What is link speed for vega’s 4 cr.mp in fba? If I used an online mertonome to practice would that help? and what speed wwould I set it on?
140-144 beats per minuete. Why would I know this? Because that is ideal Guitar Sweep time to make your sweeps sound very melodic.
Nah, but seriously its that. My metronome goes 138 : 144. 138 is to slow and 144 may be just a frame to fast. But that is where i have gotten succes.
a good combo to practice this one is
st.lk – cr.lp – cr.mp – ex fba
as you get more consistent
cr.lp – cr. lp – cr.mp – ex.FBA
once you are good with it you shuld practice
cr.lp – cr.lp – cr.lp/st.lp – ST
all three are practical chargeless hitconfirm footsies combos the last one is meterless
the duration of a cr.lp is between 21 and 22 frame
0-1 input registration 3 startup 2 active 8 impact freeze 8 recovery
What you should try to nail down is exactly 21 frames that is 350 ms or 171,4 bpm (on an ideal runtime operation from your system), there is a bit of leeway in either direction depending on how much of the first completion frame you used for the first one.
Your leeway ranges from 0 to 16.6666 ms in a random time direction and this randomness is why 1 frame links are extremely inconsitent to pull.
As I see the numbers here don’t really correlate with pedo’s , by all mean this is theory, pedo’s experimental, it worked for him there is no reason why it doesn’t for you, i just don’t know why, if they don’t try mine.
@_@
I just press buttons and things happen
thx guyz for the help
yeah MILF i hear you. I never tried the metronome approach to get the links right, but I’ve got the data and someone asked for it.
it is also funny to know that there is absolutely no leeway watsoever when you pull 1 frame links if you want to be 100% accurate, even a machine using always 353 ms instead of 350 would have the link concistency drop to something like 85%.
Just posting this in the off chance that this information helps someone:
If you consider a quarter-note being one “beat” in beats-per-minute:
Quarter notes at 3600 BPM are exactly 1/60th of a second apart.
Let me know if my math is wrong.
“Stepmania” is an open-source computer program clone of DDR-like music games.
If you are familiar with the game settings in Stepmania, you could use this information to create a silent music track, enable audible ticks on each note, and place notes at the correct distances apart. You can also adjust the speed at which the notes scroll regardless of BPM, and even adjust the timing of “FANTASTIC” and “PERFECT” and the other timing-judgements to whatever you want (i.e. 90th-second accuracy as Fantastic and 60th second accuracy as Perfect).
I feel like all of my timing fundamentals from playing DDR and other Bemani games at a complex level carried over to link-timing skill in SF. Let me know if you think this program setup might help, and I can make it a project to create a version of Stepmania that comes set up in this way with music files that let you practice exact link timing.
Meteo, Ive had an idea where if someone could use stepmania to help with links in SSF4 that would be great, but yeah im no sure how it could be done lol…
Its just a thought
… you guys are looking WAAAAY too much into this.
I dunno, I used Audiosurf as a method of making my fingers co-ordinate and move faster. It worked and made them far more reactive than they were before.
Plus it’s a fun game.
Hey everyone. Kinda tired of losing with Fuerte, so I’m gonna stick with Vega for a while. He’s my second. my main issue with Vega as it is right now is… I’m stuck playing him like I did in SF2, counter poking with crMP xx EX FBA, Barcelona-ing people to death, and air throwing.
I’m trying to get out of this little habit. I just need a few pointers.
How to stop playing like SF2?
What version are you playing? If you are playing Super, its diffrent. If you are playing AE, then you kinda have to play a CvsSNK 2 Vega that just sits outside harrasing the opponent with cr.mk st.lk cr.mp etc. Its much more complicated than that, but that is the general idea i guess at this moment. What does carry over is:
if you can do cr.mp xx EX FBA as a punish, you need to start doing cr.mk - cr.mp xx EX FBA or cst.hp - cr.mp xx EX FBA as punishers. Maximize damage.
learn to hide the kara-throw. Don’t abuse it to much, use it with other tools like cr.mk, RCF, or other pokes.
learn to AA. You have cr.hp, st.hk, nj.mp, nj.hp, nj.hk, nj.mk, air grab, and well spaced Scarlett Terrors. They all work, and are situation, but they over lap so you don’t necessarily have to use every single one.
