Make it Bloody Rain: The Vega Combo/Tech Thread

Welcome to the Vega combo and tech thread for Street Fighter 5.
Game Version: Season 2, game version 2.030 (~June 2017 onwards)

Author’s note: Guide is easier to read on desktop. Sorry for all of the spoilers

**Change log(7/14/2017, 12:06PM EST): Added EX CT to oki section. Added 3 more terms to “Notation”.

(7/5/2017, 9:18 PM EST): Added CLAW cr.hp combos based on the mid-season buffs, EX.ASE combos previously not mentioned. Added combos for meterless FBA.
**

  • All combos tested on Ryu with masked Vega.
  • Guide is and will pretty much always be a work in progress.
  • First number is damage, and the second number is stun. So the first combo does 226 damage and 220 stun.

1. Notation:

[spoiler]Vega
"CLAW" - combo starts in Claw stance
"CLAWLESS" - combo starts in Clawless/bare handed stance
"NO CLAW" - combo starts in Clawless stance when you have lost access to Claw stance by getting hit
"CT" - Crimson Terror
"ASE" - Aurora Spin Edge (Claw Stance Only)
“FBA” - Flying Barcelona Attack
"SC" - Stance Change/Switch Claw
"GID" - Grand Izuna Drop (Clawless Stance Only)

** General**
“st” - standing
"cr" - crounching
"f" - forward
"j" - jumping

“lp” - light punch/jab
"mp" - medium punch/strong
"hp" - heavy punch/fierce
"lk" - light kick/short
"mk" - medium kick/forward
"hk" - heavy kick/roundhouse

“CH” - counterhit
"CC" - Crush Counter
"CA" - Critical Art (Super)
“xx” - cancel
"TC" - Target Combo
"EX" - EX verison of a special move
"SKD" - Soft Knockdown (can be quick rised)
“HKD” - Hard Knockdown (cannot be quick rised)
“AA” - Anti-Air
oki - short for “okizeme”; aka wake-up pressure
quick rise - when an opponent uses the option to rise faster after a KD, aka “teching” the KD.
back roll - same as “quick rise”, but opponent jumps back slightly and rises slightly later
"VTC" - V-Trigger Cancel
"oB" - on block
"oH" - on hit
"OH" - overhead[/spoiler]

2. Things you should know

[spoiler]1. Knockdowns
- All SKD’s can be quick rised.
- SKD’s from throws and CA’s cannot be back rolled
- All CC cr.hk’s are a HKD

2. All normals, except f.mk(overhead) and cr.hk(sweep) can be canceled into V-Trigger on hit for a combo.

3. Vega’s CA is NOT invincible on start-up. It is throw invincible due to being airborne on the first frame.

4. st.hk, CLAW st.lp, and EX.FBA whiff on crouchers

5. st.lk and CLAWLESS st.lp are your 3 frame normals

6. CLAW st.hp and CLAWLESS cr.hp force your opponent to stand

7. st.hk, CLAW f.hp, and CLAWLESS cr.hp are your CC normals.[/spoiler]

3. Combos[spoiler]
1. V-Skill Combos:

[spoiler]V-Skill xx V-Trigger (226/220)
- SKD
- Works in both stances, but does 10 less damage CLAWLESS, and has less range

V-Skill xx V-Trigger, CA (464/220)
- SKD, opponent cannot back roll
- Works in both stances, but does 10 less damage CLAWLESS, and has less range

(CLAW) Target Combo (st.hp>st.hp xx V-Skill) (182/286)
- SKD

(CLAWLESS) Target Combo (st.mp>st.hk) xx V-Skill (154/236)
- SKD

(CLAWLESS) cr.mk, TC xx V-Skill (187/310)
- SKD
- Good meterless punish combo
[/spoiler]

2. Light Confirms/Combos:

[spoiler] Meterless
[spoiler]st.lk, cr.lp xx lk.CT (121/253)
- 3f punish
- Starting with cr.lk does 10 less dmg, but the first hit is low
- Works in both stances
- On hit lk.CT leaves you at advantage (+1) and in range for any version of GID.

**(CLAW) cr.lp xx lp.ASE (120/250)**
- SKD

**(CLAW) cr.lp, st.lp xx mp.ASE (137/293)**
- Opponent must be standing
- SKD

**(CLAWLESS) st.lp, cr.mp xx mk.CT (164/280)**
- 3f punish
- Opponent must be standing
- mk.CT will whiff from max range. Use lk.CT(148/280) if you are slightly farther out
    - mk.CT leaves you at +2 frame advantage on hit. lk.CT leaves you +1, but closer.[/spoiler]

1 EX Stock

[spoiler] st.lk, cr.lp xx EX.FBA, Izuna Drop (201/308)
- 3f punish
- Opponent must be standing
- Works in both stances
- SKD, cannot be back rolled

**(CLAW) st.lk, cr.lp xx EX.ASE (177/293)**
- SKD

**(CLAWLESS) cr.lp, st.lp, cr.mp xx EX.FBA, Izuna Drop (229/363)**
- Opponent must be standing
- SKD, cannot be back rolled

**(CLAWLESS) st.lp, cr.mp xx EX.CT (196/320)**
- Opponent must be standing
- SKD
- Better corner carry and positioning after the KD for more pressure.
    - Does not combo from maximum range.

[/spoiler]

2 EX Stocks
spoiler st.lk, cr.lp xx EX.FBA, Claw Swipe, EX.ASE (263/393)
- Opponent must be standing
- SKD
- Not worth the meter unless it will kill or stun[/spoiler]

3 EX Stocks
[spoiler]st.lk, cr.lp xx lk.CT xx CA (311/149)
- 3f punish
- Starting with cr.lk does 10 less dmg, but the first hit is low
- Works in both stances
- SKD, opponent cannot back roll

**(CLAW) cr.lp xx lp.ASE xx CA (384/250)**
- You must be close to your opponent, otherwise ASE may whiff.
- SKD, opponent cannot back roll

**(CLAW) cr.lp, st.lp xx mp.ASE xx CA (375/293)**
- Opponent must be standing
- SKD, opponent cannot backroll

**(CLAWLESS) st.lp, cr.mp xx mk.CT xx CA(338/176)**
- Strong confirm off 3f normal
- Opponent must be standing
    - SKD, opponent cannot back roll
- mk.CT my whiff from maximum range.[/spoiler]

1 EX Stock + V-Trigger
[spoiler] st.lk, cr.lp xx EX.FBA>Claw Swipe, V-Trigger (258/348)
- Opponent must be standing
- Works in both stances
- SKD

**(CLAWLESS) cr.lp, st.lp, cr.mp xx EX.FBA>Claw Swipe, V-Trigger (273/393)**
- Opponent must be standing
- SKD[/spoiler]

3 EX Stocks + V-Trigger

[spoiler]st.lk, cr.lp xx V-Trigger, CA (374/238)
- Fast light confirm (st.lk has 3f start-up)
- Starting with cr.lk does 10 less dmg, but the first hit is low
- Works in both stances, but the opponent must be crouching if you’re in Claw Stance.
- SKD, the opponent cannot back roll

(CLAWLESS) st.lp, cr.mp xx V-Trigger, CA (401/265)
- Strong confirm off 3f normal. 400 damage from a light.
- Opponent must be standing
- SKD, opponent cannot back roll

(CLAWLESS) cr.lp, st.lp, cr.mp xx V-Trigger, CA (379/303)
- More stun/less damage variant of the previous combo.
- Opponent must be standing
- SKD, opponent cannot back roll[/spoiler]
[/spoiler]

3. Medium Confirms/Combos

[spoiler] Meterless

[spoiler] cr.mk, cr.lp xx lk.CT (141/283)
- Works in both stances
- lk.CT leaves you even (+1) on hit and in range for any version of GID. Also only a pixel outside normal throw range.

