Vega Basics, Set-ups, and Tactics (with Hitbox!)

i know what you mean but just FYI

it’s called plinking :stuck_out_tongue:

and because it only works when linking to a cMP… it’s pretty useless IMO.

well linking 2 cr.lp into one cr.mp is very easy provided you have the musical timing down, I never put the effort into learning links down to a science. I mean, its very sad I know, that I can do cr.lp - cr.lp - cr.mp with more accuracy and consistency, being about 95% of the time, than cr.mk - cr.mp or cst.hp - cr.mp. But then again, I never worked on my links like I should have.

i can do them all but for some crazy reason i can link cMK to cLP flawlessly 99 out of 100 times but when i do cMK to cMP i only hit it maybe 70 out of 100 times

I didnt want to use the term Plink because im not tapping into the ability to use the priority of mp over lp to get a mp. The lp will suffice also. As a matter of fact in this method you can do slide from lp>mp and if you do it on time the lp will come out and if you miss the first try you get mp which is better.

Call me a nub but i rarely use cr lp, cr lp, cr mp combo cuz its just too risky to drop. For all punish i use only cr mk or Cs Hp combo. Once i get ryu off my ass and start my pressure i cant have him mashing dp and benefiting from me dropping my combo. The only time i use lp, lp combo is if im counter poking and looking for the counter hit to follow through with the lp>mp. Thats just my opinion, from the vids ive seen tatsu and luger seem to love cr. lp,cr. lp, cr. mp combo and they seem to be be doing beter than me vs ryu J. hk of death >:(

i also would contest the fact that there’s any vega who can hit c lp c lp c mp 95% of the time

on a good day, i can hit it about 80%

cLP cLP cMP i can hit almost every time… cLP cLP cLP cMP or more is where my execution starts dropping off

but that’s because i do jHP/HK cLP cLP cLP cLP cMP xx EX FBA, EX ST every day in training mode…

really? I find it so easy when Im playing against others, especially offline. I screw up cr.mp xx EX FBA more than the actual links, and I screw up in training a lot. It just feels very organic, when im playing others.

It has the same feel/timing that 3 string Major Appregio would have on Guitar at a tempo of 144. And I used to do those for at least a few hours a day when I played Guitar.

yeah same here… the cMP xx FBA gets messed up more often than cLP cLP cMP

i end up getting cMP xx MP version SHC about 20% of the time.

OMG, I thought I was the only one. I also screw up cr.mk xx lp.rcf so much, and get Scarlett Terror a lot. Fuck negative edge, and that is the primary reason why sticks are pieces of shit for this game.

it does that on pad too :confused:

Its not as bad on pad as it is on stick for some weird reason. Still its infuriating.

really? cause from my perspective it’s the same or worse

no it feels much worse, and the stick is so sluggish as well. When i push forward it takes a while to register to walk forward (I have the overpriced TE stick), and the mere fact that i have to move the stick all the way to the direction i want before i input the move is frustrating. Its just so bad with those things. with the stick I have to hold the mk button down to do cr.mk xx rcf. not on pad, however it ocassionaly comes out, unlike stick, which is more than half the time.

Sounds like your stick is messed up XD TE is godlike. Way more responsive and way better buttons than a pad.

Sticks have 0 to do with what causes negative edging. Holding a button for too long is what causes it to negative edge. This can be done on both pad and stick. And tbh, once you find your place with stick, it’s about as rare occurance as when you were a pad player.

All about getting to grips with the difference in button presses.

Oh and you might want to look at your control panel.
there will be a switch:
LS/DP/RS

Please make sure it’s on DP. LS causes the lag that you spoke about with it seeming like it takes a while to start walking forward. It happened to my friends stick and I was like “uh…dude, you’ve got it on LS” once it went back to DP, it was perfect.

everyone keeps telling me to hold down the button to ensure that when i push the button i don’t push on it twice. I don’t like unnessecary work like that, using a stick is clunky as it is, its not helping that I have to keep pushing the button down. that is much more complicated for me, than playing zero in MvC3 and doing his charge combo’s/charge switching.

thanks for the heads up on the LS/DP/RS, would have never know that, nor would I would ever decide to look into it.

I still don’t know how you guys play with sticks. kara throws with those is ridicilously hard, as FADC, or things like kara fireballs with Sagat.

why exactly would that have been gone ? L.RCF has never been tampered with since vanilla.

Besides it works with all versions of RCF (ex included) in any version of street fighter IV on the last hit. and before anyone asks AE EX.RCF doesn’t make it easier. it alos work on meatie last hits,.

for the newcomers looking for combos give a good look at meteo’s almost exhaustive combo video.

