can vega option select?
edit: does he have useful ones?
can vega option select?
edit: does he have useful ones?
@Pedo- That is an interesting idea. I may try that when it comes up.
@Doctorwho- There is many things that you can do, depending on the character you are fighting though. If someone’s pressure is so good that you can’t find that +4 frames to do cr lp or cr mp into ex FBA, then you must be fighting someone like Abel or cammy lol. For Abel you are pretty much screwed unless you can guess when he is going to either jump, throw, cmd throw, or dash, in which case you would want to use HK st to beat all those options. If you are fighting Cammy then you also want to use HK ST everytime she goes for the downward cannon spike thing or grab which beats out those options. Try not to OS tech unless you know that they will throw or they will eat your OS and destroy you for it.
In some situations Ultra 2 can get you out safely as well, others ultra 1 can work well. If they jump just AA them or dash under them, depending on the distances.
For some people if you know their block strings and know that their next move comes at 3 frames or higher you can also grab them in between.
Thank you, didn’t know lp canceled into EXFBA that should help alot. I’ve pretty much only been using ultra I is there characters I really ought to be using II for?
yes trurtle breaking is very hard, vega really doesn’t have anything safe, there are only 2 things i know to do that, carefuly closing in and doing :
jab xx lp.RCF blockstring,
cr.mk xx lp.RCF blockstring,
walk up kara throw
walk up – backjump HP
close.lk tick throw
cr.mk tick kara throw
far.lk – cr.mp,
cr.mk – cr.mp,
cr.mk – far.lk – cr.mp,
cr.mk – far.lk – far.lk – cr.mp,
and the same strings interrupted anywhere by a throw.
btw most of these moves are difficult to do and will get punished if the 1/2 frame links are missed
none can be considered a hitconfirm opening for a combo, if the string is long enough for that then you are too far even for an EX - FBA unless fighting sagat or other very tall characters. vega just doesn’t have frame advance on block and he can barely capitalize on it.
at the level i play , lp.RCF and kara throw are really the most risk/reward intresting options.
Kara throws and overheads kill most turtling opponents. Also, walking correctly baits out low throw tech and other pokes - from there, it’s up to your footsie skill.
What is the general consensus of using Vega’s super vs using the meter for EX moves? How about doing it on wakeup vs Akuma from fullscreen? I’m not trolling, I’m asking on behalf of someone who doesn’t know better and you guys are probably the best source for information on this thanks in advance
I’ve felt that the Super is too much of a risk with not enough reward. Plus, EX Scarlet Terror is awesome.
Akuma escapes super for free.
only time i land super and go for it is of stun worth it because it does not get scaled and hurts like hell. but then again i do it for style points.
so now that we now about Vega’s mini vortex, which can and should become very powerful once its refined, the question is what are you going to do after CH? especially since one options favors position by moving the opponent to the corner, and the other favors damage to your opponent.
Kara throws kills turtling in one aspect, and walking and then attacking also can work well. For the real hard cases you got cl HP and close grabs. If you get the counter hit from cl HP great. If you trade hits use cr mp into ex FBA since they will be stunned from the cl HP. Works great I tell you.
@Pedo- what two choices are you talking about? ST and Ex FBA? I always go for ST since its great dmg and stun and save my Ex FBAs for when I need to use them unless I need an Ex FBA knockdown in which case I will use Ex FBA.
if you EX FBA after CH, you can set up: untechable knock down, cross ups, fake cross up, cst.hp set ups and other stuff, Although ST does the same (provide a knock down) ST favors positioning more than wake up options imo(even though wake up options of ST are good, they dont seem as good of EX FBA because they can tech). And sometimes damage potential out weights positional advantage.
in short both give you great wake up options, both give you unique wake up options, but EX FBA gives you a bit more leeway and oki game.
if not im just imagining things.
edit at bold: it does people it does.
What’s his mini vortex?
look at makoto vs uyro. then read up on what you can do after ST and EX FBA knockdowns. all which lead back to an untechable knock down for most joyis fun.
