wide funky hit boxes. Zangief is something like this
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this is evident when you push cr.mp and it looks like it hit, but it whiffs, Boxer has this to.
makoto is more like
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wide funky hit boxes. Zangief is something like this
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__/ |
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[___]
this is evident when you push cr.mp and it looks like it hit, but it whiffs, Boxer has this to.
makoto is more like
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[media=youtube]Qf-oHQcjLpI&feature=related[/media]
In this Video at 1:32 Arai does Focus dash U2?
How to do?
Cosmic heel air resets
I’m not usually a fan of following up Cosmic Heel with a reset, since I’d rather just go for the damage/knockdown, but I’ve been messing around with j.hp and nj.hk follow-ups. Not sure if they’ve already been described or determined to be useless… If you want to do a reset after CH, might as well go with these since it’s the best damage/stun you can get, and it’s slightly more confusing because you’re in the air.
**
CH > j.hp** (180 damage, 300 stun)
Do a forward jump with instant overhead timing. You’ll land right in front of the opponent, and will be safe from anything if you block. I usually like to go for c.lk xx Ex FBA here, which will beat a crouch tech and can result in a counter hit, allowing you to link into c.lp or c.mp if you’re fast. Neutral jumping can work nicely here, too, and it’s safe from SPD on the ground. Instant overhead with j.hp is another possibility. You can do what you want, basically.
If you do this in the corner, you’ll land right behind your opponent and end up in the corner yourself, so I prefer to go with backward j.hp, which also works on more characters. Against Juri, forward j.hp will whiff in the corner, but backward j.hp will connect, keeping her in the corner and leaving you at poking range. Watch out: the forward j.hp will sometimes whiff if you do CH at point blank in the corner, so space the CH.
The j.hp will whiff on certain characters if you don’t have your claw on, such as Guile, who only gets hit if the claw is on.
CH > nj. HK (180 damage, 300 stun)
You want to hit the HK as soon as you can on the way up from your jump. In most cases, this will leave you right outside of c.mk range, which means you can hit with most of your other normals such as c.mp or s.mk or s.hp. Depending on the distance you land CH from, however, you can sometimes even connect with a s.lk.
In the corner, this should pretty much work on everyone, and you’ll land right in front of the opponent, so you can go for c.lk xx Ex FBA or whatever else.
Both set-ups are character specific. The jump attack simply whiffs on some characters no matter what, like Akuma/Ken/Ryu. Against others, it depends on the move used and whether or not the opponent is in the corner: against Abel, for example, CH > fj.hp works normally, but whiffs in the corner, and CH > nj.HK whiffs normally but works in the corner. The spacing timing of the attacks is easy, but it is possible to mess it up.
Like I said, I usually just for a scarlet terror or slide, but it’s another trick for the bag that some might not have thought of.
Press focus
Buffer your dash
Release focus
Rinsih your dash motion
Buffer charge
Character do the focus attack
Focus must not whiff
Buffer more charge
Character does athe dash
Buffer more charage
Wait till charged
Finish U2 motion.
Exactly the same as U1.
there is nothing that you can do after a reset that you cannot do after a knockdown, especially when it is untechable.
if you are after damage and meter
CH ^^ ST is a better option 240 / 200 / +110 / KD
if you are after stun
CH ^^ Slide is a better option 190 / 300 / +100 /UKD
if you are after stun and damage
CH ^^ EX ST is a better option 260 / 350 / -210 / KD
or
CH ^^ EX FBJ ^^ ID if you need the untech kd 250 / 270 / -210 / UKD
Ergo you always have a knockdown option that outclass the resets in almost everything.
How the heck do you buffer a dash? Ive never seen anyone mention that here.
you input your first back motion before releasing focus button, (front for a front sah)
and you do the second back input just after or even at the same time you release. (front for a front dash)
For obvious reasons there is a lot of leeway on this dashes motion, if it had to be all done in exactly 3 frames we would have a hard time doing them consistently.
