Vega Combos & Glitches

very nice…will put to use asap.

I’m just starting out with Vega and charge characters in particular. Is learning how to use negative edge good for learning some of his link combos?

this also sounds like another method of hitting the ultra? iono, the kara ultra sounds very interesting as well, props to this thread

go vega!

Okay, ummm… I’m a little confused. This combo, cool-looking and flashy though it may be, is really impractical. It does 434 damage and consumes 75% of your meter. However, jumping HP -> close, standing HP -> cr. LP/MP -> EX Wall Dive -> Izuna Drop does 438 damage and consumes only 25% of your meter. :confused: I mean, it seems like this would sort of go without needing justification or explanation. Granted, it doesn’t work on the entire cast, it does work on all but 6 characters. It sure seems like a lot of work to do for damage that’s not even that of a combo that’s half its length and difficulty. Again, I’m not saying it’s not a slick combo, but perhaps you should weigh the pro’s and con’s before diving into an empty swimming pool, head-first.

whoa, you can FADC the roll into cLP? Now THAT is freakin’ sweet…

Amazing combos but imo the 2nd one falls under extremely situational to the point of being impractical. When was the last time you crumpled with a lvl 2 or higher FA in the utmost corner?

After seeing what Aegis said maybe he’s right about the first combo being impractical. It is a huge waste of meter, not to mention most of us Vega players use EX moves a lot (they’re a staple in his ex walldive stuff) so we’ll probably never get the chance to build up 75% meter vs. a good player anyway. Even if we did, why not just do the simpler combo that does 4 points more damage instead of wasting 50% more meter than we have to on a harder combo that does less damage.

I tried out what Bebop suggested yesterday and found out something quite interesting. Try to turn up SFX or something then listen in closely after you input db, df, db, uf, kkk k
What is he saying? It’s like, he’s trying to begin screaming what he usually does when doing the EX Walldive, (“Juuu…”) but then jumps to the wall and does the Ultra.
Anyone else notice this?

how do you guys pull of the df.hk into scarlett terror? is there any kind of trick to it, like can i do it by charging forward or do i just have to be quick enough.

nice find <3 why not going into super right after rcf. u could make some hits with that quattro claw hit

You have to start charging downback immediately after you press downforward+hk; and then press forward+hk (or kk) as late as possible.

Because that’s not a combo. After you cancel the RCF they are free to do whatever. This MAY open up the chance to land a Rainbow Izuna, however with this Super there are no guarantees. Given, your chances of landing it against a cornered opponent are probably a lot better than midscreen.

True it isn’t a combo but who in their right mind has the balls to try to counter Vega’s super lmao. You’ll probably end up getting grabbed out of your Shoryuken if you’re a shoto (just kidding…srk priority is laaaammme) but yeah it will most likely work on unexpecting players. It is definitely avoidable though but something to toss in there once in a while if you happen to have super.

can vega cancel the ex walldive once he actually gets to the wall? if so then all u would have to do theoretically is hit someone with ex wall dive AA then fall down while charging the ultra and it might work… probably very range specific to them being close to the corner wall…

You can’t cancel it from what I know… if he could he’d be pretty dam versatile with that ex wall dive.

I grab my opponents with Super Izuna pretty often. Specially after HpCR. They never expected or they immediately try to reverse at you with a horizontal move. For a Super that can’t practically be combo or linked into, it is pretty reliable. But that’s of course if you want to use it.

Every one of my opponents at CTF, for one.

Hey, guys, I just wanted to rectify this post. I stand very, VERY corrected in regard to this combo. The second combo does only 381 damage, not 438. lol I have no idea what I was looking at when I thought it did that much. I mean, the stun is 465, I believe, but that’s it. Again, I’m really sorry for posting bogus info; I just wanted to try and catch it before you guys thought I was some sort of moron. :looney:

Edit: Okay, I figured out what I did wrong. I was performing it against Vega, but he had dropped his mask. Oops… lol But, yeah, against Vega when he’s maskless the second combo does 438 damage.

LOL dam, were they successful? I mean I’ve Izuna dropped people out of SRK’s at times so even though they try you still have an ok chance of getting the super off right?

I’m not sure whether this has been mentioned or not (I’ve not read through the entire topic) but I’ve been racking my brains with this annoying apparent combo glitch.

Every time I execute the combo in brackets (j.HK > c.MK xx Rolling Crystal Flash.MP/LP) a Hard Kick Scarlett Terror comes out instead :sad:. At first I thought I must have been doing something wrong, but in Training Mode I switched on button inputs to make sure I wasn’t pressing kick by accident, and sure enough I wasn’t.

It just keeps happening. If I could make a video of it I would. Anyone else had/noticed this problem?

(Why I’d want the go into a RCF in said combo isn’t the issue…just incase that is questioned)

Sometimes I get it, sometimes I don’t, but the point is that they never just sit there, they always try to do something the moment I jump from the wall

The only explanation I can think of is perhaps you’re accidentally negative edging the MK, so when you attempt the RCF you end up with MK (not HK) Scarlett Terror. If not, and you are in fact doing the HK ST, then you’re probably just being too frenetic with your button presses and tapping HK in transition. Just make sure to slow down and be precise with your presses. Hope that helps! :tup: