DBFZ/Vegeta

From Dustloop Wiki
Vegeta
DBFZ Vegeta Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Vortex
Team Role
Point

Overview

Regal, egotistical, and full of pride, Vegeta IV is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek.

The Saiyan Saga - Namek Saga’s Ginyu Arc version of Vegeta invades Dragon Ball FighterZ as a DLC character, performing the role of a speedy fighter who throws off his opponent's movement. His speed is similar to his older counterparts', but he has a variety of tricky special moves that give him his own flavor.

Strengths/Weaknesses

Strengths Weaknesses
  • Solid mixup and pressure game with many options to cross up and pressure the opponent, with options such as 1S allowing him to have pretty strong oki similar to Krillin's rocks, and many ways to set up safejumps
  • Great corner damage thanks to his ki blast loops
  • j.2H into 214L gives him a knockdown from basically any combo
  • Level 1 acts as a great air ender due to it's property of sending downwards, which helps Vegeta allow his team to easily link combos together
  • 214S acting as an OTG allows Vegeta to very easily confirm into his supers, or possibly even more damage if done in the right combos.
  • 236M can combo into dragon rush in the corner for an easy solo snap.
  • Has a power level over 9000.
  • Buttons tend to be a bit stubby at times, making Vegeta's range a little poor.
  • Assist is okay at best.
  • Only reversal is level 3, making some pressure situations for Vegeta somewhat tricky to avoid
  • 214S strangely not working on crouching opponents hurts his mixup game a bit
  • Mixups, while strong, may be a bit predictable at times, and can be dealt with by anti-airing
  • Receding hairline
  • Lack of height


Normal Moves

5L
5L
DBFZ Vegeta 5L.png
DBFZ Vegeta 5LL.png
DBFZ Vegeta 5LLL.png
Heh, what dirty fireworks..
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5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 11 -2 B - - - 5 - 11 16 16
DBFZ Vegeta 5L.png
  • Important points go here.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 11 3 18 -5 B - - - 7 - 15 - -
DBFZ Vegeta 5LL.png
  • Important points go here.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300, 700 All 11 2 18 -4 (airborne) B 1-12 Head U3+ - - - 15 Launch 39
DBFZ Vegeta 5LLL.png
  • Calling an assist allows you to get a safe mixup off of a blocked 5LLL. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.
5M
5M
DBFZ Vegeta 5M.png
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5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 3 18 -5 B - - - 7 - 15 - -
DBFZ Vegeta 5M.png


  • Important points go here.
5H
5H
DBFZ Vegeta 5H.png
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5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 6 18 -8 B - U1 - 12 - 15 Launch 22 /
DBFZ Vegeta 5H.png


  • Decent range.
5S
5S
DBFZ Vegeta 5S.png
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5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×1~8 All 13 - 24 -3 P1 - - - - - 20 23 25
DBFZ Vegeta 5S.png


  • Can be repeated up to 8 times.


2L
2L
DBFZ Vegeta 2L.png
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2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F - - - 5 - 11 16 16
DBFZ Vegeta 2L.png


  • Hits low, can be rapid fired twice like all other Vegetas.
2M
2M
DBFZ Vegeta 2M.png
BOI
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 11 4 18 -5 F - - - 7 - 15 Launch 22
DBFZ Vegeta 2M.png


  • Important points go here.
2H
2H
DBFZ Vegeta 2H.png
SHINE!
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2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 3 27 -14 B 4-15 Head U1+ - 12 - 15 Launch 22 / 39
DBFZ Vegeta 2H.png


  • Important points go here.
2S
2S
DBFZ Vegeta 2S.png
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2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 12 - 24 -3~+20 P1 - - - - - 20 23 25
DBFZ Vegeta 2S.png


  • Vegeta throws a Ki blast in an arc. You can make the arc shallow by doing 1S.
  • This can be used for oki after a slide knockdown
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L 0 B - - - 12 - 15 18 23
DBFZ Vegeta jH.png


  • Universal overhead.
j.L
j.L
DBFZ Vegeta jL.png
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j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 - - H - - - 5 - - - -
DBFZ Vegeta jL.png


  • Important points go here.
j.M
j.M
DBFZ Vegeta jM.png
Credit Card Swipe
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j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 9 4 - - H - - - 7 - - - -
DBFZ Vegeta jM.png


  • Important points go here.
j.H
j.H
DBFZ Vegeta jH.png
"Get outta here"
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j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 4 - - H - D1+ [D3+] - 12 - - - -
DBFZ Vegeta jH.png


