown.
Great for extending combos and setting up enders. If you use this for your smash instead of {{clr|4|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.
Great for extending combos and setting up enders. If you use this for your smash instead of {{clr|S|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.
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==Special Moves==
==Special Moves==
===<big>Spiral Heel Shot</big>===
===<big>Spiral Heel Shot</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Puts Vegito airborne.
* Puts Vegito airborne.
* The first hit will trigger a kicking sequence on hit and clash.
* The first hit will trigger a kicking sequence on hit and clash.
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* Has medium scaling
* Has medium scaling
* 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.
* 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.
All versions can be used as a lariat or counterpoke, but Vegito's normals far outclass {{clr|1|236L}} and {{clr|2|236M}} for this task.
All versions can be used as a lariat or counterpoke, but Vegito's normals far outclass {{clr|L|236L}} and {{clr|M|236M}} for this task.
----
----
;{{clr|1|236L}}  
;{{clr|L|236L}}  
Mainly used for safely ending blockstrings and combo filler. Non-smash whiff version can be used for advanced combos.
Mainly used for safely ending blockstrings and combo filler. Non-smash whiff version can be used for advanced combos.
----
----
;{{clr|2|236M}}
;{{clr|M|236M}}
* Carries momentum on auto-kick hit.
* Carries momentum on auto-kick hit.
* Smash hit corner splats.
* Smash hit corner splats.
Staple of his corner BnBs. Save your smash for this, unless you're going for meaty {{clr|3|5H}}.
Staple of his corner BnBs. Save your smash for this, unless you're going for meaty {{clr|H|5H}}.
----
----
;{{clr|3|236H}}
;{{clr|H|236H}}
* Smash hit causes a wall bounce, able to followup from midscreen.
* Smash hit causes a wall bounce, able to followup from midscreen.
* Amazing tiger knee option, will track up to regular jump height
* Amazing tiger knee option, will track up to regular jump height
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===<big>Atomic Buster</big>===
===<big>Atomic Buster</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Has Anti-Air property
* Has Anti-Air property
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups
Vegito's anti-air command grab. All versions are commonly used as combo enders or as a terrifying air-to-air.
Vegito's anti-air command grab. All versions are commonly used as combo enders or as a terrifying air-to-air.
----
----
;{{clr|1|214L}}
;{{clr|L|214L}}
* Travels almost vertically.
* Travels almost vertically.
* Causes a soft knockdown.
* Causes a soft knockdown.
You can gimmick people with a {{clr|2|2M}} after landing this, and also used for standard ender in corner BnBs. {{clr|1|214L}} into vanish DR, gives sliding knockdown and the DR animation wastes time on the meter penalty timer.
You can gimmick people with a {{clr|M|2M}} after landing this, and also used for standard ender in corner BnBs. {{clr|L|214L}} into vanish DR, gives sliding knockdown and the DR animation wastes time on the meter penalty timer.
----
----
;{{clr|2|214M}}
;{{clr|M|214M}}
* Travels diagonally.
* Travels diagonally.
* Causes a sliding knockdown.
* Causes a sliding knockdown.
* Can act as soon as Vegito starts descending.
* 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 {{clr|3|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.
Vegito's best air ender for midscreen or slightly out of corner BnBs, as it is very easy to combo into either after {{clr|H|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.
----
----
;{{clr|3|214H}}
;{{clr|H|214H}}
* Travels diagonally
* Travels diagonally
* Causes a ground bounce sliding knockdown, can link into {{clr|1|5L}} in the corner.
* Causes a ground bounce sliding knockdown, can link into {{clr|L|5L}} in the corner.
A powerhouse, and a fantastic metered option for anti-airing, anti-jumping, and air-to-airing. It's combination of speed, head invulnerability and unrecoverable damage will make Vegito's opponents think twice about jumping. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other aerial options.
A powerhouse, and a fantastic metered option for anti-airing, anti-jumping, and air-to-airing. It's combination of speed, head invulnerability and unrecoverable damage will make Vegito's opponents think twice about jumping. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other aerial options.


