Vega Combos & Glitches

That combo is more of a beginner combo. It’s easily reversalled and blocked because all the hits are high and I don’t know the frames, but somewhere between the jump in, st. hp and cr.mp/hp you can eat a srk by any srk spammer. You will be better off learning some of his safer combos that lead to knock downs or leave you in a good position to continue attacking. Off a jump in you could go for a cr. mk, ST for some good damage and a knock down. But yes the cr. hp helps deal a lot of damage at the end of some combos or even as a random poke.

You should look more at some other threads, there’s actually quite a few ways to do Vega/Guile’s ultra and super. I think I made a thread awhile ago with the different ways to do it.

they’re on the way homey

This part is common knowledge but I will voice my opinion about this anyways. For punishers it looks like crouch mk to ST or RCF or EX FBA is one of the best quick punishers that you could do with good distance unlike cr mp into these moves because cr mk brings Vega’s body close to the opponent and if you cancel the move into w/e he starts the move right next to the opponent. This move basically has the same range as cr lk into w/e though so make sure you aren’t too far away. If you need to be quicker, then crouch lp or lk into all ST, or RCF, or EX FBA should do the job. If you hit with lk, then ST and RCF should connect in most cases. If you have the time to do cosmic heel into ST then that is better.

For combos I don’t know if this one has been stated, but one of my favorite combos is lk–> cr. lp–> cr mp --> FBA. You could also mix it up with SHC if you predict a jump or w/e. Another really awesome combo is cr. lp–> cr. lk --> RCF or ST or EX FBA. You could also do this with a jump attack, like neutral jump mk or forward jump fierce punch. Some of these combos don’t work on certain characters when they stand and on some others when they duck which sucks. However the range for these moves are pretty nice, and they are fairly easy to pull off, plus the latter combo involves a low kick, which is a great setup for throws, or if the person stands to block your cr lp then he eats the lk into RCF.

Oh yeah and if you are far away when you jump then cr mk --> cr mp --> to w/e (depending on situation) works really well. If you use a jump and a weaker attack then, cr lp, --> cr mp --> to w/e (depending on situation) is ok, but should be used for different situations.

My question for you is, “what does “meaty” mean?” lol. I am new here so I don’t know this terminology.

Meaty is when you throw an early attack that stays out their long on someones wakeup which leaves you at a frame advantage or at least safe. A meaty slide means you throw the slide before it will actually hit, since Vega’s slide’s attacking frames stay out their long, you can still hit with the very end of the slide animation which lets you recover without fear of getting hit. If you throw the slide when they are already up they can punish you while your still sliding.

Might sound confusing, im sure someone else might explain it better.

EDIT: Straight from Eventhubs
Meaty, early, getting-up moves: This means to use a move as your opponent is getting up so that only a few frames of the animation hit them, instead of all of the frames of animation. Meaty moves tend to have big active frames ? frames where your opponent can be hit ? making it easier to land an attack as the other fighter stands.

A Meaty move is useful because it shortens the wait time before you can do another attack, which leads to many additional set ups and throw tactics.

Just wondering about something.
How much disadvantage does he have after a blocked Level 1 Focus -> Backdash? Can we use his focus just a little bit outside of kara throw range to fish CH lp caused by option select or simply punish throw whiffs?

None depending on the character. Some characters have moves that can hit you in your back dash animation like blanka’s ball or honda’s headbutt. Shoto’s don’t really have anything to punish the back dash. It’s a good tactic to fish for cr.lp if you notice they like to spam it. Also I always back dash from a focus attack because I can still land cosmic heel afterward.

OR focus Crumple into Ultra!

(man I would really love to say “OR” four times in a row like that guy who made the Gen mk -> hands tutorial)

Noticed something in training mode.
I was testing corpse hop glitches with Vega and noticed that a jump-in fierce to slide on El Fuerte in the corner seemed to cross him up (I would trip him after passing through him).
Doubt it could be of any use, though.

Also noticed that LK ST could be used as a corpse-hop of sorts after Cosmic Heel -> slide.

I don’t know why I see so many vegas cosmic heel, slide. That’s the worst option I can think of. Obviously c.heel -> st or cosmic heel -> ex.fba are better. Yet if you know your going to screw up the ST, a poke to reset is almost always better than the slide as it continues the momentum. After a reset you can kara throw, go for another combo, go for another cosmic heel even or if you think they’re mashing a reversal block and punish.

@Shack- Sure thing mate :tup:
Ever since I figured how to easily do his Ultra I finally started maining him :lovin:

Not to mention cosmic to standing fierce does more damage than cosmic to slide.

