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Super Saiyan Blue Vegeta is a hyper-charged version of a glass cannon (even if everyone's got the same health in this game). He boasts the ability to do terrifying damage, overwhelm the opponent's guard, convert off even the most tiny openings (including some disgusting Ki Blasts), burn meter to ramp all of these aspects up a few notches, and more. SSB Vegeta typically carries opponents all the way to the corner on combos as well, leading to further pressure afterward. These notable zoning and combos are only strengthened by his comically buffed Big Bang AttackDBFZ SSBVegeta BigBangAttack.pngGuardAllStartup9Recovery31Advantage+3 special, dealing as much as a Level 1 super when hit raw and a sizeable chunk of health when in a combo. His pressure is also fairly good, as the looming thought of getting counter hit by an armored grabDBFZ SSBVegeta OnAScaleOfOneToTen.pngGuardThrowStartup20Recovery20+3LAdvantage- always exists. If he has enough meter, you may just end up dead to his devastating Level 5, which is extremely punishing. His faults mainly lie in his options while pressured, lack of crazy mix-up potential solo, and whiffing moves causing high lag, but these don't matter when Vegeta's slamming his opponent's face into the World Tournament Arena or pummeling them with rapid kicks because they thought they were done dealing with his pressure.

Overall, SSB Vegeta is for those who want to go all out on opponents, not letting up and making each hit count.
SSB Vegeta

DBFZ SSB Vegeta Portrait.png
Fastest Attacks

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

  • Absurd Damage: SSB Vegeta has some of the highest solo damage in the entire game, with 236SDBFZ SSBVegeta BigBangAttack.pngGuardAllStartup9Recovery31Advantage+3 dealing almost as much damage as a level 1. Lots of meter dump options.
  • Corner Carry: Big Bang AttackDBFZ SSBVegeta BigBangAttackAir.pngGuardAllStartup9Recovery31Advantage+3 cancelling into Superdash along with his other excellent specials, allows Vegeta to end up in the corner from most conversions.
  • Scary Pressure: Impeccable pressure resets mean escaping is excruciating. Access to devastating mix-ups from as far as full-screen with plus on block 236SDBFZ SSBVegeta BigBangAttack.pngGuardAllStartup9Recovery31Advantage+3 and his rekka lead to potent 50/50s. Reflect proof mix-ups with his exceptional command grabDBFZ SSBVegeta OnAScaleOfOneToTen.pngGuardThrowStartup20Recovery20+3LAdvantage-.
  • Meter-dump: Vegeta benefits a lot from meter with a meter hungry 236HDBFZ SSBVegeta SuperDashKick.pngGuardAllStartup12-18Recovery21Advantage-5 and level 5 super extension letting him dish out extra punishment if you have the resources to back him up.
  • Powerful Conversion Tools: Vegeta's ki blasts have a ridiculous amount of hitstun, allowing him to convert stray hits into big damage with a meterless 236SDBFZ SSBVegeta BigBangAttack.pngGuardAllStartup9Recovery31Advantage+3 leading to exceptional damage from anywhere on screen.
  • Exceptional Zoning: Vegeta's ki blasts are incredibly fast, have 2 very good angles, low recovery and can be cancelled into 236SDBFZ SSBVegeta BigBangAttack.pngGuardAllStartup9Recovery31Advantage+3 on block/whiff safely which in turn can be cancelled into Superdash or other specials. This is tricky to navigate against.
  • Range of Normals: A trait shared with all the Vegetas, SSB Vegeta's normal attacks are small and don't send him very far.
  • Better with friends: Needing an assist for his rekka mix-ups makes Vegeta heavily reliant on his teammates. Using 236SDBFZ SSBVegeta BigBangAttack.pngGuardAllStartup9Recovery31Advantage+3 is great when an assist covers SSB Vegeta or on prediction in neutral, but otherwise is very slow and punishable.
  • Lackluster Assists: SSB Vegeta's A assistDBFZ SSBVegeta BigBangAttackAir.pngGuardAllStartup39Recovery137-144Advantage+45 is slow to come out as a projectile, B assistDBFZ SSBVegeta 5LLL.pngGuardAllStartup20RecoveryAdvantage+29 is a standard half-screen lariat and C assist is an unremarkably standard C assistDBFZ SSBVegeta SuperDashKickFollowup1.pngGuardAllStartup35 [20]RecoveryAdvantage+55.

