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Vegeta Strategy/Combo thread-Vegetravafganza

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Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Wed Jun 09, 2010 4:05 pm

Well to Vegetravafganza.An all Vegeta event where I will be doing an FAQ on every form of Vegeta available in this game.Its been a while in coming but I said Id get it out eventually and here it is.We will be starting with the Basic Infinite World variation of Vegeta that you get without fusions equipped.Now the regular Vegeta has often been ignored because of the general improvements you get from F.Vegeta but he can still manage to be a solid enough Mid-tier and his damage can actually edge out the SSJ4 Gogeta version of himself.We will also include using Majin Vegeta in this section for sake of completion

Pros

3 transformations ending with SSJ4 which gives high attack baseline and a huge Galic Gun upgrade
Some pretty good chains from mid-range letting you get in and stun with transformations or mix-up with a juggle throw.
While its not a chainable DM Final impact is as strong as FS stronger from behind and can be comboed out of

Cons

A weaker close range game than you would like which limits the mixx-ups into his juggle throw
Final Impact can miss hits and valuable damage if you dont know all its quirks

Starters

>P,K,K-]2 hit Chargable stun]
>K,K,K,K-^
<K,K.K-
P+G [Juggle throw]

Heavy Slam-The "Vegeta Kick" that all forms of Vegeta and Super Baby have.Its a jumping kick where Vegeta kicks vertically.Its pretty average in most aspects but it starters pretty fast and the hop can get him over certain chains that hit low like the famous Son family >P,K,K.This si also his ultimate launcher animation which again ALL these Vegetas share

Death Moves

Galic Gun-Your lv1 300 damage DM as Vegeta.Its completely generic and only slightly less terrible recovery as Kamehameha.Its just basically a placeholder for your SSJ4 move

Final Impact-A lv PDM that doest 525 damage up front.Statistically this move does the same damage as Final Shine before factoring in the SSJ4 stat bonuses.This move makes up for it by stunning on the second hit and also being able to do more damage from behind as a PDM.Being able to use this helps set Vegeta apart from his Fusion versions and keeps him from being completely worthless.Watch out if you try and hit it from behind after a full charged HS because a hit will miss on most characters and all of it on short ones.Instead charge it for a split second then realse to help it hit in full or dont charge the HS

Final Shine-A SSJ4 only Galic Gun replacement that does 735 damage while starting up a little bit faster.The speed is the most underrated aspect since it lets you lay that awesome extra damage in easier

Atomic Blast-A 656 damage 1 KI DM only available in Majin Vegeta form The only advantage this has over Final Shine is it recovers slightly faster

Ultimates

Big Bang Attack-A 5 Ki bar struggle ultimate that does 990 from attack loss in SSJ to 2310 in SSJ4 on
attack win.Its a pretty average damage ultimate but that SSJ4 attack boost pushes it into pretty respectable damage territory especially off re-sets.Otherwise if I wanted to score 990 damage id use Final impact from behind and spend less meter

Final Explosion-A 5 ki bar 1125/2062 damage struggle ultimate available in Majin form only.Once again its inferior to the move you wouldhave instead in SSJ4


Last edited by TrollCapAmerica on Wed Jun 09, 2010 10:49 pm; edited 3 times in total
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Wed Jun 09, 2010 5:11 pm

Strategy

Vegeta is an unfortunately simplistic mid-tier with alot of quirky odds and ends.Nobody really wants to play him in his vanilla form when Baby Vegeta GT Vegeta and 2 forms of fusion Vegeta seem to do everything he does better.A normal vanilla Vegeta has two things that the other versions and is going to have to use them to come out ahead in some way so he isnt just "Vegeta bad version.First off you have the advantage of an ultimate which manages pretty damn solid damage in SSJ4 at 1260/2310.Fitting that into your game can help up the ante on damage for you and it can be comboed into unbuffered off >P,K,K- and <K,K,K-.Those of course are your two primary combo starters.They aren top notch in speed but <K has some negation making it a fine defensive starter and >P is good one the attack starters has solid range and ends with a chargable stun

