Make it Bloody Rain: The Vega Combo/Tech Thread

EX CT, whiff slide, clawless c.MP appears to be meaty versus Cammy set to normal wake-up with c.LP and grab wake-ups. I suppose that’s how I lucked into my double roll last night.

Am I wrong about all of this? Several of Vega’s moves leave him at the perfect distance for a whiff slide follow-up. I’m sure there are other applications …

@Meth0d
Are you using a command grab or regular throw with the tc whiff slide? Just curious since I’m not gonna be home for a while to try it.

@DirtyDishes
@simonhaze
Even though the j.hp doesn’t cross up like that, j.lk will at the same angle. Really confusing to defend against.

@Veggie I’ve only tried it with the normal grab so far. Have not attempted command grab.

I have been thinking more about Vega’s anti-air game. And maybe by utilizing a few more options, we can round it off. Has anyone had much success using anti-air V-trigger or his air throw?

I feel those two alone should cover all ranges people jump in on. How is his air throw priority if someone throws out an early normal?

Probably old, but I thought it was cool. After sweep -> f.dash -> lk.ct = crosses over. Not sure if it’s a meaty setup tho.

As shown by Nemos vega here: https://www.youtube.com/watch?v=V6bpUZXxwGo

Yeah, this definitely looks like an older video. This is very early Vega usage.

Getting a crossup after crush counter isn’t a bad idea. There’s also safe-jump setup too.

Air throw priority is complete garbage in this game compared to SF4 air grab. I tested out the range its awful =[ and it starts up in 5 frames.

Instant air grab = far better.

You’re right about corner switching

What safe jump setups does he have

CC Sweep, dash forward, whiff LK, jump up, last second j.LK.

Some stuff to play with:

I have Cammy dummy set to wake-up with her 3f c.LP or a throw, and either normal or back recovery.

Clawless:

EX CT, slide whiff, c.MP is meaty on normal recovery (+2 on block). c.HP is meaty on back recovery (-2 on block). Timing is the same for both buttons–it’s a matter of confirming the wake-up.

Claw:

EX CT, slide whiff, s.HP is meaty on normal recovery. Back recovery is an issue. Delaying the s.HP is the best option, but it’s much harder due to the staggered timing. c.HP works perfectly if you want to maintain the timing, but it’s -5 on block so meeeeeeeeh.

If you’re amazing and can react to the different wake-ups, then congratulations. I’m still working on it. :confounded:

In both stances, you can whiff slide and immediately slide *again *to crush counter if you think they’re gonna push buttons. In claw stance, you can also buster claw for the same result. Obviously this is a ***very ***high risk play, as you will get destroyed if they block it.

C.Hp being -5 on block is so ass considering the lack of push back… Our friend bison has +3 on s.HK :frowning: great reward with little risk when going for CC. If c.HP was CC again if would give us a reason to risk that block.

@Meth0d I think after ex roll the best thing to do is walk forward and react to their wake up…I’m still working on it too but with time I think we’ll be able to react to the quick get ups naturally.

You can double dash after an EX Roll and still do a meaty.

My latest Vega vid looks at his command grab and some general info that’s important - whether you play him or not.

https://youtube.com/watch?v=1HU7Ll_JVDU

https://youtube.com/watch?v=0tmGWyE-GUA

Light Matador Blitz Meaty Set-Up

Part 1 is Quick Rise
Part 2 is Back Rise

Keep in mind this obviously only works on standing characters.

awesome video. gonna use thismore often

Tell me about it…

@af0 Nice command grab info bro, definitely really helpful. I’ve been grinding and playing a lot of high ranked players so I have ben MIA from here a little bit, but I will be bringing some new tech to the table pretty soon. Got some very interesting option selects and some really nice defensive tech. Need to make sure it’s all solid tho. Just a heads up, you guys might wanna get familiar with negative edge and plinking, cause a lot of crazy shit can be done with these two mechanics. We may soon see a patch, but it is damn near impossible to get rid of option selects in this game.

I have been getting really scummed out by people using crush counters in neutral and it’s making me pretty sad. Most of them are safe on block, and they win in priority which is goddamn retarded. In my experience, Vega just can’t do that. The whiffing st.hk is so lackluster compared to other heavy normals, and it’s another thing that just maeks me cri evry teim ;_;

Just a note for meaty / cross up set ups. ST. MK has slightly less pushback than ST . MP clawless. You can get light izuna drops after ST. MK where as ST. MP it has to be EX.

Maybe you get more combo potential off of a CC stand MK over crouch? I would imagine it being the case.