**(CLAW) st.mp, cr.mp (114/190)**
- Weak, but good to know in case you get a stray hit with st.mp
- V-Trigger cancelable(233/295); VTC into CA(431/295)
    - cr.mp leaves you +3 on hit

**(CLAW) cr.mk, st.lp xx mp.ASE (157/323)**
- Opponent must be standing
- SKD
    - Decent stun for a meterless combo

**(CLAWLESS) cr.mp, cr.lp xx lk.CT (151/283)**
- lk.CT leaves you even (+1) on hit and in range for all versions of GID.

**(CLAWLESS) cr.mk, cr.mp xx mk.CT (184/310)**
- mk.CT may whiff from farther out; use lk.CT instead(168/310)
- mk. CT leaves you at +2 on hit. lk.CT leaves you +1, but closer

**(CLAWLESS) cr.mk, st.mp xx hk.CT (200/350)**
    - SKD
    - Best meterless "cr.mk" combo.

**(CLAWLESS) cr.mk, TC xx V-Skill (187/310)**
- Opponent must be standing
- SKD
    - Builds roughly 1/8(12.5%) V-Gauge[/spoiler]

1 EX Stock
[spoiler]cr.mk, st.lp xx EX.FBA>Izuna Drop (221/338)
- Works in both stances
- Opponent must be standing
- st.mk can be substituted for cr.mk, netting 10 more damage
- SKD, opponent cannot back roll
- cr.lp can be switched for st.lp in either stance

**(CLAW) cr.mk, cr.lp xx EX.ASE (197/323)**
    - Low damage for 1 bar, but decent stun.
    - SKD
    - st.mk can be substituted for cr.mk, netting 10 more damage
    - Lower damage/higher stun alternative to previous combo, but hits crouchers.

**(CLAW) st.mp, st.lp xx EX.FBA>Izuna Drop (231/303)**
- Opponent must be standing
- SKD, opponent cannot back roll

**(CLAW) cr.mk, cr.lp xx EX.ASE (197/323)**
- SKD
- st.mk can be substituted for cr.mk for 10 more damage
    - Low damage/high stun

**(CLAWLESS) cr.mk, cr.mp xx EX.CT (216/350)**
- SKD
    - Good corner carry and positioning after SKD for oki.

**(CLAWLESS) st.mk, st.lp, cr.mp xx EX.FBA>Izuna Drop (259/393)**
    - Opponent must be standing
    - SKD, opponent cannot back roll
    - High stun

**(CLAWLESS) cr.mk, TC xx EX.FBA>Izuna Drop (276/404)**
- Opponent must be standing
- SKD, cannot be back rolled
    - 400 stun for 1 EX Stock

[/spoiler]
2 EX Stocks
(CLAW) cr.mk, cr.lp xx EX.FBA>Claw Swipe, EX.ASE (283/423)
- Not worth the meter unless it will stun.
- Opponent must be standing
- SKD

3 EX Stocks
[spoiler] cr.mk, cr.lp xx lk.CT xx CA (331/179)
- Works in both stances
- Substitute st.mk for 10 more damage
- SKD, opponent cannot back roll

**(CLAW) cr.mk, st.lp xx mp.ASE xx CA (395/323)**
- Opponent must be standing
- SKD, opponent cannot back roll

**(CLAWLESS) cr.mp, cr.lp xx lk.CT xx CA (341/179)**
- SKD, opponent cannot back roll

**(CLAWLESS) cr.mk, cr.mp xx mk.CT xx CA (374/222)**
- mk.CT may whiff from farther out; use lk.CT instead
    - SKD, opponent cannot back roll

**(CLAWLESS) cr.mk, st.mp xx hk.CT xx CA (390/238)**
    - SKD, opponent cannot back roll

**(CLAWLESS) st.mk, st.lp, cr.mp xx CA (373/243)**
    - SKD, opponent cannot back roll
    - Opponent must be standing

**(CLAWLESS) cr.mk, TC xx CA (390/254)**
- Opponent must be standing
- SKD, cannot be back rolled[/spoiler]

1 EX Stock + V-Trigger
[spoiler]cr.mk, st.lp xx EX.FBA>Claw Swipe, V-Trigger (278/378)
- Works in both stances
- Opponent must be standing
- SKD
- cr.lp can be switched for st.lp in either stance

**(CLAW) st.mp, st.lp xx EX.FBA>Claw Swipe, V-Trigger (288/378)**
- Opponent must be standing
- SKD

**(CLAW) st.mp, st.lp xx V-Trigger, EX.ASE (296/388)**
    - Corner only
    - Opponent must be standing
    - SKD

**(CLAWLESS) st.mk, st.lp, cr.mp xx EX.FBA>Claw Swipe, V-Trigger (303/423)**
    - Opponent must be standing
    - SKD

**(CLAWLESS) cr.mk, TC xx EX.FBA>Claw Swipe, V-Trigger (320/434)**
- Opponent must be standing
- SKD[/spoiler]

3 EX Stocks + V-Trigger
[spoiler]cr.mk, cr.mp xx V-Trigger, CA (421/295)
- Works in both stances
- SKD, opponent cannot back roll

**(CLAW) st.mp, cr.mp xx V-Trigger, CA (431/295)**
- Weak, but good to know in case you get a stray hit with st.mp
    - SKD, opponent cannot back roll

**(CLAWLESS) cr.mk, TC xx V-Trigger, CA (426/344)**
- Opponent must be standing
- SKD, opponent cannot back roll
    - One of Vega's biggest, none SC punish combos[/spoiler]

[/spoiler]

4. Heavy combos/punishes

[spoiler]Meterless
[spoiler]st.hp xx hk.CT (188/330)
- Good corner carry, will corner the opponent from about half stage
- SKD
- Works in both stances, but does 10 more damage CLAWLESS

**st.hk, cr.lp xx lk.CT (171/333)**
- Opponent must be standing
- Probably won't see use, but good to know if you land a st.hk that isn't CC.
- Works in both stances, and leaves you +1 for mixups.