Your other big advantage is Final Impact a 2 ki move equal in strength to your pumped up DMs from other form.Now since FI can be comboed into and out of for solid damage and its fast this move is gonna help up your arsenal quite a bit.One thing I find helpful is compensating for >P,K,K being a bit predictable and a tad slow by changing it u in a way that only works because of FI.You can use >P,P,P,P- which comes out much faster on block as a change-up so they dont starter predicting your >p as much.On hit it doesnt do much but end in a knockback move but with FI you can use >P,P,P,P <E,E and combo off the stun of FI.Now you have a little more variety while closing in and can force the opponent to do more guessing

Between >P variations and the negation on your <K you can play a midrange game with Vegeta where you keep shooting in trying to mux-up briefly then hopping back into mid-ranges and trying it out again if the first couple mix-ups dont work out.Vegeta doesnt do well in close range mix-ups so if you cant win up there or the first couple chains didnt work and you think the opponent is abotu to counter attack just buffer a backdash/step and try it again.You can even mix in guard breaks like Kx5 or knockdown negating moves like >P+K.Basically if you think your going to lose a certain exchange >P+K then get back into a bmore comfortable range.Your a mid tier theres not a whole lot you can do in that situation so dont regret it.When it comes to guys that can close on your too easily and beat you in speed like Frieza Shenron etc either you can try catching their first hit coming in with <K since it negates.Once again its not an ideal strat but it might just work and be glad you can at least do that

Combos

1 bar


<K,K,K- >P,K,K- K,K,K,<E,E* P,P,K,K,<E
<K,K,K- >P,K,K- P,P,K,K,<E,E,E,>E
<K,K,K- >P,K,K- P,P,P,P,>E

Basically Vegeta has to weigh options in Ki expenditure before he completes a combo.If you are about equal in Ki and in a lower form just save your energy and use Galic Gun fast.If you have some Ki to burn use FI as an ender.If your already in SSJ4 and dont think your getting fatigued anytime soon feel free to speend 3 Ki with a FI into FS combo for bigger damage


2 Bar

<K,K,K- >P,K,K- DHS >>K, >K,K,K,<E,E* P,P,K,K,K^ P,P,P,>E

Once again as above weigh the merits of a combo costing 3 bars compared to 1 or 2.This combo might have to be shortened against characetrs with high Ki reg as well so keep that in mind
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Wed Jun 09, 2010 5:40 pm

Poor poor Majin Vegeta

Never use Majin Vegeta.I cant imagine what they were thinking when they made MV work the way it does but you get absolutely NOTHING for using him whatsoever and it overwrites the ability to go SSJ4.The only advantages you get out it is a slightly faster lv1 DM that does the same damage as FS before factoring in SSJ4s high attack boost and the "fall" could theoretically break a huge damage combo or DM infinite you might be caught in.The thing is will a potential combo breaker beat out losing SSJ4 extra baseline huge damage and a better DM?Finally SURE you keep Majin form if your fatigued but since you only activate it with 1 health bar remaining im gonna put money down saying you already lost the match if you get fatigued again

How SSJ4 really helps you

Remember in my Gohan guide when I talked about him gettign into Mystic form?With Vegeta its similar your higher form is majorly important but for Vegeta its important for different reasons.Ok the galic gun upgrade is nice the 140% attack boost is REALLY nice but what really makes this form work for you is the higher baseline and faster Ki regeneration.Vegeta needs to make all his mid-tier hits hurt since he doesnt have the rushdown or combo options of some other characters.The ability to blow 3 bars in a single combo is barely worth it in SS1/2 and takes alot of work to get back but in SSJ4 you get a ton of payoff combined neatural regeneration that should fix all the Ki spent in about 6 seconds 3 if you got time to charge right afterwards.Using your ultimate obviously has the damage payoff in SSJ4 but again getting your ki back THAT much faster keeps you in the fight.That faster Ki regen means you can use the >P,P,P,P,<E,E change-up more often as well and that you can get back into the fight sooner if your being beaten in priority and forced to TC

Can you spare a brutah a guard break

Man Vegetas Guard breaks suck.I didnt expect it to be this way but he cant really do a whole lot with dashing guard breaks do to bad recovery and/or limited reach on the Vegeta Kick.Basically your only real options for breaking guard would be transformations a fully charged >P,K,K- your juggle throw and Kx5 with a change-up of K,K,K,P- for safety/mindgames
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by lordantonius on Wed Jun 09, 2010 6:14 pm

Nice stuff cap. The only time i ever play him in IW is when i give him the vegeto capsule which makes him like B3 vegeta.
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Wed Jun 09, 2010 10:24 pm

lordantonius wrote:Nice stuff cap. The only time i ever play him in IW is when i give him the vegeto capsule which makes him like B3 vegeta.

