If you are clawed and going from HP to stance change, then you can link LP-c.MP afterwards with your bare hands. This opens up quite a few new combo opportunities, including a solid cancel into V-Trigger, EX Crimson or EX Barcelona.
Honestly if I don’t see my barehand HP connect as a counter when I perform stance change, I just mash on c.LP or c.MP if I’m lucky. Or sometimes I’ll just go HP [SC] HP [SC] as if i meant to do it and then overhead or pepper with weak attacks.
I did some testing of it myself and if your opponent knows about the initial crossup and you want to double-fuck them, the timing is ENTIRELY dependent upon when you connected with the c.HK sweep (based on distance) and the super activation because there are 9 active frames and you basically have to be frame-perfect for the crossup to work. But it’s still hilarious to watch it done in a normal match where they don’t know about the initial crossup.
Another thing to add is the inputs of the super; there’s two methods to activating Super in this scenario: one is to wait for Vega to cross up, then doing the two quarter circle forwards fast, and the second is to do one quarter circle forward before Vega crosses up, then the second one after he crosses up. The second option will consistently make you change stance, claw swipe (preferred option), or command throw if the roll doesn’t crossup, unlike the first option which will activate and whiff super, even if you don’t reach the other side.
One more thing, option two also applies to BH. target combo xx lk.roll crossup. If the opponent quick rises, you can super, while if decides not to quick rise, you get a whiffed command throw.
Nemo was doing ST. Fierce > SC > St . Jab > St, Jab > CR. MP > EX FBA as his main BNB. Not sure if this is more damage / stun than the single Jab version that Arlieth posted.
Nemo also opted to use claw off CR . Strong as his meaty over Cr. MK. He was also constantly doing CR. Strong > Cr . Strong> SC. Would Vega be at minus after the SC?
Doing 2x jab is acceptable and would net additional stun, but I was seeing him do single jabs most of the time myself. Also if you use 2x jabs, you won’t be able to go into an MK roll afterwards should you decide not to burn meter. EX roll might even have a difficult time reaching. Should test.
Only 3 characters can get hit by Vega toward j.HP fuzzy overhead: Gief, Fang and Birdie.
You can use neutral jump HP but I suggest using meaty j.MK on the way down for blockstun because a hard attack will usually push Vega back too far for the j.HP on the way up to connect.
j.LK (Any jump) works on Bison and Vega, as well as the above-mentioned characters.
I’m theory crafting but cr.MK > Command Throw only has a 4 frame gap since cr.MK is +2 and GID comes out in 6F. s.LP is +3 so does that mean s.LP > Command Throw will frame trap people completely?
With the patch changing jumps to 4 frames, the only way to escape this setup would be using a three frame normal, right? Either way, they both seem like strong setups. 50/50s since you can frame trap with c.MP.
I’ve glanced at a few videos, but what exactly are Vega’s BnB combos? Is he more reliant on mix-ups rather than combos? The CT cross-up stuff looks promising I’ve also seen Reiketsu do some sneaky stuff on YogaFlame’s YT channel. Where do I start with Vega? Rye is getting stale and I need some variety or at least another character to grind out in the lab.
What’s the theory behind using st.MK in the blockstrings instead of cr.MK? Especially since they have the same startup but cr.MK leaves you better on hit?
st.MK has one more active frame and so its esier to time on the opponent’s wake up and as a meaty…and since you are likely to hit on counterhit you should be +6 most of the time…plus it doesn’t push back as far as cmk on block so you can still try to frame trap after blocked with an st HP (i use the term frametrap here loosely)…i’ve seen some of the top vega using it mosly as a meaty…i’m personaly more of a cmk guy cause i tend to get the overhead since i forget to stop pushing fordward
I’m trying to find a reliable crush counter setup/frame trap for Vega. If I catch an opponent standing a lot, I sometimes try:
cr.LK, st.LK, st.HK
The idea is that I push myself far enough away to avoid light normal counters, and force the opponent to throw out an attack with longer range (which tend to be 8 frames or larger) to have a chance of a counter hit me back. I’m getting mixed results, mainly because players start to turtle and my st.HK just whiffs.
I’ve modified this to:
cr.LK, st.LK, st.HP -> claw switch, st.HK
This shouldn’t work, frame-wise, but it forces the opponent to stand and I find it has a greater chance of landing a counter hit. And if the claw-switch leaves me at -3, it usually isn’t punished too harsh at this distance.
Vega has a great crush counter but I’m having trouble creating scenarios where I can reliably land one. Any ideas?