DBFZ/SSB Vegito: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{DBFZ/CharacterLinks}}
{{CharaOverview
<div id="home-content" class="home-grid">
|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.  
{{card|width=4
|header=Overview
|content='''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 phenomenal tools to control neutral and thus the pace of the game. Once he gets in, he likes to bully his opponent with long blockstrings and crushing pressure. His playstyle heavily encourages conditioning and forcing his opponent into either blocking forever, or risk using a defensive option to escape.


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.
There are few fields where Vegito can't put on a show using the opponent as his fool. His normals reach far and have plenty of active frames, and {{MMC|input=j.236S|label=Split Finger Shot}} is one of the best tools in the game for clearing the screen, while also having a suprising amount of executional depth behind it, usable even for advancing. Unlike other characters however, Vegito's mixup becomes significantly worse in the corner due to losing access to his left/right mixup. Should he 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 the game's resident neutral god, proving once and for all he is the ultimate fusion! (Unlike those other two)
|lore= The Potara fusion of Goku and Vegeta, Vegito was first created during the fight against Majin Buu. While Goku initially thought to fuse with his son, Gohan, after the latter's absorption, he managed to convince a newly arrived Vegeta to fuse with him to form Vegito. He quickly proved himself to be an excellent fighter, the rivalry of the two fusees drawing out unimaginable might. He appeared once again to fight against Zamasu's fusion, this time with the power of the Super Saiyan God, utterly dominating Zamasu before unfusing.
}}
|quote= Alright! Let's settle this!
{{DBFZ/Infobox
|voice_actor= Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat
|difficulty_rating=5
|summary= utilizes his powerful neutral and long-range pokes to bully the opponent into extremely annoying pressure and outrageous damage.
}}
{{ProsAndCons
|intro=utilizes his powerful neutral and long-range pokes to bully the opponent into extremely annoying pressure and consistently good damage.
|pros=
|pros=
* '''Excellent Neutral''': Huge grounded buttons and [[DBFZ/SSB_Vegito#Spiral Heel Shot|nigh fullscreen lariat]], a low-commit [[DBFZ/SSB_Vegito#Split Finger Shot|spread projectile]] and a great [[DBFZ/SSB_Vegito#Atomic Buster|anti-air grab]] allow Vegito to dominate the pace of neutral.
* '''Excellent Neutral''': Huge grounded buttons and {{MMC|input=236H|label=nigh fullscreen lariat}}, a low-commit {{MMC|input=j.236S|label=spread projectile}} and a great {{MMC|input=214H|label=anti-air grab}} dominate the pace of neutral.
* '''Support Value''': Vegito's [[DBFZ/SSB_Vegito#Assist A|Assist A]] is one of the best assists in the entire game, [[DBFZ/SSB_Vegito#Spiral Heel Shot|j.236L]] allows for special tag into j.DR for a sliding knockdown anywhere on screen, and both of his DHC supers are very versatile.
* '''Support Value''': Vegito A is great for clearing the screen while Vegito B is a fantastic mixup assist. {{MMC|input=236L|label={{clr|L|236L}}}} allows for Special Tag into air Dragon Rush for a sliding knockdown anywhere on screen, and both DHC Supers are very versatile.
* '''Blockstrings''': Vegito has notoriously long pressure that's difficult to escape from thanks to his great frame data on block and the ability to reverse beat into his [[DBFZ/SSB_Vegito#2L|2L]].
* '''Blockstrings''': Very hard to challenge in blockstrings since his normals are so hilariously large and he can space himself out of most characters {{clr|L|5L}} normals.
* '''Left/Right Mix-up''': Vegito's [[DBFZ/SSB_Vegito#j.S|j.S]] enables him to do strong same side mix-ups that leads into good reward and beats anti-air options.
* '''Left/Right Mix-up''': Vegito's {{clr|S|{{MMC|input=j.S}}}} enables him to do strong same side mix-ups that lead into good reward and beat anti-air options.
* '''Combos''': Vegito tools enable lots of creativity in combos that lead into extremely high damage and amazing corner carry.
|cons=
* '''YOSHAAAAA'''
* '''Meter Management''': Awful meter build and constantly wants to spend it for neutral, combos, and mixups. Combo damage is slightly below-average so he's very reliant on his high-damage supers to bring the hurt. Needs a character that will build lots of meter for him before he comes in.
|cons=  
* '''Corner Mix-up''': Limited to universal mix-up options at the corner.
* '''Slow 5L''': His massive 5L has slower start-up and than most 5Ls and has long whiff animation, forcing him to commit to a defensive option during pressure and +0 situations.
* '''Needy support''': Needs specific teammates to get the most out of him. Can only meaningfully extend his combos through Special Tag routes into other characters. His A assist has ki blast blockstun and absolutely horrendous hitstun, and B assist is poor for neutral.
* '''Corner Mix-up''': Vegito's mix-up is weaker in the corner, as he only has universal options to open up opponents.
|difficulty_rating=5
}}
}}
</div>
==Starter Guide==
{{StarterBlurb}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|L|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5L,5LL,5LLL
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_5L.png | The stuff of nightmares
;{{clr|L|5L}}
DBFZ_Vegito_5LL.png | Kicking isn't over yet
Huge, advancing multihit normal. One of the best {{clr|L|5L}}'s in the game as it covers many situations for you.
DBFZ_Vegito_5LLL.png |
 
