The logic explanation would be that during the hurt animation the “personal space box” (yellow filled in the hitbox videos) is smaller or shifted away from vega as long as they are in hitstun. So allowing him to hit with cr mk closer than normal and therefore letting mp rcf connect.
1: Yes it has to do with hurtboxes. If everyone had huge hurtboxes, you could combo MP.RCF off of cr.MK, cr.MP, cl.MK, and cl.MP. The reason why it usually misses is because the first few attack frames of MP.RCF usually occur too far away.
2: When crouching, every character’s hurtbox is wider and shorter. For RCF combos, width is what matters!
3: Some characters have bodyboxes (their exclusive “occupied space” that you can’t stand in) that get pushed back farther than normal when they get hit, letting Vega stand closer to them. This is most apparent after a jump-in attack or FADC. Again, essentially this lets the next move occur closer than normal, which is what matters for RCF combos.
This is actually one of those topics that does matter if you want to gain every edge you can. MP/MK combos into MP.RCF do more damage and stun than cl.HP x HP.RCF. It’s not any harder to execute either, you just have to have a sharp eye and memory for when it will and won’t work.
it does combo when he’s standing or crouching. it’s just a normal character specific combo when standing. Works on some, not on all. If you’re missing it with cody crouching then you’re walking too far back before cancelling. try doing it with your back in the corner where you can hold back and still be at point blank range. cMK to MP roll is character specific too
as for why it works on crouching opponents and not standing on some. Most characters hurtboxes enlarge slightly enabling combos that dont normally work to work
Tnx for the answers. I think if combos were either doable or not to the whole cast, that would be great. Who can memorize which chars every combo works on when crouching, when standing, works both and doesn’t work neither?
Focus Attack (crumple), Air Grab them off the ground, and as you land immediately do Vega’s super so that you vortex them with Rolling Izuna Drop on their wakeup. Bet no one can do it!
I thought you lost your downback charge on airgrab because Vega pulls the opp behind his back on the animation…so you probably don’t have eought charge to do super as you land…
Here’s a good resource to start from if you want to calculate damage/stun/metergain in combos without having to actually execute it, or without calculating the scaling/rounding yourself for each move. Vega 2012 move scaling 2-15.xls - 88 KB
This is something I threw together myself to better explore what my options are after dizzing somebody from a combo of certain length, or to see what worked best after stupidly long FADC strings.
Please let me know if I’m mistaken about something.
The opponent’s loss of life can also cause additional scaling so that brings it to like 12 combinations, haha. I think the claw on/off thing is the only one that applies unevenly to different moves, so I didn’t bother with the other combinations even though there might be slightly more optimal choices (by 1 or 2 points) with the mask off.
mask on / claw on / no health scaling: cr.LP x LP.RCF opener
182/240 cr.LP x LP.RCF x FA
228/330 cr.LP x LP.RCF x FADC st.HK
241/351 cr.LP x LP.RCF x FADC cr.LP st.HK
251/365 cr.LP x LP.RCF x FADC cr.LP cr.LP st.HK
258/376 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP st.HK
262/380 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.LP st.HK
258/335 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF
276/365 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.MP x LP.RCF
281/365 cr.LP x LP.RCF x FADC cr.LP cr.LP x HK.ST
283/375 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x HK.ST
282/380 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.LP x HK.ST
302/400 cr.LP x LP.RCF x FADC cr.LP cr.MP x HK.ST
301/405 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.MP x HK.ST
299/385 cr.LP x LP.RCF x FADC cr.LP cr.MP x EX.FBA Izuna
296/390 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.MP x EX.FBA Izuna
290/390 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.MP x EX.FBA Izuna
293/395 cr.LP x LP.RCF x FADC cr.LP cr.LP x EX.ST
293/400 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x EX.ST
290/400 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.LP x EX.ST
314/430 cr.LP x LP.RCF x FADC cr.LP cr.MP x EX.ST
311/430 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.MP x EX.ST
305/425 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.MP x EX.ST
281/396 cr.LP x LP.RCF x FADC cr.LP cr.LP x LK.ST EX.ST
297/410 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LK.ST EX.ST
321/445 cr.LP x LP.RCF x FADC cr.LP cr.MP x LK.ST EX.ST
313/420 cr.LP x LP.RCF x FADC cr.LP cr.MP x EX.FBA Claw EX.ST
305/415 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.MP x EX.FBA Claw EX.ST
294/405 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.MP x EX.FBA Claw EX.ST
280/390 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.LP cr.MP x EX.FBA Claw EX.ST
274/385 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.LP cr.LP cr.MP x EX.FBA Claw EX.ST
282/375 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FA
302/415 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC HK
303/416 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP st.HK
301/410 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP st.HK
296/401 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP st.HK
299/406 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.LP st.HK
296/390 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF
302/400 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP cr.MP x LP.RCF
311/410 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP x HK.ST
301/400 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x HK.ST
304/405 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP cr.LP x HK.ST
320/425 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.MP x HK.ST
307/400 cr.LP x LP.RCF x FADC cr.LP cr.LP cr.LP x LP.RCF x FADC cr.LP cr.LP cr.MP x HK.ST
and add 20/25 to those last double-FADCs if you wanna swap the 6th-scaled-hit cr.LP for a cr.MP (right before 2nd FADC, character or crouch-specific)
lawl, SF4 has a lot of combo possibilities. AND THEN CAME THE GEMS
I have a question, how do people do the EXFBA single claw hit into EX Scarlett Terror in the corner ? I realise the damage isn’t really worth it, but I really like the way it looks. Do you want to hit them with the claw hit high up, or fairly close to the ground? I think I’ve hit this combo once, and that was pretty much by accident.
With opponent cornered, cMP EX izuna, then you make Vega fly out of the corner and slighly below your opponent, you stop touching the stick and hit the punch button.
Then you’ve got all the time needed to charge D/B while Vega is falling, and to juggle with the EX ST.
It’s not that hard, but the damage is lesser than a regular drop so… you won’t see it often used in battle. =)
I’m sorry Trias but “stop touching the stick” part is wrong. If you only do the punch you will get two slashes and you can’t juggle exst after that. What you wanna do is you do the izuna grab out of the grab range, so you get one slash while you both are in the middle of falling. You will land at the same time if you do it high up and the opponent falls before you recover if you do it close to the ground.
Ok, so I’m just imagining something I’ve never done in a way that is actually impossible, that’s it ?
If you fly out before, you’ll get only one claw strike. The opponent will bounce upwards, allowing you to land before them. With my average execution skills, if i do not stop touching the stick, I fly too far away, and miss entirely. I pulled it out today exactly the same way as before. I get 207 pts of damage. I can record it if you want. =)
You’re a skilled Claw, Gross_indecency. But I would appreciate you not to consider me as an idiot.
In one video (can’t remember which one), I even think I’ve seen a cMK fsMP combo, and I’ve never explained myself how he pulled it.
The only common point was they were always performed against big characters, with larger hitboxes (as Abel, or Sagat). Maybe they found a way to hide counterhit messages, maybe it’s hacked. Dunno. =/