Vega Q&A: Ask simple questions here!

Thanks guys. Spacing always has been a problem and even if i bait correctly sometimes i cant figure out what to punish with since my charging on pad is slightly skimpy. I miss CH>hk.st 50%. As for the lv3 fa, He’s smarter than to sit there trying to break a lv3 fa with jabs. But i’ll try harder to bait, but its dam tough. lol. Is Throwing after CH always safe?

Don’t feel bad about missing Cosmic Heel > ST. It takes time to learn the correct timing. Study the animation. I find that the right moment to hit ST is right as Vega is landing from the CH and is “bending down” a bit, as if recovering from the jump. Once your brain learns to recognize the pattern your accuracy should improve.

Also, as already mentioned you should NOT be doing Cosmic Heel > cr.mp > anything. The cr.mp basically ends the juggle and your opponent will now be blocking anything you throw at him. Instead you should do CH > ST (EX if possible), or CH > EX FBA. OR CH > CH> EX ST if you want to be extra flashy! =)

Also, here are two good gimmicks involving Cosmic heel I throw out from time to time that has good success. CH > cr.lp > walk back just a tad then immediately move forward and throw. Also, CH > cr.lp > SHC (sky high claw) cross up. Basically your opponent is expecting you to either ST or EX FBA after the CH so the cr.lp tends to confuse them and forces them to react when they really weren’t ready to react. Most opponents will crouch and block when they are in doubt of your next move.

Remember, once you’ve thrown out a gimmick successfully don’t throw it out again. Instead, ACT like your gonna run the same gimmick and BAIT your opponent to react to the gimmick so you can then punish. For example, in the case of the CH > cr.lp > walk back > forward > throw gimmick, to bait, substitute the throw with a jump back fierce. Obviously the rate of success of these types of bait and punish tactics also rely heavily on the character you are playing against, if they have EX meter, or a Ultra stocked that can punish you. You have to learn to be aware of all these things as you plan your next move. For example, I wouldn’t do the switch the throw for a jump back fierce thing on a Cammy or Fei who has U2 stocked.

One other thing, I’ll throw out these bait and punish moves when I have a good amount of health and have a lot of breathing room when it comes to taking damage. Defintely not something I will try if I am extremely low on health and losing the battle. At that point it’s back to footsies and out playing my opponent.

Wow. Nice posts. Really helps. Though practicing is tough. Especially with all the school troubles coming up. I also see alot of you guys throw out half screen CH at “random” and get out unscathed. I just don’t see how that is possible with the caliber of players today. Thanks guys. If i ever get a console I’ll be back here to spar for sure!

Random is what appears random to your eyes only, beginner. Good players don’t throw out pokes randomly.

Cosmic Heel has 3+ to -1 on block, depending on the spacing. Your options afterwards are OS tech, jump back fierce or any blockstring (that is, if you spaced it correctly and got +3 - 2+F adv. Otherwise, blockstrings after df.HK are a little risky).

No. Using EX ST whenever it’s possible is wrong/a waste of meter. EX ST only deals 20 DMG/50 Stun more than HK ST and does not provide any positional advantage over it either. Only use it if you’re consciously trying to dizzy your opponent after a series of high stun setups (that, assuming you’re able to count stun in the first place).

Good because it does an untechable knockdown and nets you a safe jump (whiff cr.MP -> J.HP/J.LK). It also sets up the Izuna Loop and the crossup EX Walldive.

Contrary to popular belief, that combo is not only meant to be fancy. It has it’s uses because it carries the opponent faster to the corner. But it’s spacing dependent, so I wouldn’t recommend using it apart from when you land an AA df.HK or catch someone in a backdash.

@san510: Work on your fundamentals and read the Footsie Handbook I linked in the second sentence of my post. Knowing how to play a strong ground game makes for a first degree mind rape. Trust me.

yeah harder said than done. tons of time for practice is one thing i dont have. lack of the console/game doesnt help either. if they came out with a pc version, i’d pirate it in a SECOND lol.

Why do I not see many vega’s using df.hk in option selects, I’ve been doing it recently and it’s given me free combos and mixups a lot of the time

it depedns the character you play against, and the type of oppoent you play.

it depedns the character you play against, and the type of oppoent you play.

Question America!!!

Say monkey 1 is knocked down, and likes to do wake up back dash, or reversal moves/command grabs etc.

Cant monkey 2 OS Ultra 2??

Im pretty sure this has been gone over.

idk, the charge ultra kind of makes it tough, i was discussing it with a friend, if it would work, it would probably be c.lp x3 os’ed with SC but id how that would work execution wise

i need one of you to play against my Sagat.

Anybody direct me to a place/thread that has all of Vega’s hit confirms? I can’t seem to find them anywhere on here including the search function. Messing around with Cammy lately has opened my eyes to the fact that its nice to know ALL of a characters hit confirms, knowing one is simply not enough.
Thanx in advance.

From hardest to easiest

  1. st lk -> cr lp -> cr mp -> ex FBA

  2. cr lp

  3. cr mk

  4. CH

  5. cl HP

  6. Jump attack

Care to go in detail about this one? How/when would you use it?

Pretty much, after doing a safe jump , any above average opponent will realise you’re safe jumping them, as a result, they may backdash or teleport. To combat this you option select df.hk, and if they backdash, it connects.

the method: backthrow safe jump , and then before you touch the ground, input df.hk

Cheers! Haven’t thought about using that one yet, it’s a good trick.

looks nice but in the end i am not sure it is the best option select for regular use.

I don’t see why in 90% of the cases one would actually desperately try a backdash/teleport to avoid blocking the safe jump at all costs, it is a nice move, it is pretty safe but block works nicely against it.

I have a question for any of you

In this vid:

[media=youtube]5JLj8wC44ho[/media]

At 24:02, Makoto is able to walk forward, cr mk, cr mp, and do the ex knee into Izuna. How did he do this without losing his charge while walking forward? I know that doing a cr mk, cr mp doesn’t give you enough time to end with a ex knee --> Izuna.

I’ve tried this a few times in training mode, and I am still unsure how he did it.

Let me know what you guys think.

Chris King

I think there is time for charging…

you have
possible few frames of charging before cr.mk (0-5)
full duration of cr.mk (19)
cr.mk impact freeze (around 10 frames i guess)
possible one frame gap between link (0-1)
startup and up to 2 active frames of cr.mp (4-5)
cr.mp impact freeze (around 10 frames i guess)
one or two more frames of leniency into cr.mp recovery to cancel (1-2)

You need 42 frames of charge and 1 frame of input for UF + KKK so 43 frames total for the motion and you have ~44 to ~52 frames at your disposal, so it is a difficult move but definitely reliable for people of makoto’s level.

It is also possible to do Focus cancel forward dash cancel charge buffering , cr.lp – cr.mp xx EX FBA in the same taste, though the timing is much more permissive on this one.

Thanks for the numbers. I didn’t think about the few frames before inputting cr mk. I think that’s the key to making it work.

However, when you look at the video, Makoto doesn’t charge at all after walking forward. Just walks forward into cr mk.

I don’t have a system to practice it on, so if you have a chance, just try walking towards your opponent, doing cr mk, cr mp, EX fba, and tell me how it goes. When I did practice it at my buddies house, I had no luck.

Thanks again man.

Chris King

I swear no one reads my posts. Sometimes I really feel that is not worth it to post here.

http://shoryuken.com/f264/vega-combos-glitches-179301/index43.html

Read my last post towards the bottom. It explains how to do the cr mk -> cr mp -> ex FBA