</gallery>
*If it clashes, wins the clash thanks to the multihit properties.
</div>
*Easy to confirm, you don't have to chain into something else on block.
<div class="attack-info">
*Hard to whiff punish because of how active it is and because of how good {{clr|L|5LL}} is.
{| class="wikitable attack-data"
 
{{FrameDataHeader-DBFZ|version=yes}}
If you postion yourself at tip {{clr|L|5L}} range you'll force your opponent to use medium attacks to reach you, making it easier for Vegito to frametrap them.
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* {{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.
* 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 {{clr|L|5L}} > DR on block.
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|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.
All its 4 hits are jump cancellable in Sparking!, making it hard to predict when you'll go for your left-right mixup.


{{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.
----
----
* {{clr|L|5LL}} ground bounces airborne opponents.
;{{clr|L|5LL}}
* Combo and blockstring filler.
Big, fast and quick to recover.
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.
On block it maintains your spacing, making it a good stagger point.
 
Allows {{clr|L|5L}} to consistenly convert into combos. If you hit an opponent that's in the air it will cause a ground bounce, meaning you can always pick them up with any of your normals besides {{clr|M|2M}} and {{clr|L|2L}}.
 
*Can't be canceled into during the last frames of {{clr|L|5L}}. For delayed frametraps, use {{clr|M|5M}} or {{clr|S|5S}} instead.
----
----
* {{clr|L|5LLL}} ground bounces
;{{clr|L|5LLL}}
* 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.
Cancelling into this from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work, but you can setup a tickthrow using low blockstun assists or after a Level 3 knockdown. For Vegito this is situational as he doesn't get huge reward from it and he has better mixup options.
{{CloseCard}}
* Despite being a grab, it can be used multiple times in a combo.
}}


===<big>{{clr|M|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_5M.png |Far, but unsafe.
 
</gallery>
A far-reaching, advancing normal: surprising priority and vertical reach, remarkably safe to throw out for its range.
</div>
 
<div class="attack-info">
Cancel it into {{clr|S|5S}}.
{| class="wikitable attack-data"
From there, confirm into a combo or start your spaced pressure game.
{{FrameDataHeader-DBFZ}}
In the corner it won't space you out, but since {{clr|S|5S}} is safe you can backdash into {{clr|M|5M}} instead.
|-
Contesting this situation is risky for the opponent, and if they decide to block, your assists will start to come back.
{{#cargo_query:tables=MoveData_DBFZ
 
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
*Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring.
|where=chara="{{SUBPAGENAME}}" and input="5M"
* Can reverse beat into {{clr|L|2L}}, opening up extended pressure.
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Can reverse beat into {{clr|L|2L}}.
* Travels 2/3 of the screen.
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|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}}.
===<big>{{clr|H|5H}}</big>===
{{DBFZ_Move_Card
|input=5H
|description=
Blockstring and combo filler, and a great one at that.