Normal Moves


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 All 8 3 17 -4
5LLL 1000 All U3+ 12 3 17 -4
  • A typical jab.
  • Decent frame data, which makes it good for stagger pressure.

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

  • NOT an overhead.
  • Moves Vegeta forward 50% of the screen.
  • Safe on block and pushes opponent away a good amount.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 9 6 15 -5
  • Combo fodder or blockstring filler.
  • About the same range as 2M and will hit higher.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 14 4 22 -10
  • Can be special cancelled into 236L for rekka pressure.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 13 25 -5
  • Throws a Ki Blast low to the ground.
  • Launches on hit.
  • Whiff cancelable to 2S, 236S and Supers.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4
  • Typical crouching kick.
  • Good for stagger pressure paired with 5L

Good move to mash in the corner after 214L.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 18 -5
  • Starter for high damage combos.
  • Neither reaches far or moves him much closer.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 13 3 30 -17
  • Puts Vegeta in an aerial state.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 13 25 -3
  • Throws a Ki Blast upward.
  • Launches on hit.
  • Whiff cancelable to 5S, 236S and Supers.

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

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6 After landing 0
  • Universal overhead.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3
  • Typical air knee.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 4 14
  • Go-to air overhead.

Used in conjunction with 214L > 5L or 236L~L/M~L to hit the opponent high and continue pressure.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 [1000] High D1+ 13 5
  • Standard IAD jump-in.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 12
  • Temporarily freezes momentum.
  • Whiff cancelable to j.2S, 236S and Supers.

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High D1+ 12 3 12
  • Hitbox is horizontally impaired.

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

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


Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 10
  • Keeps momentum unlike most air Ki Blasts.
  • Whiff cancelable to j.S, 236S and Supers.

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

While zoning, jump back j.S > j.2S2S > 236S will also combo if Vegeta is close enough to the ground.

Special Moves

Super Dash Kick

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 500 All 12 3 21 -8
236M 500 All 15 3 21 (in air) +2 (-8 if landed)
236H 600 All 12-18 3 21 -5
j.236L 500 All 12 3 21 -8
j.236M 500 All 15 3 21 -8
j.236H 600 All 12-18 3 21 -5
All Versions
  • On whiff, can still do followup attacks.

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

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

  • Kicks upward and travels farther than L version.

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

  • Kicks forward and travels farther than L version.
  • Adds extra damage to all followups.

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

Super Dash Kick Follow-up 1

Super Dash Kick > L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236X > L 650 [975] All 10 3 13+3L -8
236X > M 220×3 [286×3] All 18 3 (7) 3 (7) 3 12+3L -8
236X > H 700 [] All 10 3 17 -5
All Versions
  • Damage increases if H version was used in the string.
  • On whiff, can still do followup attacks.
  • Considered to be airborne throughout the move.

  • Hits once and moves Vegeta slightly forward.
  • On hit, bounces Vegeta back a small amount.

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


  • Hits thrice and moves Vegeta forward.

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

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

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


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

Similar to Vanish, the H version can be used as a 0.5 meter investment to confirm off of the first kick with an assist, or to simply escape corner, since it is safe. The side switch can be used to set up an assist on the opposite side of Vegeta, which he can use to take advantage of their knockback on either block or hit.

Super Dash Kick Follow-up 2

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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236X > X > L 650 [975] {} All 13 6 19 -4
236X > X > M 700 [1050] {1200} All U1+ 18 6 13 -5 (in air)
236X > X > H 200×5
[200×4, 1050]
All U1+ 13 8 15 -4
All Versions
  • Damage increases if 5H versions were used in the string.
  • Tracks the opponent.
    • However, H Follow-up 1 > L/M/H Follow-up 2 does NOT track on whiff.
  • Considered to be airborne throughout the move.


  • On hit, flips Vegeta above his opponent.
  • Surprisingly difficult to punish.