You ave a lot of time to input the second input after you have relased the first one to register the dash, this allows you to have your stick in the charge position much sooner than if you input the whole thing after releasing the focus button.
This helps scoring a few more frames of charge.
I’m practicing dashing out of RCF into st. RH. I’ve gotten it to work once, but there seems to be a problem with my timing as I try hitting RH after the dash. Is there a visual cue to look for that I’m missing?
you are missing nothing, it is a one frame link after a 20odd frame pause and the frentic FAC-FDC motion.
Very difficult stuff. even for people who don’t have much trouble pulling regular 1 frame links.
The only thing I can think of that you could do to help is p-linking with mk,mp,lk or lp to make it a 2 frame link. you ll get the st.hk to combo if you are one frame early or “spot on”.
You could try to add some OS with it to cover further “fuck up leeway” I can’t think of nothing really clever right now though it is up to you to be creative.
Just remember grab will whiff on enemies in hitstun, and good players will shoryu or stand up tech (OS grab) if they see you FADC out of a RCF.
You are likely to catch people off guard with a grab since that move is so rare to see noone really expect VEGA to be FAC-FDC out of anything and that can probably be used once.
Then it is the same process as with any mixup : bait -> grab -> frame trap. but you’ll need tons of unwisely spent meter before you can install a mixup really :).
The glitch mentioned on the first page. Tested it on the roster, made a video. Here;
[media=youtube]ShTJZeZPG3U"[/media]
Hey, i’m not a real vega player but i found that cr.mk on counterhit combos into U2 pretty easy. I used it in a match by setting the counterhit up with cl.hp. People just love to press buttons online.
Don’t know if this is common knowledge but there ya go.
and online ch.cr.mk – Ultra II has very little chance of being a hit confirm
Corollary
Since the strategy behind that is basically the same as doing the ultra out of the blue I don’t really see the point.
A - If they press a button cr.mk or ultra 2 ultra 1 will stuff them.
B - If they shoryu cr.mk will get YOU ultraed. Naked ultra 2 will whiff but ** naked ultra 1 will stuff them**.
C - If they block cr.mk you link your ultra 2 into a block and YOU eat ultra, or throw your ultra 2/1 into their block and YOU eat ultra.
D- If they dodge, cr.mk whiff and then you throw your naked ultra. but an earlier naked Ultra 2/1 would have worked.
So tactically speaking naked ultra is more intresting than ch.cr.mk – ultra 2 UNLESS you don’t have the charge ready. damage wise it is the same 0.8~370+70 or ~370
Since the tactic viability revolves solely upon proper read/opponent twitch bad habits any appropriate frame trap will work wether you want high risk high reward or low risk low reward frame trap is another question.
A hit confirm counter hit setup would be intresting though if you know any.
The point of comboing into ultra is
1 - to lower the risk ratio, adding a single ch.cr.mk before ultra II does not achieve that, in fact it aggravates it.
2 - to increase the reward ratio of a move without increasing the risk ratio, psychic linking ultra II after a ch.cr.mk increases both risk and reward.
3 - to increase the damage yield, ch.cr.mk – Ultra II damage is lower than ch.Ultra II damage.
4 - buffering some charge, yeah ch.cr.mk is usefull for that.
5 - pissing your opponent off with cheated stuff you seem able to do (or bluffing about it) and ch.cr.mk is usefull for that too.
I like that cr.mk is 6 frames now, but that has slightly altered the timing of one of my favorite combos. JP.HPxxCR.MKxxST. In super, since cr.mk was 8 frames, you had much more time to cancel into that scarlet terror, but now in AE the timing is much more strict. i can still pull it off (and so should you, good damage and great stun) but the first couple attempts i was having trouble. Though in retrospect CR.MKxxCR.MPxxEX FBA is much easier now.
Really you ll have forgotten all about that in a day.The timing on JP.HPxxCR.MKxxST is really permissive if you buffer your charge properly during jump you can even combo JP.HP >> L.ST.
Having access to more combos with your vega requires working on late cancels and as good charge buffering as possible.
