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Vegeta's a nasty piece of work if used correctly. He can zone you out with his Ki Blasts and Rising Knee Arrow or rush you down and force mistakes with his Wolverine Flips and their follow-ups. He can switch from zoning to rushdown in the blink of an eye by canceling his Machine Gun Temper into Sliding Kick. Vegeta's very good at keeping you on your toes and making sure the fight happens on his terms. Use and abuse his tools correctly and you'll be a force to be reckoned with. He's not perfect, however. His damage output is not exactly high without the corner and some meter, so you'll want to abuse every combo opportunity you're given. His supers can't always be used in midscreen combos, so the corner is the Prince's best friend in pressuring the opponent. His defense is also lower than average, so being caught in a longer combo can be a nightmare for you. Just be careful when forcing your opponent to be careful and you'll remember why Vegeta's the Prince of all Saiyans. System NotesPower Charge:This is a very reliable standby when zoning. If you knock the enemy down with an EX Ki Blast or something, you can charge up your power while the enemy's trying to get up and at you since you're wide open when you charge. Focus Hammer: This move is nice if you think the enemy's going to attack and you don't want to risk a Rising Knee Arrow or a Wolverine Flip. He's got Super Armor during the charging and he can combo afterwards if you dash cancel it just right. If you're in a fireball war, this can knock their projectiles right back at them, making Vegeta that much more difficult to out-zone. Negative Edge: It's not really a move, but it deserves mention. You can hold down a button, do the motion, and let go of the button to do a special move. It doesn't work for EX Specials and Supers that use more than one button, but quick fingers should help with that. Notable Normals
Dash Elbow:Vegeta's basic zoning tool. You can chain this into a second Ki Blast, as well, making him able to control a very nice amount of space. He can also cancel it into various things, but the movelist already says what's possible so I don't need to tell you twice. Charging a Ki Blast can also be handy if you've knocked the opponent down and want to greet them with a blast. The EX version knocks down as well, putting Vegeta at a good advantage. Wolverine Flip: This is one of Vegeta's most important tools since he's invincible and can follow up with a knockdown. The stronger versions leap farther back, so you'll want to use different versions depending on if you just want to hit your opponent out of a move or just run away. Wolverine Flip Forward: Imagine Wolverine Flip. Now imagine it going forward with no invincibility. That's this move in a nutshell. It's nice for grounded combos because its follow ups knock down and Wolverine Dashing Elbow can cancel into Bakuhatsuha. The stronger versions send him farther forward, but it's good enough just to use the Heavy version. Wolverine Sweep: This move hits low and knocks the opponent down. If you've trained your opponent to block high because of Wolverine Dashing Elbow, pull this move out once in a while to trip them up and then down. Just don't mind how atrociously unsafe this move is on block. Seriously, it's awful when blocked. Wolverine Dashing Elbow: If you want to push your opponent as far away as possible, this is the move to use. He can also super cancel without a problem. Explosion Grab: This move is extremely weak in every fashion but one. In other words, it's unblockable. If you have an opponent guarding even your masterful mix-ups, start using this move. It basically does chip damage, but it's essential to break a turtle's defense. Wolverine Displacement: Vegeta can also dash or super jump after Wolverine Dash. You can put additional space between Vegeta and his opponent or dash forward and start rushing them down. You can't dash forward after Wolverine Flip Forward, so there's that. The jumping option is nice if you predict that they'll try to attack you and you can greet them with a Bakuhatsuha. Machine Gun Temper: Here's another nice zoning tool for him. He can eat through your attempts to outzone him and even combo out of it by canceling it into Sliding Kick. He can also super cancel this into the different versions of Bakuhatsuha and Galick Ho, so it's a versatile move in and out of combos. The EX version launches a massive six blasts, so you'll have a hard time getting to him if he's got meter. Aerial Machine Gun Temper: Vegeta's a dirty fighter and it shows. He can jump above you and throw blasts down, letting him start a combo. The Light version is best for this because he stops moving and just drops on down. The EX version can only be used in Rage mode (what) and launches five blasts, controlling an impressive amount of space. He can also cancel this into Galick Ho for some OTG fun. Rising Knee Arrow: Here's one thing Goku doesn't have: an invincible meterless anti-air. He can use it to blow through your opponent's attempts to jump at you and otherwise just blow through their attacks. He can cancel it into Galactic Gunfire as well, making it the only way to use it in the air (what) along with the various versions of Bakuhatsuha. Bomber Kick: If you don't want to spend meter after Rising Knee Arrow, you'll want to follow up into this. It tacks on some extra damage and knocks the opponent back so you can start zoning them. Supers
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