Vega Combos & Glitches

Naw, save your EX meter.

Only like doing it as a desperation move, preferably in the final round so I don’t regret wasting an entire meter. It’s a nice surprise tactic, but you can’t use it more than once since when your opponent expects it, it becomes garbage.

I haven been using that for quite a while now, its useful in some matches, it have saved me some times.

it can only be used once in a match and of course against certain players.

You cna pretty much see what to expect from a player with a normal barcelona at the start of the fight, if they block, chances are he will eat that gimmick.

Something awkard I noticed - when whiffing a normal, for example st.hk,… if you time it right, you can sort of whiff it again with less recovery as soon your foot sets on the ground.
Try mashing hk like crazy, you won’t get it. Then try timing your hk so that, as soon as Vega touches the ground with his foot, you press it again. Its sound is
WUSHWUSH
and not WUSH, WUSH.
Now, I thought you could use this when you get your opp. into a corner just outside of hitting range to stop opponents from jumping. Often, people will directly jump after you whiff a st.hk, thinking your recovery is too much to throw out another one.

That’s kind of weird. You basically cancel your whiffed st.hk into another…

Hmm I’ll try that out

Who needs that when you have a kara taunt XD!

Just noticed something about the claw strike at the end of RCF. A step back puts you in max CH range, so you could fish for a low/ mid attack aimed low and hit a CH during the opponents ending active frames and recovery frames. A step forward puts you in kara-throw range, so you can throw (>.>). I’m testing all of this with standing/crouching Blanka and the range is the same for both of his stances, so I’m going to assume that it holds true for most cases.

Also, I think I found a use for the EX claw strike follow-up after a landed EX FBA. It allows you to completely trade positions with your opponent. So, instead of sending the opponent directly downwards onto a chosen side (you can decide where the opponent lands after izuna) you actually send them flying in the opposite direction. For example, say you’re close to the corner and you land a 2-in-1 into EX FBA. Now, when you return from the opposite wall, instead of placing the opponent in a position that’s close to the corner (possibly around your last position), the EX claw strike actually throws them into the corner. Only problems with the move are the timing, the 10 damage less than izuna and the tech-able knockdown .

IMO, The corner is the part of the stage that is most effective for cross-up EX SHC and meaty izuna loops. Also, it’s the one place where you’re almost guaranteed to land clean ST AA attacks. You hold Vega’s optimal ground poke range, and keep the opponent in, with charge stored to immediately counter jump-in attacks during the ascent and near the peak, the only areas where ST can win with a very small risk of trading.

Edit
Just adding something else that I found interesting. There’s something strange about either Vega’s wall jump or the opponent’s air time after using CH -> EX FBA. I don’t know if it’s the CH moving the screen slightly forward or the juggle state from CH reducing the duration of the juggle state for EX FBA, but I always end up slightly above the opponent when I go back for an izuna.

View, can you gather all your interesting posts about the researches you’ve done and give me the links? I wanna edit them into our guide :'D

Alright, give me a few hours, max three. I’ll try to have the links up by then.

http://forums.shoryuken.com/showpost.php?p=7870873&postcount=648
http://forums.shoryuken.com/showpost.php?p=7825429&postcount=630
http://forums.shoryuken.com/showpost.php?p=8000017&postcount=11
http://forums.shoryuken.com/showpost.php?p=7986498&postcount=11

[URL=“http://forums.shoryuken.com/showpost.php?p=7948968&postcount=678”]http://forums.shoryuken.com/showpost.php?p=7948968&postcount=678

http://forums.shoryuken.com/showpost.php?p=8035721&postcount=1415
http://forums.shoryuken.com/showpost.php?p=8099825&postcount=707

I think those are the important ones. A few things need to be fine tuned though, but just barely, like taking a slightly longer step in some situations to ensure that the max distance slide hits against certain character hit boxes.

I’ll be testing some more wake-up options for ST later. I’ll post what I find then.

Stuff I’ve noticed lately

  1. Plinking is amazing. I just started using it. 1 frame links are nothing to me now. I hit c. lp, c. lk about 80%, and cl. fp, cr. fp the same ratio. AMAZING!!!

  2. One good option after a landed throw (back or forward) is surprise Kara focus dash forward kara throw. That’s it’s max range and ppl never expect it, it happens really fast. Like 25-30 frames if you do it right.

  3. You guys should utilize cosmic heel in your block strings some more. I notice this a lot when I fight other Vegas, that I’m the only one who REALLY uses cosmic heel a lot. I should use it less, I’ve noticed, but in certain matchups, a great way to set up cosmic heel is c. fk, st. lk, cosmic, or, if you’re fighting Vega, insert an additional c. lk. This way, when people poke, they can’t reach your dancing body and your leg of the cosmic heel always pushes them away for the ST punish. Plus it’ll beat attempts people have of throwing out a random limb to get you out of there, and this way if people block it, you can also keep a pressure game going (in certain matchups. Cosmic heel is -1 so against Balrog, Zangief, anybody whos really powerful up close, your best bet would be to quickly backdash back out of there.)

That looks like it’s only applicable to forward throw. Back throw would put you too far away, so the kara throw would whiff. I like it, though. Train them to expect it and punish the missed throw tech. ;D

I’ve always been under the impression that back or forward throw put you at the same distance; about the range of cosmic heel. I could be wrong though.

Nah, back throw has a greater distance. You can check the difference by sliding, where forward throw -> slide hits earlier while back throw -> slide hits later or whiffs.

Couldn’t you theoretically also simply cancel the focus into forward dash-> Ultra to punish a tech attempt (mixup)?

Not sure about that. Forward dash buffer ultra isn’t something I can do consistently on the pad. Jozhear can test it. Also, nothing new for ST wake-up from me besides fishing for counter-hit on a meaty crouching forward -> standing fierce/crouching forward -> EX FBA or doing meaty jab RCF, which could theoretically link to another 4 frame move at it’s meatiest.

Another note on RCF end range. Looks like the area you immediately stop at is around max standing round-house range. I think a very slight step back is max round-house range, but I can’t get the exact distance for the first hit of it.

Also, looking at frame advantage on a max distance CH. I noticed that it’s -1 (correct if I’m wrong) because if you hit from a closer range then CH hits on the first active frame (frame 15) and recovers for 18 frames, while dealing 17 frames of block stun. I’m guessing that a CH from further out would at worst give you 0 frame advantage and at best +3, as well as serving its purpose of going over any low/mid body pokes.

Also, don’t waste your time trying max range CH on a crouched Blanka unless he commits to a low strike. His block stance puts him low enough to make it whiff completely. >_<

Been fooling around again with air throw shenanigans that will probably never be useful in a real match(^_^). Found something even better than Sagat TK air throws. You can still air throw your opponent out of the start of shoryukens and at any point of its active/recovery frames. Only use I see for this is to protect safe-jumps, or bait a shoryuken just outside of hit range and land it.

Also, Happy Non-Denominational Winter Season! :smiley:
Hope you got some kick-ass gifts.

I think I found the use of forward ST. It’s supposed to follow-up a short ST or traded ST when EX ST isn’t present (or you just want to save gauge). The 2nd hit sweeps slightly forward and higher up then short ST, so it makes linking a second hit on the initial ST easy (imo).

Can someone tell me the execution behind kara ex walldives? Is it the same idea as kara focus?

hold downback…
then what?
neutral :hk: :uf::lk::mk: ?