this guy reminds me of theonly_J
The only thing I don’t like about that Vega is he uses 2 bars to FADC and miss, when a EX walldive would’ve done just fine. Other than that, impressive!
Uenis against LeviStrauss’ Dudley at 22:12
Uenis Vega mirror at 51:18
[media=youtube]OWAsed0E38U[/media]
Uenis against akra’s Cammy at 24:53
Uenis against toro’s Hawk after that
[media=youtube]oHqavgI9ZnE[/media]
[media=youtube]chRcbQz6DBs[/media]
One of my EVO matches vs Chun Fuck.
YAAAAAAAAAAAAAWWWWWWWWWWWWWWW**!!!**
I think you and Jozhear have the right attitude in general.
He gets MAD at 2:00. But literally.
[media=youtube]Z9JIOvqnLnU[/media]
No…really…he went IN! That was AWESOME!
Unusual RCF follow ups I’d rather say.
It’s very interesting, he almost always follows by csMK, and often counterhits the opponent. Which is strange, as there should be no frame advantage on blocked RCF FADC, and as csMK startup is slow (6 frames).
http://i38.photobucket.com/albums/e105/Alfa1001/Vega/clmk.jpg
Now if you take a look at csmK hitbox, you’ll see that his low hurtbox is very far away, meaning it has almost no hurtbox against any crouched attacks whose range would be lesser than 0,8.
So, as most Claws do throw after a RCF FADC, most opponents do crouch-tech. And csMK is clearly a cLK eater, meaning it would counterhit any crouch-tech attempt. Maybe it could work against the most low hitting punches as well.
What i do understand less, is why he attemps cLP after a blocked one, 'cause he is at -1. Maybe for range reasons ?
RCF recovery is 22 frames, and you’re at +2 on hit and -2 on block.
Assuming you do cancel at the last active frame, your dash being 20 frames (in super); your frame advantage is 22-20-2 = +0 on block, and +4 on hit.
Now a question I was wondering about was « is it possible to cancel earlier than the last active frame ». RCF having 4 active frame at last hit, it could mean frame advantage could be greater. I have no idea if it is possible or not. The only thing i do remember, is that when you did FADC your RCFs, i felt like it was +1. (^^)
Star suggested a testing method about this… maybe I’ll try seriously this time…
Yes, he’s only solid 'cause his attacking skills are excellent.
However,
— At the first hand, it don’t seems like VRyu was playing seriously (Wake-up ultras, no fukiage vs FBA, non optimal ultra follow-ups).
— At the second hand, Solidjin defense could be improved,he’s obvioulsy not fond of blocking at wake-up, and he ate so much predictable overheads when he was… defense is a bit lacking IMO
Now, Makoto being among Claw’s hard MU, it’s still very impressive…
All active frames can be FADC, however you must add 1 frame of recovery for the actual FADC to occur when calculating frame advantage
Sent from my HTC Evo 3D using Tapatalk 2
If that is right, then you could be +2/+6.
Meaning you could combo cHP from FADC for example. If someone could achieve this, then that would be awesome cause it would mean Claw could have decent FADC pressure.
The tries I made in the lab do not allow me to conclude well. Sometimes, I get the counterhit, sometimes I am counterhit myself.
1 - active frames before FADC +/- normal frame advantage/disadvantage from original move + recovery + active frames skipped from FADC - dash - frames before dash is executed = frame advantage of move with FADC
remember that:
-at least 1 contacting active frame must occur before the FADC
-the opponent must be in hit/block stun and cannot be in a reset state
so in the case of LP version RCF, FADC, MK
4 active frames, 22 frames recovery, +/-2 on hit/block at point blank with +3 for counterhit
1 - (1 if FADC on 2nd active frame, 2 if on 3rd active frame, 3 if on last active frame) +/-2 + 22 + (3 if hit stun begins on last active frame, 2 if hit on 3rd active frame, 1 if on 2nd active frame, and 0 of on first active frame) - 20 - 0 (because it’s possible to FADC on 1st frame and dash on 2nd, but if you dont dash immediately then subtract however many frames you waited here)
so you can be +2 on block and +6 on hit normally
last frame meaty puts you up to +9
counterhit puts you up to +9
last frame meaty counterhit puts you up to +13
but remember you’re giving up 2 bars and a potential 400+ damage + 2 options to get this advantage.
Hi, guys. It’s been a while. Here’s some footage from Saturday Night Snapback at Southtown Arcade. Got fourth in the tournament playing against Carnby (Rose), Illiterate (Pavo), J-Vega? (Balrog), SFGief (Zangief), Joe Dubbs (Dudley) and LPN (Cammy). I hadn’t been playing for a while since EVO, but slowly getting back into the swing of things. Had some serious trouble against the Rose at the beginning who played really solid against me. I had to adjust quickly and made some good reads and exposed some holes in his gameplay to getaway with the win somehow. It was hella intense lol. What do you all think of the Rose match-up? I think it’s even for the most part, but her normals and frame traps are so good. I only have a bit of Rose experience so any help would be greatly appreciated :)[media=youtube]4tHZBCjadIw[/media]
Nice work Vegaman.
Im not a fan of fadc witch vega, i only do it when i have really much trouble getting in if i want to.
Also note that in order to get the frame advantage mentioned you have to do everything frame perfect.
getting the fadc in the first few active frames, dashing the first frame you can dash and then the hardest part, doing the normal frame perfect after the dash.
