DBFZ/Vegeta

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< DBFZ
Revision as of 01:36, 28 September 2021 by Shtkn (talk | contribs) (moving to cargo)
Overview

Template:CharaOverview

Normal Moves

5L

Template:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZ
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

5L
  • Good stagger tool.
  • Can be cancelled into itself by using 4LL.

Recovers one frame faster than most other jabs, making it safe against UI Goku's 214H anytime Base Vegeta is +2. Otherwise it's a great stagger tool as you can repeat it with 4LL and it's -2 on block.


5LL
  • Short range.
  • Although safe on block, 5L and 2L may serve as better stagger normals.

Pushes Vegeta far forwards and will almost always allow for a jab to connect afterwards. Not quite far enough to be an antireflect string though, so be careful when using it outside combos.


5LL
  • Combos directly into 214X.
  • Can function as an anti-air like 2H.
  • Recovers airborne, but has landing recovery.

Mostly useful in corner combos as a guaranteed combo into 214M. Can be used as a mixup tool because it leaves Base Vegeta airborne, but 236S is a much better tool as it has no landing recovery.

5M

5H

5S

2L

2M

2H

2S

6M

j.L

j.M

j.H

j.S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
300 All 13 X+7L - -

  • Similar to SSGSS Goku's j.S, but fired at a shallower angle. j.8S sends at a deeper angle, good at hitting people much closer to you and below you.
  • Does not stall you in the air.
  • Do after/during a backdash for faster recovery.
  • Good for keeping opponents in check thanks to it's fast recovery, but don't abuse it too much.
  • Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.

Elite neutral tool due to having a spectacular angle to poke from a far and safe distance.

j.2H

j.2S

Special Moves

Super Dash Kick

236L/M/H (Air OK)

Template:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZ
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

Often called "Rocket Kick" by the community.

L Version

  • 236L is a TOD starter.
  • Puts Vegeta airborne on block.

One of his several mix-up tools that enables IAD high/low 50/50s with high blockstun assists. Also allows Vegeta to RPS and possibly steal another turn, with a combination of back airdash j.S, normal j.S, land 2M, airdash forward j.M, or even another j.236L.

M Version

  • Causes a wallbounce on hit.
  • Crosses up on block, so with some assists you can IAD back to get a cross-up.

236M is an easy way to get a solo snap in the corner. Mostly useful in combos as a wallbounce, but can also be used on block for the crossup to get Vegeta out of the corner. It's also an extremely powerful neutral tool if used behind a j.S as it will either true string and setup pressure with an assist or frame trap and give a combo in the corner.

H Version

  • Goes full-screen.
  • Teleports behind the opponent and hits them.
  • Causes a wallbounce on hit.
  • Crosses up on block.
  • If whiffed, Vegeta takes longer to recover, allowing the opponent to punish easily.

Extremely fast full-screen cross-up move that can be comboed off of with 236M or 214M, and further extended with assists or vanish. Good to use if your opponent isn't expecting it, however the added recovery frames on whiff make it harder to simply throw out, because you will almost certainly get punished if it doesn't hit. Be wary when using the move as a result. Doesn't track that well on an aerial opponent.

Deadly Knee Drop

214L/M/H (Air OK)

Template:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZ
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 214L results in a sliding knockdown.

If the hitstun proration isn't too bad, this will combo from j.2H. Use this to end air combos if at all possible, as it brings you down with them. Doesn't allow for j.2S oki midscreen, but j.1S in the corner is a good way to keep pressure going.


  • 214M causes a bounce sliding knockdown that can be picked up with an assist.
  • Has enough knockdown time for j.2S setups
  • On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.

Combos off of smash hit j.2H or 5LLL, so you'll end up seeing this move a lot in most of Vegeta's Ki Blast loops as an ender. Most of the time you'll use this to combo into 214S for the powered up supers, but it also allows a conversion if used in neutral. Keep in mind, you can get 2H'd out of this move.


  • 214H's speed of the L version with the knockdown of the M version.
  • Causes a bounce sliding knockdown that can be picked up with an assist.
  • On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.

Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H. If you can't get the M Knee Drop, this is what you'll go for.

  • All versions teleport to the opponent's location.
  • Default action on hit/block/whiff is to bounce backwards, bounce forwards by holding forwards.

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

Energy Cutter

236S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
1000 All 22 23 - -

  • Puts Vegeta airborne on block.
  • Can be aimed with 8/2.

Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in its mix-up utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown, or using it in blockstrings covered by an assist lets him get a mix-up scenario, as you can airdash or land low with the [2] version. It's not his strongest mix-up tool, but it's another out of several.

In neutral it's just okay, useful for stuffing full screen jumps or forcing the opponent back to the ground, which is great combined with his full screen j.S and incredibly strong 5S. Doesn't really do a lot if the opponent doesn't jump, but is still useful.

I have no use for Saiyans that can't move

214S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
0 Throw U1+ 16 3 15 - -

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

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

(*cannot techincally be blocked low as it is a grab, but always whiffs on crouchers.)

Z Assists

Assist A

Energy Cutter

Assist B

Super Dash Kick

Assist C

Dirty Fireworks

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
300, 490, 280 All 28 [20] - -

  • Teleports to the opponent's location.
  • If the uppercut connects on any active frame, it transitions to the explosion and knee drop.
  • Causes a bounce sliding knockdown on hit (however, if hitstun is too high, the kneedrop will not cause this)
  • Surprisingly good answer to superdash.

Vegeta uppercuts the opponent, blows them up, and brings them back to the ground for their troubles. It's pretty good, especially considering Vegeta's role as a point character, so this isn't a terrible option. It can be a bit awkward to combo into due to the timing of it, but this is something that can be easily learned and dealt with. Using this depends on what you're looking for with your team, and there may be better C assist options. Still, it's good at what it does, and is easy to hit confirm out of should it connect.

Super Moves

Galick Gun

236L+M or 236H+S (Air OK)

No results
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • Minimum damage: 78*10 [98*10].
  • Values in [ ] are when canceled from 214S.
  • Ground version automatically leaps up and tracks the opponent.
  • Air version only goes up a set distance, so it's not guaranteed to hit.

Overall, this is a good super. It deals good damage, and the sliding knockdown allows for an IAD safejump if used after 214X. The boosted damage from 214S can at times be enough to finish an opponent off with only 1 bar, as opposed to using 2 if the original damage barely leaves them alive.

Galaxy Breaker

214L+M or 214H+S

External References

Navigation

To edit frame data, edit values in DBFZ/Vegeta/Data.

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