Make it Bloody Rain: The Vega Combo/Tech Thread

Have you considered putting mask-off damage in? It’d be a pain to test everything again, but I don’t know for certain that it’s just +10%; I could do some tonight/tomorrow and report back.

I can’t remember exactly, but it’s either all +10% or just on his super/ex moves or something.

I can test when I get home, but I’m pretty sure it’s a blanket +10%.

I did some maskless testing – CC st.hk, cr.mk, TC xx V-Trigger xx CA clawless does 557, rather than 565+ as you’d expect.

Each hit is truncated down, not rounded; if you would normally do 4x 19 damage, you only get 4 bonus damage, not 8.

Edit: Further testing shows this to be inconsistent. If it’s due to damage scaling, it seems to truncate; while if it has base damage that’s a messy number, it rounds – e.g. Bloody Kiss deals 40+77+77, with a base of 36+70+70, on CH while an 80% damage-scaled EX roll gets only 17x4 + 88 damage.

This matters mostly for lots of hits at low HP/high damage scaling; for example, combos that end in EX CT are going to do a few less damage than you’d otherwise expect for mask-off; round-ending supers are going to lose 8-9 damage worst-case. Not a huge difference, but you can live on 9hp.

When do you guys use ASE as an ender as opposed to CT? I’ve been trying to figure it out but is it only when you are close to the stun? or are there other times you prefer it over CT.

I use ASE whenever I haven’t been able to confirm the combo, because it’s mostly safe, whereas a blocked CT will get you comboed against a competent opponent.

Mostly safe being the key, some 4-frame supers and ex moves can punish it pretty hard despite the distance you make.

Which ex moves apart from Chun legs and Mika peach?

And the list of supers is surprisingly not that big. Sure, you have to be careful from time to time against those supers and against the Chuns and Mikas that have demonstrated that they know how to punish… But, ultimately, what I said remains true: it’s mostly safe and a very low risk commitment.

Oh, no I agree it makes for great pressure – it’s just that getting Laura super’d in response is the actual worst feeling, and it’s good to know she can punish that way.

Actually, Laura in general is the worst feeling.

That said, your super beats her super even at point blank, since you’re throw-invulnerable from frame 1.

Hey chaps.
Mono has done an awesome tutorial for vega. Part of his Shadaloo series check it out -

https://youtu.be/-qooSKtkSI8

Yo Napo that is GODlike… I was just using the dash jump one after a CC sweep, but I think the new jump frames kind of fucked it over. Thnx for sharing that tho.

Very true, a lot of people don’t just press buttons on wake up tho, so it still works(sometimes). I only do this to people who I know are thinking about blocking or creating space when they wake up. I said meaty throws but I basically meant wake up throws, my bad.

*edit Vega is -4 when dashing in after a throw

I posted a video on this somewhere in this thread maybe a few pages back. You can basically create a trap where if anyone presses buttons after a st lp - > GID in clawless they will eat the throw, because their hurtbox extends just enough for it to connect, BUT… if they do nothing, you will whiff the throw. I was really excited too because I thought it was some type inescapable setup. It is pretty godlike if you are fighting a happy masher, or you train someone to want to spam out after the lp. St.lk may work too, but I need to double check it.

I find that jump in lk into a GID works wonders, cause 90% of players will be trying to throw break. Just have to watch out for those stupid reversals… EX GID and you’re at frame advantage for a dash up meaty iirc.

Actually, Vega is -4 after dashing in following a forward throw… So yeah, he can’t even block 3f moves if he dashes after throw. Unless your opponent is very very passive on wakeup, it’s preferable to walk up LK or something like that instead of dashing in.

Source for the data, btw:

https://docs.google.com/spreadsheets/d/1XB1GW6Lk6yK176Nm8_l3cSxPowWxHfiRRh7qOess77E/edit#gid=956183428

Oh I see. So it would be a wake up 3f normal that will stuff me… Damn… Well I use it sparingly, guess at a certain level it will be way too risky lol. Thnx for the info.

[quote="xxBillyZaneFanxx;=IdislUXkFlA

Building on the meaty LP Aurora setup, if the meaty LP aurora hits, it sets up this jump. It beats anti-airs, beats gief’s reversal lariat (with particular timing), and actually hits early enough to stop wake-up armor moves, like Laura’s ex elbow. Whiffing a lot button can interfere a bit, i.e. Chun’s cr. jab trades with the fierce, but that loses if Vega uses jump roundhouse instead. Not a safe jump by a long shot, but a lot of characters can’t stop it without or even with meter on quick-rise.

If they backroll, just use mk lands instead.[/quote]

Food for thought…

standing hp>lp Aurora pushes vega too close to opp. If u use cr lp>lp aurora then the follow up dash>lp aurora will dodge all dp (except ken which trades in Vega’s favor or u can just use mp aurora). Also the jump in after will be further out so u can use mk which is better for baiting.

The Setup also works after ex aurora which can be spaced even further out bu using two normal before canceling into ex aurora (eg st. hp>cr lp>ex aurora).

These aurora setups give you an easy corss-up j. lk meaty if the opponent delay rise in the corner. bask rise is a bitch though 0.0

I haven’t really seen this mentioned anywhere(including the common frame data sites), but Vega’s vskill cancels into his vtrigger. It doesn’t work on the target combo version of the vskill, but it does on the regular version. Dodging a fireball with vskill->vtrigger->CA does pretty strong damage.

Damn I forgot all about this! I’ll add this in by the end of the day. Thanks

Something interesting to note, s.MP clawless is a phenomenal normal. Max range j.MK > s.MP > MK Roll actually connects.

It’s amazing how no matter where you hit s.MP, it will always connect to roll. This makes it a lot more viable for confirms than cr.MP. At least most of the time.

yeah, when you roll from st.mp the roll starts from his forward moved state, so it basically makes it always able to connect.