Ill be doing him next ITT
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Thu Jun 10, 2010 1:06 am

Vegetravafganza part 2! the sequel:Veggetto Vegeta

Veggetto Vegeta is the high risk high reward version of the Vegeta Fusions.The payoff for getting Veggetto is absolutely mindblowing but your also left with the chance of getting absolutely nothing


Pros

Getting back some of B3 Vegetas comboable chains making him a faster more versatile Vegeta
A juggle throw comboing with those fast chains
Turning
into Veggetto gives you an insane attack 6 baseline a transformation
that maxes baseline extra combo options and a new set of death moves
with high speed and utterly insane damage

Cons

You have one shot to hit an ultimate just to start using Veggetto and theres a 1/4 chance it wont work
Veggettos ultimate is utter crap.It does so little damage you might as well not have it at all

Starters

>P,K,K-]2 hit Chargable stun]
>K,K,K,K-
>K,K-
P+G [Juggle throw]

Heavy Slam-The "Vegeta Kick" that all forms of Vegeta and Super Baby have.Its a jumping kick where Vegeta kicks vertically.Its pretty average in most aspects but it starters pretty fast and the hop can get
him over certain chains that hit low like the famous Son family >P,K,K.This si also his ultimate launcher animation which again ALL these Vegetas share

Death Moves

Galic
Gun-Your lv1 300 damage DM as Vegeta.Its completely generic and only
slightly less terrible recovery as Kamehameha.Its just basically a
placeholder for Veggettos moves

Final Kamerhameha-A 900 damage
;v1 DM with fast start-up a little recovery time and makes you hop off
the ground and go into a low juggle if hit during it.This move is one
of the most energy efficient for its cost in the game and should see
some use in your combos however you also have......

Spirit
Cannon-A lv2 DM with extremely fast start-up and near instant recovery
that does 1300 damage all by itself.While FK is more cost efficient SC
is faster and way more damaging making it almost impossible for
Veggetto not to cause full fatigue in combos

Ultimate

Spirit
Sword-This move is 5 Ki and requires Super Veggetto while having a
power struggle.It has the same launcher as Vegeta does in base form.SS
does 1522 damage on a lose and 2178 when you win the
struggle.Considering Super Veggettos 145% attack boost this ultimate
has pretty bad damage.For the cost it does less damage than combing
into SC especially since any SC combo will fatigue and let you land
around for 25. to 3 bars so this ultimate is basically worthless,The
closest to a use it has is the opponent is left floating and you can
get an unrollable OTG SC for half damage afterwards but your better off
saving your ki for full damage SC combos
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Thu Jun 10, 2010 1:16 am

Strategy

Veggetto/Vegeta gets a complete make-over to his attack game with the simple change of an axe kick on his >K,K,K,K chain.The axe kick is easier to combo safer on block and can be chained into other ground combos that the juggle version cannot.It helps V/V get in quicker and mix-up with hi juggle throw much easier and by extension makes all his other chains more effective in your mix-up game as well

When the match starts you begin setting up your Veggetto funsion moreso than anything else.You are trying to either cause full fatigue with small amounts of damage at a time or comboing into one of your many axe kick chains when they cant TC out of the fusion launcher.After that its all up to chance since you cant control your opponents actions.If it doesnt go your way you got a long way to go the rest of the match.If fortune smiles upon[and the odds say that it does] then you suddenly have a permanent huge baseline damage dealing monster named Veggetto.Your basic game wont change very much even with a couple new comfortable chains

Veggetto is a fatigue machine with an insane attack boost an extra max baseline transformation and 2 projectile death moves that are virtualy RTUs for 1 and 2 bars.Veggetto also gets some more comboable chains than before but their uses are optional.Remember not to waste all this raw power tacking on extra damage buffered hits when shortening things to fatigue with his DMs is a much bigger payoff in the long run.In fact the only one of the chains thats really a major addition to his arsenal is <P,P,K- which should be your primary approach move now thats to pretty solid range speed nd a multi-hitting fan kick surprisingly similar to Super Buus P,P,K.The second attack juggles but the fan kick stuns so whiffing the first 2 hits and nailing rthe fan kick alone is a solid combo starter in addition to a good juggle infinite off P,P,K,K,K.

