So, I’ve found out an extremely ambiguous post df.hk -> ST crossup.
1.) Hit Df.hk -> ST
2.) Immediately upon recovering from the ST, do a early jumping forward hp.
3.) After landing do a df.MK
4.) Now do a df.hk.
If you delay Step 4 by just a little little bit (sometimes you don’t have to delay at all) , this shit is so damn ambiguous (I tried it against Rufus), I didn’t even know where I was going to land myself. Looked more like a glitch actually LOL
But this has a big downside. It only works if the opponent doesn’t tech. That’s why I was wondering - are there any ambiguous crossups that work both when the opponent techrolls and not?
For techs you can only rely on character specific cross-up (j. SP). Or you can do that useless slide glitch that goes through your damn opponent. But nothing good can come out of it.
Btw, does anyone have any good trick/mixup/kara grab setup/ Ultra setup, whatever that he wants to contribute to my Video? Just anything really cool that has never been seen in tutorial videos before? Even if it’s specific?
RCF mix-up
End position : crouching :lp:/standing :lk:/standing :hk:
Move forward: kara-throw
Move back: bait counter-poke; punish with cosmic heel
ST ambiguous cross-up
On Standing opponent: close :mk: -> :lk: ST -> EX ST. :mk: ST for fake cross-up/ :hk: ST for cross-up/ambiguous cross-up.
On crouching opponent: replace close :mk: with close :hp:
Edit
You could show that you can only do a set number of iterations in a “perfect” meaty Izuna loop (five, I think). Each successful meaty Izuna drop moves you further away from the corner until you lose the positioning completely and the opposing character has more frames to stand and react.
You need to start the loop with Vega in the corner. Try Cosmic Heel -> EX FBA to give a possible match set-up. Then, it’s start crouch animation, cancel crouch animation with FBA to your wall, Izuna with your back to the corner, repeat. Do it properly and you’re over the character’s head on the beginning of its stand frames during wake-up.
Something that I sometimes do in tournements… I’ll train the opponent to think that I’m particularly based on grabs with kara-grabs, df.hk to grab. Then, upon knock-down, I would space myself so that I can FADC in then kara- grab. Believe me, the next time you knock them down ( considering they’re good players ) if you dash in upon their wake-up, they’ll go for the tech grab. Just FADC in from a bit further and do ultra and VOILA!
or, try my wall jump technique
when you ST someone in the corner,
jump off the close wall such that as you are pushing off the wall you are at the same height as the person who is falling
when you land you can do a perfectly timed meaty c. mk into EX FBA, meaty fierce, or kara throw, or c. mk into EX SHC (yes it crosses them up still) or an ultra
it looks amazing, every time I do it in ranbats ppl go OOOOOH
Have you noticed the glitch in that situation where, if you jump too early(?), when you push off of the wall the opponent’s character model forces you away from the wall so that you’re pushing off from the model instead of the wall? Or, is that the trick behind your technique?
Edit
After looking at Yeb’s thread on Gen’s focus/stance glitch, I’m wondering if Vega has a similar glitch for his back-flips. Could be interesting, granted it would probably only be useful for :3k: back flip.
i tried that but i couldn’t get that or the stance armor change to work so i just asked Yeb on the youtube video, hopefully he responds and gives it a shot
otherwise i’ll try it out but i can’t figure out the timing
it totally seems plausible though, and also Blanka could use armor hops (that would be soooo cool)
Sometimes I’ve noticed that glitch View but not with the normal wall jump, only the the wall dives seem to do that. with the wall jump i either go around them and jump off the wall way up high or i tuck under and roll, it looks so badass and it totally causes people to lose sight of where their character is, it’s my favorite set up for an EX FBA and it’s really in essence an extremely cheesy trick but it gets people now and then
Oh! I thought you were talking about dives the entire time.
I need to get my terms straight, sorry (I blame it on second semester starting tomorrow D:).
Boxer EX charge counter right before he hits with cosmic heel will send you to the other side while hitting his 1 armor box. Follow up with EX FBA/Izuna
Same with Abel’s EX qcf P
Cosmic heel on Ryu when he jumps. Whiff it and go right to the other side. Do either EX FBA, Grab, FBA to backwall or gamble a KKK flip.
After RCF you have quick recovery, you can gamble a few stabs after it. (Not against Gief he can just reversal you 1 frame after RCF)
Mix ups with FBA motions to Izuna:
Keep doing hcf hcf or hcb hcb then when you start decending move up (I use this the most and it has great rewards to my experience)
back fwd x2 then decide to go in or not.
[media=youtube]JkZ3le71RUQ[/media]
A small vortex setup which I use. Due to the non-usage of an ex.bar for the initial grab, a super is possible after the 1st izuna drop.
I believe that I’ve found a reliable way to cross-up with EX FBA. Perform an air-to-air reset and execute EX FBA right before the opponent lands. I’m working on the timing right now, but that could possibly become an ambiguous cross-up off of a normal AA. :wgrin:
Edit
Somebody try this out with a human assistant, please. I can only test using a dummy set to jump/all-block and I verify by checking the area on the character model where Vega connects. No way to make it block on landing, so I’m not 100% certain that it’s working.
Edit 2
For knowledge purposes, can somebody test CH in the same situation? Wondering if it’s possible to cross-up with that for some reason.
@View619 All I know is that it is brain dead easy to do on Dictator and its possible to dash out of it for Chun Li, will it actuall cross on Chun Li? Thats a mystery… Even if it does, the timing is as hard as trying to cross up with BHC without being in the corner with your opponent.
Cosmic heel–>ST–>EX SHC works. It works best if they tech after ST and you spin right before they recover completely. It crosses up or hits directly. How efective the mindgame is, is up to the player’s timing. (doesn’t work if the opponent is too close to the corner). If they tech, the timing is pretty much right after you land. If they don’t tech, its about 9 frames after you land. Missing will either result you flying off somewhere, or they block and you screwed.
When Boxer does any flash charges on you further away than half screen, just EX SHC to the other wall and you’re guaranteed to win.
On Dhalsim: hit on air weak ST–>strong ST–>cosmic heel–>piece of crap–>EX FBA
When cornered opponent with a small space for you to cross to: cosmic heel–>ST–>cosmic heel–>EX SHC on your wall (if tech this fails) EX FBA will go through most SRK reversal attempts.
Here’s one I found today in training (throw setup).
Maybe you’ve seen it before, but I can’t wait to try it.
Cosmic Heel (on hit) break your charge and do forward jumping fierce. you’ll get the hit, it only does 10 less damage then sweep or c.fierce followup, and you’ll land right next to them. Throw them immediately.
I’m not sure if it’s even on frame advantage or if they have a small frame advantage, but I wish I had a live person to test in training mode if you have enough time to backdash to escape a mashed DP, since if you land this once against a DP character, they will DP next time they see it coming.
Of course, if you hit with cosmic heel, your preferred option will always be scarlet terror, but if you’re making a video… why not?
I can’t remember where I saw it, but I remember somebody posting that Cl. :hp: xx :hp: RCF is a block string. I’m wondering if that was a mistake, since the start-up on :hp: RCF means that the opponent has enough time to start a move between the first claw and the active portion of RCF. Wouldn’t Cl. :hp: xx :mp: RCF be closer to a true block string, while Cl. hp xx :hp: RCF would be closer to a type of frame trap (assuming the opponent has less than 3 frames before :hp: RCF starts)?