**(CLAW) st.hp(or cr.hp), st.lp xx m.ASE (187/373)**
- Good stun for a meterless combo
- SKD
- m.ASE will whiff from maximum range

**(CLAW) st.hp(or cr.hp), st.lp xx lk.CT (171/333)**
    - Less damage/stun than previous combo and no KD, but you get lk.CT pressure
    - CT won't combo from max range 

**(CLAWLESS) st.hk, st.lp, cr.mp xx mk.CT (225/398)**
    - Opponent must be standing
    - mk.CT leaves you +2 on hit for more pressure
    - Probably won't see use, but good to know
    - High stun for a meterless combo

[/spoiler]
1 EX Stock
[spoiler]st.hp xx EX.CT (206/330)
- Good corner carry and positioning post-KD for oki
- Works in both stances, but does 10 more damage CLAWLESS
- SKD

**st.hk, cr.lp xx EX.FBA>Izuna Drop (251/388)**
    - Works in both stances
    - Opponent must be standing
    - SKD, opponent cannot back roll

**(CLAW) st.hk, cr.lp xx EX.ASE (227/373)**
    - SKD

**(CLAW) st.hp(or cr.hp), st.lp xx EX.FBA>Izuna Drop (251/388)**
- SKD, opponent cannot back roll

**(CLAW) st.hp(or cr.hp), st.lp xx EX.ASE (227/373)**
    - SKD

**(CLAW) st.hk, cr.lp, st.lp xx EX.FBA>Izuna Drop (255/419)**
    - SKD, opponent cannot back roll
    - Opponent must be standing

**(CLAWLESS) cr.hp xx EX.FBA>Izuna Drop (244/350)**
    - SKD, opponent cannot back roll

**(CLAWLESS) st.hk, st.lp, cr.mp xx EX.CT (253/433)**
    - High stun
    - Opponent must be standing
    - Good corner carry and positioning post-KD for oki
    - SKD

**(CLAWLESS) st.hk, st.lp, cr.mp xx EX.FBA>Izuna Drop (279/443)**
    - Higher damage/stun alternative to the previous combo
    - Opponent must be standing
    - SKD, opponent cannot back roll

[/spoiler]
2 EX Stocks
[spoiler](CLAW) st.hp, st.lp xx EX.FBA> Claw Swipe, EX.ASE (313/473)
- Not worth the meter unless it will stun
- SKD

(CLAW) st.hk, cr.lp, st.lp xx EX.FBA>Claw Swipe, EX.ASE (306/489)
- Very high stun
- SKD
- Not worth the meter unless it will stun
- Opponent must be standing
[/spoiler]
3 EX Stocks
[spoiler]st.hp xx hk.CT xx CA (398/204)
- Works in both stances, but does 10 more damage CLAWLESS
- SKD, opponent cannot back roll

**st.hk, cr.lp xx lk.CT xx CA (361/229)**
- Opponent must be standing
- Probably won't see use, but good to know if you land a st.hk that isn't  CC.
- Works in both stances
    - SKD, opponent cannot back roll

**(CLAW) st.hp(or cr.hp), st.lp xx m.ASE xx CA (425/373)**
- Good stun for a combo into CA
- SKD, opponent cannot back roll
- m.ASE will whiff from maximum range

**(CLAWLESS) st.hk, st.lp, cr.mp xx mk.CT xx CA (391/321)**
    - Opponent must be standing
    - Probably won't see use, but good to know
    - SKD, opponent cannot back roll

[/spoiler]
1 EX Stock + V-Trigger
[spoiler]st.hp xx EX.FBA>Claw Swipe, V-Trigger (314/400)
- Works in both stances, but does 10 more damage CLAWLESS and the opponent must be standing
- SKD

**st.hk, cr.lp xx EX.FBA>Claw Swipe, V-Trigger (308/428)**
    - Works in both stances
    - Opponent must be standing
    - SKD

**(CLAW) st.hp(cr.hp), st.lp xx EX.FBA>Claw Swipe, V-Trigger (308/428)**
    - SKD

**(CLAW) st.hk, cr.lp, st.lp xx EX.FBA>Claw Swipe, V-Trigger (299/449)**
    - SKD
    - Opponent must be standing

**(CLAWLESS) st.hk, st.lp, cr.mp xx EX.FBA>Claw Swipe, V-Trigger (323/473)**
    - Opponent must be standing
    - SKD

[/spoiler]
3 EX Stocks + V-Trigger
[spoiler]st.hk, cr.lp xx V-Trigger, CA (424/318)
- Opponent must be standing
- Probably won’t see use, but good to know if you land a st.hk that isn’t CC.
- Works in both stances
- SKD, opponent cannot back roll

**(CLAW) st.hp)cr.hp), st.lp xx V-Trigger, CA (424/318)**
- SKD, opponent cannot back roll

**(CLAW) st.hk, cr.lp, st.lp xx V-Trigger, CA (405/359)**
    - Opponent must be standing
    - SKD, opponent cannot back roll

**(CLAWLESS) st.hk, st.lp, cr.mp xx V-Trigger, CA (439/293)**
    - Opponent must be standing
    - Probably won't see use, but good to know
    - SKD, opponent cannot back roll[/spoiler]

[/spoiler]

5. Counterhit(CH) combos[spoiler]
NOTE: CC combos will be highlighted in the next section.
NOTE 2: Only optimal/notable combos are listed
NOTE 3: SC counterhit combos will be in the SC section.

[spoiler]Claw Stance
(CH) st.lk, st.lp xx mp.ASE (143/307)
- Opponent must be standing
- SKD
- Can be canceled into CA(381/307)

(CH) st.lk, cr.mp (90/174)
- Can be canceled into V-Trigger (209/174), then CA(407/174)

(CH) cr.lp xx m.ASE (126/264)
- SKD
- Good for use after landing light (+1) or medium (+2) CT.
- Can be canceled into CA(390/264)

(CH) cr.lp, cr.mp (90/174)
- cr.lp can be swapped for cr.lk for 10 less damage, but a low hit
- Also works with cr.lk for 10 less damage, but a low hit
- Can be canceled into V-Trigger (209/174), then to CA (407/174)

(CH) st.mp, st.hp xx mp.ASE (224/415)
- Opponent must be crounching
- SKD
- Can be canceled into CA(462/415)
- mp.ASE can be swapped for Target Combo(234/375), or hk.CT(240/415) for meterless alternatives
- If you have meter, you can opt for EX.ASE(264/415), EX.CT(256/415), EX.FBA>Izuna Drop(288/430), EX.FBA>Claw Swipe to EX.ASE(350/515), EX.FBA>Claw Swipe to V-Trigger(345/470), hk.CT xx CA(430/303), or V-Trigger(263/360) into CA (461/360)

(CH) cr.mp, st.lp xx EX.FBA>Izuna Drop (243/358)
- Opponent must be standing
- cr.lp can be swapped for st.lp, but has less range
- You can swap Izuna Drop for Claw Swipe into V-Trigger(300/323), or V-Trigger(218/288) into CA(416/288)

(CH) cr.mk, st.hp xx mp.ASE (212/415)
- If not hit deep enough st.hp will whiff
- SKD
- Can be canceled into CA(450/415)
- Meterless alternatives:TC(222/375) or hk.CT(228/383)
- Meter alternatives:EX.ASE(252/415), EX.FBA>Izuna Drop(276/430), EX.CT(244/415), EX.FBA>Claw Swipe into EX.ASE(338/515) or V-Trigger(333/470)

(CH) st.hp, st.hp xx hk.CT (264/475)
    - SKD
    - Can be canceled into CA(486/475)
    - Meterless alternatives: TC(258/435) and mp.ase (248/475)
    - Meter alternatives: EX.FBA>Izuna Drop(312/490), EX.CT(280/475), EX.FBA>Claw Swipe into EX.ASE(374/575) or VT(369/530), hk.CT into CA(454/363), or VT(287/420) into CA(485/420)

[/spoiler]

[spoiler]Clawless Stance
(CH) st.lk or cr.lp, cr.mp xx mk.CT (170/294)
- mk.CT may whiff from absolute max range
- Can be canceled into CA(344/294)
- Meter alternatives: EX.CT(202/334), EX.FBA>Izuna Drop(234/439), EX.FBA>Claw Swipe into VT(291/389), or VT(209/279) into CA(407/279)