Most of vega’s fadc’s will problably be less then the ideal +2/+6
This difficulty doing these 3 things frame perfect in a row is the reason fadc from a rcf combo to extend your combo is so difficult to hit consistantly since you dont have much breathing room framewise to hit the combo.
@elcubano
Im clueless on how to deal with a good rose myself, i got destroyed by WDM.MCZ.Luffy in top16 in a road to evo tournament and dont have much training material in my area
I could see it working in a combo with practice. Merits aren’t that great though, which is why literally almost no Vega before has attempted to play like this.
I admit it’s not exactly the part I like about his game, since he messes the FADC up very often. Even if he manages to somehow CH Setup after the dash, I find that mixup to be rather unreliable for the amounts of blue bar put into it.
EDIT: GGs Trias again, btw. We had a little fun yesterday : ) I need to get back into the game. But too bad you’re only on PC.
Yeah you’re at -1 on block + 3 on hit if you FADC late, any later and you drop the FADC It’s easy to dash on first available frame by just imputing dash early, but if you don’t then it only gets worse. the hard part for me is imputing the next move on the first frame after dash
Sent from my HTC Evo 3D using Tapatalk 2
Thx for explanations, Vegaman. If someone is on point with FADC practice, it would be great if we could get a cHP connected after a non counterhit RCF FADC. That would prove without a doubt that Claw can be as positive on FADC than we think. =)
Yeah, it’s two EX izuna opportunities gone for Claw. I think it could be useful from time to time against characters without invincible reversal, if it could reliably be pulled out.
I see it more like an attempt to surprise opponent than like an major pressure way. =)
GGs to you, Sasaki ! I was impressed (and my friend Dudley as well ^^) by your Claw play, specially your footsie pressure game, which was amazing.
Still it was kinda funny wondering ourselves « my my , this guy is damn strong for a C ranked Vega » and you popping out « Hey Trias, it’s Sasaki ! ».
Always a pleasure to meet a Claw from SRK, Sasaki ! =D
I’ve had problems with this matchup on both sides but, Vega vs Rose is in Vega’s favor. Almost anything Rose can do in the footsie battle is made null by Vega’s c.MP at max range. c.MP is the key to this MU, spam the fuck out of it she can’t do much. (also fs.LK is good)
Also since Vega has a good focus, anytime you’re within her far standing MK or HK range, use focus. Within that range she doesn’t have any normal cancelable moves except c.MP (which is risky too) cancelled into soul spiral. So it’s tough for her to break armor when throwing out pokes at that range.
I also use U1, it helps with turtling her out. Some links ending in c.MP xx EX-FBA won’t work because her wonky hit box (ex: c.MK, c.MP xx EX-FBA will miss all the time) but c.MK, c.LP will work just fine.
Rose is a tricky character for Vega at first but the MU shouldn’t be too hard when you get the hang of it.
ok give me a few and i’ll try it out. lemme order dinner first though. i’m pretty good with training room execution
also correction he can be at most +12 on last frame meaty counterhit. Apparantly I cannot add that late at night
Edit:
hmmmm doesnt seem to work. either the frame data is wrong or my calculations are wrong.
So check this out:
I RCF FADC cHP and it gets blocked or doesnt come out every time
I try a 4 frame move (cLP) instead of a 5 frame move and it connects first try
So i try a different 5 frame move (far LK). Nada
So then i set counterhit on (giving me +1 since it’s a Light attack)and try backdashing. since backdash is 2 frames longer, i should not be able to land a 4 frame move (+2+1-2 = +1). cLP and cMP connects (just did it again to make sure it does).
so i try a 5 framer (cHP and sLK). neither connect but it wasnt supposed to anyway. So i’m not landing a 5 frame move when i should be able to but i’m landing a 4 frame move when i shouldnt. So either I’m shitty at cHP execution over a 10 min span (when i can usually do ANY link within 10 min) or the info is off. And even if +3 is given to the RCF for being a special move that still only puts it up to +3
So from what it looks like… FADC only removes the recovery portion of the move, not the active frames that follow. However, if this is true then Vega’s backdash is only 19 frames not 22. because if it was 22 frames he would be at +0. He’s at +4 on counterhit so -1 for the counterhit and then that leaves +3 on non-counterhit.
This means that it doesnt matter the fact that FADC is 1 frame or when you FADC. FADC strictly kicks in and removes the recovery frames adding those frames to the frame advantage. This would explain how he is only at +4 on forward dash and +4 on counterhit backdash.
So the new formula is frame advantage + recovery - dash
I tried for several minuts to connect a cHP with Star’s testing method (extreme graphic underclock + variable frame rate), and it was impossible as well.
What I do think, is that… when you do a meaty attack, you try to maximize the stun by hitting at the last active frame. Maximum stun is achieved at the last active frame. So, if we FADC early, it’s that we do lose +1 of stun for each active frame we skipped. So even if you FADC in the very first frame, and thought it is true you save the 3 others active frames… you do lose +3 of stun as well.
So you end with +4/+0 no matter how early you do cancel (counterhits put aside). =D
As a conclusion, when you’re going into sMK after a blocked FADC, you’re basically betting your opponent will crouch-tech, plus crouch tech later than he could. Quite risky if you ask me. =)
Yeah, we end using the one we tried at the beginning. =)
About counterhit and backdash, i think CH bonus could be +3 with RCF, not sure the game does consider it as a light normal. Still I understood why i could not get FADC with backdash connect, as it is 22 frames long (and not 18 as I thought ^^).