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

hey, did anyone ever notice how vega’s fs.rh and cls.rh have different hitboxes? the hurtbox is sometimes pulled back and sometimes the hitbox is a slightly different shape and moved around. sometimes there is an extra hurtbox on his character too.

fs.rh1 vs cls.rh1
fs.rh2 vs cls.rh2
fs.rh3 vs cls.rh3
fs.rh1 vs cls.rh4

just thought it was neat

Does anybody use that reiketsu stutter step CH?

After blocked normal he creeps forward an inch baiting a poke and does CH. Just wondering if anyone uses that particular strategy and has any insight such as… never use against character X always use against character Y.

I know it is going to be player specific for the most part. But if I am playing someone new kind of run the flow chart of frame trap, kara throw if they don’t push buttons, stutter step CH if they react to your approach with poke.

If anybody has any experience let’s hear it.

i didn’t know that reiketsu does that…i never really watch his videos. i’m one of the few people who uses it and figured it out myself. it’s really nice cause CH moves your hit box back in the first 6 frames, so those normals will whiff you. they have to guess between kara throw or CH. most people will tech when you start to move forward a little, so it’s great at mid to high level. people to watch out for would be chun li. her cr.lk spam lowers her hurtbox. you have to move closer for CH to hit, but being that close, CH will be at -3 and so chun li get a free punish. other characters that wouldn’t work on would be vega and ken. if the ken player knows how to use cr.mk as a crouch tech, that setup won’t work. same goes for vega players who crouch with cr.mp. they are just too fast and too long reach.

onto a different topic, i seem to have gotten a nice setup happening thanks to ryu apprentice video a week ago, the unblockable ultra 1. been messing with it and found some fun (but probably not too useful) things with that setup. for those who don’t know what it is, it’s back throw out of the corner, whiff cr.mp, ultra 1. the second part will cross up on blanka and dhalsim. it’s unblockable on ibuki. for some really weird reason, i can’t use any reversal with ibuki to get out…maybe someone can try it out?

i also tried tested with whiffing cr.mk. it’ll only cross up on rufus and hakan. hakan’s u2 won’t touch vega.

now onto a different setup that i found, you guys know about the izuna drop, whiff cr.mp and j.hk for a 5 frame safe jump right? if you replace the j.hk for a j.mk, it’s a 4 frame safe jump. for some weird reason, j.hk stalls you in the air for 1 frame. it’s also why it’s possible to safe jump blanka and dhalsim and sagat with the j.hk even though the wake up 1 frame later

so there’s my two cents. it’s been a while since i posted

How do you do that little stutter? Is it just tap forward CH or forward back CH?

i might be mistaken something, can you link a video? cause just by doing CH itself is enough to evade most normals

Reiketsu winning a Japanese tourney absolutely bodies cammy and bison player you can see the stutter step CH, I am trying to figure out how he does the stutter.

that little stutter is just him walking a bit forward to bait a crouch tech and then he use CH. it’s pretty much what i just said

There is a OS to catch good backdashes after forward throw?

Forward Throw, Dash Forward, crLP OS crHK doesnt work on good backdashes. Neither dash forward stLK OS stMK.
Point blank CH works, but its too damn risky and its not a fucking OS, on block you are screwed.

cr.mk ultra2 or ultra 1

After forward throw? You don’t have time to get close enough to do a meaty attack and charge an Ultra.

You listed the fastest and most reaching option selects vega has there.
If those don’t work the answer is simply: "no, vega does not."
Youll have to resort to reading those backdashes and doing stuff like: risky cosmic heels,ex-fba, walking/dashing along to chase/catch them.

Yeah, that is what I thinking…

Yeah there is no option select that can catch chun’s and rose’s bdash after forward throw. Rose is the only character whose bdash avoids even f.throw - dash - cosmic heel.

Actually, Makoto, Ibuki, Guy and a lot of backdashes that moves the character loger than 12 squares on training mode will avoid Fthrow dash CH. You need to dash , walk a bit and then CH… quite a shame.

you can option select dash if you want to surprise them :smiley:

You could be right about that. http://www.youtube.com/watch?v=4fiKXTvDIng I may be misremembering this video

Yeah, after Izuna Drop you can slide and you are ready to a meaty crMK OS U2.
But (in the forward throw case) after forward dashing crLP you can’t.

does
After Izuna Drop, whiff a cr.MK and jump in with a late j.HK. Safe to all reversals > 4 frames (not shoryuken :frowning: )
still work?
i noticed many players on the webb whiff a cr.MP and then jump in with a late j.HP

cr.mp is the setup if you do it frame perfect vs most of the cast.

cr.mk if you do frame perfect you will whiff because the opponent hasn’t finished the wakeup but is still an ok timing method.

Honestly vs 3/4 frame reversals step back whiff st.lk and jump with mp is way safer

*The setup after Izuna Drop is to whiff crMP and jump in with jiHP. You have to use jiHP to be safe against 4f, jiHK won’t work.

Note that jiHK has the weird property of being airborne 1 frame more than the usual, so if you use Izuna Drop crMP jiHK it will be safe against 5f only. Its a good way to safe jump and be +11 against Blanka, Dhalsim, Sagat and Vega, since their Face Down wake up is delayed by 1f… it makes a perfect match.

Don’t quite know if anyone knew this yet, its pretty bizarre.
I thought of making a video to show this, but I am too lazy right now.

Being quite objective:
In the corner:
Focus Crumple - Air Throw - Backjump(empty jump or any move bar jiHK and air throw) - JI.HK is safe against 4f.
Focus Crumple - Air Throw - BackjumpHK - JI.HK is safe against 5f.

If you are still skeptical about this try to Izuna Drop crMP jiHK on Sagat. If that setup is safe against the 4f Reversals of the regular cast, it should whiff on Sagat. So go ahead and make it whiff, I dare you, I double dare you.
Izuna Drop crMP jiHP whiffs, though. Even in the corner, where you can’t make the “lack of horizontal range” excuse.

So yeah. Claw jump is :
4+35+4 for regular moves.
4+36+4 for jiHK.
4+37+4 for air throw.
Being Pre Jump + Airborne Frames + Trip Guard.

Focus Crumple Air Throw - whiff BackjumpAir throw - ji.HK is safe against Blanka’s 4f Reversal, and he wake ups 2f later than the usual.