No. Go to training mode and test it.
I wasn’t suggesting you to upload a replay, but to check it yourself into SSF4 directly.
Anyway, it’s becoming obvious I’m not suited for helping you. I pass.
[S]I’m testing it now in training mode (PC version), and it’s weird. I’m getting EX ST as well, which I shouldn’t, since throw is supposed to take priority over special (try doing qcf lk+lp with Ryu, you’ll always get hado). I’m even trying it by a bound throw button, so the lp couldn’t be misstimed. Kara properties must somehow ‘overrule’ the order of priorities, since you’ll get EX RCF if you try to karathrow with fierce while going from back charge to forward. Or the PC version is glitched? Haztlan, what system are you playing on?[/S]
edit: ^nvm this rant. I don’t know mech, but basically, this is the jist of it: if you do the kara whilst still having the charge buffered, you will get ST, since the hk you use to kara nets you one. That’s it. You can’t kara off a ST, so you’ll get no throw. And since your throw input contains lk, you’ll get EX ST.
edit2: is it common knowledge that the later you cancel the startup of hk, the longer the range of your kara? I only just found out lol…
EX ST is coming out because of the games priority link mechanic. Like if you are trying an EX move and do not press two buttons at the same time but press them a frame apart the input will show one punch button then the very next input will be both punch buttons and the game will read it as an EX command even though the buttons were not pressed simultaneously. This is kinda of like a crutch to players for EX move execution.
In this case it is HK follwed by LK and LP.
Button priority is HK LK LP so when you push HK then LK + LP one frame apart the game thinks you are trying to push HK and LK simultaneously since they are one frame apart, and ignore LP since it has the least amount of priority. Add the buffer and there you go EX ST
Idk if the op is up to date but could someone please list Vegas top / most common / most practical combos. The only ones I’m really aware of as of now (errr, that I try to use) are cr.mp xx ex izuna, cr.mk > cr.mp > ex izuna, and random stuff out of cosmic heel.
Oh, and j.hp, st.hp, cr.mp > ex izuna.
If anyone could go into a little more detail I would really appreciate it. Thanks
I think that was already answered just above.
I completely agree with those, except on CH being comboable after jHP in real fight (quite hard to time). =)
I cant remember which thread I seen the post. but if you can hit U2 off of counter hit cr.mk and you hit U1 as well? I would test but my disc isnt reading.
I dont think so, the ultra starts up in time, but the hitbox will not reach on the first frame.
Is there a shortcut for CH ST or is it df hk hold db forward hk.<div>It’s easy to pull of but guiles df hk to flash kick is so easy. </div><div>Also any tips on getting the izuna drop in corner.</div>
<br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/57190/TimTim">TimTim</a> said:</div>
<div class=“QuoteText”>Is there a shortcut for CH ST or is it df hk hold db forward hk.<div>It’s easy to pull of but guiles df hk to flash kick is so easy. </div><div>Also any tips on getting the izuna drop in corner.</div></div>
</blockquote>
No shortcut, but the charge time is for ST is much smaller than guile’s (42 frames instead of 60 IIRC) With very little practice, holding db after a Cosmic Heel will become second nature.<br><br>As for the Izuna, aim for the shoulder, not the head. Its more difficult online than offline though. You have to press the button as late as possible, but not too late as you land and nothing happens. Think of it as a (visual induced) one frame link in the air.<br><br><br>
Ok guys. I have had enough of one particular glitch that I’ve known about, but, never thought it would come up in tournament play. GLITCHES I SAY!<div><br></div><div>I was at Winter Brawl (I didn’t lose this fight though) playing against a Ryu. I was in the life lead with Ultra from all of the fireball throwing and he had Ultra 1. I figure I could get him with a cross up Ultra on wake-up and be done with him so I set him up with a couple of Izuna’s. If I hit him blocking it wouldhave chipped and if he got up at the right time I would have crossed him up. This is where I got annoyed.</div><div><br></div><div>Ultra 1 is supposed to be projectile invincible. Correct? I threw out U! and he mashed the hell out of His Ultra and I got hit by the fireball! The purple line that trails Vega was still on the screen. I knew about this before hand but it didn’t occur to me that it anyone would actually mash a projectile Ultra like that. </div><div><br></div><div>I with a few friends have tried it out on every projectile ultra in the game with the same result (Besides Dan for some reason) Can anyone tell me why? It hurts my feeling that a projectile invincible Ultra could be beaten that way when EX Sky Hig Claw goes through them without issue.</div><div><br></div><div>TL;DR: Ultra 1 gets beaten out by Projectile Ultras.</div>
It shouldn’t.<div><br></div><div>You probably ran out of active frames and got into recovery while you were inside the Ultra.</div><div><br>I didn’t get the picture of what you said… but there is no mistery AFAIK.</div>
Go to training mode, put the computer to do Bloody High Claw and pick ryu. As soon as his Ultra flash happens mash the hell out of Metsu Hadoken. You mean to tell me that their ultra flash cancels the active frames of Vega’s Ultra?
