Vega Combos & Glitches

I’ve been playing SF4 for a few days and decided to sit down and see what I could do with Vega. Some of these combos may not really have any use as I kinda just wrote stuff down as I discovered it and I was trying to see which stuff linked, and I didn’t get a chance to peek at what was already discovered so some of this may be old news. So apologies if some of these suck.

I’ll update this post/other ones if there’s interest.

All combos tested on Ryu, haven’t done character specific stuff or 50%+ Meter yet…

==JUMP-INS==

–NO METER–

j.:hp:->cr.:hk:=21.0% DMG, 40.0% Stun

j.:hp:->cl:hp:xx:lk:ST=23.0% DMG, 37.0% Stun

j.:hp:->cr.:mk:->cr.:lp:->cr.:mp:=24.3% DMG, 41.0% Stun

j.:hp:->cr.:mk:->cr.:hp:= 25.8% DMG, 46.0% Stun

j.:hp:->cr.:lp:->cr.:mp:xx:lp:CRF=26.3% DMG, 41.4% Stun

j.:hp:->df.:hk:->cr.:hk:= 26.8% DMG, 46.0% Stun

j.:hp:->cr.:mk:->st.:lk:->st.:lk:->cr.:mp:=27.2% DMG, 43.5% Stun

j.:hp:->cl.:hp:->st.:lk:->cr.:mp:=28.1% DMG, 41.0% Stun

j.:hp:->cl.:hp:xx:hp:CRF=28.6% DMG, 39.4% Stun

j.:hp:->cl.:hp:->cr.:hp:=28.8% DMG, 46.0% Stun

j.:hp:->cr.:mk:xx:hk:ST=29.8% DMG, 46.0% Stun

j.:hp:->df.:hk:xx:hk:ST=30.8% DMG, 46.0% Stun

–25% METER–

j.:hp:->cr.:lp:->cr.:mp:xx:lp:CRFxxEXFA=29.3% DMG, 46.4% Stun

j.:hp:->cl.:hp:xx:lk:ST->EXST=30.7% DMG, 47.5% Stun

j.:hp:->cr.:mk:xxEXST=31.4% DMG, 50.0% Stun

j.:hp:->cr.:mk:->cr.:lp:xxEXBA->ID=31.9% DMG, 46.5% Stun

j.:hp:->df.:hk:xxEXST=32.4% DMG, 50.0% Stun

j.:hp:->df.:hk:xxEXBA->ID=32.5% DMG, 44.5% Stun

Oh also keep in mind that while some combos do less damage they put you in different positioning or cause a different kind of “flip” or reset which give you different mixups, so df.hk->cr.hk IMO can be useful as it can provide a different pace and different mixups, but you sacrafice 5% damage from your bnb.

==COSMIC HEEL==

–NO METER–

df.:hk:->df.:hk:=16.0% DMG, 20.0% Stun

df.:hk:->cr.:hk:=19.0% DMG, 30.0% Stun

df.:hk:->:hk:ST=24.0% DMG, 30.0% Stun

–25% METER–

df.:hk:->EXBA->ID=25.0% DMG, 27.0% Stun

df.:hk:->EXST=26.0% DMG, 35.0% Stun

df.:hk:->:lk:ST->EXST=26.8% DMG, 37.0% Stun (Cosmic Heel must be meaty)

Keep in mind that Focus Attacks have different levels of stun and I believe level 3 has a longer period of hit pause on connect than level 2. This is important because you can input a dash VERY early, which gives you enough time to charge even a Heavy RCF.

==FOCUS ATTACKS==

((FA LEVEL 1))

((FA LEVEL 2))

((FA LEVEL 3))

–NO METER–

FA3->df.:hk:->cr.:hk:=28.1% DMG, 42.0% Stun

FA3->cl.:hp:xx:hp:CRF=29.9% DMG, 36.6% Stun

FA3->df.:hk:->:hk:ST=31.6% DMG, 42.0% Stun

FA3->Ultra(max)=45.5% DMG, 20.0% Stun

–25% METER–

FA3->df.:hk:->EXBA->ID=32.9% DMG, 40.5% Stun

FA3->cl:hp:xx:hp:CRF->EXFA=32.9% DMG, 41.6% Stun

FA3->df.:hk:->EXST=33.0% DMG, 45.5% Stun

–50% METER–

FA3->cr.:lp:->cr.:mp:xx:lp:CRFxxEXFA Cancel->Dash->cr.:lp:->cr.:mp:->EXBA->ID=36.7% DMG, 49.2% Stun

FA3->cl:hp:xx:hp:CRFxxEXFA Cancel->Dash->cr.:lp:->cr.:mp:->EXBA->ID=41.7% DMG, 51.1% Stun

And that’s it for now but I’ll post the rest of the Focus Attack stuff, 50%+Meter Stuff, Mixups, and Ground combos tommorow. I need some rest. Hopefully that was helpful. If not at least it looks pretty organized hehe.

j.HP combos into df.RH? How did I miss that one, that’s awesome.

Great posts RedBeard, the combos on the first page are definitely out of date.

Alright, I got a semi-noob question :xeye:

How can I pull of the EX-Wall Attack/EX-SHC consistently on the correct wall?

For example:
I’ll punish a SRK with the df+HK->EX-Wall Attack, but fly in the opposite direction.