More uses for equip toss. Take it or leave it.
Corner options literally drop him on his mask (on hit for EX FBA, on hit or block for RCF). You have enough time to plan your attack. Quick damage increase for 1 stock, with Vega holding enough meter for it (unless you’ve found a great use for his super). Think about it.
idk if this question has been asked yet but i’ve gotten used to using the LK and RH STs along with an occasional EX ST to go with the LK and for its damage output…however i’m not to skilled or rather i should say i’m not so used to using the MK version…any tips on how to use it properly if not all versions of the Scarlet Terror…i tend to use it at a distance but b/c of me playing HD remix first and getting good with using guile’s flash kick, my mind has been slightly distorted…although it’s not hard to notice that it trades and can get stuffed…
Is there a way to choose the wall you leap to when you execute BHC or EX FBA?
Ub or Uf (as in d~uf or d~ub) while doing the move will decide which wall you’ll leap from. same with BHC and SHC.
That would be the logical thing however it doesnt seem to be working. I press Uf and he jumps to the wall behind.
Edit: Nevermind, my Uf and Ub were registering as just U. Input is pretty strict.
Thanks for the help!
more likely Mid Screen - Air Throw -> Mask toss -> dash forward -> hit confirm crouching jab miss the link, eat mashed counter hit LP shoryuken into ultra with 25% damage increase on his side WOOT.
more likely Corner - Air Throw -> Mask toss -> charge db -> meaty low forward hit confirm beaten flat by a wakeup lp.SRK into ultra with 25% damage increase on his side WOOT.
i’d really think twice before spending my precious, slowly generated meter in a puny damage increase for me, and a blatant damage bonus for them, i make a lot of efforts doing EX free combos whenever i can, really doesn’t make sense for me to waste that meter unless i have guaranteed I win move to follow with.
I would rather spend my meter on a RCF FA cancel if i had for spare, tis already 48 damage increase which is already about the same damage improvement you 'd get from a 480 damage combo with mask off. not to mention the damage you can get from mind fucking the other guy into a panick srk and punishing it, or tick throwing him…
now your stuff can probably considered “stylish” and kudos to you if you can pull those cr.jab – cr.jab – cr.mp 100%, i can’t and won’t for probably another year or 2.
**BTW ** anyone having some tricks they’d like to share on how to escape akuma’s SFIV wakeup vortex, when executed properly it beats
wakeup backdash,
wake-up short - backflip ( landing cr.HK),
wake-up long backflip (landing st.HK) ,
wake-up Focus armor backdash (dive kick is absorbed in armor, and then st.HK will pop you out of your backdash)
wake-up st.HK…
wake-up Scarlet (all 4 versions)
wake-up EX FBA
wake-up Slide (slips under but is punish from behind if the vortex has been done correctly)
wake-up RCF (all 4 versions)
wake-up Ultra I
now there is no ultra 2 on PC
Block works well but then you are caught into a never ending blockstring where akuma oscillate between +2 / +4 frame advantage, into a tick throw reset, or a distance reset, or if anything connects a 40% life loss juggle reset.
Focus Absorb then land the Level 1 attack is nice but not so nice, akuma recovers faster than you backdash out of it and you ll get swept into a reset or worse, losing 40% life into a juggle reset.
what i need is 1 or 2 different strategies that i can alternate to force akuma player into doing the demon throw / punch/ slide more often, they would probably beat what beats the dive kick but i have stuff above that beat those moves, so it is would become a kind of unfavorable 50/50 with risks on both side and not just mine.
you are playing Vanilla. YOu are at Akuma’s mercy. you cannot force anything out of akuma when you are knockedown and he is vortexing you. sit down and enjoy the ride. Akuma takes no risks when doing Vortex on you, and you cant force him to take a risk. In vanilla Vega cant force anything really.
and in super mask toss is 10% damage increase, and 10% increase for your opponent.