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).
If possible, you want to route your combos into this move as it gives you access to rejumps. Even in the corner, {{clr|H|5H}} combos do more damage than ones using {{MMC|input=236M |label={{clr|M|236M}}}}.
{{CloseCard}}


===<big>{{clr|H|5H}}</big>===
*Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring.  
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Vegito_5H.png | Rejumps, all day err day
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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|H|5H}} will allow a link into {{clr|L|5L}} for high damage and possibly a {{clr|L|236L}} loop setup.
{{CloseCard}}


===<big>{{clr|S|5S}}</big>===
===<big>{{clr|S|5S}} / {{clr|S|6S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5S,6S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_5S.png | ''"Use the force, Vegito."''
;{{clr|S|5S}}
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* A point-blank Ki explosion.
* A point-blank Ki explosion.
* High blockstun and hitstun. Can now be used for Sparking loops.
* High blockstun and hitstun. Can now be used for Sparking loops.
{{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. As of v1.31, 6S no longer leaves a gap.
{{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.
{{CloseCard}}
----
;{{clr|S|6S}}
* Hits about 2 characters away. As of v1.31, {{clr|S|6S}} no longer leaves a gap.
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.
}}
 
2L


===<big>{{clr|L|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_2L.png |Look how cool my reverse beat is, guys!
 
</gallery>
 
</div>
You can {{keyword|reverse beat}} into this move from your medium attacks.
<div class="attack-info">
As you'll often take your turn with {{clr|M|5M}}, you'll likewise often have the option to use this and extend your blockstrings with your autocombo.
{| class="wikitable attack-data"
 
{{FrameDataHeader-DBFZ}}
It's also invulnerable to lows and airborne from frame 5. Effective as a defensive tool against characters that stagger with lows and rely on command grabs, like {{CLabel|DBFZ|Lab Coat Android 21|label= Android 21}} and {{CLabel|DBFZ|Android 18}}, or as a read against DR.
|-
 
{{#cargo_query:tables=MoveData_DBFZ
* Displaces your hurtbox, occasionally dodging some mids.
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
* Leaves a 5 frame gap when chained into.
|where=chara="{{SUBPAGENAME}}" and input="2L"
* High blockstun, useful in Sparking! pressure.
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
* Jails into vanish.
* Scales like a medium.
 
 
 
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
* 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.
{{CloseCard}}


===<big>{{clr|M|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_2M.png | Not the best {{clr|M|2M}}, but has its uses.
 
</gallery>
Long range slide and Vegito's fastest low. It's not recommended to use this in neutral instead of {{clr|M|5M}}.
</div>
 
<div class="attack-info">
Use it in pressure to call out jumping attempts or punish people spamming reflect by true stringing into it. 
{| class="wikitable attack-data"
*Anti reflects, but it notably loses to reflect into Z change.
{{FrameDataHeader-DBFZ}}
* Combos into {{clr|L|2L}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Can reverse beat into {{clr|L|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.
{{CloseCard}}


===<big>{{clr|H|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_2H.png | Tends to hit people from behind
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Can hit opponents behind Vegito
* Can hit opponents behind Vegito
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.
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.
{{CloseCard}}
}}


===<big>{{clr|S|2S}}</big>===
===<big>{{clr|S|2S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_2S.png |Secretly a great anti-air
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
* Jails into vanish.
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.
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.
{{CloseCard}}
}}


===<big>{{clr|M|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=6M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_6M.png | You're going to rely on this in the corner.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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|L|5L}} loses to 6f normals and {{clr|S|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.
{{CloseCard}}
You can get plus frames if you hit farther enought, from 1 to 5 frames depending of the rival character and distance.
 
