We pronounce it the same. Just spell it differently.
You will have absolutely no problem landing EX FBA from a cr.MP even at max range in super or arcade
For FBA I don’t really think it makes any difference which K button you use. You bounce of the wall at very slightly different heights but stay in the air for the same duration afaik. EX FBA is the same regardless of which KK you use.
It definitely makes a difference what strength of kick you use on your FBA. Yes the heights are slightly different but that slight difference has a big effect on the physics of your dive and really makes your opponent think on the fly moreso than just doing the same dive time and time again.
LK - lowest
MK - medium
HK - highest
Lowest works best for vortex situations and highest works best for full screeners. Experiment with it, I’ve had so much success in AE with the wall dives thus far. It’s really fun too!
ok so farther away go with higher HK, thats a good rule of thumb. I like the sound of that, maybe I will put some more time into Vega. He is my newest experimental char and I like him so far.
Yeah, HK is good for full screen meter building too. It avoids fireballs better than the other strengths.
ahh ok… I knew something was different sometimes I was able to get over fireballs easier but I didnt know why.
oh yeah i forgot… 1 more thing
it’s a tad bit harder to do claw throw, so it doesnt come out accidentally as much anymore
Yun matchup is as follows: Footsies battle until Yun gets in. Then its a guessing game of when he is going to dive kick or spam target combo to tackle. After tackle, there is nothing to punish him so your best bet is kinda like the Rufus match up, kick him out of his dive kicks. Your offensive is: poke poke poke to bait dps. If you try to do CS tech baiting and fail, you eat a full target combo and with Super you eat 300-400 damage no questions asked. If Yun has Super meter then one jab is all it takes to deal 300-400 damage no questions asked. So whats the final critique? Yun has frame traps and wall dive kick pressures with reliable reversals. Also EX tackle can follow with ultra. What does Vega have? Better pokes and a good neutral jump fierce to try to wall Yun off but very little to deal big damage. Vega’s U2 will prevent palm–>super but it can be baited so its not guaranteed. U2 on a dive kick is very hard and often will fail especially now its slower than Super. Close to 7-3 but not quite…So maybe 6.5-3.5 in favor of Yun. I think the main problem with this match up is that Yun doesn’t need to use EX meter often and Super bar for Yun is very easy to gain especially on a character with no viable reversal. If he does use EX, its usually the tackle which then can be followed by Ultra. Palm baits also lead to ultra or super but Vega has no equivilent.
Yang matchup is as follows: Footsies battle with Yang having the benefit of dive kick offensive. His specials don’t lead to a solid un-punishable block string but the dilve kick game is pretty annoying. Its much better than the Yun matchup because the frame traps are not as annoying and most are reversalable by ST or interception with a simple Fierce kick. But like Yun, with Super metrer letting one jab in will lead to 300-400 damage no questions asked and Vega has no equivilent. Your offensive will be single strokes of pokes ie: cr. MK/ far st. LK and try to bait bad dps. Nj.MK will dodge dps on wake up for serveral frames when decending. But there will be less frames that will dodge Yun’s dp. 6-4 match up in favor of Yang IMO. Palm baits and ambigious dive kick setups are the main problem against Yang. Like Yun, he doesn’t need to use much EX meter on Vega. Its almost guanteed that you will have the pressure of fearing a jab will lead to 300-400 damage due to super.
So obviously its a keep away game. If you frustrate them into making hastey decisions to get in, you win. Baiting Yun’s tackles and charges is pretty fun. But becareful, Yun’s tackles have a deceptively huge hitbox and priority. Yun wins if he gets a tackle in even if blocked because it can’t be punished plus he gets close. Same with the charge.
Thanks for all that Kei. Gonna put some to use on the Twins I wiill probably fight online later…providing my goddamned ping goes back down to 17. Don’t know what’s been up with it this week, it won’t drop below 100.
@ Kei
I got blown up the fuck by a Yun today, only difference between my Yun and yours is my Yun abused the fuck out of that Command Grab. I seriously think this match up is 7-3 imo and could only get worse as Yun players discover more things against Vega, one thing I noticed while playing that will take off in this match up is opting for a reset when you are being comboed to death in the corner of Super. It can be set up in front, behind, or as an overhead. What exactly can Vega players do against Yun though? Im not just rambling becasue after getting raped, my Sagat was dealing with the same Yun rather effectively. The upside of this match that once he is and he is landing solid hits his attack pattern can be linear, but the hits do hurt.