(CH) st.mp, cr.mp xx EX.FBA>Izuna Drop(270/385)
- You’re too far for any meterless followups.
- Alternatives: CA(390/210), EX.FBA>Claw Swipe into VT327/425), or VT(245/315) into CA(443/315)

(CH) cr.mp, cr.mp xx mk.CT (206/330)
- You can swap mk.CT for EX.CT(238/370), EX.FBA>Izuna Drop(270/385), CA(396/330), EX.FBA>Claw Swipe into VT(327/425), or VT(245/315) into CA(443/315)

(CH) cr.mk, cr.hp xx hk.CT(228/415)
- Swapping cr.hp for st.hp nets 9 more dmg, but doesn’t force standing.
- Meter alternatives: EX.CT(244/415), EX.FBA>Izuna Drop(276/430), hk.CT xx CA(418/303), VT(251/360), EX.FBA>Claw Swipe into VT(333/470), or VT into CA(449/360)

(CH) st.hp, cr.mp (162/270)
- Too far for meterless follow-ups
- Meter: EX.FBA>Izuna Drop (306/445), CA(426/270), VT(281/375), EX.FBA>Claw Swipe into VT(363/485), or VT into CA(479/375)

(CH) cr.hp, st.lp xx lk.CT (187/339)
- If you have meter, you can swap lk.CT for EX.FBA>Izuna Drop(267/383) OR Claw Swipe into V-Trigger(324/383), or cancel it into CA(377/259)
- Must be done point blank, or st.lp will whiff.[/spoiler]
(CH) cr.mk, cr.hk (132/255)
- SKD
[/spoiler]

6. Crush Counter(CC) combos

[spoiler]NOTE : Stance Change CC combos are covered in the next section.
CLAW f.hp

[spoiler]f.hp(CLAW stance only)
CC f.hp, cr.hk (168/315)
- Only meterless follow-up
- SKD
- Does not combo at max distance
- In the corner you can hit them with any normal for a reset (st.lp recommended).

**CC f.hp xx V-Trigger (232/300)**
- Will NOT combo unless you cancel into VT, or use d.VT in the corner.
- SKD

**CC f.hp, CA (400/180)**
- SKD, opponent cannot back roll
    - CA must be performed ASAP
- Does not combo at max distance

**CC f.hp xx V-Trigger, CA (470/300)**
    - SKD, opponent cannot back roll

[/spoiler]

st.hk (Opponent must be standing for all combos)[spoiler]
Meterless[spoiler]
CC st.hk, st.hp xx hk.CT (264/475)
- SKD
- Good corner carry
- Works in both stances, but does 9 more damage CLAWLESS

**(CLAW) CC st.hk, TC (258/435)**
    - Builds roughly 3/8(37.5%) V-Gauge
    - SKD

**(CLAW) CC st.hk, slight walk forward, st.hp, st.lp xx mp.ASE (262/511)**
    - High stun for no meter
    - SKD
    - ASE will whiff without the slight walk forward. Not very hard or strict.

**(CLAWLESS) CC st.hk, cr.mk, TC xx V-Skill (261/454)**
    - Builds roughly 3/8(37.5%) V-Gauge
    - SKD

**(CLAWLESS) CC st.hk, cr.mk, st.mp xx hk.CT (273/490)**
    - SKD

**(CLAWLESS) CC st.hk, st.hk, st.lp, cr.mp xx mk.CT (294/531)**
    - Good damage and very high stun for a meterless combo
    - mk.CT leaves you +2 on hit for more pressure

[/spoiler]
1 EX Stock[spoiler]
CC st.hk, st.hp xx EX.CT (280/475)
- SKD
- Good corner carry
- Works in both stances, but does 9 more damage CLAWLESS

**CC st.hk, st.hp xx EX.FBA>Izuna Drop (312/490)**
    - SKD, opponent cannot back roll
    - Works in both stances, but does 9 more damage CLAWLESS

**CC st.hk, st.hk, cr.lp xx EX.FBA>Izuna Drop (316/521)**
    - Works in both stances
    - SKD, opponent cannot back roll

**(CLAW) CC st.hk, walk forward, st.hp, cr.lp xx EX.ASE (297/511)**
    - SKD
    - ASE will whiff without the slight walk forward. Not very hard or strict.
    - You can swap cr.lp for st.lp

**(CLAW) CC st.hk, walk forward, st.hp, cr.lp xx EX.FBA>Izuna Drop (316/521)**
    - SKD, opponent cannot back roll
    - You can swap cr.lp for st.lp

**(CLAW) CC st.hk, st.hk, cr.lp, st.lp xx EX.FBA>Izuna Drop (317/545)**
    - SKD, opponent cannot back roll

**(CLAWLESS) CC st.hk, cr.mk, TC xx EX.FBA>Izuna Drop (335/531)**
    - Good damage and stun
    - SKD, opponent cannot back roll

**(CLAWLESS) CC st.hk, st.hk, st.lp, cr.mp xx EX.CT (318/561)**
    - SKD
    - Good corner carry

**(CLAWLESS) CC st.hk, st.hk, st.lp, cr.mp xx EX.FBA>Izuna Drop (338/556)**
    - SKD, opponent cannot back roll
    - High stun

[/spoiler]
2 EX Stocks[spoiler]
(CLAW) CC st.hk, st.hp, st.lp xx EX.FBA>Claw Swipe, EX.ASE (367/591)
- SKD
- Very high stun
- You can swap “CC st.hk” for CLAWLESS CH “st.hp xx SC”
- Not worth the meter unless it will kill or stun

**(CLAW) CC st.hk, st.hk, cr.lp, st.lp xx EX.FBA>Claw Swipe, EX.ASE (357/600)**
    - SKD
    - 600 stun
    - Lower damage, but higher stun than the previous combo.
    - Not worth the meter unless it will kill or stun

[/spoiler]
3 EX Stocks[spoiler]
CC st.hk, st.hp xx hk.CT xx CA (454/363)
- SKD, opponent cannot back roll
- Works in both stances, but does 9 more damage CLAWLESS

**CC st.hk, st.hk, cr.lp xx lk.CT xx CA (404/385)**
    - SKD, opponent cannot back roll
    - Works in both stances

**(CLAW) CC st.hk, st.hp, st.lp xx mp.ASE xx CA (460/511)**
    - SKD, opponent cannot back roll
    - High stun for a CA combo.
    - You can omit the standing jab for 26 more damage, but 36 less stun

**(CLAWLESS) CC st.hk, cr.mk, TC xx CA (429/406)**
    - SKD, opponent cannot back roll

**(CLAWLESS) CC st.hk, st.hk, st.lp, cr.mp xx mk.CT xx CA (430/465)**
    - SKD, opponent cannot back roll

[/spoiler]
1 EX Stock + V-Trigger[spoiler]
CC st.hk, st.hp xx EX.FBA>Claw Swipe, V-Trigger (369/530)
- SKD
- Works in both stances, but does 9 more damage CLAWLESS