I suggest for anyone who’d like to work on charge buffering to work on the following
airtag CH ^^ L.ST ^^ EX.ST
Requires charge buffering twice and clean timing on the first juggle.
nj.HK >> L.ST ^^ EX.ST
it requires proper buffering, and is helped by a meaty jumped attack, but there is still plenty leeway and it wont make you want to pull your hair. It is perfectly useless gameplay wise unless you want to show something unusal on a dizzy to finish the round.
next step is
ji.HP >> cls.HP1 xx H.RCF
this one requires a meaty jump in moderately accurate buffering and late cancelling if you rush it it doesn’t work. this one is good on a dizzy character if you want to pull a heavy combo on a “mini” character like say… blanka or the likes, even more so if you want to invest meter on it.
then
**ji.HP >> cr.mk xx L.RCF, **
tighter buffering very usefull gameplay wise too to pressure charcters with poor antiair. true block string (impervious to invincibles reversals) hit confirm cancellable into extra damage leaves you at a very good distance of your opponent on block and perfectly safe.
airtag CH ^^ ULTRA2
Requires very clean buffering clean timing and fast motion on the ultra.
CR.MKxxCR.MPxxEX FBA
Requires a bit of db charge before doing the cr.mk and a very neat late cancel. Very usefull combo that will force your oppoent to respect your footsies.
if you are very good with the previous try
ji.MP >> cr.mk xx L.RCF
even tighter timing on buffering and late cancelling usefull too for far jump ins against people with poor horizontal extension with their command anti airs.( fei long, ibuki, gief etc…)
Now the following I am not even sure it is doable but heck if you want to give it a shot
ji.LK >> cr.lk xx L.RCF
A very usefull pressure jump in if you can pull it. Quick high-low, fast paced, TrueBlockString, 2 grab/trap/bait spots, very nice spacing on block ( kara throw / pokes / walkback overhead), safe on block obvioulsy,db charge ready on block, Option select slideable, 27 damage minimum, hit confirm focus cancellable into another 80 damage or another throw.
this works??**
**
I have no ieda, probably not, forgot to remove the ST after cut and paste, my mistake. I fixed it in the previous post.
On a side note has anyone tried all the juggle possibilities from ST partial hit or airborne hits to ULTRA II ?
Same with EX FBJ trading juggle, slide works after that there is a big chance U2 does too.
Splendid claw will work after an EX FBA trade. This is one of the very rare trades where vega actually has the advantage. I landed U2 after a FBA trade against an Ibuki once. Whoever it was rage quit. Since ex fba sends the opponent flying upward, you have a great deal of time to actually hit them as they’re coming down. Usually if i trade on ex fba, ill just get them with a standing far HP. Great damage and stun. But if you happened to be charging already as your fba trades, keep that charge as long as possible until the opponent has started to fall downward, then boom! End it splendidly. The odds of this happening is very rare though, since you have to be charging before it trades and still have the reaction time to get off forward, back, forward, kkk pretty fast. Looks amazing and on top of that it looks intentional! Land it whenever possible.
i have.
ultra 2 can only be “juggled” into by trading or as an AA CH
in super it could have been comboed into from a counterhit cMK (1f link). now that’s gone.
EX FBA trade can go into U2 or CH > EX ST.
Don’t see why not. It works on the ground against characters like Balrog. So off the ground, you’ve got even further leeway.
As for j.lk, crlk xx Roll. Why don’t you do j.HP/j.HK, crlp, crlk xx Roll? It’s a 1F-er but ensures you have the charge and pushes back into the corner. But then if you’ve landed j.HP/j.HK you may aswell be going for cl.HP xx H.Roll. Even on block it does some very decent chip and the damage is fine when hit and puts them pretty much either in or close to the corner (depending where you started).
90% of the stuff you guys have mentioned has already been done in Meteo’s bleeding edge video, you know
Most of Vega’s charge buffers are dead easy. Nothing against 3s Tackle-Tackle-Headbutt or any of that retarded Remy charge storing.
J.HK, EX ST is fine for chipping an opponent to death. Makoto uses it too.