(→Supers) |
No edit summary |
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==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
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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 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. | |||
* 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}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|5LL}} | {{#lsth:DBFZ/SSB Vegito/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Ground bounces airborne opponents. | ||
}} | |||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|5LLL}} | {{#lsth:DBFZ/SSB Vegito/Data|5LLL}} | ||
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* 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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{{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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{{Description|8|text= | {{Description|8|text= | ||
* A point-blank Ki explosion. | * A point-blank Ki explosion. | ||
}} | |||
{{AttackVersion|name=6S}} | {{AttackVersion|name=6S}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|6S}} | {{#lsth:DBFZ/SSB Vegito/Data|6S}} | ||
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* 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 gatling to and from 5M and 2M. | * Can gatling to and from 5M and 2M. | ||
* | * Low invulnerable since frame 5. | ||
* Scales like a Medium. | * Scales like a Medium. | ||
* Sort of looks like his 2M, so keep that in mind | * Sort of looks like his 2M, so keep that in mind | ||
* Can | * Can cancel into SD in blockstring without being 2H'd, but can be reflected | ||
}} | |||
}} | }} | ||
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* 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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* 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. | ||
* Considered as projectile. | * Considered as projectile. | ||
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating | 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= | ||
* Invulnerable waist down | * Invulnerable waist down | ||
* Great for crossups | * Great for crossups | ||
* Great tool to jab super dashes | * Great tool to jab super dashes | ||
* Vegito's button used for fuzzying | * Vegito's button used for fuzzying | ||
}} | |||
}} | }} | ||
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* 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. | ||
* 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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{{!}}- | {{!}}- | ||
{{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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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Combos into j.214M for sliding knockdown. | ||
}} | |||
}} | }} | ||
==Specials== | ==Specials== | ||
====== <font style="visibility:hidden" size="0">Spiral Heel Shot</font> ====== | ====== <font style="visibility:hidden" size="0">Spiral Heel Shot</font> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{Description|8|text= | ||
* The first hit will trigger a kicking sequence on hit ''and'' clash | |||
* Smash triggers on the last hit of this sequence | |||
* Non-smash last hit send the opponent flying into a soft knockdown | |||
* Air versions will slightly track opponents above Vegito | |||
}} | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:DBFZ/SSB Vegito/Data|236L}} | {{#lsth:DBFZ/SSB Vegito/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|j.236L}} | {{#lsth:DBFZ/SSB Vegito/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Whiff version can be used for advanced combos | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SSB Vegito/Data|236M}} | {{#lsth:DBFZ/SSB Vegito/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air M}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|j.236M}} | {{#lsth:DBFZ/SSB Vegito/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Carries momentum on hit | * Carries momentum on hit | ||
* | * Smash hit corner bounces | ||
Staple of his corner BnBs. | |||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SSB Vegito/Data|236H}} | {{#lsth:DBFZ/SSB Vegito/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air H}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|j.236H}} | {{#lsth:DBFZ/SSB Vegito/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Smash hit causes big wall bounce, able to followup from midscreen | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{ | {{Description|8|text= | ||
{{AttackVersion|name=L}} | * Ground version has Anti-Air property | ||
* On whiff, Vegito can act as soon as he starts descending, can be used for mixup | |||
}} | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:DBFZ/SSB Vegito/Data|214L}} | {{#lsth:DBFZ/SSB Vegito/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|j.214L}} | {{#lsth:DBFZ/SSB Vegito/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Travels almost vertically | |||
* Travels almost vertically | * Causes a soft knockdown | ||
* Causes a soft knockdown | }} | ||
{{AttackVersion|name=Ground M}} | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SSB Vegito/Data|214M}} | {{#lsth:DBFZ/SSB Vegito/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air M}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|j.214M}} | {{#lsth:DBFZ/SSB Vegito/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Travels diagonally | * Travels diagonally | ||
* Causes a sliding knockdown | * Causes a sliding knockdown | ||
* Can act as soon as Vegito starts descending | * Can act as soon as Vegito starts descending | ||
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move. | Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move. | ||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SSB Vegito/Data|214H}} | {{#lsth:DBFZ/SSB Vegito/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air H}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|j.214H}} | {{#lsth:DBFZ/SSB Vegito/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Travels diagonally | * Travels diagonally | ||
* Causes a | * Causes a ground bounce sliding knockdown | ||
Can link into 5L in the corner | |||
}} | |||
}} | }} | ||
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{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth:DBFZ/SSB Vegito/Data|236S}} | {{#lsth:DBFZ/SSB Vegito/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
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* Can be super-dashed through. | * Can be super-dashed through. | ||
* Beaten by beams(soft projectiles). | * Beaten by beams(soft projectiles). | ||
The air version of | 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. | ||
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it. | |||
}} | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Can counter everything except grabs and supers | * Can counter everything except grabs and supers | ||
* The counter attack is close or medium range | * The counter attack is close or medium range | ||
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 | |||
* 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. | ||
}} | |||
}} | }} | ||
==Supers== | ==Supers== | ||
====== <font style="visibility:hidden" size="0">Spirit Excalibur</font> ====== | ====== <font style="visibility:hidden" size="0">Spirit Excalibur</font> ====== | ||
{{MoveData | {{MoveData | ||
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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. Will miss if the opponent is too high up | * Hits full screen, dragging the opponent down with the sword. Will miss if the opponent is too high up | ||
* Deals | * Deals hits the further away the opponent is. At max range, does 2 hits (200, 2300) | ||
* Minimum damage is 60*4, 598 | * Minimum damage is 60*4, 598 (838) | ||
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a 214M sliding knockdown. | As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a 214M sliding knockdown. | ||
}} | |||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Costs 1 Ki Gauge. | * Costs 1 Ki Gauge. | ||
* Minimum damage is 300, 440 | * Minimum damage is 300, 440 (740) | ||
* Tracks the opponent. | * Tracks the opponent. | ||
* Can be easily anti-air'd on reaction | * Can be easily anti-air'd on reaction | ||
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge, as it lasts until they hit the ground. (and even for a short window when they're in a sliding knockdown state) It combos from many of Vegito's moves, such as 214LMH, 236LMH, j.S, etc. | Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge, as it lasts until they hit the ground. (and even for a short window when they're in a sliding knockdown state) It combos from many of Vegito's moves, such as 214LMH, 236LMH, j.S, etc. | ||
}} | |||
}} | }} | ||
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* Costs 3 Ki Gauges. | * Costs 3 Ki Gauges. | ||
* Minimum damage is 1739. | * Minimum damage is 1739. | ||
* Causes a | * Causes a hard knockdown anywhere on screen | ||
Vegito's level 3. Fast, easy to punish with and combo into | Vegito's level 3. Fast, easy to punish with and combo into | ||
}} | |||
}} | }} | ||
Revision as of 11:59, 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 |
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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 |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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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 |
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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 |
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Specials
Spiral Heel Shot
Spiral Heel Shot 236L/M/H (Air OK) |
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Atomic Buster
Atomic Buster 214L/M/H (Air OK) |
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Split Finger Shot
Split Finger Shot 236S (Air OK) |
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Barrier
Barrier 214S |
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Assist
Split Finger Shot A1/A2 |
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Supers
Spirit Excalibur
Spirit Excalibur 236L+M or 236H+S |
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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.