Make it Bloody Rain: The Vega Combo/Tech Thread

Not only that, MP roll does more damage and stun and leaves you at +2 I believe. If you’re in claw mode, a lot of the time you’re ending combos with light roll which does minimal damage and leaves you at 0.

His medium kicks are too slow to link from his light kick cross-up for example…unless you hit really late with the cross-up, but by then they might block. So you’ve no choice but to cancel his lp into light roll at best. Try a character with a 5 frame medium punch/kick after cross up, and see the difference that makes.

I’m becoming increasingly sceptical about his claw mode and ability to actually do much damage in it.

I actually like his crossup in claw mode a lot. By doing crossup j.LK into cr.LP cancelled into LP ASE, it does the same damage as j.LK, st.LK, cr.LPxxLP roll, with two very important benefits: it’s much, much safer on block, and LP ASE catches those who try to walk backward or throw tech to avoid the tick throw. Which, in return, makes your attempts to tick throw after the cr.LP much more viable because they can be scared to tech or move because of LP ASE. The only solution to this is an invincible move between hits, but that’s something I’m willing to risk just to get intel on their DP tendencies.

But isn’t that an auto-pilot combo? Like say you wanna confirm into V-trigger…can you do that?
It’s still not much damage anyway - unlike characters who hit-confirm with their mids after cross-ups.

Sounds useful for catching those who walk back…cr.LK is not used much in this game by any characters really - so there’s little reason to block low.

Well, that’s not a combo to confirm into V-Trigger, that’s for sure. For that I’d use the st.LK, cr.LP variant, to have time to confirm. But then again, I rarely if ever use V-Trigger in those situations. I prefer it off pokes or to catch badly thrown fireballs or jumps.

And yeah, it’s pretty much an auto-pilot combo, that’s the nice thing about it, it’s very low risk, and at least the same reward as the LP roll one, while opening up the opponent to throws.

You should never use V-trigger after cross up J.LK anyways, or any light starter unless you’re going to take the round/match. Scaling is horrible otherwise.

I disagree completely. V-trigger gives you ground AND air setups, even if you don’t have any meter. If you end with light roll - you get zilch.

…PLEASE share said setups cause all i have is FBA or ex FBA right after and it rarely works…

If you land V-trigger in the corner - Vega is at a bigger advantage than compared to mid-screen, and he’s very close to the opponent when he lands. FBAs are also faster in the corner.

IF you land it mid-screen, Vega can dash forward twice and still have enough time for any meaty, regardless of quick rise (if you’re clawless, you know what your opponent is thinking).

I should probably make a vid about it all - and I’m not gonna say “I don’t have much time” - time IS a factor to an extent but I’m kinda on the lazy side too when I lose motivation.
Some setups work much better depending on the character too.

And there’s really no reason to not use V-trigger since it’s only 2 bars and you WILL get them back - unless you save it for a CA combination.

Nah…that is more than good enought…didn’t think i would be at frame advantage from that far away…gonna take it to the lab…thanks man

I see. I would love to know about post V-trigger setups too. Do you have time to meaty with anything more significant than s.LK?

I usually save V-trigger for nuclear damage with CA or use it as a corner escape tool.

Interesting note. Nash can escape the corner with his V-trigger since its invincible from frame 2. In a sense, this could be viewed as a two frame jab which gets him out of the corner. Since it can’t be mashed. On the other hand, Vega can s.LK into V-trigger to escape the corner, and he builds trigger faster. So essentially, his “reversal” is only one frame slower than Nash’s and he has it more often.

His v-reversal is still awful in the corner, but an interesting tidbit.

Speaking of which. I started a round recently with V-skill to catch Mika’s dumb drop kick. Got the knockdown in the first second. Such a satisfying read.

You can

You don’t need to read that you can do it on reaction.

I did this to 200won in the SFV Crash episode I was on lol

Also, I don’t see a lot of Vegas using this much (sorry to plug you again af0) so I’m not sure if folks found out decent ways out of it, but I find it insanely useful as a reset. I’ll even st hp stance change lp ex aurora slash just to get this setup if they’re near stun and the normal, full combo wouldn’t quite do it. I’ve got to experiment with jump HP a little more.

Has anyone else noticed that V-Trigger scales twice if you combo into it? You are scaled for the VTC itself and the actual hit. So unless it’s completely raw, the maximum damage you’ll get from V-Trigger is 80%

So I don’t know if it was already posted here but Vega gets a nice meaty off EX roll (no claw).

Forward dash, crouch jab into (BH) st. HP. Hits on the second active frame so if they’re not blocking you can link cr. MP. If they tried waking up with jab it’s a counter hit.

This makes counter-hit combo from BH HP into Claw HP a bit more consistent :smiley: (Oh and it makes stance change into claw +2 instead of +1 I think?)

Also is the LK roll into cr. MK after EX FBA a real meaty?

Yes, I’ve tested it in training mode on wake up jab. It’s strong against people who aren’t familiar with it.

is there a standard way or input to hold when doing ex FBA attack? because sometimes i’ll whiff or the attack animation comes out too low to the ground. I don’t know if it’s because i’m trying to cross over with the jump, or too close to the corner etc.

Are you talking about in a combo or just randomly? EX FBA has a really strong hitbox. You usually want to press it sooner. Since the move will rush and home in towards the ground.

Regular FBA’s hitbox is god awful, so I’d pretty much never use it.