*Rough Description* #1 (00:00) - Corner-to-corner carry: With the hitstun of his ki blasts buffed, he can combo SD after j.S/2S. However, at midscreen the ki blast would normally push the target to beyond the reach of SD within the stun time. Because j.2S no longer halts Vegeta’s movement in the air, I did a dash jump into j.LM2S, which positioned Vegeta to be underneath the target when j.2S connected and minimized the separation between the characters. Also, due to the decrease in startup of his command grabs, you can combo them midscreen after ki blasts as well. #2 (00:15) - Corner ki blast links on the ground: He could do most of the ground segment in the previous version, but because 2S now pushes the target rather high up, you can no longer go by 2M>2S>5H>5S for the first part. Again, because of the hitstun buff to ki blasts, after the ground segment you can jump and link j.L instead of having to use SD like in the past. Saving SD for the air combo segment generally improves damage and meter gain a bit. #3 (00:30) - Ki blast juggles from a sweet distance: With a bit of rhythm you can juggle the opponent from afar like shown. It reminds me a lot of Axl’s Sparrowhawk juggles. Being able to combo SD into ki blast from that distance also shows how much hitstun the ki blasts deal now. #4 (00:44) - Corner combo from M command grab: The same ki blast links like in #2 were used. Because the combo starter is much shorter this time, there is more room for additional juggles afterwards. #5 (01:10) - Midscreen Rocket Kick side-switches: To show some basic ways to switch sides with his rekka. Using H on the second kick would almost always result in side switch and is thus the easiest option. You can also cross-under with 236L or cross-over with 236M. #6 (01:25) - More midscreen Rocket Kick side-switches: Further showing some options, complementary to #5. Also, because the recovery on whiff for command grabs is shortened, there is enough time for him to cross-under with j.214M after Vanish and link air dash j.L on the target. Against bigger characters, you can just link j.L after a well-timed j.214M, or even 2M if closer to the ground and early in the combo. #7 (01:39) - Sparking ki blast loops: One downside of the changes to his ki blasts is that he can no longer do the older Goku-esque sparking loops. Additionally, the base damage of his ki blast has been reduced from 500 to 400. This kind of ruined his solo sparking combos, but as shown you can still get some kind of loop for at least some decent meter gain. Also see #14. #8 (02:03) - Corner j.MSS loop: Just to show another way of looping some ki blasts in the corner. The idea is to make use of the new property of j.2S and try to connect it as Vegeta falls close to the ground. The third rep is not easy to time, as the super jump needs to be asap but the j.M needs to be slightly delayed, and then j.2S needs to be delayed as much as possible. I’m not sure if the starter of 5M>j.M would work on Cooler and Janemba as well, since they behave similarly to SBroly on hit from 5M, as their hurtbox would stretch upward for j.M to reach. Don’t be fooled by the size of ZBroly’s model, as he’s never the tallest one in terms of hurtboxes. #9 (02:20) - Back into the corner: One way to switch sides if the combo started with your back against the corner. Because j.236M sends Vegeta upwards, he can reach beyond the collision box of the target after j.236M and then cross-over with an L follow-up kick. Beware that the third kick needs to be slightly delayed in order to maintain a shorter distance from the corner, otherwise Vegeta would be too far away for the air dash j.M. Also shown is that if j.2H connects on the very top of the target, he can combo j.2H into j.2S and extend with SD. #10 (02:32) - Sparking combo: A very bare-boned sparking route that included a j.H-5L link. Comparing to #7 the damage before super is better but not without the cost of meter gain. #11 (02:53) - Limit Break Sparkless 100% combo: This is pretty much the same as the one I showed in my recent SSGSS Vegeta supplementary video, except that I did j.H-5L links twice here and extended via 5LLL afterwards. Unfortunately his j.H does not have too big a hitbox, so the applicable targets are very limited. #12 (03:20) - Limit Break Sparking 100% combo: Also a slight variation of the last combo in my recent SSGSS Vegeta supplementary video. Instead of doing a re-jump after Vanish like last time, I changed it to a cross-under j.214M and air dash for j.L. #13 (03:43) - Limit Break 100% combo with a lot of Ex Rocket Kicks: A tweak to IHateMondays’ ex rekka 100% combo with the goal of getting more side-switches and ending with Niagara Pummel. The 10-hit involves super-jump install, or else he would do 214H in the wrong direction instead. Basically his ex Rocket Kicks got a huge damage buff. #14 (04:05) - Solo Lv.1 Sparking 100% combo: The starter involves an ex Rocket Kick and whiffing the Sparking blast, which helped to boost damage. A couple of the sparking ki blast loops from #7 were also used here.
@@colbyanweiler2152 You need to delay the superdash after 5H to make the contact angle flat. After the air dash j.M, the closer you are to the ground after j.2S, the more time you have to rejump for continuation. For rejump in his case you can either dash jump or just super jump forward.
Already doing the new sparking loops, respect! They really buffed his midscreen damage with the kiblasts and grab change, I guess I finally have to learn those 5H rejumps, huh...
It's enemy specific dialogue for Meteor attacks. Kid Goku however is a weird one, he says "Let's go Vegeta" before firing his Lv.3 Spirit Bomb at him, I think that one was meant for an assist dialogue.
It's as if everything I ever imagined this character could do was revealed to me in a ray of blinding divine light I'll get to practicing these immediately
0:20 I knew I was on to something when I did something similar to this combo in the lab! Anyways, this new patch made me want to pick up bluegeta so this was pretty timely. Thank you!
Xiao you've really outdone yourself this time omg those combos woke me right the hell up. I was praying that you would displayed the combo I showed you with blue Vegeta I feel like there's still more to that combo though.
@@YXiao it's alright bruh You can have the worst editing skills on the planet and I'll still watch your content but I understand what u meant though. Great loops btw those were clean
Respect dude , the editing the incredibly timed combos this is just so exciting lol vegeta blue has always been one of my faves but he finally has the tools now to excel as you have shown my friend. Keep up the great work , Subscribed!
All the best to you. Keep doing it for long enough and you'd notice growth in yourself, which is something I've really enjoyed over the past couple of years.
I know any Xiao Combo + Assist is instant destruction but: 2:05 If he started the combo with 2 bars and had Goku B he could have DHC‘d into Super Spirit Bomb and killed Vegeta Blue is a seriously dangerous character this patch
De un nuevo vegueta blue basura, tu logras que se vea increible. Muy bien maestro o bestia de los combos, muestranos mas beerus sama multi orb ( spheres of destriction) . Please! 😁
Both of his supers can do it actually, the punch can be canceled before the waterfall part comes out to link into spirit bomb, makes for a hilarious sight too