That’s my name for cl.MK, Get your own. Jackass.
I remember some of the names from cvs Vega in his unique attack arsenal. It’s possible that some more of them existed beforehand.
I learned some really useful stuff today thanks to vesper arcade’s SFIV tutorial.
Vesper is a really smart guy. So watch some of his videos if you’re looking for some more SF know-how - it’ll really help you out.
But for those having trouble hitting their links, here’s some advice -
For 1 frame links into jabs and shorts, don’t double tap them.
When you double tap your links, it looks like this - each character represents a frame.
XOX
The reason there is an O inbetween the X - your two inputs - is because when you double tap, there has to be a frame inbetween your two inputs for you to let go of the first button. So no matter what, the double tap input makes it so your inputs are always 1 frame apart. If you’re trying to nail 1 frame links with a double tap then, you either have to be 2 frames early or on the dot. If you really consider your consistency that bad that you would get more out of the double tap, then sure, but you might as well just try and hit the 1 frame link with 1 input. THe double tap isn’t really going to help you much if you know the timing of your moves.
For 1 frame links into mediums and heavies, always plink them.
The reason why is because plinking - unlike double tapping - gives you 2 inputs with a 0 frame gap. THis basically means that if you plink, you have 2 chances to hit the 1 frame gap in a 1 frame link.
HOWEVER
If you want to hit a 2 frame link, double tap it.
The reason why is this
Let’s say your link is like this
XXOOXX
If you hit the double tap on the first X, your input will be like this
XOX
since there is 1 frame between each of your inputs.
This means that unlike plinking, hitting the double tap two frames early, you will still get the link.
If you hit the double tap 1 frame late,
XXOOXX
_XOX
You’ll still hit it on the second frame.
And, if you hit the double tap on the first linking frame, you’re still good. And same with the last available linking frame.
That basically means that for a 2 frame link, you have 4 frames to hit the link if you double tap, as opposed to 3 with plinking.
But just remember that the XOX nature of double tapping makes it more useful for 2 frame links, but not for 1. and there’s no point in double tapping 1 frame links with jabs and shorts.
But it is also useful to double tap special moves. When I do cross up EX FBAs, i always double tap the MK Scarlet terror to make sure it comes out to help me with the timing of the EX FBA cross up.
This is all really useful stuff to take into training mode. so think about it for a while
Wow, this is golden. G-d bless you, Jozhear.
Yeah, as soon as I started playing SF4 I watched all of Vesper’s vids. Really, really good stuff.
WE ARE NO LONGER FRIENDS!
-edit-
Asshole.
Haters gonna hate. :tup:
The names of his normals are quite interesting. I always wondered why some of Vega’s moves are in reference to astronomical things.
Just looking at some frame data here for METER GAIN. something i’ve never done before.
So, as far as meter gain is concerned, if you desperately need meter what you wanna do is nail a couple FBA’s into Izuna drops. One of those is gonna get you 100 meter every time =D. The first 20 comes from a whiffed Barcelona, the second 80 is the izuna.
Scarlet terrors give you 30 on whiff, Sky High gives you 30, and Rolling Crystal Flashes give you 20 (seems kind of odd).
Throwing always gives you 40, and from light to medium to heavy, you generally get 20, 40, then 60 - however, the double hit roundhouse and close fierce give you 80. I think that’s awesome, kind of makes up for the shitty stun on close fierce i guess.
So let’s say you have 0 bars and want to gain some meter after you hit someone with a focus crumple.
The first hit of close fierce gives you the 60 meter right away - you can go for the second 20 for 80 and combo into a crouch fierce for 140 and ~210 damage and 300 stun.
you could just cancel the first hit of close fierce into fierce RCF, which measn you get 60 for the first hit and 10x4+30 = 70 for the rest - so 130 meter overall. But on the plus side, you get 220 damage, but with only 230 stun. This seems like an undesirable option, but remember that by doing a RCF you always push your opponent into the corner, so keep it in mind.
