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Vegeta beyond blue11/26/2022 ![]() ![]() It needs coverage though, like most of Vegeta's options. Can be used to cross up after 2L or 2M, double cross up by using a backdash after that, or doing an overhead in the corner. Mostly used for combos due to its angle, since it is not any better than 236L in keeping the opponent blocking. Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. 236M kicks upward and travels farther than L version.If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable. However, all the followups are very vulnerable to anti-airs.Ĭan be used to close in on the opponent, but it can be reacted to with a 2H, so be wary. Ground versions of 236L do not have head property and cannot be anti-aired by moves like 2H.On whiff, all versions can still do followup attacks.Although, this is much more tricky to pull off, especially from Super Dash Kick, but remains worth it as it adds a decent chunk of damage, and Vegeta cannot profit at all from aerial superdash unless he is in the corner. It is actually a decent method to follow up midscreen combos from H-finisher Super Dash Kick (with a microdash forward) or Niagara Pummel (whiffing 5L) compared to the less damaging 2M > 5M. The hitbox is about as huge as you expect, with shades of Bardock's 5LL appearing in the ridiculousness of this hitbox. ![]() Safe on block and pushes opponent away a good amount.Moves Vegeta forward 50% of the screen.If you catch the opponent in the air with this, then 5LLL will easily catch them.Hitbox doesn't extend beyond his fist, and he doesn't move forward very much.Decent frame data, which makes it good for stagger pressure.A is a slow defensive assist, B is a generic strike assist, and C is another slow lockdown assist. Mediocre Assists: Vegeta's assist selection is very sub-par.He must constantly be on the offensive to make up for this shortcoming. Defense: Vegeta does not have a reversal outside of Final Flash.Poor Neutral: Bad footsies game because of short range, and has to utilize his zoning tools and committal close range options.Powerful Zoning Tools: Vegeta's ki blast are incredibly fast and have 2 very good angles and can be canceled into Big Bang Attack on block/whiff safely.Powerful Conversion Tools: Vegeta's ki blasts have a ridiculous amount of hitstun, allowing him to convert stray hits into big damage with held Niagara Pummel or diagonal upward assists from nearly anywhere on the screen.Nigara Pummel is also a great vanish alternative, so you can keep sides and not suffer from horrible scaling. Meterburn: Vegeta benefits a lot from meter by having a gapless sideswitch with 236X~H, and his Final Flash has a level 5 extension that can be handy in finishing off remaining health.Rekkas and 214X can set up for psuedo 50/50 mix-ups off assists. Scary Pressure: All of his lights and mediums are safe. ![]()
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