===<big>{{clr|S|6S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Vegito_5S.png | Poke and combo tool.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Hits about 2 characters away.
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.
{{CloseCard}}


===<big>{{clr|L|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_jL.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Invulnerable waist down
* Invulnerable waist down
* Great for crossups
* Great for crossups
* Great tool to jab super dashes
}}
{{CloseCard}}


===<big>{{clr|M|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_jM.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Good air-to-air.
* Good air-to-air.
* Combo filler.
* Combo filler.
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.
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.
{{CloseCard}}
}}


===<big>{{clr|H|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_jH.png | ''"EEYAH!"''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|H|j.H}} does not knock down
* Does not knock down, but combos into jc.DR at low hitstun decay in the corner.
* 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|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}}.
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 Majin 21'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}}.
{{CloseCard}}
}}


===<big>{{clr|S|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_jS.png | Jump Baguette
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Freezes momentum.
* Freezes momentum.
* Launches upwards.
* Launches upwards.
Line 388: Line 206:


{{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.
{{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.
{{CloseCard}}
}}


===<big>{{clr|H|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.2H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_j2H.png | KNEE! '''KNEE!'''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Typical launcher/combo extender.
* Typical launcher/combo extender.
* Easily combos into {{clr|M|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|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.
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.
{{CloseCard}}
}}


==Special Moves==
==Special Moves==
===<big>Spiral Heel Shot</big>===
===<big>Spiral Heel Shot</big>===
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236L,236M,236H,j.236L,j.236M,j.236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_SpiralHeelShot.png | eSports Kicks
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="j.236L" or input="j.236M" or input="j.236H")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
Line 455: Line 242:
* 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
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.
Hard to combo off of in the corner (wait for Vegito to turn around and pick up with {{clr|L|5LL}}), 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.
{{CloseCard}}
}}


===<big>Atomic Buster</big>===
===<big>Atomic Buster</big>===
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214L,214M,214H,j.214L,j.214M,j.214H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_AtomicBuster.png | Whiff
DBFZ_Vegito_AtomicBuster2.png | ''"Down you go!"''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H" or input="j.214L" or input="j.214M" or input="j.214H")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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
Line 493: Line 263:
* 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|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.
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 (hold 9 into a falling air button), whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent (hold {{clr|S|S}} and 669 into a falling {{clr|H|j.H}}, loses to in-place tech). Regardless, it's his best way to end most air combos.
----
----
;{{clr|H|214H}}
;{{clr|H|214H}}
Line 501: Line 271:


{{clr|H|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.
{{CloseCard}}
}}


===<big>Split Finger Shot</big>===
===<big>Split Finger Shot</big>===
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
{{InputBadge|'''{{clr|S|236S}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236S,j.236S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_SplitFingerShot.png |''"Here's a present for ya!"''
* Can be superdashed through... but don't do it if he has 3 bars, as it's also Lv3 cancellable
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.


Line 532: Line 286:


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.
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.
{{CloseCard}}
}}


===<big>Barrier</big>===
===<big>Barrier</big>===
<span class="input-badge">'''{{clr|S|214S}}'''</span>
{{InputBadge|{{clr|S|214S}} (Hold OK)}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214S Catch,214S Attack,214[S]
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_Barrier.png |Counter
DBFZ_Vegito_Barrier2.png |Attack
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=Catch}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214S Catch"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Attack}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214S Attack"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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
Line 568: Line 298:
* 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|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.
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.
{{CloseCard}}
}}


==Z Assists==
==Z Assists==
===<big>Assist A</big>===
===<big>Assist A</big>===
<span class="input-badge">'''Split Finger Shot'''</span>
{{InputBadge|'''Split Finger Shot'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_SplitFingerShot.png |Contender for the best ki-blast styled assist
A fast, screen-clearing assist that doubles as an excellent defensive assist.
</gallery>
----
</div>
;Neutral
<div class="attack-info">
The strength of its area denial cannot be overstated. It grants fast, fullscreen coverage and at jump height, so is exceptionally efficient at covering for approaches or policing the opponent's assist calls.
{| class="wikitable attack-data"
----
{{FrameDataHeader-DBFZ}}
;Defense
|-
One of the few assists that position themselves high up into the air, making it very unlikely to be punished or get caught in Happy Birthdays. When called at close range, Vegito will also spawn behind the point character, completely safe from incoming attacks. A common strategy is passively mashing on this assist while defending, as once it's out, it will instantly shut down the opponent's offense.
{{#cargo_query:tables=MoveData_DBFZ
----
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
;Offense
|where=chara="{{SUBPAGENAME}}" and input="Assist A"
While having low blockstun that can be GC Super Dashed or GC Reflected, it is still good for lockdown especially in the corner due to just covering all regions the opponent can go. SD and Reflect can also be countered by baiting them out and punishing accordingly, or with anti-Reflect strings.
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
 
