Make it Bloody Rain: The Vega Combo/Tech Thread

Well… I don’t know what to say about that. The ASE combo is as braindead as a combo can be, there’s no reason to miss it. And this is coming from someone whose execution is terrible, it is really, really simple.

For some reason I have a hard time canceling off the s.LP. I can do it from s.HP easy, but something about s.LP throws me off big time. Still, if you’re going to win, why not take the easy and near guaranteed combo? It would be really hard to fuck up s.HK CC s.HK xx v.trig CA. Especially when you consider being under pressure at an event, there is no reason to not take the easy, guaranteed win.

But, there’s no st.LP in that combo, just plain old CC st.HK, st.HP xx MP ASE xx CA. I agree that the st.LP after the st.HP has an odd timing for cancelling the MP ASE, but I’m pretty sure that adding the st.LP actually decreases the damage of the combo due to adding a low damage hit that still increases the scaling, so there’s no reason at all to use it.

If you are close you can save VT by juggling lp ase after hp ase and then cancel to super.

Hm, and the damage decrease shouldn’t be too much, as you skip one step in the damage scaling. Nice.

Devious.

I hit a lot of people with this, but when doing slide to VT to escape you can cancel sweep extremely late to where you punish their punish attempt. Just be careful if they have a dp. I did this to tokido and the second time I did it he did a ex dp.

going back to some of these cross up super setups, has anyone found one that is reliable? I tried the hk roll in corner cr mp whiff super but that RARELY worked for me. and that is supposed to be the easy one!

how about this one by nemo?

Media can’t be played. I have one vs tall characters, but on quick rise early. There is another after CC sweep. You dash, lk roll (crosses up), then super (crosses up). The most reliable set ups are off crush counter.

Godlike tech @RagingStormX thnx for sharing.

Hmm that Nemo crossup looked pretty long winded. A quick rise would have negated that whole setup. Most reliable ones are off hard knockdowns. I guess if you get a read on a person who keeps delaying their recovery though, you can use those same setups. There were at least 3 setups posted in the early pages of this thread I think.

The one I used the most was CC sweep, dash-> neutral jump jhp -> CA. I actually haven’t done it in a while though and I was afraid that the change to prejump frames might have screwed it up… I’ll have to test it again later.

That dash -> lk terror double crossup is nasty though. Need that for the people who get wise to the regular cross up.

If they quick rise, then all you’ve done is MT and recovered, so no big deal. Back to neutral. Perhaps swap the position of s.MP and MT so you might get a counter hit on wake up?

Don’t know if its common knoledge but after EX ASE dash fordwar st HP is a meaty if they quick recover…on back recovery you can dash fordward and time a meaty f HP althought the timing in a bit tricky (it has to be delayed a tad)…also with the right timing HP ase autocorrects…it may be worth looking into it…i was about to call it a day when i noticed that and couldn’t test how viable it is yet…i think we may be sleeping on EX Ase the damage is not great but it lets you at advantage…even if you fail to punish on a back recovery that is a lot of corner carry…plus the throw invulnerability is not bad…i love to be able to walk on a downed Zangief knowing that if timed right it beats just about anything Gief can do including super…the first hit been a proyectile is kinda worthless on match up against shotos (V-Skill does the same work better) but i suspect it may help to close the gap against other characters with slow fireballs…the second hit is -3 but it seens to be nearly unpunishable since you are left far away from the reach of light normals, can’t be punished with reversals (haven’t try but i don’t think even Chun’s super can get there in time to punish)

I been looking into ex ase and it actually adds up. Three ex ase from two lights does over 50%, they key is to find set ups after.

If you can dash forward meaty s.HP after e.ASE then you can dash forward s.MP since both normal attacks have the same start up. If you have v.trigger you can v.t cancel s.MP and take a round. If it’s point blank, you can s.HP xx m.ASE/e.ASE on all characters or if they’re taller characters like Bison, Fang, Gief, Vega, you can s.HP xx h.ASE.

Wait…doesn’t st Mp with claw on only cancels into V trigger?

yes, and that’s what i wrote, but then fucked up the next sentence, lol!

V-frames has some wrong frame data.

Claw s.HP xx SC is -2 on block. If you s.LK you can trade with 5 frame moves.

Sheathed claw s.HP xx SC is +1 on block. If you s.LK after you will always get counter hit against 3 frame normal attacks. If you c.LP you will trade with 4 frame normal attacks.

Clawless s.HP xx SC is 0(!) on block. If you s.LK after you will trade with 3 frame normal attacks.

Apparently, we need to know frame data for 3 different states of Vega :frowning:

Yeah we get some pretty stylish SC combos when we lose the Claw. On CH we can SC and go straight into his Target Combo for a pretty big punish.

What’s up everyone. I may have missed this, but is there a list of the advantage/disadvantage after dash with all of Vega’s common enders? Appreciate the help.