{{clr|3|214H}} is also used for back-to-corner combos. It causes a ground bounce sliding knockdown, allowing for easy, high damaging extensions.
{{clr|H|214H}} is also used for back-to-corner combos. It causes a ground bounce sliding knockdown, allowing for easy, high damaging extensions.
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===<big>Split Finger Shot</big>===
===<big>Split Finger Shot</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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* Can be super-dashed through
* Can be super-dashed through
An amazing, low commitment ki-blast. Its 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.
An amazing, low commitment ki-blast. Its 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 {{clr|2|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.
When performed after a {{clr|M|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 {{clr|4|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 {{clr|4|236S}}, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.
The air version of {{clr|S|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 {{clr|S|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 {{clr|4|2369S}} or {{clr|4|2368S}}, which does the movement at low height then continues the jump, allowing you to perform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.
There is another version that can be done with {{clr|S|2369S}} or {{clr|S|2368S}}, which does the movement at low height then continues the jump, allowing you to perform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.
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===<big>Barrier</big>===
===<big>Barrier</big>===
<span class="input-badge">'''{{clr|4|214S}}'''</span>
<span class="input-badge">'''{{clr|S|214S}}'''</span>
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* Can counter anything except grabs and supers
* Can counter anything except grabs and supers
* The counter attack is jump cancellable in Sparking
* The counter attack is jump cancellable in Sparking
* Can grab multiple times in a combo like {{clr|1|5LLL}}
* Can grab multiple times in a combo like {{clr|L|5LLL}}
* Can grab both grounded and aerial opponents
* Can grab both grounded and aerial opponents
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 its 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 {{clr|1|5LL}} and the opponent's {{clr|1|5LLL}} is a grab (looking at you, Cell). Overall, this move isn't amazing, but it has some applications when used accordingly.
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 its 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 {{clr|L|5LL}} and the opponent's {{clr|L|5LLL}} is a grab (looking at you, Cell). Overall, this move isn't amazing, but it has some applications when used accordingly.
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* Low blockstun, which can also be super-dashed through and reflected during block.
* Low blockstun, which can also be super-dashed through and reflected during block.
* Very high hitstun, making it very useful during combos.
* Very high hitstun, making it very useful during combos.
* Covers a great distance at an aggressive angle.
* Covers a great distance at an aggressive angle.
* Very useful in the corner, as it cover all regions the opponent can go.
* Very useful in the corner, as it cover all regions the opponent can go.
Incredibly strong and one of the best assists in the game. The huge area that the ki blasts cover as well as their high amount of hitstun make this an incredibly powerful assist to use in many situations, similar to SS Vegeta's A Assist but covering a huge horizontal area. While it has low blockstun, it is still good for lockdown, and if your opponent starts getting impatient and just superdashes or reflects, you can play around this and counter said options by anti-airing, baiting out options, or going for a reflect proof string.
Incredibly strong and one of the best assists in the game. The huge area that the ki blasts cover as well as their high amount of hitstun make this an incredibly powerful assist to use in many situations, similar to SS Vegeta's A Assist but covering a huge horizontal area. While it has low blockstun, it is still good for lockdown, and if your opponent starts getting impatient and just superdashes or reflects, you can play around this and counter said options by anti-airing, baiting out options, or going for a reflect proof string.
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* Great for combo extensions and blockstring pressure.
* Great for combo extensions and blockstring pressure.
It's hard to argue for this assist over Vegito's top-tier A assist. Assist B has very high blockstun and hits twice, allowing for creative applications with certain moves and mixups. If you absolutely need an assist with high blockstun, this can be a good choice.
It's hard to argue for this assist over Vegito's top-tier A assist. Assist B has very high blockstun and hits twice, allowing for creative applications with certain moves and mixups. If you absolutely need an assist with high blockstun, this can be a good choice.
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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.  
* 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.  
* Great tracking, and it's quite useful in combos thanks to it hitting nearly anywhere.
* Great tracking, and it's quite useful in combos thanks to it hitting nearly anywhere.
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==Super Moves==
==Super Moves==
===<big>Spirit Excalibur</big>===
===<big>Spirit Excalibur</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}}'''</span> or <span class="input-badge">'''{{clr|3|236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}}'''</span>
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* Does more damage close-range as opposed to far-range
* Does more damage close-range as opposed to far-range
* Hits full screen, dragging the opponent down with the sword
* 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)
* 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)
* 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 {{clr|2|j.214M}} sliding knockdown.
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 {{clr|M|j.214M}} sliding knockdown.
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===<big>Omega Finishing Blow</big>===
===<big>Omega Finishing Blow</big>===
<span class="input-badge">'''{{clr|1|j.236L}}+{{clr|2|M}}'''</span> or <span class="input-badge">'''{{clr|3|j.236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|j.236L}}+{{clr|M|M}} or {{clr|H|j.236H}}+{{clr|S|S}}'''</span>
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* Costs 1 Ki Gauge
* Costs 1 Ki Gauge
* Minimum damage: 300, 440 (740)
* Minimum damage: 300, 440 (740)
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* Can be easily anti-air'd on reaction
* Can be easily anti-air'd on reaction
* Values in [] is damage if Z-Changed before the punch lands (Minimum damage: 675)
* 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 {{clr|4|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.
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 {{clr|S|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.
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===<big>Final Kamehameha</big>===
===<big>Final Kamehameha</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|3|214H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK) or {{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
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* Minimum damage: 1739
* Minimum damage: 1739
* Causes a hard knockdown on hit.
* Causes a hard knockdown on hit.

