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

I agree to this…Im having probs with ryu far J. RH…I read that Scarlet Terror beats it out but i trien and always failed. The St Hk works sometimes but sometimes it looses to it and you end up getting combed. Air throw works if you guess the jump and meet him mid air…other than that I block and loose to throw mixups… :tdown: … Ryu J. HK is sooo cheesy…:frowning:

It leaves you with 50/50 guess safe jump or empty jump…The next problem is when yun finds out he can cr mk you out of the far safe jumps (mp safe jumps) and up kick all closer safe jumps (Hp or HK safe jumps)…

Even worst is when your yun buddy finds out how to exploit yang 14 frames of invincibility after getup from izuna or back throw…Yang and Yun is slowly chipping away my confidence with vega :wtf:

you can safe jump yun. LK upkicks comes out in 5 frames, EX in 4. Just gotta be tight on the timing.

If you can nail that safe jump when he does decide to do one of those things, he is really going to regret it.

Otherwise, just delay a sweep option select a bit so you won’t get hit by HK or MK upkicks, and then you can lock him down pretty badly on your wakeup.

Attack him constantly with st. LK becuase it’s great at catching him when he’s jumping out and pressure him just outside the range of his c. m.

The worst thing that you need to avoid is blocking a well spaced mk / hk dive kick because then the momentum is in his favor.

I haven’t really tested it but i bet c.hp throw option select would be a lot more viable agaisnt the twins than rufus / cammy, both because they’re at worse frame advantage after a dive kick and also because their hitboxes are a lot worse.

I STILL can’t get cl.hp to cancel into rcf consistently. If anyone can help me with this I would be much obliged. Please go into detail I dont mind the reading. I can cancel into a flip from cl.hp punch but almost never the rcf. With ex rcf now plus 4 on hit, i need to learn this so i can always have jp.hp, cl.hp, ex rcf, cr.mp, ex fba in my back pocket if i need it.

you have to jump like you’re doing a circol motion so that as you jump forward you instantly are charging straight back. then land a jHP and after (not at the same time) the first hit of sHP input forward + PP. it should come out fine. the key is that you have to insta charge when you jump forward otherwise you wont have enough time to charge

or you can work on landing it from a focus attack. just tap forward forward back at the same rate and you’ll have enough time to charge.

if you’re like me and use PPP to do ex moves if you’re off on timing you’ll get a flip instead of EX RCF. which isnt a bad thing because you’re pretty safe on it.

the way i do it is
1 jump
2 go back to db charge asap
3 press your ji.HK/ji.HP and release

then you can do the following counting in your head

1 shift charge to rear and press HP
2 take a tick to ackonledge the cls.HP move undergoing and acknowledge the rear charging set
3 shift to front
4 release HP (negative edge)
5 charge down back

i almost never intentionally use neg edge with vega

me neither in fact i wish it didn’t exist RCF is the exception though i get most my RCF from negative edges

L.RCF from negative LP i use the positive to plink cr.mp or from negative grab macro while i keep my finger on lk.
H.RCF from negative HP

and a truckload of fucking negative lp + mp and i get a stupid EX.RCF that doesn’t combo waste my meter and get me punched in the face.

This is really good guide Ajunta, Great stuff. Im gonna def implement some of this stuff in my game

come on man, please upload the ST hitboxes. It’s important that i see exactly what they look like, it’s important for all Vegas.

The problem is that I think those images don’t exist. Somebody did some hacks with PC SF4 vanilla to get those detailed hitboxes, and all the information was first released in video form. The images come from people taking snapshots from those videos. I downloaded the entirety of the Vega ones, and ST was absent from the material completely. What’s here is all there is, minus some of the information on Vega’s hurtbox during the startup and recovery of those moves. I don;t know who originally did the hitbox hacks, but i never tried looking. Also, the AE hitboxes might be different from Vanilla/Super anyway.

Training mode testing will have to be the way to get detailed info on ST for curious situations

hm, i thought i was posting in the topic where wwmajin said he had hitbox data for AE. i don’tknow whch topic that is then shrug

Here in post 1304

thanks vegaman!

Who edited my first post and why are half of the links gone? WTF?

dude this site is so shitty and doesn’t work most of the time, i wouldn’t be surprised if some mod ninja edited it for “bandwidth concerns”

edit: and that would be the first time all day i’ve been able to post.

a milestone, here, follks.

Thats really fked up, changing something without even a little notice? Great stuff…

The “new” SRK is pretty bad… And all of the old links to threads etc don’t work anymore, good shit SRK…

Okay, prepare for some crappyness (lol, is this even a word?) in both image quality and hitbox data. Here are the only hitboxes available for ST

LKMKHKEX

Basically, the non EX hitboxes are one of the most crappy in the game. Comparing it to all other characters, I can’t remember any other move (normal or special) that has it’s hitbox completely surrounded by a big hurtbox.

ST will get stuffed when there’s ANY kind of hitbox of the opponent near you, you cannot beat any active move clean that is close to his model…

EX ST hitbox is okay-ish, hit- and hurtbox at his feet is the same…

I always felt the Ex- hitbox was better. Good to know I wasn’t burning meter for nothing. Thanks a million and change.

Thank you…if crappyness isn’t a word it should be.