< DBFZ
(There are combo routes that let Vegito get past his meter problem, and still get the same fantastic damage.) |
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| cons= | | cons= | ||
* High/low mix-up game is basic. | * High/low mix-up game is basic. | ||
* Fastest normal is 7F, which is one frame more than the average character. | * Fastest normal is 7F, which is one frame more than the average character. Has to take a risk with 214S or reflect in situations where other character's 5L normals would work. | ||
* From midscreen, Vegito cannot naturally put the opponent at the corner he is facing without spending resources due to his combo structure. Once in the corner, you get around this with 2S. | * From midscreen, Vegito cannot naturally put the opponent at the corner he is facing without spending resources due to his combo structure. Once in the corner, you get around this with 2S. | ||
* Normals and counter-pokes have high recovery on whiff. | * Normals and counter-pokes have high recovery on whiff. | ||
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{{Description|9|text= | {{Description|9|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 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 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. | ||
* Higher blockstun than other light normals, making a visible delay for 5L > DR on block. | |||
This move is god. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard. | |||
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring. | 5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring. | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Ground bounces airborne opponents | * Ground bounces airborne opponents. | ||
* Combo and blockstring filler. | |||
The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage. | |||
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{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{Description|9|text= | {{Description|9|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. | ||
This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* Can reverse beat into 2L | * Can reverse beat into 2L. | ||
5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. You'll mostly be using it for it's jump cancel in combos. | |||
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{{Description|8|text= | {{Description|8|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. | ||
This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* A point-blank Ki explosion. | * A point-blank Ki explosion. | ||
* High hitstun, good for corner combos. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* Can gatling to and from 5M and 2M | * Can gatling to and from 5M and 2M. | ||
* Low invulnerable from frame 5 | * Low and throw invulnerable from frame 5, can be used like a makeshift throw tech. | ||
* Scales like a Medium | * Scales like a Medium, allowing for high damage. | ||
* Can cancel into SD in blockstring without being 2H'd, but can be reflected | * Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish. | ||
* | * 5-frame gap from any normal that is chained into it. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Switches sides on Smash hit, launches upward on non-Smash | * 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. Requires a delay when comboing with Smash otherwise your superdash will shoot straight upwards and the combo will drop. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Great hit-box, high probability of kicking away super dashes | * Great hit-box, high probability of kicking away super dashes. | ||
* More risky than other characters, 5L loses to 6f normals and 214S baitable. | |||
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Revision as of 21:02, 6 April 2020
Vegito (SSGSS) | |
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Play-style | Pressure, Footsies |
Team Role | Point |
Overview
"Alright!" | |
Lore: | 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". |
Voice: | Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat |
SSB Vegito SSB Vegito utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.
Pros
Cons
- Low barrier to entry, with simple BnBs and straight-forward gameplan.
- Solid toolkit, allowing him to adapt to most situations.
- Terrific stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block.
- Amazing buttons, with 5L being one of the best of its kind.
- j.S is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.
- Atomic Buster is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.
- Boasts among the highest solo combo damage in the game.
- Versatile supers that deal good damage and are easy to combo into.
- Solid selection of assists, making him a flexible option during team composition.
- High/low mix-up game is basic.
- Fastest normal is 7F, which is one frame more than the average character. Has to take a risk with 214S or reflect in situations where other character's 5L normals would work.
- From midscreen, Vegito cannot naturally put the opponent at the corner he is facing without spending resources due to his combo structure. Once in the corner, you get around this with 2S.
- Normals and counter-pokes have high recovery on whiff.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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6S
6S | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Spiral Heel Shot
Spiral Heel Shot 236L/M/H (Air OK) |
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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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Z Assists
Assist A
Split Finger Shot Assist A |
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Assist B
Spiral Heel Shot Assist B |
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Assist C
Spirit Sword Assist C |
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Super Moves
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 |
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Final Kamehameha
Final Kamehameha 214L+M or 214H+S (Air OK) |
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To edit frame data, edit values in DBFZ/SSB Vegito/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.