What do you guys do to train? I am looking for more stuff to use to level up for Evo. This is basically the kind of stuff I do.
Set CPU (usually Sagat as nearly everything works on him, it’s annoying to deal with his hitbox when he wakes up though) to random block, random tech recover, full ultra, full super, no stun (unless you’re looking for some stun setups).
Normally what I do is basically use him as a punching bag. The reason I choose random block is cause while it may seem useful to practice combos with the CPU getting hit all the time, I find it more useful to initiate them as hit confirm practice FIRST.
What I mean by that is, say you do something like st. lk, c. jab, c. mp on Sagat’s wakeup.
If it hits, hit confirm into EX FBA. If it’s blocked, just switch it up with an EX SHC; not that I’m saying you should do that in an actual match. It’s just, if you get used to being aware of whether someone is getting hit by your combos or not, you hone your reaction time you can become a hit-confirming machine. The only times I have trouble hit confirming is, oddly enough, after I jump in. Sometimes people get hit by a jump in when I realy don’t expect it, and I’ve already sort of ‘primed’ myself to ready a throw after. Unfortunately that’s obviously a terrible reset but those are THE hardest situations to hit confirm something on the fly: especially because vega’s best hit confirms are the 8 framers, c. mk and cl. hp. Sometimes if you react and try to follow up with the confirm the hitstun on the jump in is simply gone. I’ve noticed even Makoto will hit someone with a jump in, then still just back up and CH. That’s kind of the way it is though: people shouldn’t get hit by jump ins anyway.
Which brings me to my next point… All the Vegas I play can’t combo. Ever. Even if they jump in, they always follow up with c. jab. Why? Seriously, everyone should always follow up with c. mk or cl. fp. No point in c. jabbing, those other two moves are far more easy to hit confirm out of and do more damage in every combo. If you jump in and use your move early in the arc to get blockstun, yeah, follow up with c. jab, but not if you have an idea of whether your jump in will connect or not. Besides, cl. fp and c. mk push you farther out which is essentially what you want. Everyone should practice jumping in and hitconfirming with cl. fp and c. mk.
The one way I’m starting to use c. jab is to actually use it from outside RIGHT next to people. I’m really trying to force myself to basically not ever get close to people. c. jab can hit confirm into the same shit from it’s max range, so capitalize on that. In training I usually practice, with random block, c. jab, c. jab, c. mp EX FBA and then c. jab, c. jab, ST. RH. Those are great hit confirm combos that do a lot of damage, and the first combo gives you time to charge.
Since the CPU is on random block, you should react to strings that are blocked and follow up with ideal moves: kara throw, walk up c. jab, walk back safe sweep, CH, PoM, etc. Diversify your pressure game. IF you do it in training and always mix it up, you’re making good habits. Don’t misunderstand though: don’t always press one button after the other. Get used to baiting reversals, too, but of course not in every situation. Vega can still pressure people well, and if you can hit confirm obscure ground combos like the c. jab, jab, mp, EX FBA, or st. lk x 2, c. fp, you can get some impressive damage out of areas you didn’t think you normally would.
But that’s basically the whole point of 90% of the combos I practice in training: st. lk, c. jab, c. mp is so useful because it is an EX FBA hit-confirm from the ground. Anyone can combo EX FBA from a jump in. But Vega’s benefit is that his charge time is so short, you can confirm into EX FBA from only 3 moves, even if the first one is standing. Being able to set up your vortex / safe jump like that is EXACTLY what you need to get around good players who won’t let you jump in in the first place (and EVERY character can deal with jump ins).
When I do jump in, it’s usually after a blocked st. lk or c. jab. The idea is that I sort of trap people, if they counter poke after a st. lk or c. jab characters like Guile who need charge to AA and will have to have INCREDIBLE reactions to stuff a subsequent jump in will be in a bad spot often. Of course, not all the time, but that’s why PoM is such a game-changer versus Balrog and Guile. You can force people to be wary of charging. That’s a must, but takes time to integrate into a game as you simply have to be good at being watchful.