Another 130 meter combo and everyone’s favorite is cosmic heel to HK ST. The first 60 comes from cosmic heel while the 70 comes from connecting with the ST. Here you get a knockdown, 240 damage, and 300 stun.
So generally speaking, the close fierce to crouch fierce is the ‘meter combo’, while the RCF is the ‘corner combo’, and the ST is the ‘everything else’ combo. 10 meter is small difference - 250 for an EX move - but knowledge is power.
Vega’s most damaging combo:
Focus Attack -> Bloody High Claw
Damn after half an hour of futile trying (even with pressing pause after each frame) I read that again and tried it with LAST HIT ONLY and bingo!
As for the vesper/jozhear double tap advise: great find, but now I have to work on tapping 2 times in exactly 3 frames. I guess there just are no autopilot solutions available for me
Just pick Sagat and practice his Fake s.HK, it will only come out if you double-tapped correctly.
Probably down to the fact that ‘Vega’ is a star in the constellation of Lyra :3 One of the brightest stars in the sky too.
/Astronomy geekery.
Double tapping makes my brain hurt Single taps everywhere x_x
it’s due to get brighter… much much brighter… very soon
Any reason why? Can only think of it lolexploding to do that XD. Though we probably shouldn’t derail the topic.
I added the ST Hitboxes to the first post. The new forum fucked up my youtube links to the special move hitboxes… I don’t have enough time to post every link seperately, I just added a link to my youtube channel. You can find every video there.
my bad… i got betelgeuse and Vega mixed up… on a good note… Vega will be the north star in 11000 years
Can’t wait!
you have no choice but to wait lol… precession is a slow ass bitch
intrestingly tho, when that happens the seasonal extremes will be reversed… currently the northern hemisphere has summer when it’s at it’s fartherest distance from the sun (because the earth doesnt orbit in a perfectly centered circle), making it milder and it’s winter is when the closest distance to the sun. The southern hemisphere has the more extreme summers and winters becuase it’s summer is closer to the sun than the northern’s and it’s winter is farther away than the northern’s…
when Vega is the “North star” these seasonal extremes will have reversed hemispheres.
i think i have officially derailed this thread.
sorry it’s all francys fault! she started it!
This is a good general concept to follow however there is a slight modificarion when it comes to vega. Firstly let me make it clear Im a veteran pad player. Vega has a unique move set where his cr mp and cr lp has the same 4 frame start up so once you keep your combo clean the only difference between mp and lp is the damage however when it comes to high level play you want to be safe and “risk” the extra damage to ensure your combo comes out.
Vega’s main combos are cr, lp, cr lp, cr mp, EX FBA or Cr Mk, Cr Mp, EX FBA or Sc HP, Cr Mp FBA (im ignoring startups just to make thisng simplier). In each of these combo’s Cr. lp can replace Cr. Mp and in each case its a 1 or 2 frame link. What i do that i find makes my combos easier to land is slide from Mp to Lp very quickly (I thik the alternate to this on to piano on a stick). This gives you a MP>LP or in your lingo xx, therefor is my combo is XOX then my XX has twice the chance to connect my combo> If the first X mis then the second will connect and if the first one hits then the second wont come out. The same applies for 2 link frames X00X, as a matter of fact there is 3 possible time my XX cound hit and it will still connect. This will only work when linking to a cr mp.
On the pad square (lp) and triangle (mp) is quite close so another technique i use is to mash them at the same time but with a little angle to cause a slight delay with the lp.
Note. When i say clean combos i mean standard effective combos not the dirty extended version that leads to marginal increase in dmg and causes my lp back-up to my mp to whiff like cr lp, cr lp, cr lp, cr mp ex fba (less dmg, higher stun, 1 additional risk point to drop combo), Cr mk, cr lp, cr mp ex FBA or Cs Hp, cr lp, Cr mp, Ex FBA.