As far as I knew the cross-up, after ST whiff j.hp and immediate CH, was working on Chun and Akuma everywhere. I do it everywhere and they get hit so I thought I was crossing up. But now in the training I recorded Vega doing it and it doesn’t cross up Akuma anywhere and only crosses Chun up in the corner.
Am I doing smt wrong or was it always like that?
it’s always like that
It never worked on Akuma? Really? Strange. I remember watching Reiketsu or someone doing it to Akuma
It works only when he is crouching.
And outside of the corner this setup never crosses up afaik.
works on akuma and chun midscreen with some setups by makoto, but it’s not worth it
I photoshopped our new crHP to get a better idea of what we’re dealing with:
jpg: http://puu.sh/aqJqz/963f7ef539.jpg (The one of the right is the one of the last two active frames).
gif: http://cdn.makeagif.com/media/7-25-2014/Hr26bh.gif (The one with the smaller rectangles are the one of the last active frames).
So, while it has better priority against really, really far jump ins (far to the point where empty jump would make crHP whiff), it actually is even more vunerable to jump ins a little closer than that with the jump in reaching Claw’s hands. Which explain why I “randomly” lost to the nerfed Gief’s jiHP when believing that crHP was better overall.
So, take notice of the above and AA with faith.
Nice, where did you get the hitbox information?
When SSFIV launched someone leaked files from almost all moves of the cast. I downloaded via a torrent 2 years ago, but now that torrent is dead AFAIK.
And its size of 9,5GB is too much for my internet to upload with its 1mb speed.
But if you guys want it, try searching for “SSFIV hitbox data”, someone may have created another torrent or something like that.
Those last frames lack the “make back walking opponent block” box. Is that normal?
I got the hurtbox from the first recovery frame that succeeds the last active frame from SSFIV era. Back then there was no proximity box since there wasn’t a hitbox.
Ah of course, you just took them from the first recovery frame of the old ssf4 frame data. Should have thought of that
Hey guys, cool to see the dedication and liveliness of the Vega forums. So Iv been getting my links down and confirming into ex fba all the time now thanks to everyone’s help (Shout outs to Haztlan and Niah). Now Im wondering, esp since it was just brought up here, what are the best setups for Vega? I found a couple of videos online but the setups seemed to not be working in Ultra the way they used to. Heres the video I was using (really great video otherwise btw, dude really brought me up to speed quite quickly):
Obviously, its important to know what to do after, Izuna Drop, ST, and regular grabs
there’s some great setups in the first post, you can check that out. have a look at these video’s as well: Setup videos
most of the hard knockdown setups are pretty much gone now with delayed wakeup. the best mixup we have is from a ST. after ST, kara grab, jump lk. on seth, rufus and juri, you can just use hp. since i’m still stuck in ae2012 (come on pc!!!) i use jump in whiff air grab just before i touch the ground for a crossup. i’ll either do an immediate cl.hp so that i can do a jump hk 5 frame safe jump if they didn’t tech, or i’ll delay it a bit so the first hit is meaty.
after ex izuna claw slash (one hit) in the corner, ex st, i will jump foward immediately into the corner and do a meaty cr.mk, or jump straight up if i don’t want to be in the corner. if the opponent didn’t quick recover when you jump into the corner, you actually don’t stay in the corner, haha. if he doesn’t recover, you can jump again for another meaty cr.mk. if that’s too confusing:
if quick recover: ex izuna claw strike one hit, ex ST to combo. jump forward or neutral. cr.mk
if no quick recover: repeat above, then immediately jump. cr.mk
it’s a personal mixup i use. it’s pretty ghetto to jump in the corner like that, but if your opponent doesn’t tech, they’ll think it’s a fake crossup the next time you do it. it’s very meter heavy, but you know, it’s a setup you can use i suppose.
since the majority of the mixup is gone now, most of the stuff i do is to just dance in kara range over the bodies and just mixup from there. after Izuna, you have enough time to whiff a hk ST to gain some meter. i usually do a far.lk after that to space myself out a bit more so dp’s whiff. far.lk actually pushes corpse a bit further away, so i tend to whiff that to bait a dp, or whiff lp for a kara grab, since that doesn’t push me anywhere.
I just assume everyone knows these two:
Now please, first: How do you have the charge for the super in the first video? You simply don’t have enough time!
And second: Again how do you have the charge time for the super after a lp roll? Even when I go down back instant
lp roll is 50 frames -22 recovery= 38 frames until the recovery starts and super needs 42 frames of charge. So how? It is even shorter for the first setup as he cancels with the first hit of the hp.roll
For the first video, charging the Super Combo uses the same concept as CH -> ST. Just start charging as soon as you input CH. You’ll have enough time to charge.
The sequence is CH -> start charging for RCF -> cr.LP (more damage than cr.LK) -> HP RCF xx Super Combo.
When performing the motion for the Super Combo, end it in up-back. Mixup the reset with cr.MK instead of cr.LP so you’ll hit them from the front. An HP RCF is an easy hitconfirm into EX RFA/Super Combo. Just remember that the cross-up reset is character specific and dependent on whether they’re standing or blocking, but you should be able to nail it on most in the corner.
For the second video, that’s basic Super Canceling. When you’re charging for your LP RCF, you’re also charging for your Super Combo. Then the motion is LP RCF + roll to DB, UF + K.
Are you able to this this way? Because the time is not enough. He cancels the super after the first hit of the roll. Which is 29 frames of charge. Which is not enough.
Do db+crLK, f+sHP (crLK is cancelled in hRCF), df, d, db, b, ub+LK (hRCF is cancelled into Super) in one motion. The charge for the super comes from the RCF charge.
Edit: actually, that is the same thing Gen. Awesomo already said. That’s how it’s done.
So, lately, when I ST opponent and put him in the corner, I do immediate nj.hk and after that I do: a- instant CH, b- wait and do cs.hp, c- jb.hp
If anyone does ultra after choice a, I’m on the other side. It knocks any normal, at least with a trade and you still can juggle if you didn’t let the charge go. If they do not do quick wake up, you do another CH and get out of the corner and do instant cr.mk which will be a meaty.
Any normal will get counter-hitted by choice b.
c is when you have done a and b too much and opponent is now expecting them.
But when they work, I stun the opponent very fast.
New meta confirmed! PogChamp
Heh, found out a new setup to use when opponents do not quickstand to block the safe jump after CH ST in the corner. Quite strong if you ask me, here is the video showing how it works:
For some reason CH and clMK are the only normals that make Claw do it in the front (but clMK in this scenario is too fast/doesn’t have enough active frames to hit the opponent when they get up). Every single other button leaves Claw behind.
It’s funny that, looking it work against others make it so it doesn’t quite look that ambiguous. But everyone thinks that you will land behind then they get CH’ed.
And here is it working in a real match:
Brilliant!