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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Hits multiple times, but it's considered to be one hit for scaling purposes | * Hits multiple times, but it's considered to be one hit for scaling purposes | ||
* Huge range but also huge recovery on whiff | * Huge range but also huge recovery on whiff | ||
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will always wins against anything else. | * High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will always wins against anything else. | ||
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen | * Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
Line 70: | Line 70: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Ground bounces airborne opponents | * Ground bounces airborne opponents | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
Line 76: | Line 76: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Ground bounces | * Ground bounces | ||
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work | * Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5M</font> ====== | ====== <font style="visibility:hidden" size="0">5M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Vegito_5M.png |caption= | |image=DBFZ_Vegito_5M.png |caption= | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Can reverse beat into 2L | * Can reverse beat into 2L | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position | * Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5S</font> ====== | ====== <font style="visibility:hidden" size="0">5S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Vegito_5S.png |caption= | |image=DBFZ_Vegito_5S.png |caption= | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Hits about 2 characters away | * Hits about 2 characters away | ||
* Deals more blockstun than 5S | * Deals more blockstun than 5S | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Can reverse beat into 2L | * Can reverse beat into 2L | ||
* Easily Vegito's highest damage starter | * Easily Vegito's highest damage starter | ||
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup. | Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup. | ||
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====== <font style="visibility:hidden" size="0">2H</font> ====== | ====== <font style="visibility:hidden" size="0">2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Vegito_2H.png |caption= | |image=DBFZ_Vegito_2H.png |caption= | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Can hit opponents behind Vegito | * Can hit opponents behind Vegito | ||
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it. | Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Switches sides on Smash hit | * Switches sides on Smash hit, launches upward on non-Smash | ||
* Considered as projectile | * Considered as projectile | ||
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash | Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Great hit-box, high probability of kicking away super dashes | * Great hit-box, high probability of kicking away super dashes | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Can be used as an anti-air | * Can be used as an anti-air | ||
* Combo filler | * Combo filler | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Damage increased on ''Dynamic'' hit only. This move doesn't have a Smash version | * Damage increased on ''Dynamic'' hit only. This move doesn't have a Smash version | ||
* Does not knock down | * Does not knock down | ||
* Great hitbox | * Great hitbox | ||
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it. | One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it. | ||
Can also be used to convert in the corner from jh to 5L | Can also be used to convert in the corner from jh to 5L | ||
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====== <font style="visibility:hidden" size="0">j.S</font> ====== | ====== <font style="visibility:hidden" size="0">j.S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Vegito_jS.png |caption= | |image=DBFZ_Vegito_jS.png |caption= | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Launches upwards | * Launches upwards | ||
* Considered as projectile | * Considered as projectile | ||
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable. | The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Vegito_j2H.png |caption= | |image=DBFZ_Vegito_j2H.png |caption= | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
Line 303: | Line 303: | ||
* The first hit will trigger a kicking sequence on hit ''and'' clash | * The first hit will trigger a kicking sequence on hit ''and'' clash | ||
* Smash triggers on the last hit of this sequence | * Smash triggers on the last hit of this sequence | ||
* Non-smash last hit send the opponent flying | * Non-smash last hit send the opponent flying with decent hitstun | ||
* Air versions | * Air versions slightly track opponents above Vegito | ||
}} | }} | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Smash hit causes big wall bounce, able to followup from midscreen | * Smash hit causes big wall bounce, able to followup from midscreen | ||
}} | |||
}} | }} | ||
Line 380: | Line 380: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Travels diagonally | * Travels diagonally | ||
* Causes a ground bounce sliding knockdown | * Causes a ground bounce sliding knockdown, can link into 5L in the corner | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Can be super-dashed through | * Can be super-dashed through | ||
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless. | When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless. | ||
Line 427: | Line 425: | ||
* The counter attack is jump cancellable in Sparking | * The counter attack is jump cancellable in Sparking | ||
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. | Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. | ||
}} | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Has low blockstun, and because it is a Ki blast it can be super-dashed through | * Has low blockstun, and because it is a Ki blast it can be super-dashed through | ||
* Covers a great distance at an aggressive angle | * Covers a great distance at an aggressive angle | ||
* Very useful in the corner, as it cover all the places the opponent can go | * Very useful in the corner, as it cover all the places the opponent can go | ||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Costs 1 Ki Gauge | * Costs 1 Ki Gauge | ||
* Hits full screen, dragging the opponent down with the sword | * Hits full screen, dragging the opponent down with the sword | ||
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300) | * Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300) | ||
* Minimum damage: 60*4, 598 (838) | * Minimum damage: 60*4, 598 (838) |
Revision as of 13:32, 17 September 2019
Vegito (SSGSS) |
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Overview
The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".
Vegito makes his Dragon Ball FighterZ debut as a DLC character, sporting his signature Spirit Sword, which provides him with immense range. With an unorthodox, yet effective mixup game, deceptive normals and extreme damage off the slightest confirm, Vegito quickly proves his claim as "the strongest fusion".
Strengths/Weaknesses
Strengths | Weaknesses |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L |
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2M
2M |
Template:AttackDataHeader-DBFZ
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Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup. |
2H
2H |
Template:AttackDataHeader-DBFZ
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Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it. |
2S
2S |
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Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash |
6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
Template:AttackDataHeader-DBFZ
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One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it. Can also be used to convert in the corner from jh to 5L |
j.S
j.S |
Template:AttackDataHeader-DBFZ
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The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable. |
j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Specials
Spiral Heel Shot
Spiral Heel Shot 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Atomic Buster
Atomic Buster 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Split Finger Shot
Split Finger Shot 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Barrier
Barrier 214S |
Template:AttackDataHeader-DBFZ |
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Assist
Split Finger Shot A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
Spirit Excalibur
Spirit Excalibur 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Omega Finishing Blow
Omega Finishing Blow j.236L+M or j.236H+S |
Template:AttackDataHeader-DBFZ |
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Final Kamehameha
Final Kamehameha 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.