**CC st.hk, st.hk, cr.lp xx EX.FBA>Claw Swipe, V-Trigger (360/551)**
    - Works in both stances
    - SKD

**CC st.hk, st.hk, cr.lp, st.lp xx EX.FBA>Claw Swipe, V-Trigger (348/565)**
    - SKD
    - Works in both stances

**(CLAW) CC st.hk, st.hp, st.lp xx EX.FBA>Claw Swipe, V-Trigger (360/551)**
    - SKD

**(CLAWLESS) CC st.hk, cr.mk, TC xx EX.FBA>Claw Swipe, V-Trigger (366/551)**
    - SKD

**(CLAWLESS) CC st.hk, st.hk, st.lp, cr.mp xx EX.FBA>Claw Swipe, V-Trigger (369/586)**
    - SKD, opponent cannot back roll
    - High stun

[/spoiler]
3 EX Stocks + VT[spoiler]
CC st.hk, st.hp xx VT, CA (485/420)
- Works in both stances, but does 9 more damage CLAWLESS
- SKD, opponent cannot back roll

**CC st.hk, st.hk, cr.lp, st.lp xx VT, CA (470/495)**
    - Works in both stances
    - SKD, opponent cannot back roll

**(CLAW) CC st.hk, st.hp, st.lp xx VT, CA (466/461)**
    - SKD, opponent cannot back roll

**(CLAWLESS) CC st.hk, cr.mk, TC xx VT, CA (514/406)**
    - SKD, opponent cannot back roll
    - Very high damage and good stun

**(CLAWLESS) CC st.hk, st.hk, st.lp, cr.mp xx VT, CA (488/481)**
    - SKD, opponent cannot back roll

[/spoiler]
[/spoiler]
(CLAWLESS cr.hp)

[spoiler]Note combos for CC cr.hp typically require a cancel for follow-ups. SC combos listed
CC cr.hp, sweep (168/315)
- SKD
- most reliable follow-up

**CC cr.hp xx SC, lk.CT (168/315)**
    - SKD
    - Also works as an AA combo
    - You can omit the SC and combo straight into lk.CT without  cancel, but the timing and spacing is extremely tight

**CC cr.hp xx EX.FBA>Izuna Drop (260/380)**
    - SKD, opponent cannot back roll

**CC cr.hp xx SC, d.VT (232/300)**
    - SKD
    - In the corner SC cancel is not required, and both versions of ground VT combo without a cancel.

**CC cr.hp xx EX.FBA>Claw Swipe, VT (330/430)**
    - SKD

**CC cr.hp xx CA (400/180)**
    - SKD, opponent cannot back roll
    - You can combo into CA without a cancel in the corner

**CC.cr.hp xx VT, CA (470/300)**
    - SKD, opponent cannot back roll
    - You can do this combo without the cancel in the corner

[/spoiler]
[/spoiler]

7. Stance Change(SC) combos[spoiler]
NOTE: The first stance listed in parenthesis is the stance you are starting in.
NOTE 2: Only notable combos are listed.
Claw stance[spoiler]
(CLAW) st.hp xx SC, st.lp, cr.mp xx mk.CT (225/398)
- End with lk.CT(211/398) for better pressure or if you are too far for mk.CT
- Powerful meterless combo
- Almost 400 stun meterless
- Cancelable into CA(381/321)
- Swap mk.CT for EX.CT(253/433), EX.FBA>Izuna Drop(279/443), VT(257/383), EX.FBA>Claw Swipe into VT(323/473), or VT into CA(429/383)

(CLAW) (CH)st.hp xx SC, cr.mk, TC xx V-Skill (261/454)
- SKD
- You can swap V-Skill for V-Trigger(316/481), EX.FBA>Izuna(335/531), EX.FBA>Claw Swipe into V-Trigger(366/551), CA(429/406), or V-Trigger into CA(488/481)

(CLAW) (CC)st.hk, st.hp xx SC, st.lp, cr.mp xx mk.CT (294/531)
- Opponent must be standing
- Can be canceled into CA (430/465)
- Swap mk.CT for EX.CT(318/561), EX.FBA>Izuna Drop(338/566), VT(319/516), EX.FBA>Claw Swipe into VT(369/586), or VT into CA(491/516)
[/spoiler]
Clawless Stance

[spoiler](CLAWLESS) (CH)st.hp xx SC, Target Combo(270/435)
- Builds about 1/8 total V-Gauge
- SKD

(CLAWLESS) (CH)st.hp xx SC, st.hp xx SC, cr.mp xx mk.CT (298/500)
- Difficult but very stylish (why else would you be playing Vega?)
- Can be canceled into CA(454/423)
- Swap mk.CT for EX.CT(326/535), EX.FBA>Izuna(352/545), VT(330/485), EX.FBA>Claw Swipe into VT(396/575), or VT into CA(502/485)[/spoiler]
No Claw

**(NO CLAW) st.hp xx SC, st.mp xx hk.CT(258/430)**
- Good corner carry
    - SKD
- Swap hk.CT for **EX.CT**(274/430), **EX.FBA>Izuna Drop**(306/445), **VT**(281/375), **EX.FBA>Claw Swipe into VT**(363/485), or VT into CA(479/375)

**(NO CLAW) (CH) st.hp xx SC, TC xx V-Skill (245/390)**
    - SKD
- Swap V-Skill for **EX.FBA>Izuna Drop**(334/484), **VT**(312/424), **EX.FBA>Claw Swipe into VT**(378/514), **CA**(448/334), or **VT into CA**(484/424)
- Opponent must be standing

(NO CLAW) (CC) st.hk, slight walk forward, st.hp xx SC, st.lp, cr.mp xx EX.FBA>Izuna Drop(347/566)
- Opponent must be standing
- SKD
- Swap EX.FBA>Izuna Drop for** VT**(328/516), CA(441/441), EX.FBA>Claw Swipe into VT(378/586), or VT into CA(500/516)
[/spoiler][/spoiler]

8. Anti-Air Combos (AA CC st.hk, CC CLAWLESS cr.hp, and hp.ASE)

[spoiler]hp.ASE (ASE combos are CLAW only)[spoiler]
hp.ASE, mp.ASE (190/380)
- Cancelable into CA(421/380)
- SKD

**hp.ASE, EX.ASE (235/380)**
- SKD

**hp.ASE, EX.FBA>Izuna Drop (264/400)**
- SKD, opponent cannot back roll

**hp.ASE, EX.FBA>Claw Swipe, EX.ASE(337/500)**
    - SKD
    - Not worth the meter unless i will kill/stun.

**hp.ASE, V-Trigger (236/320)**
- SKD

**hp.ASE, EX.FBA>Claw Swipe, VT (334/450)**
- Also works with AA VT
- SKD

**hp.ASE, CA (404/200)**
- SKD, opponent cannot backroll

**hp.ASE, V-Trigger, CA (474/320)**
- Almost 500 damage off of an AA.
- SKD, opponent cannot back roll

AA CC CLAWLESS cr.hp[spoiler]
NOTE: Canceling into SC can make some of he combos easier.
CC cr.hp, cr.hk (168/315)
- Easiest, most consistent follow-up
- Slide may require a slight delay
- SKD
- You can trade slide for any normal that will reach(ex: st.hk) for a reset instead of a KD.

