Make it Bloody Rain: The Vega Combo/Tech Thread

PR Balrog focused on Necalli for most of the beta. What’s the source for Graham Wolfe dropping Vega?

If you have super, crouching jab into light ASE is a tight frame trap that beats 3 frame jabs, and also hits low. You have to be able to hit confirm ASE into super, though.

He’s right in the context of what he was talking about, though, because when you a tech a throw crouching you stand during the animation, so standing-only whiff punishes work for punishing throw techs. Relevant both for the clawless target combo and EX wall dive.

So I was doing some more testing and I don’t know why this works, but if you are frame perfect you can jab -> command grab and win against a 3 frame jab.

Clawless jab on block is + 3, command grab is 6 frames, Laura’s jab is 3 frames. I guess even tho the jab hits on frame 3 the command grab wins? Originally, I was trying it with lp command grab, and getting stuffed over and over. When I adjusted my timing ever so slightly, I randomly would get it. It seemed near impossible, but then I started doing jab - > hp command grab, which I can get almost 100% of the time. I need to test more, but it was pretty easy for me. When I was doing lp version, it was about 50% depending on how I timed it.

I must also note that I was doing this from point blank starting range, so needs a bit more testing. Read this quick and download it cause I might edit this post. I feel like it isn’t supposed to work like this and I don’t want it to be changed LOL.

If you claw off s.lp you’re out of range for hp gid, how can you do that?

Nah. What I did was set laura to jab on guard recovery. Walk up to her point blank, I jab her, then immediately do hp.gid. It works. I’ll make a vid of it in a bit and post it.

I understood what he meant. I was just making sure he realized that someone crouching doesn’t mean free throw is all. Thanks for trying to clarify that though.

Here is the command grab thing I was talking about. I show that the cpu is jabbing on recovery, then I show what happens when trying to use lp GID after the jab, then I show hp version, then I show mp version. Basically, it is still possible to mess up the timing of course, but once you get the feel of it, it is pretty free. You just jab, do a super slight delay and just quickly input the command grab. For whatever reason, lp is not as consistent, even tho it has more range.

It seems like another design error, but this time in our favor, so i’ll take it.

[quote=“greatlakes_pvp, post:127, topic:179360”]

Here is the command grab thing I was talking about. I show that the cpu is jabbing on recovery, then I show what happens when trying to use lp GID after the jab, then I show hp version, then I show mp version. Basically, it is still possible to mess up the timing of course, but once you get the feel of it, it is pretty free. You just jab, do a super slight delay and just quickly input the command grab. For whatever reason, lp is not as consistent, even tho it has more range.

It seems like another design error, but this time in our favor, so i’ll take it.

[/quote]

I don’t see the “reversal” message on Laura’s jab, are you sure you’re recording it with reversal timing? If she’s even 1 or 2 frames off, then that’s what could be causing the grab to work.

Righ now I can’t check and I’m a bit unsure about normal moves triggering the “reversal” message, but if they do, well, there’s the problem.

that’s interesting, too bad it’s gonna be hard to have someone standing and blocking a standing jab imho…

ps: nice ultima online reference with the nickname tho lol

@“Kuroi Aima” I think it should be pretty easy. Jump in j.lk land straight on them, st.lp - > GID. If they press a button after the blocked jump in, they get frame trapped, and you can force them into a true blockstring as long as you hit st.lp right away, so they kind of don’t have a choice. The only other thing I need to test is distance.

I played UO from 1998 till like 2 years ago lol. Me and my friend were probably top 10 in pvp on uo gamers hybrid server. Thats why my name is greatlakes_pvp :wink:

@“Time Mage” As far as I know, the only way you can get them to jab after guard recovery is by doing it with reversal timing. Otherwise, the playback won’t work. I’m like 100% sure this is working, because I trade the jab everytime I use my own 3 frame instead of trying to grab.

Like I said, the timing is extremely strict, there is probably like 1 frame room for error, but I am certain this is working, for whatever reason.

Grabs beat normals, this has always been the way, hasn’t it?

@Tomo009 I’m not a long time Sf player so idk. As long as a normal hits before the grab loses. That is pretty much every game, besides doa, where I know you will get counterhit trying to grab someone while they are swinging. Yes, the startup of a normal will lose to a grab, but the active frames should not. Anyone correct me if i’m wrong?

GID is 6 frames, but after a lp on block, it is technically frame 3. The normal is also frame 3, so “hitting” on the same frame, I would have thought grab would lose. Oh well, I won’t question it. All I know is, thats a free Izuna drop pretty much every time if you have it down. Also blockstun usually causes you to whiff a grab for good reason, but this is like a frame perfect jab command grab setup.

Go into training mode and try doing what I did in the video. Try it with lp.GID, then try it with hp.GID and see the difference.

So if the player just block and does nothing… Would the grab still connect?

Perhaps it is the hurt/hit box for the gid case? The hit box of the heavy gid touches laura’s St.lp hurtbox first before her St.lp hitbox connects with vega’s hurtbox?

That would explain why vega is able to throw laura before getting hit.

what does tech mean and i really dont know what this means: 2MK > 5MP . please explain someone, ANYONE!!

also why is there a 5 in there?

Tech is just short for Technical. In one of the previous Capcom fighters if you escaped a throw or did a quick rise on knock down it would say “Technical” in the corner of the screen. Tech is just the common term used for throw escape or quick rising.

As for the others, it’s a grid layout that people refer to when talking about fighting games. Imagine if you turned your fight stick into a grid like a telephone keypad.

1= Down-Back
2 = Down
3 = Down-Forward
4 = Back
5 = Neutral
6 = Forward

etc.

So in that instance of 2MK > 5MP you are saying “Crouching MK, standing MP”.

If you wanted to tell someone how to do the Vega CT you would say 236K

Anyone here had any success with using st.LK as an anti-air for jumps that are too close for cr.HP? I was fiddling with it in training mode and noticed it sorta worked in situations where you might otherwise try st.HP except it traded less. I also got the impression that it worked fairly late into their jump whereas a late attempt at jump throw might get hit.

I’m a newbie but I know that it’s been a common observation that Vega’s up-close AA game is somewhat lacking.

Don’t know if this is common knowledge, but you can Vtrigger after EX FBA + punch