Revision as of 00:41, 14 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
5L 120×4 All 7 2(3)2(3)2(8)2 19 -5
5LL 700 All 10 3 18 -5
5LLL 1000 Throw U3+ 9 1 30

  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
700 All 9 6 20 -10

  • Can reverse beat into 2L.
  • Travels 2/3 of the screen.

A far-reaching, advancing normal with 9 frame startup and is -5 on block. An excellent 5M and one of the the best in the game.

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. Its active frames are much more helpful in the corner, as it maintains a prime 5L stagger range from both 5L and 5LL.

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

5S

2L

2M

2H

2S

6M

6S

j.L

j.M

j.H

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
750 [1000] High [D3+] 13 4

  • 5LLLLLLL Dynamic 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
500 / 500×2 All U1 15 5

  • Freezes momentum.
  • Launches upwards.
  • Considered a beam 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 amazing for same-side mix-up, between a crossup j.H or a same-side j.S, thanks to it halting Vegito's aerial momentum. Since Sparking makes all normals jump-cancellable, Vegito gets even more unique and tricky pressure options with this.

j.S has multi-faceted use in neutral, both offensively and defensively. The beam property makes it excellent for snagging opponents below Vegito, such as beating anti-airs during scramble situations, and for catching those too eager to get in on you with an airdash. This lets Vegito easily harass enemies coming at him, or trying to stop his approaches. j.S has a lot of landing recovery, so take caution when utilizing this move during those specific situations, and be ready to cancel into something/call an assist to try and make Vegito safe.

j.2H

Special Moves

Spiral Heel Shot

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
236L 130,600 / 130×3,600 All 11 3(12)4 16 -5
236M 130,600 / 130×5,600 All U1+ 16 3(12)4 16 -5
236H 130,700 / 130×7,600 All U1+ 11 3(12)4 16 -5
j.236L 130,600 / 130×3,600 All 11 3(12)4 17
j.236M 130,600 / 130×5,600 All U1+ 16 3(12)4 18
j.236H 130,700 / 130×7,600 All U1+ 11 3(12)4 17

  • 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.
  • Has medium scaling
  • 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.

All versions can be used as a lariat or counterpoke, but Vegito's normals far outclass 236L and 236M for this task.


236L

Mainly used for safely ending 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, unless you're going for meaty 5H.


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)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
214L 1100 Throw 13 7 21 + 3 After L 4-13 Head
214M 1200 Throw D2 19 7 21 + 3 After L 4-19 Head
214H 1500 Throw D2 13 7 21 + 3 After L 1-13 Head
j.214L 1100 Throw 13 7 21 + 3 After L 4-13 Head
j.214M 1200 Throw D2 19 7 21 + 3 After L 4-19 Head
j.214H 1500 Throw D2 10 7 21 + 3 After L 4-13 Head

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

Vegito's anti-air command grab. All versions are commonly used as combo enders or as a terrifying air-to-air.


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.

A powerhouse, and a fantastic metered option for anti-airing, anti-jumping, and air-to-airing. It's combination of speed, head invulnerability and unrecoverable damage will make Vegito's opponents think twice about jumping. Even if the grab whiffs, it puts Vegito in a decent position to utilize his other aerial options.

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)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
236S 300×5 All 23
j.236S 300×5 All 18

  • Can be super-dashed through

An amazing, low commitment ki-blast. Its 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 perform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.

Barrier

214S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
Catch 4 34 Total 54 4-37 Guard
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
  • Can grab both grounded and aerial opponents

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 its 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
300×5 All 25 +20 ~ +24

  • 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.

Incredibly strong and one of the best assists in the game. The huge area that the ki blasts cover as well as their high amount of hitstun make this an incredibly powerful assist to use in many situations, similar to SS Vegeta's A Assist but covering a huge horizontal area. While it has low blockstun, it is still good for lockdown, and if your opponent starts getting impatient and just superdashes or reflects, you can play around this and counter said options by anti-airing, baiting out options, or going for a reflect proof string.

Assist B

Spiral Heel Shot

Assist C

Spirit Sword

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.
45 [20] +20

  • 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.
  • Great tracking, and it's quite useful in combos thanks to it hitting nearly anywhere.
  • Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react.

Unfortunately, Vegito C wants to do a similar job as Vegito A but that has half the cost, half the startup, and triple the use. Vegito A is an overbearingly powerful assist that can do many things that Vegito C already does, such as outrageous hitstun, comboability, and screen control. It just does them better.

It's not terrible. If you really want to use a C Assist, there are much worse than Vegito C. The only reason this one could really be called "bad" is because of how much you're giving up compared to A for nearly the same reward.

Super Moves

Spirit Excalibur

236L+M or 236H+S

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.

  • 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

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.

  • 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 (Air OK) or 214H+S (Air OK)

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

 Vegito (SSGSS)
To edit frame data, edit values in DBFZ/SSB Vegito/Data.

DBFZ/Navigation