**CC cr.hp, lk.CT (168/315**
    - You can do a SC cancel to make it easier, but it is not needed. 
    - Slight delay may be required
    - SKD

**CC cr.hp xx SC, m.ASE (186/360)**
    - Light ASE will also work with a close juggle
    - Not very consistent; timing is tight and is very dependant on the height/angle of the juggle.
    - SKD

**CC cr.hp, EX.FBA>Izuna Drop (260/380)**
    - SKD, opponent cannot back roll
    - SC cancel can make this easier
    - Not entirely consistent; highly dependant on the height/angle of the juggle

**CC cr.hp xx SC, EX.ASE (231/360)**
    - Most consistent follow-up
    - SKD

**CC cr.hp, CA (400/180)**
    - SKD, opponent cannot back roll

**CC cr.hp, VT (232/300)**
   - SKD

**CC cr.hp, EX.FBA>Claw Swipe, VT (330/430)**
    - SKD
    - Not entirely consistent; highly dependant on the height/angle of the juggle

**CC cr.hp, VT, CA (470/300)**
    - SKD, opponent cannot back roll

[/spoiler]
AA CC st.hk[spoiler]
Meterless[spoiler]
AA CC st.hk, V-Skill (177/270)
- Works in both stances, but does 168 damage CLAWLESS
- Very spacing and timing dependant. Difficult to land
- Builds about 3/8(37.5%) of Vega’s V-Gauge.

**AA CC st.hk, cr.hk (168/315)**
- Works in both stances
- SKD
- You can swap cr.hk for pretty much any normal for a reset. St.hk or st.lk are the best choices.

**(CLAW) AA CC st.hk, mp.ASE(186/360)**
- SKD

**(CLAW) AA CC st.hk, hp.ASE, mp.ASE (266/520)**
    - Corner only
    - Very high stun
    - SKD
    - You can also use light ASE instead of medium at the end.

[/spoiler]
1 EX Stock[spoiler]
AA CC st.hk, EX.FBA>Izuna Drop (260/380)
- SKD, opponent cannot back roll
- Works in both stances

**(CLAW) AA CC st.hk, EX.ASE (243/360)**
    - No reason to use this over the previous combo
    - SKD

**(CLAW) AA CC st.hk, hp.ASE, EX.FBA>Izuna Drop (330/535)**
    - SKD, opponent cannot back roll
    - Very difficult outside of the corner. Great reward but inconsistent mid-screen.

[/spoiler]
2 EX Stocks
(CLAW) AA CC st.hk, EX.FBA>Claw Swipe, EX.ASE (333/480)
- SKD
- Not worth the meter unless it will kill or stun

3 EX Stocks[spoiler]
AA CC st.hk, CA (400/180)
- SKD, opponent cannot back roll
- Works in both stances

**(CLAW) AA CC st.hk, mp.ASE xx CA (450/360)**
    - SKD

**(CLAW) AA CC st.hk, hp.ASE, mp.ASE xx CA (504/520)**
    - Corner only
    - SKD, opponent cannot back roll
    - Does over 50% damage **and** stun.

[/spoiler]
1 EX Stock + V-Trigger[spoiler]
AA CC st.hk, EX.FBA>Claw Swipe, V-Trigger (330/430)
- SKD

**(CLAW) AA CC st.hk, hp.ASE, EX.FBA>Claw Swipe, V-Trigger (387/575)**
    - Difficult outside of the corner
    - SKD
    - Very high stun
    - Not worth using V-Trigger unless it will kill (only 57 more damage and 40 than Izuna)

[/spoiler]
3 EX Stocks + V-Trigger[spoiler]
AA CC st.hk, V-Skill xx V-Trigger, CA (494/375)
- Works in both stances, but has less range and does 9 less damage CLAWLESS
- SKD, opponent cannot back roll
- Requires a pretty high juggle from the CC.

**(CLAW) AA CC st.hk, hp.ASE, V-Trigger, CA (503/465)**
    - Very difficult outside of the corner
    - SKD, opponent cannot back roll

[/spoiler][/spoiler]
[/spoiler]

9. Flying Barcelona Attack(FBA) Combos[spoiler]
Claw Stance: Meterless FBA[spoiler]
FBA>Claw Swipe, cr.hk (192/285)
- Easy combo into SKD
- You can swap cr.hk for any other button to reset the opponent. Lights will grant more frame advantage, while heavies will do more damage

**FBA>Claw Swipe, l/m/h.ASE(210/330)**  
    - The superior meterless option into SKD.
    - You can juggle into any version, but the light is the most consistent. Use heavy if you're some kind of god ig.

**FBA>Claw Swipe, h.ASE, l.ASE (290/490)**
    - Corner only, works only on Zangief. FBA must be hit extremely low to the ground.
    - SKD
    - High meterless stun
    - Style

**FBA>Claw Swipe, EX.FBA>Izuna Drop (284/350)**
    - SKD, opponent cannot backroll

**FBA>Claw Swipe, EX.ASE (255/330)**
    - SKD

**FBA>Claw Swipe, h.ASE, EX.ASE (330/490)**
    - Corner only
    - SKD

**FBA>Claw Swipe, EX.FBA>Claw Swipe, EX.ASE (357/450)**
    - SKD
    - Not worth the meter unless it will kill/stun
    - Requires fairly tight spacing, and EX.FBA must use the fast speed

**FBA>Claw Swipe, l/m/h. ASE xx CA(474/330)**
    - SKD, opponent cannot backroll

**FBA>Claw Swipe, V-Trigger (256/270)**
    - SKD
    - Works with neutral or down VT

**FBA>Claw Swipe, h.ASE, d.VT (329/425)**
    - Corner only
    - Neutral VT does combo and gives better KD advantage, but d.VT is much easier and more consistent

**FBA>Claw Swipe, EX.FBA>Claw Swipe, VT(354/400)**
    - SKD

**FBA>Claw Swipe, VT, EX.ASE (361/410)**
    - Corner(ish) only
    - SKD

**FBA>Claw Swipe, VT, CA (494/270)**
    - SKD, opponent cannot backroll

**FBA>Claw Swipe, h.ASE, VT, CA (527/435)**
    - Corner only
    - Intial swipe must hit very deep. Risky, but 33 more damage and 165 more stun
    - SKD opponent cannot back roll[/spoiler]

Clawless stance: meterless FBA[spoiler]
FBA>Claw Swipe, TC xx VS (217/310)
- Basic combo into SKD. Not hard or strict.

**FBA>Claw Swipe, cr.mk, TC xx VS (245/374)**
    - Optimized version of the above combo if FBA is hit a bit deeper.
    - SKD

**FBA>Claw Swipe, cr.mk, st.mp xx hk.CT (257/410)**
    - Best meterless option.
    - SKD
    - You can also use lk.CT(229/375) if you want to keep them standing

**FBA>Claw Swipe, cr.mk, TC xx EX.FBA>Izuna Drop (319/451)**
    - SKD, opponent cannot backroll

**FBA>Claw Swipe, cr.mk, st.mp xx EX.CT (271/410)**
    - SKD
    - Good corner carry

**FBA>Claw Swipe, cr.mk, TC xx CA (413/326)**
    - SKD, opponent cannot backroll

**FBA>Claw Swipe, cr.mk, TC xx VT (300/401)**
    - SKD

**FBA>Claw Swipe, cr.mk, TC xx EX.FBA>Claw Swipe, VT (350/471)**
    - SKD

**FBA>Claw Swipe, cr.mk, TC xx VT, CA (472/401)**
    - SKD, opponent cannot backroll[/spoiler]

[/spoiler]
[/spoiler]

4. Okizeme (Post knockdown pressure)[WIP]

NOTE: Vega’s foward dash is 17f

**EX Crimson Terror**[spoiler]
**Quickrise (KD Adv: 38)**[spoiler]
  **1. Forward dash x 2 > cr.lp**
      - Hits meaty on frame 1 of their wake-up, on cr.lp's 2nd active frame. 
      - Advantage: +3 oB, +6(Claw) or +5(Clawless) oH
      - Works in both stances
      - Claw stance: On CH you can combo into st.hp into whatever, though that string can be blown up on block. The safer option is to combo into another jab into CT to get offense started.
      - Clawless stance: On CH you can combo into cr.mp or st.mp xx ender. On block cr.mp will CH 3f buttons despite not normally doing so after blocked jab. On block you are just outside lp.GID range.