Cosmic Heel -> Standing fierce does less than the slide since you get 1 hit of close fierce instead. Unless you have a way to land far fierce on it.
Anyway, I do the slide whenever I want a knockdown, for whatever reason. Prefer ex ST after CH.

hmmm I’ll check again… I could have sworn in training w/ attack data on I landed more damage off of cosmic to s.fierce. I’ll update this post when I get a chance to check. Won’t be today, I have to help my girlfriend move apartments.

EDIT:
After experimenting, I realized I was thinking of c.fierce, not s.fierce.

c.fierce after a cosmic does equivalent damage to a sweep after cosmic.

Let’s not forget that cosmic to s.jab to sweep works a lot.

st. mp does more than st.hp because it only connects with the first hit after a cosmic heel. It also lets you follow up with a grab or another cosmic heel. cr hp does good damage and would be better than a standing one in this situation

But yeah if i see someone sliding a lot after cosmic heel it just says that they’re not comfortable doing the ST and aren’t really thinking when they play, just doing whatever comes out

Why? A slide provides you with an untechable knockdown. If you need it, you can slide after a df.rh, if you don’t… you don’t. Boils down to whether the player uses OS or some fancy wakeup tricks or not.

DF+HK (80), d.hk(110) = 190 damage
DF+HK (80), f.mp(90) -> kara throw(120) = 290 damage (Not a natural combo)
DF+HK (80), DF+HK (80), d.hk(88) = 248 damage
DF+HK (80), f.mp(90) -> DF+HK(80), HK.ST (148) = 398 - Not a natural combo but gives you more time to think about landing the ST.

Cuz you have better options than sliding. The slide is an unteachable knockdown, but the recovery on it is also longer. Even if someone get’s up quick from a ST, you’re already on the ground and have time to do at least one corpse hop.

Also it’s better to keep a fast pace going. Vega has no jump in cross up or overhead, so an unteachable knock down isn’t as great for him as others. His ST gives u an advantage cuz u get to the ground before they do and are right in their face which means you don’t need as much time as others do to setup for ur next assult. It’s also Guaranteed damage. Any time you do a mixup or mind game you risk them blocking it, so sometimes it’s better to capitalize on the most damage you can instead of trying to get in some fancy tricks.

What character are we playing against? Against Gief, I like to slide after df.rh because it sometimes gives me more time to escape when I’m in the corner.
Also, for mixup against taller characters it’s good to slide once in a while because of the slide glitch. No matter what, I’m never forgetting any option I have.

Also, I don’t understand what you mean by guaranteed damage - slide is guaranteed dmg as well. Just not as much. You don’t have to do the mixup afterwards, and, like I said, it’s good against some characters because it gives you some breathing space. Besides, a slide glitch isn’t THAT unsafe. You are sometimes put at cr.mp range which isn’t all that bad (unless you wanna hitconfirm into FBA).
I am by no means saying that it’s the better option, but it’s not stupid in any way to do a d.rh in a match. Df.rh -> ST discussion is fairly old, so I thought it’s about time we discussed the pro’s of landing Vega’s slide as well.

Btw: Can I juggle lk ST into slide? :'D

Oh, and yeah. Recovery is not as long when it hits at max range, am I right?

I’m pretty sure you can’t. Slide doesn’t have pursuit property.

Yeah i don’t think you can slide after, I think only EX ST can follow up.

Yeah when you’re at max distance the recovery is good, but after a cosmic heel you’re usually right in their face. I’m not saying it’s horrible, it’s better than nothing.

What I meant by guaranteed damage is the extra damage you get from a ST. The slide may let you escape or follow up with something, but so does the ST. So why do less damage when you can do more and have the same mix up/escape options?

Vega doesn’t have that many crazy combo set ups, so for me i’ve learned to capitalize on every situation I can. I’ve lost matches I shouldn’t have by a pixel because I didn’t do the maximum damage I could have earlier on in the match.

It would be similar to akuma’s bnb, choosing to end it with a HP srk or the lp srk FADC into red fireball. It’s more damage, so why not go for it? You’re guaranteed to get that extra damage right now because you’re already in the middle of the combo and they can’t stop it. The only difference(besides akuma and vega’s damage) is that vega has the option to do that little bit of extra damage without any ex meter. You can still escape fine after it because you land while they’re still falling.

If you mean that you want to have that little pause that you can think during, then that is just preference I guess. But Vega can already run away fairly well. If you want that extra room just let them get up, cr.mp xx walldive wall dive away from them (assuming they don’t have an ultra that can reach you).