Dragon Ball Z: Infinite World GT Vegeta Guide Author: TS Aneila =========================================================================== Table of Contents: 01: Updates 02: Introduction to GT Vegeta 03: Techniques & Management 04: GT Vegeta info 05: GT Vegeta strategy 06: GT Vegeta match-ups 07: GT Vegeta combo section 08: Conclusion 09: Special Thanks to 10: Contact & Legal info =========================================================================== 01: Updates =========================================================================== 02: Introduction to GT Vegeta In what is pretty much his first appearance ever in a DBZ title, GTV is quite the contender. Start off by saying, this guide really isn't for beginners. GTV takes fast cancel to execute pretty much all his cancels, and because of this has a very steep learning curve to most the cast. Fortunately once learned he is equipped with the tools to deal with pretty much anything people can throw at him, including some top tiers. Advantages - Best defensive move in the game, period - Offensive lunge nullifier - Ridiculous rushdown up close - 2 transformations - Shining Rage Attack deals good damage and fatigue - 2 un-techable set-ups for SRA - Final Shine does great damage and fatigue - Juggle throw - Nice ways to break guard without transformations Disadvantages - Huge gap between SSJ1 and SSJ4, no transforming between those - Difficult to combo with - Low damage with no fast cancel - Final Flash sucks =========================================================================== 03: Techniques & Management Canceling: A technique that has been around since Budokai 1, the basic concept behind it is using a string that has a chargeable move during it, that can keep the opponent in the hit-stun long enough to cancel with the guard button and then quickly start a new string. It has many advantages, first is it helps you do lots of damage, while building you ki meter and makes your strings safe. Moves that aren’t canceled are very bad and can usually be punished by opponents who guarded or if you whiff. They also can be used for mix-up to keep your opponent guessing which string you will use next, he’ll have to constantly figure out what you’ll do next and when to squeeze in an attack to hit you. Whether you’ll tick a throw, side-step behind him, or keep the pressure on him is all what makes canceling great. Usually the aggressive player that’s always on the offensive can have control over most the match. Ki Management: A very important thing to focus on during a match. You need ki for everything almost, deathmoves, ultimates, aura guard, transformations, and probably the most important, teleport-counter. You should always make sure you have at least 3 bars to TC out of combos, aswell as make sure you have the ki advantage over your opponent. Players on the offense gain ki at quite a fast rate, while guarding opponents slowly gain a fraction of what you get. This goes back to being the aggressive player, it helps you stay ahead in the ki department. There will of course be times when you will be low on ki and your opponent will have the advantage. Sometime you can try and get away (usually it’s not that effective) to charge it. A solid method of getting back in the lead is using anti-TC moves. Examples of this are Goku’s >P+K kick and Cell’s neutral P. You wanna use a poke to try and bait them behind you, as they appear you can hit them with an anti-TC move. It must either be a fast P most the time, or a nullifier to catch them. Fatigue Management: The fatigue meter has been taken from Burst Limit and put into Infinite World, whether for better or worse. Unlike Burst Limit, you cannot lower using transformations, so you must be careful and pay attention to it; it only lowers automatically over time but at a very slow rate. Fatigue raises while you are blocking or dodging, taking any sort of damage in general. Being fatigue will drop most characters into their base form state (assuming they can transform). While it seems bad, it can be a good thing allowing use of transformation guard crushes again to get in damage. Only thing to watch out for is juggle fatigue deathmove infinites; Adult Gohan, Goku and Bardock are the main people that can do this, if you get fatigued while in their juggle… it’s pretty much game haha. =========================================================================== 04: GT Vegeta info Starter choices- His >P+K P+K- lunge is quite beastly. It nullifies and can be canceled safely on start-up then again before the second shoulder smack. It's basically alot like Goku's P+K cancel, it can be combo'd with a VE or KKKK. It's a great move up close and gives little to no opportunity for the opponent to attack. KKKK is pretty much the same, however it juggles and leads to a very nice infinite. It will be your main source of damage as far as combo strings are concerned. Nullifying starters that multi-hit are the only things that can get past it, sorta. I will explain later in the match-up section as to how good KKKK really is. Defense, *stomp stomp* defense, *stomp stomp* defense- P+K- is quite possibly the