**2. Forward dash x 2 > st.mk**
    - Hits on frame 3 of wake-up, on st.mk's 1st active frame.
    - Advantage: +2 oB, +4 oH
    - Works in both stances
    - The main reason to use st.mk is because it will CH 3f jabs on both wake-up timings. Here is can be tagged by meterless DP's though
    - Claw stance: Your options are limited. You best option is a follow-up cr.jab on block or hit. On CH you can combo to st.lp on a standing opponent
    - Clawless stance: Mostly the same, but a CH allows you to combo into cr.mp.[/spoiler]

Back rise (KD Adv: 43)
1. Forward dash x 2 > st.mk
- Hits meaty on frame 1 of wake-up, on st.mk’s 3rd active frame.
- Advantage: +4 oB, +6 oH
- Works in both stances
- As mentioned st.mk will CH 3f buttons on both wake-up timings, and is even better here since it hits frame 1.
- Claw stance: Here a CH will combo into st.hp, which will also CH 4f buttons oB. st.lp will combo with no CH if you confirm standing.
- Clawless stance: cr.mp will combo without a CH and will CH 3f buttons oB. On CH you can combo into st.mp. On block a command grab will eat follow-up buttons.

**DWU (KD Adv: 97) *if your opponent wants to test you lol**[spoiler]
  **1. Forward dash x 2 > st.mk (*confirm DWU*) > forward dash x 2 > cr.mk**
     - Hits meaty on frame 1 of wake-up, on cr.mk's 2nd active frame.
     - Advantage: +3 oB, +8 oH
     - Works in both stances
     - Claw stance: st.hp will combo without a CH
     - Clawless stance: st.mp will combo with a CH. On block cr.mp will CH 3f buttons and GID will eat follow-up buttons.[/spoiler]
**EX Grand Izuna Drop (Assume noramls are clawless stance unless noted)**[spoiler]
**Quickrise (KD Adv: 19f)**[spoiler]
    **1. Forward dash > st.lk**
        - Hits meaty on frame 1 of their wake-up
        - On CH st.lk will combo to cr.mp xx ender.
        - On block: +2
        - Against 3f lights your options are limited if they block the st.lk. To CH a 3f light you need to follow-up with a light, and even if you do CH them, you are too far for cr.mp. You are also too far to command grab without a slight walk.
        - Against characters with no 3f light st.lk > cr.mp is good on block or as a hit confirm. If st.lk is blocked you can also use command grab to eat any button or throw attempt, but you will whiff if they just block though

    **2. Forward dash > cr.lk**
        - Hits on frame 2 of their wake-up
        - On block: +2
        - cr.lk has several advantages over st.lk. It has less pushback on block, hits low, and has the same advantage on block while remaining in range for a command grab. You are also *barely* outside normal throw range
        - Due to the collision box pushback from the opponent pressing a button, cr.mp **will whiff** despite normally comboing on CH. Use cr.lp instead.

    **3. Forward dash > Throw**
        - Your throw will hit on frame 3 of their wake-up, eating any button they wake-up with. 
        - Use this to set up a meaty like the first set-up
        - **Neutral Jump**: AA with st.hk or cr.hp, or A2A with j.mp
        - **Back Jump:** chase them down with EX.FBA or VT, but you must react quickly.
        - **Forward Jump:** Jump back medium punch to tag them, or simply walk/dash under then pressure their landing.

     **4. Forward dash > GID**
        - Hits on frame 4 of wake-up. It will be CH by a 3f light on wake-up, but will beat 4f buttons.
        - Due to the above, it is best used against characters with no 3f lights or after conditioning your opponent to block with meaties.
        - The main reason to use this is that it will beat opponents teching your normal throws, or beat the near omnipresent late teching you see at intermediate levels 

[/spoiler]
DWU (KD Adv: 68f)[spoiler]
1. Forward Dash > st.lk, st.hk, cr.hp(meaty)
- Hits on frame 1 of wake-up
- On block: -2
- This setup is good if you go for the normal meaty st.lk on QR but confirm DWU. Crouching fierce’s 4 active frames make it fairly easy to land meaty, and st.hk moves you closer for maximum pressure while also frame killing. On CC you can confirm into slide midscreen, with even more options in the corner canceling into SC. Canceling into SC midscreen can allow resets.

[/spoiler]
[/spoiler]
Bloody Rain (you are +6 after two dashes)[spoiler]
1. (CLAWLESS) Forward Dash > Forward Dash > cr.lp
- Hits on frame 1 of wake up and on the last active frame of cr.lp
- On Block: +4
- Great meaty setup. Hitting on the 3rd active frame means cr.mp will combo even without a CH(i.e. wake-up backdash) and st.mp will combo on CH. Both medium punches will CH 3f buttons if they block the jab but try to retaliate. On block you can also do follow-up cr.mk to CH 4f buttons and combo into slide on CH.

    **2. (CLAW) Forward Dash > Forward Dash > cr.lp**
        - Hits on frame 1 of wake-up and on the last active frame of cr.lp
        - On block: +4
        - Not as good as in clawless stance, but solid. On normal hit cr.mp will combo and on CH st.hp will combo. CH st.hp allows something like CH cr.lp, st.hp xx SC, TC. On block follow-up st.hp will CH 4f buttons, allowing you follow-up with another st.hp into whatever.[/spoiler]
**Safejumps**[spoiler]
    1. whiff st.hk, neutral j.hk (meaty)
        - Blocks Ryu's/Cammy's meterless DP and CA, but loses to EX. (You can block if you empty jump)
        - Blocks/beats all Ken does on wake-up
        - Blocks EX Spinning Bird Kick (Chun-Li)
        - Blocks Karin's EX reversal        

[/spoiler]
[/spoiler]

5. V-Reversal Punishes (f+KKK)[spoiler]
V-Reversal can occasionally be used to punish moves/strings with long blockstun and/or multiple hits that would typically be safe.
Chun-Li
1. EX Legs (VR towards the tail end of the first kick barrage, right before she starts her second barrage of kicks. Right before she takes the spin forward.)
- If timed correctly the small move forward she does before the second kick barrage will move her closer to you for a big punish, while you will catch her just as she is starting to recover after whiffing.
- You should be able to connect pretty much anything, including Claw s.hp, Clawless TC, or even cr.mk into Clawless TC.
- Timing requires a bit of practice, but isn’t especially hard once you get a feel for it.