Combos

1 bar base

>K,K,K,>K- >P,K,K- DHS <P,K- P,P,K,K,E

Veggetto

[<P,P,],K- >K,K,K,K- K,K,<K- P,P,K,K,K^ <P,P,K^ P,P,P,P,<E

Speed helps also with 1 bar combos.Before you ask just its likely the Veggetto combo will fatigue

2 bar

Base

>K,K,K,>K- <K,K,K- DHS <P,K* K,<K- >P,K,K- P,P,K,K,K^ P,P,P,P,>E

Veggetto

[<P,P],K- >K,K,K,>K- K,<K- DHS <P,K K,<K- >P,K,K- P,P,K,K,K^ <P,K,K-^n P,P,P,P,E

Vegetas HS is sorta oiffy in combos so you might wanna watch how far you have to move after a DHS to keep the combo flowing and keep from losing precious fractions of seconds transitioning to other attacks.The Veggetto combo WILL ftige even if you dont use the <P,K,K- infinite alot.


Last edited by TrollCapAmerica on Fri Jul 02, 2010 2:09 pm; edited 1 time in total
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by Thalès76 on Thu Jun 10, 2010 1:59 am

Good stuff Cap, about IW Vegeta, when you TC to attack right back at the opponent, sometimes when you start with FPKK the opponent will fall down, so it's better to fastly go with the FKKKK infinite that way you're sure to get him.

Also personally, I never use Final Impact if i'm not SSJ4, because you absolutely have to get to SSJ4 if you want to have a chance to win, so I believe ki management is very important for Vegeta, because once your SSJ4 you have more tools, high baseline, great damage..

But thanks for the thread I will add some more stuff maybe.
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Fri Jul 02, 2010 2:34 pm

Veggetto basics 101

Wow Veggetto is awesome.Mechanically hes basically a supped up Shenron with DMs from the start.FK is super fast and leaves you floating on CH and SC is insanely strong.Both of these DMs also fire and recover very fas making them hard to punish.Its not all sunshine and lolipops though.Your taunt is pretty slow making it hard to properly follow up fatigue combos and even worse your HS is a complete piece of monkey crap in Veggetto form.It becomes this somewhat slow exaggerated side kick that looks similar to Videls but lacks the speed.Fully charging this HS takes a little longer than normal and may not finish in time after a taunt.Because of that the timing needed to pull off another possible big combo shrinks down quite a bit if you want maximum payoff and sometimes you might be beter off with it

Veggetto Basics 102 [Combos]

In base form dont sweat combos much just egt that 300 GG damage at the end if you arent going to be able t combo into Veggetto.In Veggetto form comboing takes some thought because you can end the match with such speed.With all your basic attacks doing at least 1/3rd higher damage combos from behind may be scoring 1300 damage even before damage buffering has set in and either DM could fatigue at that point.FC may onlpy be useful in a rare situation where you need the slightly faster start-up but usually SC rules.With a max baseline the cost of SC isnt a consideration because your always getting it back and without a long wait.SC can also punish fatigue better than anything else since its a 1 hitter with huge damage which makes it a huge weapon against guys with high baseline that build fatigue teleporting and might have enough to TC if yu combo out of fatigue.Due to the damage you really dont need to focus on huge hit count with Veggetto either since his taunt and HS sorta suck making re-dizzy combos harder to get than they should be.Just get the damage you need to fatigue lauch SC then Taunt HS+HS if you can skip it if you cant and SC if they can still TC

VEGETA [Veggetto] basics 103 [Getting Veggetto]

