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

wait wtf… i missed that patch… i havnt played since sfxt came out… holy shit

Haha I don’t know how I made such an obvious oversight. My bad. XD

That’s an interesting option. Now I’m not sure it is meaty enough to combo without counterhit. According to frame data, the first active frame of the last strike is at the 9+9(-1)+7+first active frame of 4 = 25th frame. Wake-up after forward throw should be at the 25th frame. To be meaty we should hit at 28th frame, or at least at the 27th to allow combo without counterhit. Meaning if your opponent is not pressing buttons, and if I’m not wrong somewhere, you’re at -2 since the first strike. =/

lp.RCF is +2 non meaty on hit non meaty, it has 4 active
it can become +5 if most meaty +8 on most meaty counter hit, so yes it can be linked into cr.mp xx whaterver

Basically if you hit on 3rd or fourth active you can link…

LP.RCf is a very good move generally speaking,
if you don’t use it, well you should,
if you use it maybee you can use it even more.
what i like most about it is that it opens a mixup situation where you can play the game’s core mixup (do again, throw, bait)

it is -2 on block if non meaty at all, which can be a problem against people with a long range command grab or ultra grabs

on LP or LK moves you only get +1 frame advantage on counterhit so…

+5 if most meaty or +6 if most meaty counterhit

Theorically. 'cause if you want it meaty when doing it from max range, then you will be farther than cMP reach. ^^

However, I think you can adjust your range to get only +4 and that from that range it would connect. I think I’ve done it today, but it’s best to double check.

Things would be different if it was timed from a knockdown, but then I don’t see why i would choose to RCF instead of cMK. Damage and hitconfirm possibilities would be greater, but frame advantage much lesser. =)

Useless technology: After a Super knockdown dash forward on the first frame possible and during the dash hold UP+FORWARD to jump forward and do a ji.HP)
It crosses up on:
Adon
Rufus
Juri
Deejay

Its the same setup after Izuna Drop knockdown. But you don’t need to wait “a split of second” because the Super KD has more recovery. Just dash & jump in straight away.

So if you manage to a land a super on these characters you can jiHP clHP crHP to end their shame.

I’ve got a question guys !

Regarding RCF FADC : it should be +0 (22 -20 -2) on block and +4 on hit. So If I backdashed instead of forward dashing, it should be +2 on block and +6 on hit, so it should be easily comboable. But I can’t. ^^ So I wonder why. Has anyone managed to link a cMP after a backdash RCF FADC ?

It may seem strange, but I was wondering if it was possible to get a pressure game out of FADC. Front dash giving +0 on block, facing (broken) characters with 3 framers jabs, only acceptable follow-up would be a throw. So I was wondering if backdashing wouldn’t allow better pressure (with a cMP EX Izuna for example).

The other thing I’m wondering about is the moment of the EX cancel : if a move has several active frames, and if I cancel early, do I get better frame advantage at the end ? 'cause just a +1 advantage would make RCF FADC much better on block…

No idea at the first one, but for the early cancel: It seems to me that you have a time frame where you can input the FA(DC) but the actual cancel happens every time at the same frame of the cancelled move. There is just the late cancel but no early one (before the first active frame). All the frame data refer to the cancellation on the first active frame.

If you want to test that yourself I recommend to put your graphic card to it’s lowest possible clock setting and increase the game resolution and effects to the maximum. With this you can easily pause the game after every frame and test such things rather easily. Fooling around with 10 fps and pressing pause after every frame is also a braindead way to do the trails for every character :wink:

OK, so throw is the only FADC option against 3 framers, thx for info. =)

Ahah, unraveling mysteries of the pros trial execution here… =D

Guys, just “discovered” that the CH crossup in the corner also works with sim when he is standing… someone is willing to test on all the 36 remaining characters to see if it works and make a sheet out of it?

It is WAY too gimmick to use when the opponent can just block low. But if we make a read that he is afraid of insta/overhead or something it is something that should be considered.

I actually want to give this setup some hope, but I somehow can’t. It only works in the corner (does it only work with Vegas back to the corner?) and if the opponent techs his knockdown.
Even assuming it would work on characters other than Chun and Akuma under the condition that they had to be standing; no one wakes up standing. And you can’t really force anyone to do it either, because Vega’s tools are limited in that department. Instant overheads don’t deal much damage, don’t work on a lot of characters and with your back in the corner getting blocked (or even getting hit, imagine that!) would mean at least getting tracked down on the recovery and kept in the corner, if not getting punished severely. Maybe PoS could work out, but if I were the opponent it still wouldn’t really give me any reason to block high and eat a nasty combo. On the contrary purposedly ducking would be the number one option I actually went for, would I know that a Vega was about to attempt it. Why? Because eating 80 or so overhead damage (no matter what the type) is a valid tradeoff for getting a punish/and or getting better positioning on my opponent.
The interesting thing about it though is that it probably punishes backdashes and mash normals too.

It punish mashed normals. But I doubt that it punish backdash. That cosmic heel is meaty as fuck. The invul frames of backdash will avoid it.

But Sasaki, this setup works on Akuma and Chun Li even if they are crouching. Just on Sim it requires standing position.

Too bad about the backdash : / Well, at least he doesn’t get a chance of running away since CH will track him down a bit.

Yeah, I got that part. What I was trying to say is that it’s definitely interesting on Chun and Akuma but I doubt you’ll get it to work on other characters that need to stand in order for it to connect. Because the threat of overheads isn’t that big, it won’t give the opp much of an incentive to wake up standing.

Everyone wakes up standing for 1 frame unless you either reversal or wake up with a crouching normal

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Either way it does work on Sim when he is standing but not when he is crouching.
Why? Don’t know because it actually seems like CH hits on the first vunerable frame of Sim.

I had thought about this before already, but it’s kind of irrelevant here, interestingly. Since the setup is meaty as fuck, the frame in which it hits the opponent should be the very first frame - the standing frame. It strangely doesn’t work on Sim though if he wakes up blocking in crouch position. I hope you all know what I’m trying to get at here.
It could be because wakeup transition-frame from stand to crouch alters his hitbox somehow.
Maybe it’s not as meaty as we think. Haztlan, are you sure it’s a meaty df.HK? If not, why not just try a different setup for this. I’m positive this should work without the jump. Just df.HK, ST, then meaty df.HK with the back facing the corner. Try out different timings, to make sure it’s 100% meaty.

By the way, this technique might help a little with Vega’s tough matchups against pressure characters. Found it on the Ken subforums, so credits to the guy who made this:

[media=youtube]thT3pYVMhCk[/media]

And Jozhear has credit on this! heh.

Sasaki, we can just CH ST empty jump CH to time it earlier.
It does go through the opponent. So I don’t know what the heck is going on.

This will help a lot:tup:

Can someone tell what is our frame advantage with the fastest FADC after a non-ex roll? Cause I find it real hard to connect anything after a FADC and can connect st.hk or cr.lp only 10/1 of the time. My FADC skill sucks.