Vegeta doesn't care about fancy tricks or strategy while in his godly state. He will rush the enemy head on, and is able to deliver a consistency of damage that few characters can match. His toolbox is rather limited, but he can almost always get a considerable amount of damage done for the cost of a few ki meters, regardless of how or where he starts a combo. Vegeta can be a powerful point character if utilized correctly.
Normal Attacks
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
Does a jab with his leading fist.
700
All
—
—
Another jab with his other fist.
1000
All
—
—
A downward swing with his leading fist, bouncing them into the air.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
Moves forward while thrusting out one leg.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
500
All
—
—
Throws a ki blast forward.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
—
—
Extends one leg forward on the ground.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
Sweeps the ground with a hand chop.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Attacks upward with a double-legged flip kick that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
500
All
—
—
Throws a blue ki blast at an upward angle.
Input
Damage
Guard
Start-Up
Advantage
650
Stand
—
—
Hops forward and does a double ax-handle punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
An upward knee jab.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
Extends one leg forward.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
Does an downward double ax handle punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
500
Stand
—
—
Throws a ki blast at a downward angle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
Jabs one leg at an upward angle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
500
All
—
—
Throws a ki blast at a slight upward angle.
Special Moves
Super Dash Kick (スーパーダッシュキック)
Performs a rushing kick combination attack that can hit up to three times with additional inputs.
Does an advancing roundhouse kick for a second hit.
650 [975]
All
—
—
The kick moves Vegeta slightly forward. On hit, Vegeta bounces slighly backwards a small amount.
572 [858]
All
—
—
Does three consecutive roundhouse kicks in succession. Travels farther than the L variant.
700 [1050]
All
—
—
Travels slightly farther than the L variant. On either hit or block, Vegeta will move behind the opponent. Inputting this variant adds more damage for the third input. Consumes half a Ki gauge.
Performs a charging side kick. All variants will track the opponent.
650 [975]
All
—
—
The kick knocks the opponent back.
700 [1050]
All
—
—
Vegeta briefly moves back before performing the side kick. Deals more damage, but has more startup. Causes a wallbounce on hit.
1240 [1520]
All
—
—
A multi-hitting side kick that travels fullscreen. Will cause a wallbounce on a direct hit and crosses-up if the attack is blocked. Consumes half a Ki gauge.
On a scale of one to ten, I'll give you a three! (「点数をつけるとすれば、30点てところだ!」)
A command grab where Vegeta grabs the opponent's face and slams them onto the ground. Each variant makes Vegeta travel in a different direction.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1200
—
—
—
Moves slightly forward on the ground and at a downward angle in the air.
(air OK)
1200
—
—
—
Leaps moderately forward on both the ground and the air. The grab itself comes out faster and is active for a few more frames.
(air OK)
1560
—
—
—
Travels horizontally both on ground and in the air for the grab, damages them with the chokeslam, and then does a roundhouse kick. The kick knocks the opponent away and deals a wallbounce. Consumes half a Ki gauge.
Charges and fires a Big Bang Attack forward. The charging variation can damage the opponent, although the overall damage output will be smaller compared to the standalone projectile. When used in the air, Vegeta fires downward. Can clash with beams even while charging.
Does a charging upward punch that sends the opponent high into the air and the appears above the flying opponent and pummels them down to the ground. Holding will not make Vegeta perform the follow-up pummel, in which the attack itself wallbounces the opponent. Consumes one Ki gauge.