When in Vegeta form you have two methods making it possible to get into Veggetto.First is simply comboing off your axe kick or HS into it.This assumes you made the opponent waste kick get under 3 bars and left themselves open to one of your axe kick cancels.This is always good especially against opponents with low/average baselne that you can force like one mistake from then exploit it.The other way which is what your going to do aganst higher baseline opponents is grinding them for fatigue.Basically every TC adds to fatigue a noticable amount so your going to have to keep nailing them getting them in combos and forcing them to TC out.This leads to a point where the opponents judgement is important as GG really doesnt have the payoff in fatigue that them TCing does.It may be better to eat a GG in a short combo than TCing to spend Ki and fatigue vs 300 damage and a little energy gain that a 3 baseline guy will start losing in a few seconds.What you hope is that you can chinze the opponent down to a fatigued stat while you have at least 2+ Ki bars so you can fuse with minimal charging/comboing hopefuly without said opponent dominating the match.If your unlucky and after all that work the fusion is missed its still not the end of the world because you still have pretty good starters.Keep your head do your best and you can still win a little damage at a time
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Fri Jul 02, 2010 2:41 pm

Fusion Vegeta-SSJ4 Gogeta

Fusion Vegeta [SS4Gogeta] is the one I play the majority of the time.While he isnt necessarily better than Veggetto theres just more balance and consistency in him which I enjoy using more.Your game also doesnt change since all your doing is adding damage and a new DM to the basic B3 Vegeta you have been playing all this time

Pros

Getting back some of B3 Vegetas comboable chains making him a faster more versatile Vegeta
A juggle throw comboing with those fast chains
Getting a SSJ4 transformation at max Ki for high baseline and a big damage Galic Gun upgrade

Cons

Getting from a 3 baseline to a 7 with no transformations inbetween is tough especially against an aggressive opponent

Starters

>P,K,K-]2 hit Chargable stun]
>K,K,K,K-

P+G [Juggle throw]

Heavy Slam-The "Vegeta Kick" that all forms of Vegeta and Super Baby have.Its a jumping kick where Vegeta kicks vertically.Its pretty average in most aspects but it starters pretty fast and the hop can get
him over certain chains that hit low like the famous Son family >P,K,K.This si also his ultimate launcher animation which again ALL these Vegetas share

Death moves

Galic Gun-Your lv1 300 damage DM as Vegeta.Its completely generic and only slightly less terrible recovery as Kamehameha.Its just basically a placeholder for your SSJ4 move

Final Shine-A SSJ4 only Galic Gun replacement that does 735 damage while starting up a little bit
faster.The speed is the most underrated aspect since it lets you lay that awesome extra damage in easier

Big Bang Kamehameha-Gogetas damaging beam move that does over 1500 damage in theory.Its basically
like Fat Buus IC projectile and is a multi-hitting wave move that cant cause full fatigue which utterly ruins the move forcing you to use a pursuit to actually take advantage of its high damage.Its hits can also
miss in some situations and do around 300 damage or so

Bluff Kamehameha-A short range "Burst" projectile of confetti.It doesnt do any damage at all and cant hit from behind but up front it removes all the opponents Ki instantly.In theory this enables Gogeta to prevent the opponent from TCing while he has infinite bars but in actually the bad recovery and limited ways to hit the move means you will be defusing quicker than you get another opening

UltimatesSSJ4 Gogeta Fusion-Do NOT under any circumstance use this move.The 10-15 seconds you get SSJ4 Gogeta is not even enough time to get through an opponents guard and land a combo.The move upgrades are all highly impractical when it comes to landing hit in 15 seconds.Hell Vegetas normal 2 bar combos cant even finish in the time it takes for you to defuse and the seconds your stunned after it with no bars basicall says "I gave up the moment I hit that launcher"

100X Big Bang Kamehameha-A struggle ultimate which assumes you somehow broke through the opponents defenses and landed the hopkick launcher on an opponent before your timer ran out.Congratulations you now get 2.5-3.5 lifebars in damage and a fairly cool attack animation.Of course assuming the miracle of landing this move happens you should know that if you dont
win the power struggle this Ultimate CANNOT kill the opponent.Does everyone of Gogetas moves have to come with a crippling side effect basically saying "Dont even use me to have fun and screw around"?
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Fri Jul 02, 2010 2:56 pm

Strategy

Veggetto/Vegeta gets a complete make-over to his attack game with the simple change of an axe kick on his >K,K,K,K chain.The axe kick is easier to combo safer on block and can be chained into other ground
combos that the juggle version cannot.It helps V/G get in quicker and mix-up with hi juggle throw much easier and by extension makes all his other chains more effective in your mix-up game as well