So yeah. Basically my goal in training is to practice as many hit confirms from the ground as I possibly can. ST can’t reliably be hit confirmed into unless you have gdlk execution and feel safe being RIGHT next to ppl as that’s usually the only way it’ll hit after 3 moves, but EX FBA can be combo’d off of everything and don’t forget you can always string your normals together for impressive damage. Get used to walking around while you do this stuff to, but when you use it in actual matches, use your walk speed as a tool. Vega has the best walk speed in the game along with a couple others: use the quick hit confirms to surprise people. This is absolutely essential to high level Vega play imo, and I think will be one of my greatest assets come Evo.
Here’s some more hit confirms I didn’t mention:
c. :mk: c. :mp: EX FBA (Makoto combo. Charge for a tiny second before the c. mk and it works very easily).
c. :mk: st :hk: / c. :hp: : 180 damage! Hard to hit confirm the c. fp usually but tags standing opponents from lightyears away. If up close and they block, kara throw is a great follow up after c. mk. St. HK is really easy to hit confirm into and does really impressive damage like the c. hp, and it hits crouchers which c. hp often won’t unless at close range.
cl. :hp: st. :hk: / c. :hp: : 200 damage. Pretty good, but incredibly situational and best used as a frame trap / hit confirm after jump ins. Does good damage, st. HK doesn’t usualy hit everyone but is easier to hit confirm. cl. hp forces stand so c. hp will always hit.
c. :mk: c :lp: c. :mp: EX FBA. Great hit confirm as a low meaty on someone’s wakeup. Walk around, conceal the charge, and confirm using the short charge time. Does really impressive damage, only problem is this combo is most useful against BAlrog who always pushes you away on his wakeup (fucking stupid glitch).
Also: some Extra Joz Shenanigans.
After a connected ST, you are at perfect distance after a KKK for safe sweep. If that sweep hits, you are at perfect ambiguous CH corpsehop distance. What I like to do when I do these hit confirms is integrate alot of these shenanigans into beatdowns, hit confirming after corpsehops, etc. Integrating corpsehops into real matches is REALLY easy since you have no moves to worry about, they’re knocked down. Just be smart, we all know corpsehops are sort of a “WHOA HOLY SHIT” thing as opposed to consistent ambiguous setups.
Frame trap: late as possible j forward HP or nj HK, early as possible CH: If the jump in connects, the CH will combo. BIIIG damage there from the ST. If the jump in is blocked, the CH is a perfect frame trap: eats mash jab for breakfast. However, this can’t be used for most safe jumps as pressing CH basically makes it unsafe and you need to press it as early as possible, best used for characters like Balrog or Vega who can’t be izuna’d easily and don’t have tech invincible reversals. Eats backdashes on wakeup for breakfast too, but is also highly, highly vulnerable to counter hit crumple focus =. High execution demand, it’s in my combo video.
Frame traps with cl. fp. Like the last combo, but much easier to do, you don’t need to hit the jump in as late as possible. Honestly I don’t know why I figured this out but you just need to have an eye for blockstun. In most cases, your frame traps will combo if the jump in connects (just barely) but will be perfect frame traps if they block. Again, eats mash jab for breakfast. Jump in deep, wait, cl. FP and MP RCF so it’s totally safe. IF you have meter, FADC for big st. RH addon.
Also I practice a lot of RCF, FADC St. RH. I can FINALLY hit it consistently, jab is another story. I kind of gave up on that, only use it against people who really suck.
More shenanigans with the wall: after ST in the corner, delayed FBA can go right under the falling corpse and if they tech recover, it’s a perfectly meaty ambigous grab that will most likely beat / bait reversals and ruins horizontal charge. And of course after st., walk forward, wall jump underneath the falling body for style and to ruin horizontal charge, and generally just to keep opponents on their toes, like a corpsehop.
But yeah, figured I’d share since I hate ranked right now and am just going to be training. Please share some of your secrets as I have shared mine! Good luck everyone