Wow Kouryuu that info on the Cosmic heel Os is golden. I have to start applying that right away. I need to work that into my game.
and I agree with what you’re saying about the neutral jump cosmic heel. I neutral jump a lot to preemptivelydefend against jump ins. Using all of Vega’s njump attacks yuo can air-to-air just about anything succesfully. The cosmic heel was like you said probably jut because he was in range and decided to go for it.
Another OS I am thining about applying to my game is meaty st. lk on their wakeup OS Cosmic Heel to punish backdashes. Combo with slide since yuo won’t be able to charge ST if, your st. lk gets blocked you should probably do another st. LK. The timing is really hard because the st. lk if it is blocked the difference between if it is whiffed is very small. I think I can figure it out though, will help a ton against Chun Li. Might have to use sweep in some cases as cosmic heel’s startup is pretty slow.
Also another trick i have ben doing lately is c. jab, c.jab walk forward very quickly like only enoguh that it is possible to recognize Vega is standing then c. jab, st. RH. It punishes twitch reactions or mash option select tech as people react to Vega standing and immediately go for the c. lk. It’s a nice meaty cobmo, another thing I’ve been doing is walk under somenoes’ jump in and punish their throw tech with c. jab st. RH. big damage where normally you wouldn’t get it.
@ Sasaki: I use jump ins on Rufus and follow up with close fierce always. Liek you said it generates sufficient pushback to stay safe from Rufus and his craziness. plus unlike most charaters you can ALWAYS combo on Rufus after you connect with that.
As for c. mp under jump ins, yeah I do that all the tiem. Punish with throw, beats people very often. It’s a trick that is really hard for people to catch on but not something you can get to work every time. Ryu’s jumping medium kick pretty much gets it every time.
As far as other tricks go, how often do you guys bait reversals doing Izuna? Contrary to what some Vegas say Izuna isn’t always a 100% against characters who are suspectible to it. Sometimes I bait reversals in the corner and punish their cooldown with an off-the behind wall ultra since the start up gets shaved down big time. It’s a really safe easy way to hit with the ultra on people who are overzealous when it comes to defending themselves frmo the loop. Great against Sagat, Cammy, Guile, Ryu, and others with DP.
Also the main focus of my game right now is hit confirming. Getting every jump in to end with an ST and also comboing at any point I feel I would lose my charge disallowing me to do jump fierec c. mk HK ST. Sometimse you don’t expect that jump in to hit at all and it dose and it’s a surprise, so I’m learning how to consistently do jump fierce, c. mk, c. fierce or st. rh for example. Or of course the hit confirms into EX FBA. Also, on the ground I’m trying to hit confirm from c. mk more. Either into st. RH and c. fierce. The good news about c. mk is if you get cuonter hit, you can pretty mcuh always combo into RH. If it hits your first instinct should be RH. Te second part of the kick still combos. Which brings me to another point: close medium kick. Trying to use that move some more, it’s got a wonky range, looks like it pushes yuo realy far back like C. Viper’s st. lk. Kara throw follow up is great and also on block leaves you at a god frame +/- so stuff like c. jab immediately afer is pretty good at stopping option select techs. I have to learn how to hit confirm off of close mk and combo but it’s tough to see when exactly you get the counter hit, cause otherwise it won’t combo.
Also: Final point. Certain matchups I’m beginning to think EX FBA is useless incombos and that all priority should be placed on landing ST. Why? Far more mixups and like 10 or 20 less damage, but much mroe stun. Higher chances of ending the round afer you land an ST because if you’re mixing up well and comboing into ST as much as possible you can stun people pretty quick. Not THAT quick of course… but it’s easier than EX FBA comboing on characters who can’t get looped like balrog and then only doign something lame like c. lk on his wakeup. ST means corpsehops, which if anything kill back charges and forec people to be aware, you’re much closer to jump in and safe jump of course, KKK flip slide which is a safe setup for the slide, makes it max distance, etc. Conversely, in certain matchups like vs Sagat, Viper and thel ike comboing into EX FBA shuold be utmost priority. Even my go-to combo cosmic heel ST i’m considering using EX FBA instead. Why not? better set up for the vortex (unless you’re in the corner). Much more damage netted here on characters who suck at getting out of meaty izuna then trying to stun them. It’s tough to figure out what’s best to get going against who though. I’m trying to slowly assess which combos are smarter to do agaisnt which characters. FOr example, Ryu. He’s not bad at getting out of meaty izuna. He struggles but his focus makes things pretty easy for him. So, I would combo into HK ST if I had 0 meter or 1 bar, but if I had two bars, I might combo into EX FBA off the cosmic heel and then EX FBA or the meaty izuna which will also beat his focus thanks to two hit-slash. So i’m trying to figure things uot like that isntead of going for thes ame plans against different characters. It pays to be aware of shit like that because like I said I’m pretty sure you can end up stunning and killing people just a little bit faster by using the right moves agaisnt them.
I think that’s all I have left to say. I still think any Vega who can’t kara throw needs to learn how to do so ASAP. Been playing alot of Vegas lately who still can’t do that, it’s inexcusable guys, you NEED to know how to do that or else your mixup game is nowhere near as good as it can be.