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

Wow, where am I partonizing you? I even told you that I catch myself still hoping…

Who cares? IIRC none of the ninja buffs from Super to AE had significant impact on gameplay. The big mystery is how BHC will work in 2012. Guess its time to play some Claw again.

Exactly, so my articles will still need amending if any new tech comes from the SHC changes and U1 buffs, especially if you can do U1 off a non AA CH. It’s unlikely and I know full well that it’s wishful thinking as it will render SC pretty…uh…useless? Don’t think Capcom would do that tbh.

And I guess it’s misconception, I usually pull the “How cute” card when I’m being a twat XD.

thanks a lot francy, although I doubt I’ll ever be as godlike as Jozhear (Canada Cup). Will check things out on this forum.

Im still not convinced about the higher grabrange on izuna drop in AE but whatever, ill be glad if there are no ninja nerfs this time around.
Those ninja damage reductions on slide and ex-fba with AE decreased vega’s overall effectiveness more then one would think!
At least we get the slide back.

[EDIT]:
@francys pai
The Cosmic heel to U1 is already possible i believe (tested it a long time ago) , it just will connect the upward knee now though in SSF/AE, it seems just as useless as (if not more useless since the motion is trickier and the hitbox stricter) the u2 combo unless they do something with the hitbox for the upward knee. (wich they probably wont do, they will probably only fix that the full ultra will connect)

It is, but I mean full connection. You could also do full max on the ground CH > U2. But these are in like…no way viable in an actual match. What I meant is basically have it so you catch them with CH and instead of ST, go or U1. I think that’s the only way this would be 100% useful.
Granted you still have AA CH > U2 and all that but I was really hoping for a properly combo-able U1 (and if anyone says j.HK U1 because if your opponent gets hit by j.HK THAT deep, you’re fighting a moron.)

Me neither. I have the AE Arcadia Guide with hitboxes and the framedata says its range has gone up from 0.6 in Super to 0.77 but the grab hitbox in the picture is exactly the same as the 0.6 range as in the hitbox videos of Super (are on my youtube)

What exactly are my options after an air-throw? Specifically, are there safejump setups afterward that I’m unaware of?

Not many during airthrow Vega loses back charge but you can CH and cross up FBA their wake up.

you cant have a decent all purpose setup for a move that is so “random” as air throw.
Too many variables.

Did you do it while jumping forward/backward/neutral?
Was it at the top/botton/between of your jump?
was it while descending or ascending that you airthrowed?
did you throw him to the corner yes/no?

You just have to eyebal the possibilities as your air throw lands.

This sounds REALLY great…but how does one practice this in training mode? I’ve recorded a dummy that starts blocking a few seconds after I WOULD do an EX FBA. Then I goto “Playback” and then I perform EX FBA and try the cross ups but they block - meaning I never crossed them up?

Are there any good Rufus/Yun dive kick OS’s? I read on YT that cr.fierce (with throw) - but I’m not sure of it’s success when I’ve tried it out on XBL?

c.HP is a horrible anti air for anything other than a full screen jump in. With that said c.HP vs dive kick would only work at ranges they shouldn’t be dive kicking. TBH though I never cared to try the OS with Vega.

Oh no thats actually backwards from how you check your timing. What you want to do is pick your target as player 1 and pick Vega as player 2 in training mode. Record Vega knocking down the opponent and instant crossing them up, then play it back and control the target and see if you have to block backwards or not. (The computer always blocks the direction you attack from so ambiguous crossups always have to be tested this way.)

After a successful recording, you can see Vega just barely clip your back as you get up. From then on you can just control Vega and know that it was a crossup if you see that same back-clipping position take place, because it looks distinct from non-crossup hits. You have to practice vs the different character types though.

All-in-all, its a good move if you’re comfortable about going for the followup attack if it’s blocked - or you really need to score some round-ending damage without taking chip. If your opponent can punish your walldive if blocked and you don’t have the perfection required to pull it off consistently, it becomes more of a shenanigan. But hell, your bread-and butter combos are already full of masochistic links so why not get good at this too, haha.

Okay, so EX FBA connects, but can’t U1? What’s the timing for that if it’s true (please). Thanks.

Found a character specific EX-FBA cross up setup from backthrow.

[media=youtube]J5CUitxMr40[/media]

After backthrow , whiff c.mk and do the EX-FBA. (Does not work if u throw them in or from the corner, due to spacing reasons!)

Like all cross up EX-FBA set ups the timing is not very easy, but after practicing (especially the time when u can do the c.mk, wich is sooner than it seems) it is actually quite reliable against the characters it works against and it has more chance to be late than early in my experience, wich is more desirable because whiffing (being early) is never a succes and it being late might catch someone who was actually blocking cross up.
You can use c.lp and c.lk too if it gets you the timing right more often, but c.mk fits it more perfectly IMO. c.mp seems to be too slow.

On to the character list!:

Works on:

Abel
Balrog
Dee Jay
Dudley
Fei Long
Gouken
Guile
Hakan
Makoto
M.Bison
Rose
Rufus
Seth
T-Hawk
Vega
Yang
Zangief

Whiffs on:
The rest

Most characters (like the shoto’s etc) that are not on the list will get hit cross up if they block **standing, **but that makes it useless IMO so i did not bother to test that exactly

Holy sheet. Thank you, Emersion. I’ve gotten used to timing without an indicator, but this is nice. Gives me a nice alternative to going for the backthrow safejump too once they cotton on to it.

I was thinking that too, it also makes (back) throwing alot more dangerous for them if they recognize the situation they are in after succesfull cross up hits or safejump (follow up) hits , making them more prone to tech and you get more chances to hit a CH or counterhit combo.
I am glad i found it yesterday, cant wait to practice it and see some results in games. :slight_smile:

Well, here was me playing against my friend that just installed SSFIVAE on his PC (he was using blanka). I noticed that we can punish that Backstep Roll (Rainbow ball) with CH. Then I notice that the amount of time that he was juggled was just stupid.

Moral of the history. When we block a rainbow ball the blanka player set himself up for a perfect AA CH. Which can easily be followed up by U2.
Sure, you could just charge and do the naked ultra. But most of the times I block that shit high, maybe that is a reflex for having to black an air attack.

So, yeah, I managed to land CH > U2 in a real match.

My life is complete.

I really really need to practice this. Rainbow ball always fucks me up, I just go slack-jaw when I see it… durrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr OW

Yeah, a proper response would be back jump HK or maybe air grab?
Because if you stay on the ground waiting block the right side you are in a 50/50. But if you master the CH>U2 (which, again, its not hard because we have alot of time to charge in this situation) you have the advantage.