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

Tested another setup from the video, focus, dash twice, perform a piece of mercury. if you crouch after, it’s a fake crossup, if you stand, it’s a standard crossup. around 1/3 of the cast is affected by this mixup though…

Ryu
Ken
Ibuki
Dudley
Dan
Deejay
Evil Ryu
El Fuerte
Vega
Fei Long
T. Hawk
Rose

Only does a normal cross up, no mixup potential except maybe a ex fba crossup once they land:

Makoto
Gouken
Dhalsim
Chun Li
Blanka
Hakan

these characters might need you to walk back a bit or else it won’t even hit, but the results might not be worth it

Gen fake cross up
Sakura cross up
Juri cross up
Cammy cross up

so only gen has mixup potiential

these characters either doesn’t work at all, or it’s VERY HARD. when they do work, some crosses up and some fake cross up, but i don’t think it’s worth it:

Honda
Seth
Akuma
Oni
Yun
Abel
Bison
Sagat
Cody
Guy
Yang
Guile
Zangief
Rufus
Balrog
Adon

Guys, please, fucking help me.

You know that ambiguos ji.HP on Seth after an Izuna knockdown?
So… when it crosses up and I cl.HP I can’t connect the cr.MP afterwards for the hell of it.
Tried exaustively and it always whiff, it seems that Seth get pushed so far away that I cant connect it.
I am having the same exact problem after the cl.HP from CH > ST ji. Air throw. But here it connects sometimes.
It doesn’t seems to be flaw on my execution, I connect the combo VERY easily outside of these situations.

Can anyone confirm that it may won’t work on these setups?

It whiffs by me too, it works on rufus though

seth and sagat is weird on those account. you can’t cl.hp them after they whiff a srk either, so you’ll just have to deal with it with cr.mk, cr.mp combo’s or cl.hp x ex roll combos

Hatz try plinking cr.hk to execute slide that requires execution on frame one. I plink cr.mp on izuna safe jumps and have had more success at it vs 4 frame reversals. Same thing for cl.hp to cr.mp on seth after izuna cross up. Ive hit it but i think the spacing of hit animations post crossup makes it a 1 framer

I had a question regarding air to air resets into meaty on landing… basically do certain attacks make a difference on timing. And can i do it post reset after a forward v forward or does it have to be a forward v neutral. I saw tatsu do it in a video when he trolls that guile by attacking the plane wing… but i cant find it.

Your question isn’t very understandable, Meat tower. I’ll try to answer to it, but I’m not sure I understood exactly what you meant.Maybe if you found that video it would help, as Tatsu had plenty of matchs streamed.

If you hit someone in the air (except with attacks always giving two hits), that someone will be reseted. The difference that your type of jump makes is the spacing.

Forward jump vs forward jump will make you land the closest to your reseted target, but you won’t have enough space to counter his jump if he started it too close.
Neutral jump vs forward jump, gives you a bit more space, but most of all avoids you losing space afterwards.
If you backjump, you have the largest spacing, but you’ll end farther most of the time.

I’d say you’ve got roughtly 18-20 frames of advantage when you reset someone air to air. If you forward jumped, he’ll land pretty close to you as you continue moving forward after your attack. You could land a CH or a PoM almost meaty, but I my experience you can never be sure it is as it depends of the heigh your opponent was when you reseted him.

You won’t always be in range if you neutral jumped, that’s the difference.

Another thing to think about, is that opponent will probably be hit from his first hittable frame at landing, so it’s a frame-trap. So he’ll be opened if he tries anything but blocking, backdashing… or doing something invincible, as a shoryuken. Those « meaties » (it’s more a frame trap than a meaty), will always lose to shoryuken… so if you do it too often against a top tier, you’ll eat a reversal. =)

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YAY!
More non-pratical (yet beautiful!) tech!

Just picked up claw. TriasNT I saw your claw safe jump guide, and found it very helpful! Is there a list of the safe jump guide on here based on your video?

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Thx for your appreciation, Reversing_Devil. =)

Some of the setups listed in my videos were found in the first post of this thread. You find more details here, specially dealing about cross-ups (and specially FBA). Others were gathered in a lot of different places, including Francys Pai’s blog. :wink:

Does anyone have a guide or breakdown for FADC through projectiles with Vega?

Just stuff I have been tinkering with like FADC through the projectile then throw. I know it should be safe against the likes of sagat and ken for the most part due to the long recovery.

I’m wondering if their is a frame or combo guide out there.

I don’t think there is a constant frame advantage in doing this, 'cause it depends a lot of the moment of your FADC.It’s not as mechanical as block/hitstun frame advantage of point blank moves.