Same with a crossup EX-SHC… I’ll see an opportunity to finish off an opponent, only to fly in the non-crossup route for them to punish.

It seemed like I had it down a month or two ago. I was connecting all day, but now it’s around 50/50 (if not worse).

I’m using chg.DB+UF+KK to launch at opponents, always have been. I even went into training with inputs on to make sure I wasn’t hitting just U, and I’m executing it flawless, just missing ==. I also tried a long circular motion similar to hooligan roll to see if it’d help, and it didn’t.

I just hold toward the wall I want to go to. I’ve had it miss sometimes but I think that’s either lag or me not paying attention.

EDIT: and by hold I mean hold it, if you go back to neutral after the UF, I’m pretty sure Vega is always going to choose the closest wall.

Hm, this may be just it, I’ll have to go into training and see how well it works. It’d make sense since I’m beginning to move lighter on the stick and not being so charge heavy. Thanks

I’m almost certain that it doesn’t! Redbeard, are you sure you have autoblock turned on in the training mode?

I think if this actually comboed, it would be a much larger piece of Vega’s game for a billion Vegas and would probably be way more spoken about.

Is this legit? Can someone who understands frames a little more take a look at them and see if this can actually happen?

Late vertical jump hk comboes into df+hk against some charcters; useful if you bait a gief 360

It combos, I’m 100% certain. You have to hit with j.HP extremely late and immediately do df.HK for it to work.

As far as I know it should work on everyone, I don’t see why it wouldn’t. I just checked to double confirm it and yes, it connects.

Hm, crazy. I stand corrected, then, and that’s pretty awesome!

What’s so great about that anyway? On a blocked df.hk, yeah, that’s cool, but I don’t really see any use for it when the launcher actually hits. You’d better be off ST or EX Diving.
Plus, the timing on small characters is shit.

Erh, I’m confused. What does a blocked Cosmic Heel have to do with jumping HP comboing into Cosmic Heel?

Edit: Oh I see I think you misunderstood. We’re not talking about df.HK->j.HP, it’s the other way around.

j.HP -> df.HK xx EX-Wall Dive&Izunda Drop = 32.5%

j.HP -> cr.MP/MK xx EX-Wall Dive&Izuna Drop = 31.9%

It seems to me that the top, much harder combo, isn’t really worth the risk for the extra 0.6% damage. Although I guess it’s an option for when you don’t have your claw since the bottom combo requires your claw.

Yeah it’s a pretty tight link so unless you’re confident in getting it you’re better off going for the easier c.MK combos. I’ve been practicing it and I can get it pretty decently now, but in online play you might as well forget about it.

Though on top of the damage you get a little extra stun and meter out of the Cosmic Heel but probably just easier to stick with the c.MK stuff.

But then again I would argue that outside of simple Poke->EX Wall Dive combos you really shouldn’t bother wasting meter on EX Wall Dives/EXST because they only really add 1-2% extra damage to combos that you could do meterless. I think the sole exception is hitting fat characters like Rufus with c.MK->c.MP->EX Wall Dive.

You’re better off saving your meter for EXFA mixups and adding much more damage with a mixup. Even a basic throw will net you 15% or you can save yourself from an unsafe block string etc.

Kinda sad to me that doing even Vega’s tougher links and combos really are not worth doing most of the time. Ah well.

Edit: Though I mean it’s still nice to know your absolute best damage options even if they are a waste of meter or hard to do. Never know when that 1% might kill someone :wink:

Yeah, you’re definitely right there. Let’s say I’m fighting a Ryu and I bait a wakeup SRK, usually my punishment is df.HK -> EX Walldive&Izuna Drop which gets me 25% damage and 1 EX bar gone.

I should really retrain myself to save that 1 EX bar and just do df.HK -> HK Scarlet Terror for 24% damage. I never really realized how much of a waste that combo is to do, even though it is so damn satisfying to connect.

I still live and die by meaty crossup EX Sky High Claws, on certain characters, though, haha. I wonder if it’s necessary to use EX for it, though. It always seemed safer to me and quicker, but I should do some looking into this to maximize my EX bar saving.

Uh, sorry, completely missunderstood.

New things:
Well, I actually thought focus cancelling is a stupid way to waste meter. But since as of lately I’m totally forgetting to use meter at all, I sometimes even land that focus after the rcfl jumpin and combo into sf.hk -> hk ST.
Or dash cancel and throw for a knockdown. First option dizzies.

the nice thing about ex FBA is that it combos in so many spots, range isnt a factor with it which makes it very flexible, if i hit someone from max range with cr.mp normally i cant do anymore damage with it, but i can ex FBA.

Yeah totally though a lot of times at max range(with claw) it still won’t connect on characters like Ryu but from about mid range it pretty much always will and is worth using, that’s why I wrote Poke->EX Wall Jump as an exception.

I was mostly referring to times when you happen to land a jumping Fierce or Cosmic Heel or something it generally doesn’t add in that much damage if you use meter and it’s probably a better idea to save it unless they’re virtually dead or you have plenty of meter to blow on a CRFxxEXFA Cancel->Dash->cr.:lp:->cr.:mp:->EXFBA->ID combo for the ~10% extra damage which is worth it sometimes.