Vega General Thread: The Masked Narcissist Enters The Tournament

Hey look! It’s me :slight_smile:

You didn’t use ASE to AA like Ninja Philosopher did.

Looks like you confirmed my suspicions about FBA being a completely shit move. Everyone is going to be able to AA it. FBA will probably be really good for air to air though, since most jump attacks are going to attack forward or downwards, and the ones that do attack upwards we can probably maneuver around.

Probably already known but you can (link I think – a super super easy one) jab first.

Target damage -203
Target stun - 310
Jab > target damage - 220
Jab > target stun - 345

I wonder if CC fp, super is possible
-7 on block and people just throwing it out there

Walk forward s.LK xx LK.CT?

no, it’s not :frowning: Only follow up so far is just to do st HK, but you can hit confirm it, so it’s a nice touch.

As a side note, I was completely wrong when I said you can combo low strong after cr short, st jab, st mp. You cannot do this at all.

Found some interesting things, most notably meaty st fierce into super. Will upload video and show you guys.

Other than that, I’m not sure how I feel now that the new game feel is worn off. Between waiting like 30+ mins for matches and then my opponents never respecting anything and doing wake up derp derp.

Ryu feels lackluster. Too slow, not enough range on buttons and when you do connect with something, you don’t get much unless it was a jump in. That being said, it does take him back to his ST self. But I’m not sure how he’ll fare against all the new SFV stuff. Bison, Chun and Nash seem way better IMO. Cammy is also a problem.

I tried to use spin to AA. I had limited success. Might have been a timing issue.

What’s the max damage meterless combo for ryu? I always second guess myself when I stun someone cause I have no muscle memory yet lol. I do f.hp, st.lp, st.mp x 2 >> target combo.

Oh, that reminds me, I wanted to touch on something you mentioned. You talked about how MT was pretty worthless, but did you ever hold the buttons down during it to get the counter attack? The point is to spin and counter, so that you don’t get hit during recovery. Otherwise, yeah dodge would be pretty useless otherwise.

I think he’ll be on a similar level as in 4. Other characters will be better, but specialists will still be relevant with his parry. I was using it every chance I got. Even in situations where I knew it wouldn’t allow me to punish. With the v-meter gain I was getting 2 denjins in a lot of rounds. I saw someone post that it’s been lowered in the most recent build, but it might be overpowered in this one. Seemed like it only took 6 or 8 parries to fill the meter, but I didn’t test it.

Jab combos are still in this build. I didn’t have any problem using them, but you do have to be really close to hit cammy or chun with s.lp when they’re crouching. I don’t know if they’re gone, but if no one is comboing off of lights, it won’t matter. S.mp has plenty of hitstop to hit confirm off of.

C.mp is still good. It seems to have a better hitbox than s.mp and it reaches a pixel or two further. You can combo off counterhit. You’re at advantage on block. Same damage as s.mp. Same startup, too. It’s like the light attacks. Still useful, you just need to think more.

HP dp really sucks. lol. I think it’s like a lp dp. You’re vulnerable before it’s active. It’s just a combo ender.

How much does that do? Best I found was the good old f.hp, c.hp xx hp dp. I didn’t try your combo, but I tried it without the jab is the old combo was better.


Works anywhere for super, corner needed for combos though. Don’t need juggle, can do on any knockdown baring they don’t tech roll/quick get up.

Probably CC RH > Solar Plexus > St. Mp > St. Mp xx HK Tatsu
or > Cr Fierce xx HP DP
but maybe TC hurts more > St. MP > St. MP > St. HP > St. RH

You have to hold it down? I thought you had to double tap it.

If that’s the case, then I fucked up.

Yup you hokd it. Yeah st.mk has the same properties as IV did. Its the best thing to do after the crossuo or that and cr.lk or cr.lp into rolls. Aurora Edge makes a great anti air cause it comes out quick but yeah its timing with that move.

Does cross up have enough hit stun to use medium kicks when hitting high or do you still have to hit really deep like in 4?

Perhaps ask to put in an editor’s note in the video about it so people don’t get the wrong idea.

Yeah target combo does the most damage meterless.

Yup deep for MK but if early then just do the lp. But its not as deep as it used to be and considering how the game feels different, its not as exhausting a task to try and reach such setup so hitting deep is no big deal.

FBA has a lot more options now of course but hiting with it oytside of a combo is very tasking. As an anti air it can do some justice but EX FBA isn’t as recommended now, the rolls and aurora edge feel like hos best enders since you have more options after that with V Trigger and CA.

I know b. H. Kick into TC works. Don’t remember the damage on it, though.

if Ryu just does CC HP>HK, can you cancel into CA at the end?

Dunno if this was posted but I was able to juggle Ryu’s light Tatsu into Shoryuken, though you have to do it very fast