Vega Q&A: Ask simple questions here!

if cr.lk was 3 frame you would have 1 frame to link into cr.lp. So the opponent has to block low all the time now or risk eating cr.lk - cr.lp - cr.mp xx EX FBA, and cant mash as much. Plus i predict it would be more reliable than st.lk - cr.lp - cr.mp. Especially if used at throw range it would give the opponent an incentive to block crouching making kara-throws all that much harder to tech.

*Sorry I wasn’t clear enough I wasn’t referring to regular walldive shenanigans I was referring to the EX walldive crossup after an untechable kd. *

Does anyone here have a hard time izuna dropping people in the corner? i play vannilla and when i practice CH > st near the wall and quickly follow up with an izuna drop, my dummy in training mode blocks it…but i don’t know why. i hold the joystick all the way to the wall and it still hits the dummy on the other side…

Hey guys, I’m really struggling with the CH into scarlet terror. I keep getting regular heavy kick. Is it spacing dependent, or is my charge time just bad? I mean, can you do CH point blank and still do ST?

just charge longer, you don’t have enough charge. you have to charge straight after the CH. to gauge your timing, if you do your kick thing, your not charging long enough. if you did the scarlet terror when the guy falls, than it’s to slow, just adjust your timing accordingly. fyi, you can do a close range CH to scarlet terror, but you’ll take a few frames for you to recover more, so timing will be a bit harder, the guy needs to be almost touching the ground. it’s easier to space yourself and do the CH then do the scarlet terror.
Now someone please answer my question! please???

The way i izuna drop must time in the corner especially is to watch vega 2nd roll then direction n punch. i thing to notice is that if you abuse izuna drop some character can ultra for example i rare try to izuna drop against ryu with an ultra in the corner. remember izuna drop is a throw so the range begins from shoulder downward not head. the kick button depend on the height of the angle why the punch button depend on damage 70, 80, 90 of the slash.

izuna drop attempt is heavily punishable so use wisely.
izuna drop is not blockable but, can be focus, dash out of range, knock out of air etc
there is more but, that is what i can think of right now

you are speaking about flying barcelona attack, i got mislead by “izuna drop” you can izuna anyone anywhere on the screen as far as i know,but if you jump on their wall over someone in the corner, the flying barcelona cannot crossup, it ‘might’ be possible , maybee only just on a few characters, possibly those with forward bent hit boxes say zangief,balrog, honda…

just for the sake of clarity I think we should start to use some normalized names for these attacks like :

Flying barcelona FB, flying barcelona jump FBJ, rear flying barcelona jump RFBJ, front flying barcelona jump FFBJ, crossup flying barcelona jump FFBJ, wall jump… etc for the jump to the wall.

izuna drop, izuna, for the air grab that follows the flying barcelona jump (Izu or ID)

(crossup) flying barcelona attack, claw strike (FBA ) for the hit we do on the way down from the Flying barcelona jump.

2hit Flying barcelona attack, double claw strike, for the EX 2 hit attack on the way down from FBJ. 2xFBA

EX flying barcelona knee jump , ex flying barcelona jump , EX FBJ for a front, EX RFBJ for a rear ex flying barcelona wall jump.

Triangle jump for a jump out – bounce on wall – jump in tji.

air grab, air throw for regular jump + lp&lk

ex

cr.lp – cr.mp xx EX FBJ ^^ ID

tji.HP – cr.mk – cr.lp xx EX FBJ ^^ FBA ^^ EX.ST

No, I’d have to be +4 on hit to be able to link it into cr.lp, no matter what the startup. Though, with 3f it would link into another cr.lk, but I don’t think that would matter too much. Now, if it did get both 3f startup and +4 on hit, that would definitely make it more appealling. I can’t decide, tbh. I want both.

…seriously? I’m not calling FBA flying blowJob and fatal fury blowjob so you can understand it, EX FBA has been used in that form since the debut of SF4 and its perfectly understood.

Triangle jumping is in MvC2 and its nothing like the walljump…

Izuna loop= grab over and over loop, if you’re getting slashes you’re doing it wrong, thats not part of the “loop”.

who spoke of izuna loop, you call what you like a blow job, thing is when people post they dont make sense, some calling double hit fba the ex version other the claw strike,

Then they wait an answer forever and never get any because people here can’t be bothered trying to decypher what they are trying to explain.

hen there is absolutely no confusion possible yeah for sure you could even call it flying blow job and Wpeople would get the clear picture. btw i am pretty sure we don’t use the same units in physics and the same notation codes that we did 2000 years ago. i am pretty sure though that all along history there has been some assholes to state

Well we did change because they were not clear and everyone was wasting time with 'em.

I am forcing noone, you don’t like the idea, just pass, period, for all I care…

If cr.lk was 3 frame start up and the move still had the overall frames, then that extra frame would be added stun. Making it plus 4. That is what i meant.

I wish some people would share some of the their strats for fighting Ibuki.

block and tech, vega has no way of escaping her kunai crossup. Don’t get thrown or hit by her neck breaker as that starts her ambiguous shite. Try and bait out her unsafe stuff (neck breaker, kunai’s, uppercut, that double kick overhead thing that most ibuki’s don’t through out) and punish accordingly. Mainly lame her out, you have more life, quicker pokes with a longer reach, and she doesn’t have a good/safe way of getting in on you.

If you knock her down give her some serious offensive pressure, simply watch out for the ex-upkick. Also if you block her ex-up-kick thing, punish with a focus because it absorbs the followup kunai.

If she goes for the knockdown kunai mixup: When in doubt, just block the kunai forward/regularly and then handle the rest.

Does anyone know what Ibuki is at after she using razor kicks in her block string? This one Ibuki I play sometimes uses high razor kicks and then switches to low razor kicks. I think I’ve noticed a break in the block string long enough to stick a move out, but I’m not sure.

nah, i meant izuna drop as in grab them after the quickstand after a ST. instead of the drop, i get the slash instead when i’m in the corner, i can only izuna drop them 1/10 times when they quickstand

I’ve seen a couple of Vegas use the crossup EX-FBA. This is something I would really like to implement into my game. Are there any other setups for it other than “ST, ST whiff, FBA”?

Also, when Dhalsim does his fireball-teleport behind you thing, is there a way of getting out of this that is fairly low risk? If not, how do I block it?

I haven’t done it myself, but I’m told that U1 destroys his fireball-teleport setups.

When baiting crouch techs with vega would you do CH instantly after the poke with no dely? IE if you did far st.short and anticipated a crouch tech would you wait a second or would you do CH instantly? as in if the CH would combo after a far st.short?

i have trouble catching obvious crouch techs and im pretty sure im applying CH incorrectly

Got a question that may seem dumb. But is there such a thing as mashing dp and ever breaking through what would normally be a combo. Common knowlege seems to say no, if you get Reversaled it means you messed up your combo… but two times now ive heard people saying otherwise. Once on the sagat forums (by a seemingly good, knowlegable player), and once just now on a neorussell combo vid on youtube. As far as i know, if a combo works on a character, it will ALWAYS work if you land the first hit and complete it corectly. Right?