**Juri**[spoiler]
    1. EX Release ((4 hits)Either VR before and up to the 2nd hit or immediately after the 3rd) 
        - Clawless TC is the most consistent, damaging punish
        - If you're in Claw stance, you must VR using the early timing to get a s.hp combo.
        - There is a small window between the the 2nd and 3rd hit that will get you hit if you try to get a big punish, but you can still attack with a light.[/spoiler]

**Nash**[spoiler]
     1. EX Moonsault Slash ((3 hits)VR right after the second hit)
        - The only real punish I could find was st.lk, cr.lp xx Light Roll. You cannot hit with any button slower than 4f, and Clawless st.lp will whiff due to crouching recovery animation.
        - The second hit can easily be confirmed by sound or sight.

      2. Point blank EX Sonic Boom (must be a read)
        - You can punish Nash if he goes into the second boom of his EX if you immediately VR the first boom. If he doesn't you are relatively safe.
        - In Claw stance you can punish with st.lp into whatever. In Clawless you can do cr.mp into whatever, or even st.lp, cr.mp xx EX.FBA if he is as close as possible.
        - Being too far wil result in either no punish and/or getting hit by the second boom. Easier to look for if Nash likes to cancel into it from a normal.[/spoiler]

**Ryu**[spoiler]
    1. Point-blank blocked cr.mp(**VR**) xx fireball (must be a read)
        - Slide, EX.FBA, Claw st.hp xx m.ASE, Claw st.hp xx SC, TC, Clawless TC, clawless st.mp xx h.roll, CA
        - If you are too far you won't be able to punish and you may get hit by the fireball.
        - If you are cornered you can do pretty much anything, like light/EX command grab to switch sides[/spoiler]

[/spoiler]

Why would you make a every thread type for every character? Do you plan on updating the OP in all of them Mr. Chen?

The whole point of these threads is to have an update-able (not a word) OP so people don’t have to swift through tons and tons of pages for basic information.

Word. I’d rather have a dedicated OP that updated it so people didn’t have to scroll through hundreds of future pages just to find what they need.

I somehow doubt you’ll get an update on that question alone…let alone any tech below.

Was working on some Rashid matchup stuff. Im not very good, so maybe this isnt viable in an actual match with everything else going on, but vskill seems to mess up a lot of stuff for Rashid.

https://youtube.com/watch?v=3PdKCPxuOpE

f.mp is 2 hits for Rashid and a lot just autopilot it to get back in and look for frametraps. barring throw or uppercut/super, it seems to beat everything.

https://youtube.com/watch?v=oxaRGvREBuo

Fireballs were awkward to get through for me and vskill can make that pretty easy to deal with/punish poorly spaced fireballs.

https://youtube.com/watch?v=wxUfEuPOTl4

Fireballs usually see random kick specials come out as you get closer/walking towards. They can be reacted to and punished hard.

Most of this probably situational at best and blocking probably better option, but if youg et a read, the vskill has been pretty decent for me. Can vtrigger CA afterwards for huge punish.

Don’t use v skill close its got a hurt box low, his f+mp is -2.

I’ll update the opening post, when there is info gathered i can update it with

https://youtube.com/watch?v=qyU9erEtFcY
Havent seen this posted in this thread. Good stuff, and worth looking into in depth.

You can also v-reverse through the second hit of Necallis EX stomps into full punish

Was messing around with Vega testing some things and here are some of the very simple things I found, might help I guess?

Guide
LP = Jab/Light Punch
MP = Strong/Medium Punch
HP = Fierce/Strong Punch
LK = Short/Light Kick
MK = Forward/Medium Kick
HK = RoundHouse/Hard Kick
c = Crouching
. = Connects actions.
" = Cancel
CA = Critical Art

Claw on: HP,HP,Vskill(MP+MK)
Dmg = 182
Stun = 286
Brings scaling down to 80%

Claw on: HP"HK/EX.Crimson Terror
Dmg = 188/206 on EX
Stun = 294/312 on EX
Brings scaling down to 90%.

Claw on: HP"Switch,LP,LP,LK.Crimson Terror
Dmg = 187
Stun = 353
Brings scaling down to 70%

Claw off/on: LP,LP,LK.Crimson Terror
Dmg = 121
Stun = 229
Brings scaling down to 80%

Claw off: MP,EX FBA, Any Punch
Dmg = 192
Stun = 260
Brings scaling down to 80%

Claw off: MP,EX FBA, Throw(LP+LK)
Dmg = 224
Stun = 260
Brings scaling down to 80%

Crush Counter combos I found
Claw on: HK airborn enemy resulting in crush, HP.ASP, LP/EX.ASP
Dmg = 278/318 on EX
Stun = 520
Brings scaling down to 80%

Claw off/on: HK airborn enemy resulting in crush, EX FBA, Any Punch
Dmg = 240
Stun = 340
Brings scaling down to 80%
(Honestly this one is terrible, it requires some odd spacing, and isn’t nearly as good or easy to do as the other one I found but hey, +2 style points)

Claw on: HK airborn enemy resulting in crush, HP.ASP, towards CA.
Dmg = 462
Stun = 360
Brings scaling down to 80%

Claw on: HK airborn enemy resulting in crush, HP.ASP, Vtrigger(HP+HK), Towards CA.
Dmg = 515
Stun = 360
Brings scaling down to 60%

Small tip, for times you gain a knockdown and are in close range to the opponent, add a c.HK to push their body closer to the corner. Even if they quick stand you will recover faster from your slide if done correctly, other benefits is if they’re the kind of player to hit buttons a lot on wakeup, you probably will land a crush counter. Landed one from a Ryu mashing jab on wake up lol. Wakeup DP will always hit though, at least from a quickstand reversal. So be careful. Will continue testing to see what else I can find and will edit post when I do.

youtube.com/watch?v=EUKPVKvoFHg after HK crush counter

https://youtu.be/PbPUDT4tHVU
Anti fireball tech if you got those reads

https://youtu.be/uF3EjN_QV-Q
Some really tricky stuff here.

That super setup is nasty, he had the same thing in IV

I found this pretty game changing for me at least. I play on a DS4 d-pad, and it’s easy doing double qcf CAs facing left but not right. Because you can buffer his VT into it, you can instead hold down, press forward, and then qcf and it’s much easier. Could work with anyone really.

Edit: Also, I found that using FBA (heavy is best for maximum height) and holding forward would result in a cross up from anywhere on the screen. However, depending on the situation, the opponent can just stand block and their walk speed will cause it so not cross up. Other than that, the only escape, even from full screen, seems to be jumping or dashing forward since Vega really can’t be anti aired.
You can then follow up with VT or CA, or both. Probably just an online gimmick though.

Here’s an example video with Nash from fullscreen.

Most of Vega’s combos with inputs.

Nice combos, really helpful for having a steady supply of BnB’s to practice for most situations. However, during the CC.hk combo, you accidentally put cr.MP instead of st.MP! (at 1:50)

A couple of random observations.
A good claw on confirm: cr.Mk, st.Mp, (cr.Mp) xxx V trigger, CA
After a blocked roll can you are in range to immediately command throw. Obviously this is unsafe unless you do the EX roll.

missed a lot of claw on combos, especially with ASE, you also almost always want to combo to horizontal v-trigger as it 1) hits crouchers consistently 2) has better horizontal range and 3) gives you a longer knockdown which lets you set up more stuff.

I made a combo video for vega included some combos I’ve never seen other people do so check it out!

@ClutchCombo interesting, didn’t know h.ASE puts opponents on a juggle state. Now I need to keep doing that h.ASE AA until it becomes second nature to use it.