Alright cool thanks. Also is RCF > FADC +4? Just wondering so I can figure out what I can get off it. And I was wondering if someone can help me with a resource for which of his normas are chainable (So far it seems all his combos and block strings are just links) and which ones are sp/su/ultra cancelable. In these frame data apps, I see things like sp, su in the cancelable column but idk what su*- means, as in wtf is the * or - ssymbols for.
Niah
13
sp = special cancelable
su = super cancelable
rcf > fadc is +3 for mp version, +5 for everything else.
nothing is chainable
he has no block strings. btw, block strings means you donât leave any gaps in you attack so they canât mash dp. you can jump into cr.lp to lp roll for a block string.
rcf, and cr.mp. the only times you should ever super cancel is from either of those. red focus from rcf or st.hk to land ultra or whatever.
sp = special cancel, su = super cancel. * = cancel on first hit only
If youâre going to spend meter on RCF > FADC might as well spend the extra meter stock (3 meters) for Red Focus which when used in a combo, will instantly crumple your opponent, opening them up for some Ultra whoop ass. Now, because of damage scaling you only get 400 or so for 3 meters plus a full Ultra meter, but if youâre being pressured in a corner and you crouch/delay tech pressure AND the damage will finish the round or win the match, definitely spend it. Otherwise, you are better off with a raw Ultra. If you regular FADC then you would have to do risky links, but at least theyâd earn you some meter back.
Vega has no block strings. His best is +2 on block and he has nothing that starts up fast enough to continue putting the opponent in block stun. This means, if they block and you throw out another jab for example, you will eat reversal. A neat trick though is to use close MK (+2) on block and then kara throw. If done right itâs a 1 frame window for them to reversal, they canât jab, because throw is active the next frame and at least 2 frames before a 3 frame jab is active. They can tech, but youâll get pushed back and gain some space. If their timing is good, they can reversal in that 1 frame window, but if their timing is inconsistent it might be worth throwing out. It is not guaranteed, but can be difficult to get out of.
whoops, niah beat me to it
Niah
16
reversals donât need to be timed properly, itâs very lenient.
Yeah
That SF4 engine. 5 frame window? How does that work? Say I give someone a single window to reversal, that means the game gives the player that single window + 5?
So even though he doesnt have true block strings because everything is links, if you do the same link sequences, there should really be max like 2 frame windows, so they shouldnt be able to DP inbetween Vegas strings right? or does the fact that you get the reversal mean you just blow it up with invincibility?
Niah
19
you could bait the dp, but if you were to do cr.lp, cr.lp, he CAN mash dp, and yes, because of invincibility. because the dp will be hitting you when you are pushing the 2nd cr.lp.
the reversal window means you can do the input before you recover. think of it like OS. pretty much the same thing. itâs an engine that helps charge characters so they donât have to do the reversals frame perfect.
Ah, so thatâs how the window works. I guess thatâs good to know? 5 frames is still far too much reversal time.
Ok, so DP is just always invincible on startup. I was thinking Vegas strings, as long as they were less than 3 frames, since thats the startup for DP, wouldnt be punishable and then they would get counter hit. And I never see anyone ever DP in between Vegas normal strings, why not? It seems super cheep to blow up even 1 frame block strings when you have 5 frames to reversal it
Not in tourneys, I watch fuck loads of them though
Niah
24
it doesnât matter if it has 1, 2, 3 or whatever frame gap there is. because itâs +1 on block, you recover 1 frame faster. press a 4 frame move, like a cr.lp again, itâs a 3 frame gap. even if itâs a 2 frame gap, if he inputs dp, youâll get hit as long as you pressed another button again. if you donât, then youâll block it. itâs not a âpunishâ. itâs all because of the invincibility. but if someone was to press a none invincible 3 frame attack as a reversal, kike dudleyâs hp dp, then it would matter. if there was a 3 frame gap, it will trade. if thereâs a 2 frame gap, dudley would get counter hitted.
as for why people donât spam dp when vega is pressuring? well, itâs a guess. what if that vega only pressed it once to bait out the dp? or maybe the lp can be too fast for him top initiate the dp, because heâll need to give up blocking for a split frame? even if you have meter to fadc the dp, what if the vega simply flips to bait your dp? many vegaâs would press a light attack, back off, kara throw, or back off, do another light attack to bait these dpâs. once a person mashes that dp, the vega player will get hit by it once, then the vega player will know âok, this guy spams dpâ so he will counter it by baiting. these things arenât react-able. people canât tell when the vega player will continue on with another cr.lp after the first one.
The problem isnât really DP in that situation though, itâs the moves that are invincible on start up that also have forward momentum. Then youâre stuck blocking and potentially knocked down.
Niah, thanks so much. Iâm now trying to hash out EXACTLY what I can get off of various confirms (clearly a marvel player lol) and iv noticed that even though most of his normals are special cancelable, itâs very finicky with which versions of ST will work from which normals. So far light version seems to only work off of crouch short and the heavy version works off most things, same as EX. Also itâs cool they changed his super to hit on the way up, now you can take regular combos that go into ex fba and do super instead
lk.ST is pretty worthless in a combo. Not really combos into it except cr.LK as you saw. Unless you only need a single hit for spacing or to combo into EX ST, always use hk.ST. Itâs also not great as an AA because it isnât active very long, the others are better than it, but is useful for closer jump ins. Probably will trade in that situation though, but trades are usually favorable to ST and it also launches them up and gives you time to recover.
So I was on Ultra Chens twitch last night and they were going through some character discussion and I asked about Vega. They really said nothing bad about him, just the good stuff, normals his new cross up (which I think sucks btw, really hard to confirm off of) and his benefit from RF. But they also brought up how there is absolutely no representation anymore for Vega. Zeus is around but doesnât play aparrantly, Chris King is in Japan and âŚthatâs sort of it. They also mentioned this might be because people are afraid of the claw mechanic, that something can happen and all of a sudden you lose all range and damage. I find thats just not true, his range on his normals even without the claw is just ridiculous still. Idk thoughts?
Losing the claw sucks. Not only it kills your range, but all your priority on j.HP is gone completely. You also suffer a damage penalty, for fucking blocking shit when you have no way to get them off you. Free pressure on Vega all day every day.
Haztlan
31
Nah. The lack of Claw players has nothing to do with the character losing his weapon. People try him for a couple of minutes until they are stressed enough to go back to their character-with-uppercut and thats it. They see a jump in and think âFuck this shit, I want my flame kick back.â.