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.
Input
Damage
Guard
Start-Up
Advantage
1st Input
Performs a dashing roundhouse kick.
(air OK)
600
All
—
—
Jumps a short distance forward.
(air OK)
650
All
—
—
Jumps higher and and travels farther than L version.
(air OK)
700
All
—
—
Travels more further ahead than the other variants along with dealing more damage for the follow-up attacks. Consumes half a Ki gauge.
2nd Input
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.
3rd Input
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.
Big Bang Attack (ビッグバンアタック)
Input
Damage
Guard
Start-Up
Advantage
1300[1240]
All
—
—
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.
Z-Assist[]
Big Bang Attack (ビッグバンアタック)
Input
Damage
Guard
Start-Up
Advantage
/
800 [660]
All
—
—
Jumps and fires a Big Bang Attack downward towards the ground.
Super Attacks[]
Niagara Pummel (ナイアガラドロップ)
Input
Damage
Guard
Start-Up
Advantage
2210
All
—
—
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.
Galick Gun (ギャリック砲)
Input
Damage
Guard
Start-Up
Advantage
2050
All
—
—
Fires a Galick Gun diagonally upward. Consumes one Ki gauge.
Meteor Attacks[]
Final Flash (ファイナルフラッシュ)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
3982
All
—
—
Places both of his palms forward and fires a massive golden beam of energy straight forward. Consumes three Ki gauges.
Final Flash Attack (ファイナルフラッシュアタック)
Input
Damage
Guard
Start-Up
Advantage
Any attack button
1540 [5522]
—
—
—
Rears his fist back and lunges straight at the opponent engulfed by his Final Flash, delivering a powerful punch. Consumes two Ki gauges.