It is an excellent video in many regards. And even if AE brought some new stuff, if you understand why the combos in meteo2’s blleeding edge video work you’ll be able to design new ones.

In short if you do a 2 or more frame link just use the turbo feature of you stick, if you do a one frame link the Auto-B-link feature of your fight stick.

Those one frame links are reatarded really, even when people do combo videos, they need to run the macro several times to get all the links to connect.

Most people think the leeway for one frame links is 16.6666ms aka 1 frame while in fatc it is not true the leeway on 1 frame links is 0ms, absolute 0.
The logic is easier to graps if you think things the other way round,(plinking aside) if you are out of the appropriate 16.6666 ms span you have 0% chance to hit the link, if you are inside the appropriate 16.666ms span you have 100% chance of hitting the link. right but the thing is you never know when the spans starts and when it ends (unless you use a visual cue)

in the case of say linking cr.mp after H.RCF you have the visual cue you can ‘synchronize’ ith the game engine like a violin synchronizes with the conductor before starting his part. when you do cr.lp >> cr.lp you can’t synchronise the follwing move on the first one it is a tune you play straight from one end to the other. so when linking cr.lp >> cr.lp you use a ‘delay’ between taps and that is on that delay that the "leeway " applies

if the delay is 16.666ms lower tahn perfect you have 0% chance of hitting the link
if the delay is 8.333ms lower than perfect you ahve 50% of hitting the link
if the delay is perfectly accurate 0ms leeway your propability of hitting the link is 100%
if the delay is 8.333ms higher than perfect you have 50% of hitting the link
if the delay is 16.666ms higher that perfect you have 0% chance of hitting the link

you get the picture, even if your delay is accurate to a frame’s timespan you can only expect above 50% accuracy.

80% accuracy suggest your delay is on the 3ms accuracy to or beyond ‘perfect’ on the average

95% accuracy means a delay error averaging around 833 microseconds.

on a two frame links the stuff aboves gives

if the delay is 33,333 ms lower than perfect you have 0% chance of hitting the link
if the delay is 16.666ms lower perfect you have 50% chance of hitting the link
if the delay is 8,333ms lower than perfect you ahve 100% of hitting the link
if the delay is 8.333ms higher than perfect you have 100% of hitting the link
if the delay is 16.666ms higher that perfect you have 50% chance of hitting the link
if the delay is 33,333ms higher that perfect you have 0% chance of hitting the link

which makes it 100% reliable for someone (or something say a macro or a MCU) who hits 1 frames links with only 50%.

i have thumbs buttons on mine for grab and focus which makes it etremely easy to karathrow and very easy to focus cancel too, it also allows a few tricks like doing L.RCF without touching Lp button out of a cr.lk crouch tech, but I really don’t know how people who don’t have thumb buttons do, like rizhall in that video above, pressing those 2 middle buttons especially is very awkward for me feels like ‘palm splashing’, i was really terrible at using focus when I had to do that.

I am not comfortable with the “mainstream” sticks insides, looks like a debouncing setting is that it fancys ?

why would madcatz/hori not set their sticks with debouncing off by default out of factory ?

I find kara throwing on other peoples sticks painful, if they’re using a vewlix setup, as my own stick is 6-button straight (I hit HK with my knuckle beneath my fingernail. Feels pretty natural for me…not quite for other people though).
Though I haven’t played on pad for over a year, so this could be why it’s so comfortable for me personally. I imagine it’s similar for other players too.

and you really don’t need to hold them to ensure you’re not doing it twice. Once you’ve got the hang of stick, you should be able to tap it once and only once. To be fair, my hands look a little bit like a crazed pianist when I play as my fingers bounce off the buttons, but at least I know I’ve tapped it once and only once that way.

@Ajunta:
No, LS/DP/RS stands for:
Left stick
D-Pad
Right stick

Your stick will not function with SF on RS as the right analog stick isn’t used in the game settings.
They left the three settings on there as Arcade sticks are also used for Shmups, and so the settings for these different aspects of the controller need to remain. (For example, I went, for shits and giggles, through Resident Evil 5 using my arcade stick. I needed DP for my ammo/weapon switching, LS for movement and RS for camera angle. Had to switch between them, but there’s some Shmups that do this seamlessly but the function has to be in the PCB for it to do it)

2 things…
-if you keep reading my post you’ll clearly see that corrected myself, and why i thought it was removed…
-Yes… i only stated the most useful version