Vega Combos & Glitches

wait dont kill me for this, but if you can grab ryu on wake up srk, which has invul frames, then in theory wont you be able to gab any one out of their moves that have invul frames? If so wouldnt it be harder to do so, but still possible. I under stand blanka because of elec space controling properties, or teleport characters, and as for abel cant you command grab him out of the roll. If so then Vega should be able to do it as well right. Or is there something that i am missing here.

edit: or does it work on the shoto’s because their AA move them in the x and y axis, as opposed to say chun’s who completly covers the area above them?

What do you mean ‘on wake up’?
Do you mean every that every time you knock someone down, do you perform a wall dive, hover over them, then perform the drop on them as they get up off the ground?
Cheers.

Yes.

  • They can’t jump out (that’s an auto Izuna)
  • Grabbing out of SRKs is possible
  • It should be possible to punish certain characters for backdashing by doing a claw slash, knocking them down again (though they can quickstand after this and get out of the pattern if they’re not in the corner)

If mastering that cross up grab is possible, the Izuna could become really dangerous. Definitely something I’d think a japanese player would try to attempt to perfection. And btw, we still don’t know shit about Makotos bag of tricks yet.

I’m sure the japanese vegas have already mastered the cross up grab.

BTW, Sasaki, lol@“First, taunt, as it will assure your victory.” xD

That was inspired by Fuson. He’s my hero.

Spent some minutes in practicemode on that df.hk -> lk ST -> hk ST story.
It works at any range on Sagat. It’s not position dependent if you do it on him, however the frame window in which you have time to do the lk ST is maybe… 1-2 Frames? It’s not that easy.

Question: Can I transfer my db charge into a back charge with the roll without losing the charge?

My ability to land the izuna drop so often in matches is my saving grace =)
And Sasaki, if you hold db, then press f, **+lp, your next roll can be charged VERY quickly. Not a full charge save though, you still need to hold it a LITTLE, but it is less.

Mh… I don’t quite get it. Maybe it’s easier if I tell you the details:
I can do j.hp, cr.mk, st.lk, cr.lp, cr.mp
After this, I saw a japanese player do a roll (not connecting though).
Normally, cr.lp -> cr.mp doesn’t give you enough charge for that so he must have somehow transferred his back charge to downback charge

st.lk can be done with b.lk to keep the back charge ^_^;;
Roll, beinga back to forward charge move =P

Yes I can charge backwards, but after the st.lk I want to do cr.lp cr.mp THEN cancel into roll.
Which means I have to go from back charge (st.lk) to db charge (cr.lp cr.mp), THEN cancel into roll. However, if I charge db after the st.lk, the charge I had up until then gets lost, doesn’t it?

Like this:

J.hp -> cr.mk -> st.lk -> cr.lp -> cr.mp xx roll

Can you do this/how is this possible?

You don’t lose back charge going from defensive crouch to standing or vice versa… If such were the case that combo into pressure roll would not be possible (it is :O) or most of blanks rolling attack bread and butter combos ie: c.lk, c.lk, s.lp xx rolling attack.

:uf:
:db:HP
:l:LK
:db:LP
:db:MP
:r:LP

Just slide your thumb/stick between :l: and :db: without letting go, and you’ll keep that :l: charge.

You don’t lose any charge, as long as you don’t let go of the button or stick entirely. You’ll START charging down, but the back will STAY.

It’s like how balrog can do Headbutt into Ultra. You go from :db: to :ub:HP, so you keep the back charge, that let’s you do Ultra.

Think of holding :db: not as charging :db:, but as charging :l: and :d: at the same time. You use one, but you can keep the other, since it’s a different charge.

Nice! Thanks for explaining!

Forgive me if this has been said but; Cr. Mk into EX Izuna drop against a crouching opponent such as ryu gives more leeway and more range with the hits. Meaning you don’t have to be as close while connecting Cr. Mk into EX izuna as you do for Cr. Mp into EX izuna. They both do the same dmg btw. J hp, Cr. Mk, Ex. Izuna 315. Cr. Mk, Ex. Izuna 240. I find this pretty helpful as in i use to use cr. mp into izuna against people a lot and this would go right over a crouching Ryu’s head many times.

It’s because crMK has a lot of hitstun, so that extra distance can be covered by that added time.

My ability to land izunas is pretty good. I spend a lot of time in practice just doing them over and over again, picking random characters to beat up all the time. After a while you just have a certain knack: you know exactly where Vega’s attack begins so you know exactly how to line up the Izuna. Then you learn all the methods of steering in the for the kill: The bend n’ drop, the float n’ turn, the hover n’ swirl, the “no if’s about it”.

Meng!

I cant do the double scarlet terror, and my Cd got scratched, so I cant use challenge mode. (Dan is bugged)
Is it Light SC into EX SC?

yeah but FYI thats a really useless combo

I have been having alot of fun messing around with this, what does chun do without meter to get out of the mixup? I wasn’t having too much trouble dropping her alot when she didn’t have meter.

Did you guys know after a Scarlet Terror every set up Vega could possibly have is available?

You can corpse hop an opponent (even if they tech) in 3 different ways just by walking forward:
Piece of Mercury
Cosmic Heel
Slide underneath the falling corpse

Train them to block the cross up, then use the corpse hop next to stay on the same side. c. lk kara throw mix ups, cl. fierce meaty to EX FBA, c. forward meaty to ex FBA… tons of options.

You don’t have to walk to use the slide to get over.
And you can delay it to look like you’ll go over, but come just short and stay on the normal side. =D
And if they don’t roll, you can cross over again with the heel.
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