DBFZ/SSB Vegito

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Overview

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 j.S and 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.)
Playstyle
SSB Vegito utilizes his powerful neutral and long-range pokes to bully the opponent into extremely annoying pressure and outrageous damage.
Pros Cons
  • Excellent Neutral: Huge grounded buttons and nigh fullscreen lariat, a low-commit spread projectile and a great anti-air grab dominate the pace of neutral.
  • Support Value: Vegito's A is one of the best assists in the game, j.236L allows for special tag into an aerial Dragon Rush for a sliding knockdown fullscreen, and both DHC supers are very versatile.
  • Blockstrings: Very hard to challenge in blockstrings since his normals are so hilariously large and he can space himself out of most characters 5L's
  • Left/Right Mix-up: Vegito's j.S enables him to do strong same side mix-ups that leads into good reward and beats anti-air options.
  • Combos: Vegito tools enable lots of combo creativity that lead into extremely high damage and amazing corner carry.
  • Corner Mix-up: Limited to universal mix-up options at the corner.

Need help getting started? Go to this page for information targeted at new players. It covers the basics on playing Vegito, getting in, and what to do afterwards.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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 Guard Smash Startup Active Recovery On-Block Invuln
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. Very good for approaches, since it creates distance between Vegito and the opponent. Its active frames are much more helpful in the corner, as it maintains a prime 5L 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 -10, but when pressed further away the normal can be up to -5 on block. Infusing this with his 5L after a spaced 5M makes challenging this character difficult with most of the cast (in the corner).

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 14 4 21 -9
  • Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.

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

5S / 6S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5S 700 All 9 3 22 -4
6S 700 All 14 3 22 -4
5S
  • A point-blank Ki explosion.
  • High blockstun and hitstun. Can now be used for Sparking loops.

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


6S
  • Hits about 2 characters away. As of v1.31, 6S no longer leaves a gap.

Good as a poking tool in mid-range. Best linked with 2S, leading to a combo on hit and is safe on block.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 20 3 23 -5 5-19 Low
  • Can gatling to and from 5M and 2M.
  • Low and throw invulnerable from frame 5, with reactions, this is the higher rewarding answer to throws than jumping or mashing 5L.
  • Scales like a Medium, allowing for high damage.
  • Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish.
  • 5-frame gap from any normal that is chained into it.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 15 6 20 -10
  • Can reverse beat into 2L
  • Easily Vegito's highest damage starter

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

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 16 3 35 -22 4-18 Head
  • Can hit opponents behind Vegito

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

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 / 500×2 All U1 18 5 21 -5
  • Switches sides on Smash hit, launches upward on non-Smash.
  • Considered as projectile.

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

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 10 0
  • Great hit-box, high probability of kicking away super dashes.
  • More risky than other characters, 5L loses to 6f normals and 214S baitable.

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.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3
  • Invulnerable waist down
  • Great for crossups

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 3
  • Good air-to-air.
  • Combo filler.

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

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
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 Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 15 5
  • Typical launcher/combo extender.
  • Easily combos into j.214M for sliding knockdown.

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

Special Moves

Spiral Heel Shot

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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 Guard Smash Startup Active Recovery On-Block Invuln
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 1-13 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 Guard Smash Startup Active Recovery On-Block Invuln
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 Guard Smash Startup Active Recovery On-Block Invuln
214S Catch 4 34 Total 54 4-37 Non throw/Super
214S 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 Guard Smash Startup Active Recovery On-Block Invuln
300×5 All 26 +23
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
30 +45
  • 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 (can also extend to +47 frames of blockstun from a specific distance oddly enough), allowing for creative applications with certain moves and mix-ups. If you absolutely need an assist with high blockstun, this can be a good choice.

Assist C

Spirit Sword

Damage Guard Smash Startup Active Recovery On-Block Invuln
45
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×4, 2300 All UDV 10+4 -20
  • Does more damage close-range as opposed to far-range
  • Hits full screen, dragging the opponent down with the sword
  • Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)
  • Minimum damage: 30*4, 750 (870)

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

Omega Finishing Blow

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000, 1100 [1500] All UDV 10+9
  • 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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 220×19, 360 All UDV 9+3 -33
j.214L+M 220×19, 360 All UDV 9+3 Till L
214L+M > X 300, 1200
Final Kamehameha
  • Minimum damage: 1739
  • Causes a hard knockdown on hit.

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

Final Kamehameha Follow-up Final Kamehameha > [L/M/H/S] on hit

Spend an extra bar for extra damage at the cost of frame advantage.

Colors

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

External References

Navigation

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

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