Vega Q&A: Ask simple questions here!

you probably where doing it on a standing opponent with a wide hit box. Try cr.mk/cr.lp/cr.lk. those dont whiff especially cr.lk. on crouchers, which you probably where doing it on it whiffs.

Thanks for the tips pedoviejo, I’ll give that a shot. I can add some more info. I just tried it in the training room against Sagat, works perfect. Tried it against Ryu who is who I had in there last night and today and it misses. So does this combo not work with certain characters? I thought it worked with everyone.

Forget that combo and use a combo that ends in Ex FBA instead. If you have no meter then use something that ends in RCF or cl HP into st RH. That way it is easier to hit confirm into, and is safer.

what he said ^^

I got a little qustion. Is there any sicuation where SHC is better to use than FBA while your enmey is grounded

And yes I know i can’t spell

Yes. Do it when you want to KO someone by chip. It always works, but it has to be a cross up SHC. I laugh every time cause it works.

Or if you KNOW that they are going to jump in response to flying to the wall SHC is better.

Thanks for this. While I was waiting for a reply I started to mess around finding short combo’s that ended with Ex FBA. It’s a great finish. I’ll work on getting some that end in RCF too, I think I only have one written down. Quick Q: the cl HP -> st RH, is RH hard kick? I have seen RH used around here a few times but I’m not sure what it means…I was guessing Roundhouse? I’ve been trying to get the timing on the j.HP -> cl HP -> st HK combo someone on here posted and the timing for the last kick is just brutal. I did it once on a fluke and have not been able to repeat that timing.

the last st.HK is hard for me too so i just use cr.Hp. and yes RH is HK

is it just me or is Vega real shitty at the lower end of the skill spectrum? Like mahsers really fuck up Vega’s game plan. Once you get higher skill he is just so much better and effective.

Most Vega’s don’t throw out SHC freely unless it’s the cross up version, and even that you should throw out when the time is right. A blocked SHC can be severely punished dependent on your opponent. In some cases tho it can come in real handy, especially when playing an opponent who is reacting to you thinking your gonna bust out with a FBA (since SHC goes to the back wall first just like FBA can). If they jump back for instance expecting FBA, it will nail them. If they jump a lot you could also throw out a light SHC, as it goes higher up.

IMO tho the cons outweigh the plus’s. If for example your playing Balrog, a blocked SHC is going to spell heavy punishment for you, and if he has U1 stocked, your screwed. At least with FBA if it misses you can fly over to the other side of the screen, or try an Izuna drop.

Are there any changes announced for Vega in the next re-balancing patch?

I suck when trying to perform the “Izuna Drop” any tips for improving it? (Need basic knowledge how is performed)

^

re balance? hahahahahaha. sure Vega needs balancing oohhhhkkaaayyyy.

one of the key thing to watch of for is after vega second roll on the air before he lands input the command direction punch.
give it a going in the training room

Are they actually planning on re-balancing any players? How do you know… have Capcom said anything about this or something?

If so, I hope they fix the stupid throwing system. Even though Eternal Blaze told me about OS… it only fixed half my problems.

I now notice why i get thrown from miles away… i get thrown on my punches, kicks, or anything i put out there. If i don’t press anything, the throw whiffs. I can understand this happening with SPD’s… but why on normal throws???

I mean, if my foot is in your arse, you should get hit… it shouldn’t be me getting thrown! Unlike shoto players, i can’t srk these attempts… im stuck getting mixed up. But oh well… not too annoyed with this atm. Im getting OK at keeping my distance.

As for Izuna Drops, you just need to practice it. Get closer to the opponent, and delay pressing punch (while holding a direction) then your usual timing. If their Focus attacking, then their hit boxes change, and will need different timing. Someone said Sakura’s FA is the hardest to Izuna, but if you master it, your good to hit anyone in any situation. Try that in practice mode.

Other than any comment given on my “throw” rant, can anyone give advice on how you Izuna drop Lariats and uppercuts? :sweat:

If a normal and a throw become active in the same frame, the throw is always going to win. That said, throws still suck in the SFIV series. They have a 3F startup (which is still fairly slow for a 2D fighter) and a whiff animation. They can be broken/teched without taking any damage at all. That is pure luxury if you’re on the defensive end. Also, since the game speed isn’t really high it’s way easier to read and counter throwing habits (of course, excluding certain mixup-heavy characters like Rufus or grapplers like Zangief).
That is one of the important aspects (aside FADC and a too lenient reversal-window) that make SSFIV so defensive.

I think I know what your problem is: you’re trying to hard too get out of it. Be patient and block. See how your opponent pressures/throws before you start teching. Even if you’re using OS tech, don’t mash. It’s not going to work if you do.

I am new to SSF$. What do I need 2 do to learn this game? What does it take to become one of the best? How can I become smarter @ this game and think while I play?

Thanks,
~Gadiel

learn your character. play people. watch videos. read this whole thread. practice in training mode. dont forget to block

learn to block. Get used to losing a lot.

Checkout Vega’s new custom - uploaded by Ono in his twitter account : http://media.eventhubs.com/images/2010/09/15_altcostume01.jpg

sorta the wrong place for that marty