greatest tool DIMPS could have given to any of the cast, and GTV recieved this lil' gem. 3 kicks, nullifies, ridiculous priority and can be canceled quickly into into KKKK- or PPPP-. It gives him the best get-out-of-my-face strategy and can keep even Goku and Pikkon's rushdown at bay. ________________________________________ Deathmoves Shining Rage Attack (Rasengan lol)- While flashy looking, it might seem like crap as far as its use but it actually has some value. It deals very nice damage and a solid amount of fatigue, it's even somewhat safe up close, they can TC and maybe not punish because of how far he dashes forward. Pretty nice when used on a fatigued opponent if you fully charge it to their back. It can also be canceled and using stun combos gives him some wacky and flashy stuff. He has two set-ups for this move, the first is... >KKK P+K P+K- nullifier will help you get in close. From there you can put an insane amount of pressure with PPPP and KKKK, you can quickly build your ki and go for a SSJ transformation guard break then heavy smash to a combo. He also has his throw juggle, which quickly sets up his main normal damage dealer, KKKK. Since his recovery on both cancels is so dang fast, he can quickly lead into his throw. Also his >>P+K is dang near instant, it's a head-butt that guard crushes, a very nice added tool for breaking guard. Most players would probably Aura Guard as a means of defense, since unless they are Yamcha or Goku, cannot do much. Remember, stick close and keep the pressure and guard crushes up and you'll win in no time. Defensive style- Turtling or playing defensively I have never really been fond of, just because to me it is so dang boring, but GTV has the option to do this and can make sure almost nobody can break through it. P+K- is just so great, even if you choose not to cancel it is pretty safe on block, it can push the opponents back. At first glance it seems like all you will be doing if you decide to turtle with him is just P+K- over and over when they approach with no means of doing solid damage to them...but you can. Because his PPPP- and KKKK- is so fast you can fast cancel into them off of P+K- and start your infinite and VE juggles. Personally for GTV I would suggest saving VE transformations for when they try and approach you, free guard crush and you get to use a ground combo into the KKKK infinite. Oh and don't really worry about people try to stop your attempts at close range P+K cancels with a ki blast. His triple fast feet of fury deflect the ki shots either in random directions or straight back at them. Watch for them trying to bait the move and hit you with a Deathmove, If you are playing the turtle style properly you should be able to cancel it before they backdash in time and send the DM off. Balanced style- Rushdown mixed with defense is personally my most favorable method of usually playing him. You'll be spamming his >P+K P+K approach like crazy and either using PPPP or KKKK quickly to hit them or P+K if they are still blocking to push them away. Having this defensive tool allows you to destroy/stuff their attempts to approach making them think twice and back away. After that you can go back to your offensive and get in the opponents face. Watch for any Aura Guard attempts to block then come out of it and hit you after your >P+K lunge, be ready to cancel quickly and P+K or backdash and punish them with a SRA to the face. =========================================================================== 06: GT Vegeta match-ups Just how good does he fair? The old concensus was that he is kinda near the bottom of High tier, well that's changed. Besides his learning curve he can definitely hold a spot as one of the BEST characters in the game and has tools to combat nullifying beasts ( especially since he is one himself). GTV versus the top tiers Pikkon- No need to worry too much. The main thing that makes Pikkon such a threat is his PPPP nullifying starter. As GTV you can keep him back with your P+K. This move just out classes Pikkon entirely, Pikkon has a delayed/late nullifier on his first P starting out his PPPP, most cannot find an opening to hit him even still...except GTV. P+K is so fast that it'll take Pikkon two P's to even break GTV's P+K, the fact that it hits twice before Pikkon can barely get on his second P AND has a third knockdown hit, it will give Pikkon loads of approaching issues. Not only this, GTV can bring the hurt on Pikkon with >P+K P+K to get in close. At first this doesn't seem wise, why would you want to get in his face where he can take advantage and nullify you up close? Well there is a reason most nobody can deal with GTV's KKKK up close, the speed of the kicks combined with a high speed cancel user makes it look like a lighting barrage of multiple kicks with no opening. Pikkon could try to PPPP out of it, I mean he has the nullification but if GTV gets that >P+K P+K lunge in and Pikkon blocks, he is screwed. Besides the fact that him blocking means he will eat a guard crush, up close KKKK pressure from GTV can out prioritize the late start-up on Pikkons first P nullifier. However, timing and speed