Yang on the other hand has a harder time getting in, but once he is landing solid hits he can push you to the corner faster and throw you to the corner faster except he doesn’t hurt as much. The downside is that he can mix you up better by opting for relaunch, the upside to this match is that the current optimized Super combo’s don’t work on Vega when Vega is crouching.
BTW, if Yang is doing cr.lk x - cr.mk you can beat that with EX ST. On a side note, once the twins learn to be patient there aren’t going to be doing enough mistakes for you to win those matches. Look at Tatsu vs Mago if you don’t believe me. st.mp does not work on the twins to stop dive kick pressure, and reacting to dive kick block string pressure into antoher dive kick always gets beat out if you react to it. I think this match up is going to be won if you can push the least amount of buttons while making sure every button is maximized and done with the least amount of risk. cr.mk does nothing to help in this match up and only blows you up badly.
one more thing, if you they dive kick and its above the knee then FA is pretty good, if its shin area, FA back dash is an OK option
Pardon my language, but ahaha - are you retarded? XD
He feels different…but not in a bad way. Hell I think he’s even better
So far so good
I dont speak english. I speak american.
This thread just got creepy…that picture is just bizarre…anyway…why nowbody is using U1 to punish the twins’s dive kick?..also is there at least a little chance you can combo U1 after an EX RCF?..
I played AE for the first time today (was finally able to hit my local scene up, suffering from a RRoD and cannot play at home), and I dislike Vega more than I imagined. Cr.mk, sure, it’s sweet, really sweet, but this is nothing new to AE, it was really sweet in Super too. CH was also really sweet, but now it makes my butt hurt. Max distance CH into contiued pressure - I end up eating a counter hit. How am I supposed to fight someone with a life lead now? How do you force people into taking risks, how do you make them open up? These aren’t rhetorical questions, I mean it, how do you guys do it?
CH was the only move that baits mistakes. There were penalties before ie. too close you’ll get srk’ed or you CH yourself right into a poke string. But now its almost guaranteed you will get reversaled or CH into a poke string because the best you can get out of CH blocked is 0frames. With all his 4 frame goodness, he can’t out poke anyone in that situation.
So you’re down to frustrating people with your annoying far stand LK and cr. MP/MK which don’t lead to big damage when you have to move forward to contiune the pressure. Or, you can play the wall game and keep them at cr. MP/MK range (Kinda like Dhalsim).
Heres some annoying things you can do:
-On wake-up you can do meaty cr. MK into another cr. MK (links into a 2 hit combo without counter).
-On wake-up you can fake a meaty cr. MK by timing it to not hit and optional overhead (but you will lose offensive as overhead is -2 on hit).
-The old kara-throw/CH mindgame but now with huge risk and same old medium reward (not worth it for most ppl but I still use it)
-Safe jump to neutral jump HK (catches people who try to jump in especially when you dodge Ryu’s hadoken)
CH was the only move that baits mistakes. There were penalties before ie. too close you’ll get srk’ed or you CH yourself right into a poke string. But now its almost guaranteed you will get reversaled or CH into a poke string because the best you can get out of CH blocked is 0frames. With all his 4 frame goodness, he can’t out poke anyone in that situation.
So you’re down to frustrating people with your annoying far stand LK and cr. MP/MK which don’t lead to big damage when you have to move forward to contiune the pressure. Or, you can play the wall game and keep them at cr. MP/MK range (Kinda like Dhalsim).
Heres some annoying things you can do:
-On wake-up you can do meaty cr. MK into another cr. MK (links into a 2 hit combo without counter).
-On wake-up you can fake a meaty cr. MK by timing it to not hit and optional overhead (but you will lose offensive as overhead is -2 on hit).
-The old kara-throw/CH mindgame but now with huge risk and same old medium reward (not worth it for most ppl but I still use it)
-Safe jump to neutral jump HK (catches people who try to jump in especially when you dodge Ryu’s hadoken)
nope… that was the very first thing i tried. apparantly there’s an input delay between the recovery of a moveand the beginning of the time the charge will count toward ultra.
ultimately you cant. it’s that simple. you are 100% reliant on your opponent to make mistakes. The best you can do is get EXTREMELY good at reading your opponent. (i.e. why i started the match analysis thread), and go from there. but pretty much, if your opponent gets the life lead and just sits on it… nothin you can do. If 30 seconds passes and they dont move go for izuna loop or super. That’s about the best advice i can give. Vega is a broken character… broken meaning not working and needs to be fixed.