Additionally thanks to the defensive spawn point, it's also great for stagger pressure and baiting retaliations. Dash blocking or intentionally ending blockstrings while calling this assist and the opponent will promptly get hit trying to take their turn.
----
;No hitstun <nowiki>:(</nowiki>
However, the trade-off for all of those utilities is having the lowest untech time of all assists in the game. It's serviceable for combo purposes, but extremely lacking when compared to other screen clearing assists like {{MMC|chara=SS Goku|input=Assist A|label=beams}}, or defensive {{MMC|chara=Teen Gohan|input=Assist A|label=DP assists}}. You will not be able to convert a hit from fullscreen, nor from a defensive call after blocking an attack.
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
{{CloseCard}}


===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Spiral Heel Shot'''</span>
{{InputBadge|'''Spiral Heel Shot'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_SpiralHeelShot.png |
* Great for combo extensions and blockstring pressure.
</gallery>
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.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist B"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
{{CloseCard}}


===<big>Assist C</big>===
===<big>Assist C</big>===
<span class="input-badge">'''Spirit Sword'''</span>
{{InputBadge|'''Spirit Sword'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_jS.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist C"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
* Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react.  
* 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.
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 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.
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.
{{CloseCard}}
}}


==Super Moves==
==Super Moves==
===<big>Spirit Excalibur</big>===
===<big>Spirit Excalibur</big>===
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_SpiritExcalibur.png | "Come on! Make me break a sweat, at least."
DBFZ_Vegito_SpiritExcalibur2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="236L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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
Line 677: Line 356:
* 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|M|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.
{{CloseCard}}
}}


===<big>Omega Finishing Blow</big>===
===<big>Omega Finishing Blow</big>===
<span class="input-badge">'''{{clr|L|j.236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|j.236H}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|L|j.236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|j.236H}}+{{clr|S|S}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.236L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_OmegaFinishingBlow.png |"''You can't keep up with me!''"
DBFZ_Vegito_OmegaFinishingBlow2.png |"''Just look at my speed!''"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Costs 1 Ki Gauge
* Costs 1 Ki Gauge
* Minimum damage: 300, 440 (740)
* Minimum damage: 300, 440 (740)
Line 706: Line 369:
* 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|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.
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.
{{CloseCard}}
}}


===<big>Final Kamehameha</big>===
===<big>Final Kamehameha</big>===
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214L+M,j.214L+M,214L+M > X
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Vegito_FinalKamehameha.png |''"It's the '''biggie!!'''"''
;Final Kamehameha
DBFZ_Vegito_FinalKamehameha2.png |'''''"GO TO HELL!!"'''''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L+M" or input="j.214L+M")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|-
{{AttackVersion|name=Additional attack|subtitle=Hold L/M/H/S on hit}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214L+M > X"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Minimum damage: 1739
* Minimum damage: 1739
* Causes a hard knockdown on hit.
* Causes a hard knockdown on hit.
* Holding a button during this super causes Vegito to perform Omega Finishing Blow right after the level 3 for an extra bar.
Vegito's level 3. Fast, easy to punish with and combo into.
Vegito's level 3. Fast, easy to punish with and combo into.  
----
{{CloseCard}}
;Final Kamehameha Follow-up {{InputBadge|Final Kamehameha > {{clr|L|[L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S]}} on hit}}
Spend an extra bar for extra damage at the cost of frame advantage.
* Minimum damage: 420
* Total Minimum damage: 2159
}}


==Colors==
==Colors==
{{DBFZColors|Size=120}}
{{DBFZColors}}
{{clear}}


==External References==
==Navigation==
==Navigation==
<center>{{Character Label|DBFZ|SSB Vegito|32px|label=Vegito (SSGSS)}}</center>
<center>{{Character Label|DBFZ|SSB Vegito|size=32px|label=Vegito (SSGSS)}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DBFZ/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DBFZ/Navigation}}
{{DBFZ/Navigation}}

Latest revision as of 05:09, 6 January 2024

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 phenomenal tools to control neutral and thus the pace of the game. Once he gets in, he likes to bully his opponent with long blockstrings and crushing pressure. His playstyle heavily encourages conditioning and forcing his opponent into either blocking forever, or risk using a defensive option to escape.

