Vegeta
In a nutshell
Vegeta is an aggressive rushdown character who excels at the midrange game. He has some of the best normals in the game as well as some very sneaky invincible specials to help him bypass his opponents' defensive pokes. Most of Vegetas attacks either move him up close to the opponent or nullify some form of attack, sometimes both. His aerial specials combined with his j.Y also give him a very tricky midscreen crossup game. His fast hop speed and strong guard counter options round off his defense, making Vegeta an overall beastly up-close character. Good choice for players who want to get straight up in the opponent's grill and hit some buttons.
Moves List
Normal Moves
Close st.Y - Vegeta headbutts his opponent. Generally not used outside of specific combo routes due to the extra pushback on hit compared to close st.B, as well as being 2 frames slower.
Close st.B - A knee to the chest. Fast and reliable bread and butter combo filler, use this move to hitconfirm into launcher and other combo routes.
Far st.Y - Standard punch straight forward, nothing fancy. Not very useful considering you have a far standing normal that's better in every single way in the form of far st.B.
Far st.B - Flying, forward moving roundhouse kick. This move is the king of midrange. Fast, long range, active for days, propels Vegeta forward and if cancelled into launcher, is plus on block. Very dominant far normal and a big part of Vegeta's footsie game. When in doubt, use this.
cr.Y - Underarm punch to the kneecaps. Vegeta's only low normal. Normal cancellable but not special cancellable. This isn't Vegeta's best option for mixups as it is quite hard to confirm any real damage off of, but it has its uses given the right spacing. Not the best low we could hope for, but better than nothing.
cr.B - Double hitting, upwards angled handstand kick. Special cancellable but not normal cancellable. This move lowers Vegeta's hurtbox a little making it a viable anti-air, but it's also useful for very specific combos should you choose to go for them. Very situational.
j.Y - Vegeta comes down with a punch directly below him. Amazing crossup normal. The speed and hitbox on this move allows Vegeta to dominate air-to-ground engagements. Special cancellable as well, meaning you can cross up with this attack then cancel into an air normal which may or may not also cross up, depending on spacing. 10/10 would punch again.
j.B - Flying horizontal kick. Vegeta's other incredibly good air normal; the range and active frames on this thing make it a very strong, all-purpose aerial attack. Opt for this over j.Y at further ranges.
Special Moves
Sliding Kick - B - Vegeta dashes forward a bit before releasing a sliding kick. Hits low. First part in Vegeta's rekka sequence. Can be good to use in neutral as a surprise long range low, although the startup is a bit slow and if spaced wrong, can be punished on block and hit. If spaced right, is plus on block, and on hit, can confirm into a full combo. A key component of Vegeta's difficult, character and distance specific infinite combo.
Rushing Knee - B - Followup knee attack to Sliding Kick. Second part in Vegeta's rekka sequence. A mind-numbing +14 on hit, this is the attack that makes Vegeta's rekka series worthwhile. On block, the frame advantage on this move allows Vegeta continue into any mixup he wants, and on hit, allows him to combo into any other normal except cr.Y. It is possible to do an infinite by repeatedly comboing into and off of this move, albeit very hard to pull off consistently.
Super Dash - B - Cross punch followed by a roundhouse kick, followup to Rushing Knee. Third and final part of Vegeta's rekka. Made completely obsolete by Rushing Knee, there's no reason to follow through into this. Can combo into Rising Knee on hit.
Rising Knee - B - Quite literally a rising knee. Vegeta's DP, this attack is not invincible, just very, very fast, making it a good guard counter/reversal option regardless. Leaves the opponent in a juggle state so if it trades, you can often continue the combo Sagat style. On hit, can link into itself for roughly 24 extra damage.
Energy Dash - Y - Vegeta yells for no reason then dashes forward before blasting his opponent in the gut. Dash reaches about 3/4 of the screen. Fully hit invulnerable from frame 1 until he starts dashing. Unpunishable on block, although you can be thrown out of it at any time, and since the startup is slow this is quite a mediocre reversal. Probably the best use you'll find for this is to shift through homing projectiles.
Jumping Bomb -