In his base form, Vegeta fights dirty. His ability to create mix-ups and pressure in the corner after a knockdown are rivaled only by the likes of Bardock. With tricky normals, eminently useful special moves , and a level three super attack that hits like a truck, Vegeta has no qualms about fighting fair, and will use all of his cunning and strength to prove his superiority as the prince of the Saiyans. If you like to squash your opponent in the corner, Vegeta may be a perfect fit for your team.
Normal Attacks[]
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
A forward jab.
700
All
—
—
A low gut punch.
1000
All
—
—
An uppercut followed with an explosion when it connects.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
An upward knifehand chop.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A thrusting kick that moves Vegeta a bit forward.
Input
Damage
Guard
Start-Up
Advantage
300 [1350]
All
—
—
Fires a ki blast forward. Up to eight blast can be fired.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
—
—
A low shinkick.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A downward hand sweep.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A double-legged flip kick that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
500
All
—
—
Throws a ki blast in an upwards arc. Inputting makes the ki blast travel in a more shallow arc.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Leaps and does a double axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A knee jab.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
An knifehand swipe.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A double axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
500
All
—
—
Fires a ki blast downward.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
An upward kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
500
All
—
—
Briefly stops in midair and throws a ki blast in an upwards arc. Inputting makes the ki blast travel in a more shallow arc.
Special Moves[]
Super Dash Kick (スーパーダッシュキック)
Performs a charging side kick. Vegeta rebounds off the opponent on hit.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
800
All
—
—
Has the fastest startup of all variants.
(air OK)
900
All
—
—
Travels further with the kick, deals more damage, and causing a wallbounce on hit. Does not leave Vegeta in an airborne state if the kick connects. Crosses up on a block. There's more startup required before Vegeta performs the kick.
(air OK)
1000
All
—
—
Teleports behind the opponent and performs the kick. Deals slightly more damage, but has much more startup. Crosses up the opponent if the kick is blocked. Consumes half a Ki gauge.
Deadly Knee Drop (デスニードロップ)
Teleports above the opponent and does a falling double knee drop. Vegeta normally rebounds back on hit, but holding down makes him jump forward instead.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
920
Stand
—
—
Deals small sliding knockdown.
(air OK)
1000
Stand
—
—
Deals more damage and has a stronger sliding knockdown on hit, but has slightly more starup.
(air OK)
1200
Stand
—
—
Similar to the variant, but contains the variant's startup along with offering a stronger sliding knockdown. Comboing into this move after a vertical Smash will make Vegeta carry the opponent down to the ground. Consumes half a Ki gauge.
Energy Cutter (エネルギーカッター)
Input
Damage
Guard
Start-Up
Advantage
1000
All
—
—
Throws a razor-sharp energy disk forward and curves upward. Holding down makes the disk curve completely upward and holding down makes the disk travel more horizontally.
I have no use for Saiyans that can't move (「うごけないサイヤ人など必要ない」)
Input
Damage
Guard
Start-Up
Advantage
0
—
—
—
Grabs the opponent's legs and shows a shot of his face before throwing them up into the air. Using this move on an opponent in a sliding knockdown state will instead make him toss the opponent up into the air without the beginning cinematic. The grab will not connect if the opponent is currently crouching.
Z-Assist[]
Energy Cutter (エネルギーカッター)
Input
Damage
Guard
Start-Up
Advantage
/
1000
All
—
—
Throws a razor-sharp energy disk forward and curves upward.
Super Attack[]
Galick Gun (ギャリック砲)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
2296
All
—
—
Jumps up and fires a purple energy wave downward. On the ground, Vegeta jumps adjacent to the opponent's current position, while the airborne variant makes him leap a set distance upward and won't track the opponent.
Meteor Attack[]
Galaxy Breaker (ギャラクシーブレイカー)
Input
Damage
Guard
Start-Up
Advantage
or
4224
All
—
—
Gathers blue energy around his body, which is converted into a bluish-white aura and then fires a blue energy wave directly upwards. Using this move after connecting with "I have no use for Saiyans that can't move" will show a unique cinematic in which the camera zooms out and displays a wider view of the vertical energy wave. Consumes three ki gauges.