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

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


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

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

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


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

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

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

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 1000 Throw D2 23 3 21+3L 4-31 Ki Blasts
214M 1000 Throw U1+ → D2 24 8 23 (in air) 4-37 Ki Blasts
214H 1000 [500] Throw U1+ → D2 20 8 20+3L 1-31 Ki Blasts, 4-27 Guard
j.214L 1000 Throw D2 20 6 4-31 Ki Blasts
j.214M 1000 Throw U1+ → D2 21 8 4-32 Ki Blasts
j.214H 1000 [500] Throw U1+ → D2 18 8 1-27 Ki Blasts, 4-23 Guard
  • Whiffs on crouching opponents.
  • Deflects Ki Blasts.
  • Causes a soft knockdown.
  • If it whiffs, Vegeta can move after it.
  • No more than one command grab can be used in a single combo.

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

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

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

  • Moderately quicker than meterless versions.
  • Whiffs on crouching opponents.
  • Wallbounces.
  • Deflects Ki Blasts.
  • If it whiffs, Vegeta can move after it.
  • No more than one command grab can be used in a single combo.
  • Guard Point at frame 4. The Overview says armored for simplicity but there's technically a difference.

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

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

214H has frame 4 guardpoint making it a solid defensive option against your opponent, however this can be countered by a late 2H or crouch punish.

Big Bang Attack

236S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 400, 2000 All 9 27, 1 31 +3
j.236S 400, 2000 All 9 27, 1 31 +3
  • Has a hitbox while charging.
  • Has beam properties; will always trade with other beams.
  • If performed in the air, will fire downwards.
  • The charging and actual shooting of the projectile have a gap between them (!)
  • Cancels into his other specials and SD
    • 5MMM can be canceled into 236S as they are considered separate moves

Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Fit it into them when you can, as it can increase Vegeta's damage output by a tremendous amount due to the move's own damage being massive. Along with the pushback from shooting the projectile, this move is plus on block, and safe if the charging part gets reflected, unless Vegeta is against a wall.

At long range, it serves as a suitable answer to enemy projectiles, since Vegeta has unconventional Ki blasts, but can be punished very readily by raw level 3 supers. can now perform special moves and super dash after hit

Z Assists

Assist A

Big Bang Attack

Damage Guard Smash Startup Active Recovery On-Block Invuln
200, 2000 All 39 20-27, 15 137-144 +45
  • Has a hitbox while charging.
  • Places Vegeta in the air behind active character.
  • Projectile is fired downward.

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

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

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

Assist B

Infinity Breaker

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 20 5 +29
  • Groundbounces on hit.
  • 29 frames of blockstun.

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

Assist C

Super Dash Kick

Damage Guard Smash Startup Active Recovery On-Block Invuln
450, 450, 280 All 35 [20] +55
  • Your average C Assist

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

Super Moves

Niagara Pummel

236L+M (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 2230 All UDV 8+7 -14 8-24 Full
236[L+M] 1100 All UDV1 8+7 -14 8-24 Full
Niagara Pummel
  • Grounds the opponent on completion.
  • Not invincible until after startup.
  • Travels just a little over fullscreen.
  • Minimum damage: 792

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

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

Niagara Pummel (Held Version)
  • Hold down any button to only perform the first punch.
  • Has smash property.
  • Wallbounces if smash hasn't been used in the combo.
  • Combos into Super Spirit Bomb, but does less damage than Galick Gun, so there's no real reason to do it.

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

Galick Gun


Damage Guard Smash Startup Active Recovery On-Block Invuln
280×10 All UDV 7+5 -21
  • Acts as Vegeta's Z-Change super.
  • Fires diagonally upward.
  • Minimum damage is 81*10.

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

Final Flash

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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 220×20 All UDV 12+3 -34 1- All
j.214L+M 220×20 All UDV 12+3 1- All
214L+M > X 2200 All UDV
Final Flash
  • Acts as Vegeta's sole reversal option.
  • Minimum damage: 1660.

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

Final Flash Attack Final Flash > [L/M/H/S] on hit
  • Additional attack requires 2 extra meters.
  • Minimum damage: 83*20, (924).
  • Minimum damage for the full super is: 2584.

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


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

2Special color that can be unlocked on Goku Day, May 9th.


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