On a scale of one to ten, I'll give you a three! 214L/M/H (Air OK)
Corner Carry: The Move
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Template:AttackDataHeader-DBFZ
Ground L
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Air L
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- Whiffs on crouching opponents.
- Deflects Ki Blasts.
- Causes a soft knockdown.
- If it whiffs, Vegeta can move after it.
- No more than one command grab can be used in a single combo.
Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out. However, blocking low (making the grab whiff) is a natural response upon wake-up, and it is very susceptible to patient, tempered opponents who can 2H in response, making this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to use j.L in a safe jump situation, or just fall and use 2L, making it an extremely scary mixup tool with an assist.
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Ground M
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Air M
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- On the ground, travels moderately upward. In the air, travels diagonally downward.
- Deflects Ki Blasts.
- Smash version causes a wall splat that can be comboed into in the corner; non-Smash version causes a soft knockdown.
- If it whiffs, Vegeta can move after it.
- No more than one command grab can be used in a single combo.
Used to catch opponents wanting to jump out of Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Additionally, it also provides better oki. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meaty j.M and can freely move if it whiff, just like the L version.
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Ground H
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Air H
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- Moderately quicker than meterless versions.
- Whiffs on crouching opponents.
- Wallbounces.
- Deflects Ki Blasts.
- If it whiffs, Vegeta can move after it.
- No more than one command grab can be used in a single combo.
Great air ender that carries to the corner and gives Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L. This allows the use of j.M instead of j.L after an air dash, leading to better damage, but it is reactable.
214H will travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender.
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