Metsu Hadoulen has 9 frames of invencibility. Bloody High Claw has about 6 actives, more 1 of startup off the wall equals 7.
Which means that when BHC “touched” Ryu he was invencible. By the time he was vunerable the active frames were gone already… and you were in recovery when the Metsu Hadouken finished his startup (11 frames). Thus you got Ultraed.
BHC will win if you use it after the Metsu Hadouken flash.
Hmm…I guess Dan has no invincibility then. What I don’t understand is why does Vega stop in front of him? Why wouldn’t he go through Ryu when he has his invincibility? When Ryu does and EX DP Vega would pass through him and the same for many other invincible moves. Vega should end up on the other side and actually go into recovery. He doesn’t even enter the animation of recovery…he remains in the animation of the ultra. Is it not strange to you?
It is just really bugging me. I bet if the was done with E. Honda that wouldn’t happen.
You are not hitting the ultra, because ryu is invincible. You are not passing through him because, the ultra probably ended before you pass ryu’s entire hitbox. EX Sky high claw, travels way further than U1, wich is why it works better in this particular situation.
The animation does not start, result is that the ultra hitbox (vega flying through the screen with the purple trail) ends and recovery frames begin (landing and doing the little walldive hop) however since your no longer invincible for that fireball, you immediatly get hit by the fireball.
I dont know why this is so important though, since when someone can get a counter ultra out, you already messed up your ultra.
In the situation you sketched you just made a dumb decision.
You had lifelead, u1 loaded (so he cant play his fb game) and he was at chippable health…why would you risk a cross up ultra? Just finish the match.
Well…I now have request for a fix if another patch happens. >.>
Added this to my post in the unity forums regarding Vega 2013 changes. Tested it agsinnst Ryu, Chun Sagat Yun Yang, Oni and ERyu. It seems to only happen against Yang but also to a much lesser extend Yun.
My knowledge of the game and how hit boxes work is pretty poor to say. He least but I suspect this issue lies with Yang rather than Vega?
Hello all.
I’m sure you all may be aware of this–apologies for being a lazy bum and not reading through the whole thread to see if this was posted before–but EX FBA trade combos into either ultra. Situations for it are rather rare in a real match, but if one practices it enough, one might be able to react to the trade and do it. I’ve been working it in the lab for a little bit, and it’s pretty easy to do (getting the trade though is tricky lol).
These damages are with mask and claw on:
EX FBA [trade] - U1 (w/ knee spike) = 411 (297 w/ least ultra meter built)
I haven’t tried out comboing without the spike (I’m sure it’ll hit) to see how much damage that does.
EX FBA [trade] - U2 = 390 (282 w/ least ultra meter built)
I’ll get back in the lab to record damages without mask (and U1 w/out knee spike) and update the info.
The trade into U1 w/out knee spike does work, but it’s harder to do and does 21 points less damage. I suppose it was a given though that doing it w/out knee spike is dumb…
Maskless damages (full ultra; setting this up is a pain in the rear, so I didn’t bother getting the numbers for damages with least ultra meter) :
EX FBA [trade] - U1 = 460
EX FBA [trade] - U2 = 429