The time for you to see the projectile, then to react to it, then to dash (20 fs, not that fast compared to average), it takes training (setting up distance + reactions) to be fast enough to hit opponent during recovery (specially if it’s Sagat). Dash + Throw does work a bit more in my experience, due to surprise effect, but just releasing a lvl2 focus seems to be faster, and already has quite a considerable range. =)

Is there a Vega OS, video?

Actually there are some, including this one.

But I think they’re not going into the basics (How to do an OS), so I’m doing another tutorial designed to teach this. Anyway, no surprises, it requires training to achieve the perfect timing. =)

Hey fellow vega players looking for a tech punish for cr.mk meaty…

hypothetical I land ST or Izuna drop then run the ST cr.mk meaty setup and they mash as soon as they are out of cr.mk block stun to hit me before kara throw

canceling cr.mk into rcf should punish tech? ive been messing with it today but have not used it thoroughly enough to say ok this is my goto tech punish on that meaty setup,

i read early somewhere in the forum that mp rcf is a true block string, so it wont tech punish, any have experience or the book on this setup?

scenarios i want to know about are if cr.mk is meaty and not meaty :smiley:

I am confused by the question.

When you hit c.mk you should be at +2 or +3, perfect frame advantage to kara throw, with all they can do being teching or doing a move with (throw) invincibility.

c.mk to lp rcf is a true blockstring in most distances as far as i know. c.mk to mp rcf is not and can be used as a frametrap, i dont exactly know the ammount of frames the gap is, so i dont know if the opponent can sneak a throw or normal in between the gap, probably has to do with distance as well.

Anyway if they always mash throwtech after your meaty c.mk there are ways to beat that with other normals, like doing c.mk twice and getting a combo if the second one hits, much more reward then a simple rcf.

You can also go more risky and do cosmic heel after the meaty c.mk.

Is this what you are looking for? im unsure :slight_smile:

If you’re referring at people mashing crouch tech or normals after a blocked cMK, nothing simpler, just cMP or cLP. Both are 4 framers and as cMK leaves you at +2, they are out in 2 frames (faster than any normals they have) => frame trap => counterhit.

The good thing is that cMK cMP allows you hitconfirm into EX FBA if you’ve got charge. =)

As Emersion says, there is quite a big gap between those (4 frames at least), so it’s too big for a frame trap. If there normals have enough range, you could be hit out of it. =)

It’s not a true blockstring. You’ve got 1 or 2 frames between last roll hit and the claw strike. I’ve seen players being ultra’ed during that gap. =)

yeah that helps, it is fairly effective … also im just trying to be more mindful of opponents who just mindlessly mash after they get out of block stun…

you just get into a zone with karathrow, footsie pressure and don’t want to pump the breaks

<font face=“Arial, Verdana”><span style=“line-height: normal;”>What are the safe jump setups. I can see the description for them but I don’t see which move it is for. </span></font><div style=“font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; line-height: normal;”>I can see this </div><ul class=“bbcode_list” style=“font-family: Helvetica, Arial; line-height: 18px; box-sizing: border-box; margin: 1em 0px 1em 3em; padding: 0px; border: 0px; outline: 0px; vertical-align: baseline; list-style: none; color: rgb(34, 34, 34); background-color: rgba(0, 153, 255, 0.2);”><li style=“box-sizing: border-box; margin: 5px 0px; padding: 0px; border: 0px; outline: 0px; font-style: inherit; font-family: inherit; vertical-align: baseline; list-style: disc !important;”>Immediately hold uf and jump in with a late j.MP. Most reversals will be blocked or whiff completly, <a href=“http://shoryuken.com/f264/new-back-throw-mp-safe-jump-results-243885/” rel=“nofollow” class=“bbcode_url” style=“box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-style: inherit; font-family: inherit; vertical-align: baseline; text-decoration: initial; color: rgb(40, 159, 218);”>see this thread, thanks to Deuy</a></li></ul><span style=“font-family: Helvetica, Arial; line-height: 18px; color: rgb(34, 34, 34); background-color: rgba(0, 153, 255, 0.2);”>[*]Back Throw out of the corner, immediate jump in of the wall with j.HP.</span><div style=“font-family: Arial, Verdana; line-height: normal;”><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 18px; background-color: rgba(0, 153, 255, 0.2);”><br></span></div><div><font color="#222222" face=“Helvetica, Arial”><span style=“line-height: 18px;”>but what is it a safe jump for back throw?</span></font></div>

They are two different setups.<br><br>Backthrow jump forward mp is one.<br><br>Backthrow someone out of the corner jump back and jump off the wall with HP is another. <br>

What TImTim is saying is that on first page it doesn’t say to backthrow then “Immediately hold uf and jump…”<div><br></div><div>It just says “Immediately hold uf and …”  it’s missing the “backthrow” part and people have to assume.</div>