Your game should be a bit more defensive in base form than your Veggetto counterpart.Remember what you need is maxed out baseline not hits so you can afford to do things like use your >P+K to knock down and charge a couple bars or even NOT combo a fatigued opponent and charge Ki the whole time.Ki is your lifeblood with this version of Vegeta as it gives you a guard break far more damage and the abilty to "feed" itself with a 6 baseline transformed

You basicaly play the same as base F.Vegeta just with higher baseline and a huge damage faster GG.You sudden have good short damage guard breaks get better as HS+FS does alot of damage and even high baseline opponents lose 3/4ths of a lifebar minimum

Combos

1 bar

>K,K,K,>K- >P,K,K- DHS E
P+G^ >K,K,K,>K-n P,P,P,P

Any variation of this is good along with variations like fully charged >P,K,K as your starter or CH E for the juggle

2 bar

>K,K,K,>K- P,K,K- P,P,K,K,K^ P,P,P,P,>E

Again all variations should be condiered.
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Wed Jul 07, 2010 11:07 pm

Fusion Vegeta [SSJ4 Gogeta] odds and ends

Do NOT fuse

Seriously just dont do it.Gogeta is terrible despite the massive attack boost and infinite Ki.His DMs suck and just arent conducive to a timed fusion.10x BBK cant fatigue and is basically 3 beams inside each other so it cant even punish fatigue.Bluff Kamehameha taking away their Ki is a funny concept but since it only hits up front with limited range and no priority its a showy useless gimmick,His ultimate does alot of damage is you can somehow hit it within 10 seconds but even then it cant kill if you dont win the power struggle.Lets not even get into the 0 fatigue recovery at the end of the fusion which leaves this version of Vegeta in his absolute worst case scenerio

Getting to 7 bars

The only point in playing this Vegeta is to use the B3 moveset with the SSJ4 transformation.You need to build a crapton of Ki despite a low baseline and no transofrmations inbetween.This is going to be alot like playing Veggetto in those early "Stalling" perioids where you have to minimize mistakes while going for stagger or knockdowns when possible.Against high baseline opponents its not a bad idea to block alot and absorb some chip damage just to raise your Ki so long as you avoid the mix-up and guard breaks that are sure to come.Against mid or lower baseline opponents you can be a bit more aggressive as forcing them to TC isnt so dangerous and the same knockdowns that worked against high baseline opponents may even cost them Ki.Watch your fatigue after getting into SSJ4 as well and if your close to getting fatigued dont be afraid to get conservative again and try to maintain at least 5 bars at all times

What SSJ gives you

Going SSJ4 is almost like changing characters and forcing the opponent to adapt to a whole new strategy mid-match.The shift in baseline means you can be alot more aggressive.Final Shine not only puts your damage over 1500 but its fast enough to punish tons of mistakes and makes even a simple guard break throw or transformation stun]Like the one you get going into SSJ4] into nearly a lifebar of lost health.Being one hit also means you are assured 735 damage when they are fatigued which is an underrated rarely talked about feature.There may be some situation where an opponent will just take a 300 damage galic gun and save 3 bars but thats not going to happen with Final Shine.Finally the attack boost is significant.Vegetas normally average sized combos will not push a full lifebar and every hit now goes a whole lot farther compared to the utterly mediocre to low damage he does normally.Its sometimes easy to forget that your scoring around 50% more damage EVERY hit and that attacks from behind are scoring 75% more and that builds up FAST
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by Nnamz on Thu Jul 08, 2010 12:09 pm

The only good Majin Vegeta is in SBAR, and even then its debatable if it's his best form since he loses a comboable ultimate and comboable BBA. I still like it the best though because of his comboable <E and his high overall damage.
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by Nnamz on Thu Jul 08, 2010 12:10 pm

And basline ki of course Razz
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

Post by TrollCapAmerica on Fri Jul 09, 2010 6:41 pm

[quote="Nnamz"]The only good Majin Vegeta is in SBAR, and even then its debatable if it's his best form since he loses a comboable ultimate and comboable BBA. I still like it the best though because of his comboable

Its always strange because they SHOULD know how useless it is.Its so completely impractical even if you didnt factor in SSJ4 just because of the limits of activation
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Re: Vegeta Strategy/Combo thread-Vegetravafganza

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