There are few fields where Vegito can't put on a show using the opponent as his fool. His normals reach far and have plenty of active frames, and Split Finger ShotDBFZ Vegito SplitFingerShot.pngGuardAllStartup18RecoveryAdvantage- is one of the best tools in the game for clearing the screen, while also having a suprising amount of executional depth behind it, usable even for advancing. Unlike other characters however, Vegito's mixup becomes significantly worse in the corner due to losing access to his left/right mixup. Should he 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 the game's resident neutral god, proving once and for all he is the ultimate fusion! (Unlike those other two)
SSB Vegito
DBFZ SSB Vegito Portrait.png
Ki Gain Modifier
×0.5
Fastest Attacks
-
Reversals
-

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

Pros
Cons
  • Excellent Neutral: Huge grounded buttons and nigh fullscreen lariatDBFZ Vegito SpiralHeelShot.pngGuardAllStartup11Recovery16Advantage-5, a low-commit spread projectileDBFZ Vegito SplitFingerShot.pngGuardAllStartup18RecoveryAdvantage- and a great anti-air grabDBFZ Vegito AtomicBuster.pngGuardThrowStartup13Recovery21 + 3 After LAdvantage- dominate the pace of neutral.
  • Support Value: Vegito A is great for clearing the screen while Vegito B is a fantastic mixup assist. 236LDBFZ Vegito SpiralHeelShot.pngGuardAllStartup11Recovery16Advantage-5 allows for Special Tag into air Dragon Rush for a sliding knockdown anywhere on screen, 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 normals.
  • Left/Right Mix-up: Vegito's j.SDBFZ Vegito jS.pngGuardAllStartup15RecoveryAdvantage- enables him to do strong same side mix-ups that lead into good reward and beat anti-air options.
  • Meter Management: Awful meter build and constantly wants to spend it for neutral, combos, and mixups. Combo damage is slightly below-average so he's very reliant on his high-damage supers to bring the hurt. Needs a character that will build lots of meter for him before he comes in.
  • Corner Mix-up: Limited to universal mix-up options at the corner.
  • Needy support: Needs specific teammates to get the most out of him. Can only meaningfully extend his combos through Special Tag routes into other characters. His A assist has ki blast blockstun and absolutely horrendous hitstun, and B assist is poor for neutral.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

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

Huge, advancing multihit normal. One of the best 5L's in the game as it covers many situations for you.

  • If it clashes, wins the clash thanks to the multihit properties.
  • Easy to confirm, you don't have to chain into something else on block.
  • Hard to whiff punish because of how active it is and because of how good 5LL is.

If you postion yourself at tip 5L range you'll force your opponent to use medium attacks to reach you, making it easier for Vegito to frametrap them.

All its 4 hits are jump cancellable in Sparking!, making it hard to predict when you'll go for your left-right mixup.


5LL

Big, fast and quick to recover. On block it maintains your spacing, making it a good stagger point.

Allows 5L to consistenly convert into combos. If you hit an opponent that's in the air it will cause a ground bounce, meaning you can always pick them up with any of your normals besides 2M and 2L.

  • Can't be canceled into during the last frames of 5L. For delayed frametraps, use 5M or 5S instead.

5LLL

Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work, but you can setup a tickthrow using low blockstun assists or after a Level 3 knockdown. For Vegito this is situational as he doesn't get huge reward from it and he has better mixup options.

  • Despite being a grab, it can be used multiple times in a combo.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 9 6 20 -10

A far-reaching, advancing normal: surprising priority and vertical reach, remarkably safe to throw out for its range.