  • [] is on Smash hit.
j.S
j.S
DBFZ Vegeta jS.png
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j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300 All 13 - X+7L - P1 - - - - - 20 23 25
DBFZ Vegeta jS.png
screen_control.png doubles as entire_combo.png


  • Similar to SSGSS Goku's j.S, but fired at a shallower angle.
  • Does not stall you in the air.
  • Good for keeping opponents in check thanks to it's fast recovery, but don't abuse it
  • Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.
j.2H
j.2H
DBFZ Vegeta j2H.png
DIE! HA! DIE! DIE! HA! DIE!
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j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 12 5 10 - H - U1+ - 12 - 15 Launch 22 / 39
DBFZ Vegeta j2H.png


  • Vegeta is pushed forward a little when used.
  • So long as Vegeta is not touching the ground he can use this move again to stay hovered.
  • Father, may every soul hit by this move being find their way to you. May all Base Vegeta players who use this move more than 5 times while airborne find their way to the deepest pits of hell. I pray that I will never cross paths with this button, lest I be clipped by its impure hitbox or its demonic range. May they find discomfort in all seating positions and may their buttons stick after 2 weeks of use. I offer this prayer to You. Amen.
j.2S
j.2S
DBFZ Vegeta j2S.png
The Safejump-o-Matic™
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j.2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 12 - X+5L - P1 - - - - - 20 23 25
DBFZ Vegeta j2S.png


  • Like 2S but in the air.
  • Can aim with 1S.

Special Moves

Super Dash Kick
Super Dash Kick
236L/M/H (Air OK)
DBFZ Vegeta SuperDashKick.png
I'm gonna rock you! Like a hurricane!
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Ground L


236L
L Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 11 6 15 -5 (airborne) B - - - - - 15 Launch -
DBFZ Vegeta SuperDashKick.png
Air L


j.236L
Air L Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 11 4 23 - H - - - - - - Launch -
DBFZ Vegeta SuperDashKick.png
  • Vegeta recovers in midair.
Ground M


236M
M Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 15 9 21 -9 B - U1+ - - - - Launch -
DBFZ Vegeta SuperDashKick.png
Air M


j.236M
Air M Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 15 9 23 - H - U1+ - - - - Launch -
DBFZ Vegeta SuperDashKick.png
  • Causes a wallbounce.
  • Easy way to get a solo snap in the corner.
  • Crosses up on block, so with some assists you can iad back to get a crossup
Ground H


236H
H Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 All 29-36 9 22 -5 B 9~19-26 Full (while invisible) U1+ - -100 - - Launch -
DBFZ Vegeta SuperDashKick.png
Air H


j.236H
Air H Super Dash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 All 29-36 9 23 - H 5~19-26 Full (while invisible) U1+ - -100 - - Launch -
DBFZ Vegeta SuperDashKick.png
  • Vegeta teleports behind the opponent and hits them.
  • Causes a wallbounce.
  • Crosses up on block.
  • If it hits, you can combo into 236M from it.
Deadly Knee Drop
Deadly Knee Drop
214L/M/H (Air OK)
DBFZ Vegeta DeadlyKneeDrop.png
FOOTDIVE
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Ground L


214L
L Deadly Knee Drop
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
920 All 26-33 Until Landing, 3 14 -4 H - D1 - - - - Launch -
DBFZ Vegeta DeadlyKneeDrop.png
Air L


j.214L
Air L Deadly Knee Drop
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
920 All 26-33 Until Landing, 3 14 -4 H - D1 - - - - Launch -
DBFZ Vegeta DeadlyKneeDrop.png
  • Results in a sliding knockdown.

If the hitstun proration isn't too bad, this will combo from j.2H. Use this to end air combos if at all possible, as it brings you down with them. Doesn't allow for j.2S oki.

Ground M


214M
M Deadly Knee Drop
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 29-33 Until Landing, 3 14 -4 H - D1 - - - - Launch -
DBFZ Vegeta DeadlyKneeDrop.png
Air M


j.214M
Air M Deadly Knee Drop
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 29-33 Until Landing, 3 14 -4 H - D1 - - - - Launch -
DBFZ Vegeta DeadlyKneeDrop.png
  • Causes a longer sliding knockdown than the L version.
  • Has enough knockdown time for j.2S setups

Combos off of smash hit j.2H, so you'll end up seeing this move a lot in most of Vegeta's ki blast loops as an ender.

Ground H


214H
H Deadly Knee Drop
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 26-33 Until Landing, 3 14 -4 H - D1 - -100 - - Launch -
DBFZ Vegeta DeadlyKneeDrop.png
Air H


j.214H
Air H Deadly Knee Drop
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 26-33 Until Landing, 3 14 -4 H - D1 - -100 - - Launch -
DBFZ Vegeta DeadlyKneeDrop.png
  • Causes a bounce sliding knockdown that can be picked up with an assist.
  • Preserves your smash.
  • On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.

Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H.


  • All versions teleport to the opponent's location.
  • Default action on hit/block/whiff is to bounce backwards, bounce forwards by holding forwards.
  • L/M versions can be converted into a combo if done raw with vanish > 214S.

A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it.

Energy Cutter
Energy Cutter
236S
DBFZ Vegeta EnergyCutter.png
"Oh no, the kid's a monkey! DESTRUCTO DISC!"
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236S
Energy Cutter
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 22 - 23 -4 (airborne) P2 - - - - - - Launch -
DBFZ Vegeta EnergyCutter.png


  • Leaves Vegeta airborne once complete. Allows for a mixup with an assist.
  • Can be aimed with 8/2.

Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in its mixup utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown lets him get a mixup scenario, as you can airdash after the move is done, and this is amplified even further by his assists. He can also safejump off of this move, which makes it even stronger. It's not his strongest mixup tool, but it sure is a good one.

I have no use for Saiyans that can't move
I have no use for Saiyans that can't move
214S
DBFZ Vegeta IHaveNoUse.png
You know, theres a certain sport I excel at..
DBFZ Vegeta IHaveNoUse2.png
COMPETITIVE BITCH TOSS!
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214S
I have no use for Saiyans that can't move
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0 Throw 16 3 15 - Throw - U1+ - - - - Launch 22 / 39
DBFZ Vegeta IHaveNoUse.pngDBFZ Vegeta IHaveNoUse2.png


  • Vegeta grabs his opponent and tosses them into the air straight above him.
  • This skill works like a command grab and cannot be blocked.
  • If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.
  • Works on sliding knockdown state opponents.
  • Will not work on crouching or aerial opponents (only standing).
  • Uses his smash, so j.H gives sliding knockdown.
  • Use before level 3 super in the corner to maintain optimal positioning.

On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.

Z Assists

Assist A
Energy Cutter
Assist A
DBFZ Vegeta EnergyCutter.png
""There's no such thing as a dirty fight..."
Template:AttackDataHeader-DBFZ
Assist A
Energy Cutter
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 25 - - +30 P2 - - - 0 - 30 Launch -
DBFZ Vegeta EnergyCutter.png
Sniping them out of the air


  • On hit, all the hits do one hit. On block, all 5 hits are done separately.
Assist B
M Super Dash Kick
Assist B
DBFZ Vegeta SuperDashKick.png
Template:AttackDataHeader-DBFZ
Assist B
Super Dash Kick
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 20 6 - +25 - - - - 0 - 25 Launch 50
DBFZ Vegeta SuperDashKick.png


  • Might wallbounce
Assist C
???
Assist C
Template:AttackDataHeader-DBFZ
Assist C
Dirty Fireworks
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300, 490, 280 All 28 [20] - - +29 - - - - 0 - 29 - -
DBFZ Vegeta 5LLL.png


Super Moves

Galick Gun
Galick Gun
236L+M or 236H+S (Air OK)
DBFZ Vegeta GalickGun.png
"This planet is history!"
DBFZ Vegeta GalickGun2.png
"You hear me, Kakarot?
You're FINISHED!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Minimum damage is 78*10.
  • Vegeta leaps into the air and fires a beam diagonally toward the ground.
  • Grounded version automatically leaps (on startup) to the correct height to hit opponent.
  • Air version goes up a set distance, so it's not guaranteed to hit.

Similar to SSGSS Goku's level 1, Vegeta's level 1 isn't that bad. Its hitbox is large and its property of knocking the opponent down, as well as having a huge window to Z-Change from, lets it be a reliable way to start some more damage if you have the meter. It's also alright in the air as an ender off of j.236L, though you may have some trouble hitting it depending on the situation.

Galaxy Breaker
Galaxy Breaker
214L+M or 214H+S
DBFZ Vegeta GalaxyBreaker.png
"Maybe you won't be a disappointment...
DBFZ Vegeta GalaxyBreaker2.png
in the next dimension!!!"
Template:AttackDataHeader-DBFZ
  • Minimum damage is 86*20. Though at higher up, this can hit up to 86*26.
  • After the nerf, it no longers takes the opponent out of the corner and has more recovery, making it a somewhat weak oki
  • If done after 214S, this move will give Vegeta different camera angles and will make it so Vegeta's post mix-ups are not as strong. Due to having a better frame advantage, this is the go-to version in the corner.

Navigation

To edit frame data, edit values in DBFZ/Vegeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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