Vega Combos & Glitches

This is pretty interesting, getting an RCF in off of a j.MP from a farther back range, I havn’t thought of or used it. Also, I like the comment about possibly using j.LK - definitely would change up the timings the opponent would be expecting to tech, block low, or do a reversal that required charge.

Yeah i have been experimenting for a while around mixing those four jump ins HP – HK – MP – LK. can’t say i am comfortable at installing a mixup yet, plus that means lots of jump ins, and that has often proved very risky, i need to work on my jump in distance more mostly.

I am not so sure about that

take
ji.LK >> cr.lk xx L.RCF

jumping gives
45 frames of buffering maximum

  • 8 of impact freeze for ji.lk connecting
  • 11 blockstun from a meaty ji.lk (trip gard of jump and startup of cr.lk included here)
  • 1 active
  • 8 of impact freeze for cr.lk connecting during which you need to complete the L.RCF motion (so -1 frame)

that is up to 72 frames of charge and L.RCF requires 60
it is dead tricky to pull though even with that much leeway on the paper.

another combo i find particularly usefull to finish someone with a silver of life left is.

cls.HP1-lk.ST

It does enough damage to nail the coffin, but only after you scored substantial meter (120). It is a great way to finish the round on a opened target punish/dizzy bringing half a bubble to the next round as cherry on the cake.

it combos from jump in or focus crumple should you bring the guy to a silver of life first.

Is there a list of fighters who get hit by CH into CH while grounded?

everyone. just hit the first at max range

huh, I must’ve been hitting some too close then

thanks

There is No need to be an AA if you are using a hitbox. Well, theoretically you can do with a stick too, but I think that is humanly impossible.

See here: CH > U2
or here http://www.youtube.com/watch?v=acJ2fe40NR4

EDIT: heh, this guy over here did it with a stick http://www.youtube.com/watch?v=i0OboS_aMrs , but with a hitbox you can get it way easier, and maybe you doesnt need to be at max range.

Can J. hp/hk link to U1?

I’ve seen Makoto link J.HP into Splendid Claw…so maybe.

I was messing around with Vega yesterday (haven’t done so in a long time) and I got this combo to work on Bison. HK Scarlet (1 hit) at the peak of Bison’s jump in the corner, EX FBA Izuna…really tight link, you gotta press punch literally the pixel Vega leaves the wall. Does 210 damage (220 if you use EX flip kick 1 hit). Apologies if this is old news, I haven’t been keeping up with Vega’s new tech in a while. Probably works on other characters.

A combo video by me. 411 damage, 579 stun, 12 hits, no FADC
j.hk- cst.hp- ex.RCF- cr.lp- cr.mp- ex.FBA- one slash- ex.ST

[media=youtube]kLl4QWAwGwg[/media]

Cool combo, looks like they did adjust clp after all

Idk of this ever existed befote the patch since its never happened to me before, but it seems like another glitch. A couple of buddies said this has happened to their Vega before but its the first ive hrard of this. Maybe someone can clarity. Either way capcom is ass for not fixing it for 2012. [media=youtube]M5ZUpjA6B-A[/media]

I’m on PC, don’t have ver.2012 yet. This is from AE. And that glitch, I’ve never seen before. Guess that’s what they meant by “deep hit” on the patch notes.

Actually that happened to me yesterday against a Guy player…he was clearly vulnerable and close and the level 3 FA simply whiffed just like in the video you posted. Seems that due to the changes they made to his focus attack in 2012 accidentally caused a glitch.
So yeah I think this is inherently a 2012 problem…maybe other Vega players have also noticed it?

not me… if i’ve whiffed an FA it was intentional… you’d be amazed at how many people wakeup reversal if you whiff a lvl3 while they down then wind up again and backdash just before they get up

That missed FA in the video looks like the player just mistimed it early. Ryu’s hand wasn’t even fully on his head yet.

I think u might b right bro, after watching it a few times it does seem that way. I must’ve released it at the last possible moment for it to whiff… idk though, when it happened i was left in awe that it didnt actually connect lol

Just quoting to make sure you read this. I was a noob when I watched Bleeding Edge and it was just “hard combos” for me. But now, after 3 years I’ve been playing this game knowing frame data and every stuff, watched it again just now. You are insane. Some of these combos are… nearly impossible to pull out. I know training room and an actual battle are very different things but I don’t how you are not out there winning Evo and every tournament year after year. Just respect.

I would like to see Ken players tring to pull out those combos :smiley:

Having good execution is only 50% of the battle… AT MOST. Execution is a hell of a lot more straight-forward to practice than gaining (and being able to practice) advanced matchup-knowledge such as being able to avoid Viper’s attacks and punish her wide variety of options. Being able to master the practical combos is only our ticket to even START learning about the game. The farther you get in this game, the farther you realize you still have to go - and I find that very exciting because you end up unlocking completely new skills and finding new depth all the time.

Also remember in Bleeding Edge, I’m not recording all of the times I messed up - it took a good two months to get many of those on video. Jozhear also deserves a lot of respect for doing most of the hard stuff nearly a YEAR before I took what he did and grinded it out more. He also has a good amount of matchup and tournament experience which makes him more competitive.

I havn’t been on the tournament scene for a while due to finishing up school, trying to find a job, getting involved with Starcraft, and also breaking all of my controllers except for one xbox pad haha. I plan to start playing for cash again in January though. Thx

A very superfluous combo, but one I didn’t know existed on characters other than T.Hawk until just now:

anti-air CosmicHeel, HK.ScarletTerror, Super (WITH final hit)
It only works if the second hit of the HK.ST gets delayed due to Gouken’s hitbox not being in range of it until a later-than-usual frame. The result is a wierd-looking HK.ST hit that sends gouken sky-high, enabling Vega to get his super off in the corner at a spacing that is entirely below the falling Gouken.

It’s tricky as hell, but you want to hit Gouken with the beginning of CH (not the tip) when he is still pretty high in the air, and you want to do the HK.ST right away. If you’re lucky, you’ll see the weird hit occur.

OK, I was in practice and have realised jhk-cst.mk-mproll is a combo against Cody. No counter hit, an ordinary combo.

1- It is very strange. This combo works on a very few chars, Cody and Gouken are two of them. Is it about their hurtboxes?

2- It works on everyone if they are crouching. WHY?

3- And, the absurd thing is, without the jhk, meaning only cst.mk-mproll doesn’t combo if they are crouching, not even on Cody, but works if he is standing.WHY?

There is obviously something I don’t know about the game mechanics here. Can anyone explain? I guess the question 1 is due to their hurtboxes but 2 and 3 is what I’m most curious about.