Learn two footsie, you have st.lk, cr.mk (godlike perhaps the new god), had Cosmic Heel (was god), st.mk, st.mp. cr.mp is not your only button. A smart nuetral jump here and there is always good, just don’t be obvious with it. FA is a good poke provided you know how to use it.
Never ever do EX FBA raw, unless its a guarantee punish where you cant punish with anything else, or its a semi-meaty FBA.
Those are just basics that will carry over.
Learn to space slide, god I wish it was better.
Yeah, Fuerte’s and Vega’s Slides are way different. Thanks for the pointers. Maximized damage, yes, thats something I can’t do with Fuerte. No clue how to Kara throw, but I’ll look that up.
i like to use random ex fba to stop forward movement, however be aware that most chars can punish
lol no kidding,
vega slide can be used to punish things you canoot punish other way, or to score a knockdown if you need it. and to dodge ambiguous crossups, or rush down crossups.
It is unsafe unless thrown at absolute excat top of the top max range and that is 0.0002 inch beyond mid range, and at mid range you’ ll eat the biggest ground combo the other guy has.
in other word it sucks for you if you use it to poke, or try to catch people offguard with it.
Hey guys, I started playing SF recently, but I don’t have a PS3 so I either play at a friend’s house once a week or go to an arcade with AE. I have never played charge characters before but I like Vega’s style and have questions I notice when I play other people
-How do I do cosmic heel into Scarlet terror? It’s a down back charge but don’t I drop it when I do df. hk?
-My playstyle is extremely basic right now. I anti-air jump ins, recently learned to kara throw, and the only move I really do is cr.MK into EX FBA. Are there any techniques to get links down consistently? I don’t think I can even do st.HP>cr.MK or cr.mk>cr.mp
-Fighting in the corner. I tend to play defensively(turtle turtle turtle) and sometimes I can get out of the corner but I get thrown a lot and don’t usually tech it fast enough.
-What basic combos should I learn with Vega?
The instant you input for Cosmic Heel, go STRAIGHT into down-back and wait until you see Vega crouch. The moment you see him crouch, input the Scarlet Terror then.
It’s close hp > cr.MP, So wonder you’re getting confused.
Unless it’s something that can now be done in AE.
All there really is IMO, is practice, practice, practice.
I’m going to shamelessly advertise again, but you might wanna take a look over these articles (They go into your problems and then some):
Beginner’s Guide to using Vega.
Hey…Noob here
hey guys…well i been maining Gen for time now and he is still gonna be my main…been playing with ken and bison as well. fooling around with a friend in endless two days ago i picked up vega for the first time…EVER…and his footsie game felt so good i picked him again…and again…and now im here lol :nunchuck:
right…i got an ok footsie and poke game cuz thats what i relied on with Gen anyway, i can pull off the kara throw 70% of the time but im just being random with the set ups cuz i dont know any text book set ups…i think the ideal distance is after two standing shorts?
i find the barcelona dive is almost useless? only the ex is viable as it can hit twice and break focus attacks…and combo from cr mp
right here are my questions:
is there any difference between the short, medium and roundhouse versions of the barcelona dive? they all seem to go the same height to me…
whats the easiest and highest damage punish when u got no charge? (i think its Cosmic heel to cr Fierce)?
whats vega’s safe jump distance or set up? maybe if someone could point out a video of this it would be mighty useful
and lastly i just wanna confirm that vega has no cross up jump in attack
i been using vega for bout two days now and im trying to understand match ups and his strengths and weaknesses and all…gotta say props to u guys who been mainin him all this time. i always thought vega was just lame and cheap but in the past two days i have learnt he does take skill and patience to get the wins. :china:
Also props to the guys putting up all the material on here
If you’ve hit them with a cosmic heel, you have absolutely no reason to not have a charge buffered afterwards. So no, don’t go with cr.HP. Learn to Scarlet Terror, it isn’t difficult.
the differences in the L, M, H dives are trajectory-related.
And just to start you off with do’s and dont’s about Vega and a few things you might not know yet;
Guide to using Vega
For uncovered stuff and a few setups (along with links to Backthrow to j.MP Safejump tactics) thread, can be found over Under this here link.
Vega also has a crossup, however it is extremely finicky, character specific, and not work the effort in learning.