Vegito
In a nutshell
Vegito is an offensive mixup character whose strength lies in getting in close where he dominates. He has the best hop in the game, all of the fastest standing normals in the game, incredibly effective lows and he is the only character with a standing overhead. Vegito is a very imposing character capable of advancing forward very quickly and suddenly, possessing an infinite restun combo off of successful jump-ins, and is more than able to hold his own in the midrange with strong footsies. Although he lacks a reliable way to negate heavy zoning, his sheer mobility and large area of effectiveness make Vegito one of the strongest characters in Hyper Dimension. Good choice for players who like to chase their opponents down.
Moves List
Normal Moves
Close st.Y - A quick elbow to the ribs. Fastest standing normal in the game, allowing easy hitconfirms off of early jump-in attacks.
Close st.B - Fast, upwards-angled kick. Strong, close range anti-air, useful for stuffing hops and jumps. Can't be special cancelled.
Far st.Y - Vegito launches his palm into to opponent's stomach. Really fast for a far standing normal, but angled a bit too low to hit hops.
Far st.B - Vegito slides forward with a high angled roundhouse kick. Fastest far st.B in the game and a very strong midrange poke. Great for stuffing hops.
cr.Y - Vegito swipes at the ground causing sparks to fly forward. Hits low. Can't be special cancelled. Very strong hitbox on this move, the sparks are disjointed from Vegito's hurtbox making it hard to counterpoke on the ground. The fact that it combos into cr.B which launches, makes this move a very threatening low by this games standards.
cr.B - M.Bison slide with launching properties. Hits low. Can't be normal cancelled or special cancelled. Essentially has all the properties of M.Bison's classic sliding cr.HK, except this move launches on hit, allowing for followup combos. Very fast and sudden low, using it in neutral can take many people by surprise. Is almost always negative on block, but whether or not it is punishable is reliant on spacing; at max range it is +1 on block.
B - Vegito drops his heel onto the opponent's head. Hits overhead. This move can only hit once, but has two hitboxes. The first hitbox hits very high, and will whiff against all crouchers except Cell. The second hitbox hits much lower and a bit further. If the first hitbox connects, this move becomes very punishable on both block and hit. If the second hitbox connects, it is only slightly negative on hit, and on block, only a few characters can punish it due to the pushback. (Vegito can punish it with cr.B). So it is a bit awkward to use, and impossible to combo off of, but it's still the only standing overhead in the game and adds an element to Vegito's mixup that no other character has. Use with caution, but don't forget that it exists.
j.Y - Basic jumping punch. Can't be special cancelled. Not very impressive, but it does have a slightly better air-to-air hitbox than j.B. The other use for this is as a tick throw tool since it is very easy to whiff it against standing opponents. Hop forwards, press j.Y early, whiff, land, throw.
j.B - Downward angled flying kick. Standard jumping normal, nothing particularly special about it. Vegito's amazing hop is what makes this move seem better than it really is. Go-to jumping normal.