must be crucial for the GTV user, even still he has the option to P+K cancel up close to push Pikkon back. Watch for Pikkon getting a head start on his PPPP starter to get near you and punish with a SRA or P+K. Dabura- No contest, >P+K P+K rips right through his spear which completely stops any means of zoning. Up close GTV out prioritizes Dabura with KKKK and PPPP, again you have the option of P+K to push him back. If you are hell bent on only turtling with GTV don't worry, zoning characters are only effective generally against people who need to approach to do anything, GTV can turtle all day, sit back and bait zoners. Yamcha- Tricky match, unlike Pikkon's PPPP, Yamcha's is much quicker and has instant nullifiers on each one. This ruins your KKKK approach up close and defensive P+K. Yamcha luckily only has 3 baseline ki, if you can get yours up and go SSJ it'll be much much easier. You can approach him with >P+K P+K but make sure it connects to guard crush, if not try and dashback or get a P+K in before he begins his insane nullifiers. Both Gokus- Their main tool to break defense with transformations non-stop will give you some trouble, as far as starters go you can match his lunge with yours. Neither Goku's can get past your P+K which is nice, but be very careful and bait their transformations by allowing them to get somewhat close and Aura Guard. With Z Goku it will be your main strategy at the start since he can go kaioken but with GT Goku you have more leniency since he needs 4 ki like you to transform. The matches will revolve around clashing starters and who starts transforming first to get that edge over the other, play smart and try your best to avoid his DF infinite. =========================================================================== 07: GT Vegeta combo section Again, other than stuns, all his cancels require that you can do it fast, if not you won't be having much fun or playing him very well. Legend: Legend: /\ = Up on D-Pad \/ = Down on D-Pad < = Back on D-Pad > = Forward on D-Pad P = Punch ; default on Square K = Kick ; default on Triangle G = Guard ; default on X E = Energy ; default on Circle D = Aura dash ; default on R1 P+K = Punch + Kick ; default on R2 HM/AB = Hyper Mode / Aura Burn ; default on L2 C = Charge Ki ; default on L1 T = Taunt ; Guard + Downx2 \/E = Transformation /\E = Ultimate ' = Fully Charged. * = Stun - = Cancel ~ = Sidestep cancel ; same as Cancel just with a \/ or /\ + G while charging HS = Heavy smash, Aura dash then P+K D~ = Aura dash sidestep ^ = Pop up = "Juggle" FF = Full Fatigue R = Reset ; can be done after a FF to make used strings available again R^ = juggle reset , resets the person from a juggle into a grounded state GC = Guard Crush _____________________________________________ Cancels: >P+K P+K- PPPP- KKKK- >PPPP- >>PPP- >K* >PP* Juggles: PPPP^ _____________________________________________ Combos Beginner- >>K*, >K*, >PPPP^ >E. 7 hits, 626 damage. 30% Fatigue. Intermediate- >P+K P+K-, >PPPP-, VE HS, >KKK P+K P+K-, KKKK-, KKKK-, VE, E. 12 hits, 786 damage. 35% Fatigue. Advanced (fast cancel fun stuff)- (off a throw) KKKK-, KKKK-, KKKK-, VE, KKKK-, KKKK-, VE, >PPPP^ >E. 24 hits, 1575 damage. 80% Fatigue. >P+K' P+K-, PPPP-, VE HS, >>PPP-, PPPP-, KKKK-, KKKK-, KKKK-, KKKK-, VE, E, L1 \/. 32 hits, 1588 damage. 81% Fatigue. Updates to come... =========================================================================== 08: Conclusion Range: 8/10 Juggle Ability: 7/10 Damage Potential: 7/10 Cancel Ability: 7/10 Stun Ability: 6/10 Rushdown: 9/10 Defense: 10/10 It's pretty obvious by now you know how good he is, and of course just how much skill he takes to learn. It isn't so much knowing when to use his defense or offense moves ( tho it is very important) as much as his massive reliance on the player knowing fast cancel. Again, you won't be doing great with him unless you learn to combo properly. You have got the tools to deal with top tiers, shatter peoples guard constantly, and play the best defensive game, so learn to. Your damage is pretty bleh and suffers until you can reach SSJ4. At times it is completely okay to go for his stun and fully charged SRA since it will put your damage over a health bar and do good fatigue. This will allow you to get ahead and charge ki if need be, and of course, KKKK infinite juggle is his main string and will help you reach SSJ4 rather quickly. =========================================================================== 09: Special Thanks to DIMPS for continuing the series. Azuro for setting up DBC for these games to have competitive discussion, TrollCapAmerica, DrunkenPilot, Nnamz, Escobuu, Gogetassj4666, Dizlord, Fog and all the vets who have worked on these games throughout the years. =========================================================================== 10: Contact & Legal Info: Any questions or concerns about this guide than please feel free to email me at www.orien@yahoo.com. This guide is not to be reproduced under other websites other than GameFAQS solely or unless with my consent, this is for personal use only and otherwise a violation of copyright laws. Copyright 2009 TS Aneila</p>