Cancel it into 5S. From there, confirm into a combo or start your spaced pressure game. In the corner it won't space you out, but since 5S is safe you can backdash into 5M instead. Contesting this situation is risky for the opponent, and if they decide to block, your assists will start to come back.

  • Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring.
  • Can reverse beat into 2L, opening up extended pressure.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 14 4 21 -9

Blockstring and combo filler, and a great one at that.

If possible, you want to route your combos into this move as it gives you access to rejumps. Even in the corner, 5H combos do more damage than ones using 236MDBFZ Vegito SpiralHeelShot.pngGuardAllStartup16Recovery16Advantage-5.

  • Like most of Vegito's moves, it'll reach the opponent even if they reflected your blockstring.

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

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 Low 20 3 23 -5 5-19 Low

You can reverse beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. into this move from your medium attacks. As you'll often take your turn with 5M, you'll likewise often have the option to use this and extend your blockstrings with your autocombo.

It's also invulnerable to lows and airborne from frame 5. Effective as a defensive tool against characters that stagger with lows and rely on command grabs, like  Android 21 and  Android 18, or as a read against DR.

  • Displaces your hurtbox, occasionally dodging some mids.
  • Leaves a 5 frame gap when chained into.
  • High blockstun, useful in Sparking! pressure.
  • Jails into vanish.
  • Scales like a medium.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 15 6 20 -10

Long range slide and Vegito's fastest low. It's not recommended to use this in neutral instead of 5M.

Use it in pressure to call out jumping attempts or punish people spamming reflect by true stringing into it.

  • Anti reflects, but it notably loses to reflect into Z change.
  • Combos into 2L

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.
  • Jails into vanish.

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. You can get plus frames if you hit farther enought, from 1 to 5 frames depending of the rival character and distance.

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.
  • Does not knock down, but combos into jc.DR at low hitstun decay in the corner.
  • 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 Majin 21'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 (wait for Vegito to turn around and pick up with 5LL), 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 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 (hold 9 into a falling air button), whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent (hold S and 669 into a falling j.H, loses to in-place tech). 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 superdashed through... but don't do it if he has 3 bars, as it's also Lv3 cancellable

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 (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214S Catch 4 34 Total 54 4-37 Guard
214S Attack 0, 1500 Throw U3+
214[S] 0, 1500 Throw U3+ 35 5 28 4-13 Guard
  • 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 25 +20 ~ +24

A fast, screen-clearing assist that doubles as an excellent defensive assist.


Neutral

The strength of its area denial cannot be overstated. It grants fast, fullscreen coverage and at jump height, so is exceptionally efficient at covering for approaches or policing the opponent's assist calls.


Defense

One of the few assists that position themselves high up into the air, making it very unlikely to be punished or get caught in Happy Birthdays. When called at close range, Vegito will also spawn behind the point character, completely safe from incoming attacks. A common strategy is passively mashing on this assist while defending, as once it's out, it will instantly shut down the opponent's offense.


Offense

While having low blockstun that can be GC Super Dashed or GC Reflected, it is still good for lockdown especially in the corner due to just covering all regions the opponent can go. SD and Reflect can also be countered by baiting them out and punishing accordingly, or with anti-Reflect strings.

Additionally thanks to the defensive spawn point, it's also great for stagger pressure and baiting retaliations. Dash blocking or intentionally ending blockstrings while calling this assist and the opponent will promptly get hit trying to take their turn.


No hitstun :(

However, the trade-off for all of those utilities is having the lowest untech time of all assists in the game. It's serviceable for combo purposes, but extremely lacking when compared to other screen clearing assists like beamsDBFZ SSGoku Kamehameha.pngGuardAllStartup34Recovery63Advantage+30, or defensive DP assistsDBFZ TeenGohan SuperDragonFlight.pngGuardAllStartup21RecoveryAdvantage+29. You will not be able to convert a hit from fullscreen, nor from a defensive call after blocking an attack.

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 [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 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.

  • Minimum damage: 420
  • Total Minimum damage: 2159

Colors

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

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