The mask and claw always go in the direction of the center of the stage… so to determine were its going to go, you need to know where you are in relation to the center of the stage.
yea you’re right
It sure is a statistical winner, especially if you have a charge to OS cancel it into L.RCF.
If you fuck it up, well you fucked it up and eat a frame trap combo starter , a frame trap grab or a shoryu.
if he grabbed, you tech into a krathrow setup.
if he block baits, you land a 28 chipdamage true block string, leaving you perfectly safe at what is a favorable distance for vega in most matchups.
if he backdash baits , you safely whiff a cr.lk.
if he focus backdash, you hit him twice putting him either in a reset or a pursuit juggle state.
if he focus for too long see lower.
if you hit, you land an easy hit confirm into whatever you are willing to spend meter on after that.
This is fantastic lol, thanks for the advice dude. It’s the best I’ve ever read about teching grapples I never knew any of this. It just goes to show how naive I still am even after all these years of playing street fighter, this it will serve me well. These techniques may not come to me straight away without practice but at least I’m more the wiser. Thanks for the your help
yeah it’s a great tool but online it really doesnt do anything for me other than to just cost me more damage usually than actually taking the throw. i can know 100% for definately certain that they will throw and still not be able to tech it. so from my perspective here are my options:
stand tech, crouch tech, ST, jump, backdash, take the throw, backflip
-crouch tech rarely works online for me. 9 times out of 10 i will still get thrown, regardless of whether or not i know the throw is coming.
-stand tech has a bit higher success rate. maybe 5 times out of 10 i’ll still get thrown
-ST beats throw but puts me at a risk if they don’t throw because it’s not fadc-able
-jump beats throw but is risky because most characters recover before i’m at a position to hit them on the way down. it doesnt really do anything but put you at risk or reset the situiation
-backdash works great but puts you closer to the corner
-backflip puts you at high risk and also puts you closer to the corner
-take the throw is the best option if you are unsure they are going to throw or if they have a highly deceptive throw animation (adon, juri, etc) because throw damage is almost always less than eating a tech trap counterhit set up combo into omfg ultra for half your life.
so either i stand tech or just dont tech at all online. offline i’ll play as normal using crouch tech a bit more often until i see tech traps.
To me, it definitely sounds like you’re teching too early.
That pretty much sums it yup.
Still late techs standing or crouching depending on who you face and other parameters are the best I think.
It may end up in you being stuck in block or being tossed, but less often that early tech.
and if the guy wants to pull a counter hit setup or frame trap combo on you he has to pull a long frame trap, which means he has to take greater risks for the same rewards.
stand up tech working more often than crouch tech, says something about people you play, they like to frame trap grab, intentinally or because they have poor timing on their tick throw. In which case the solution doesn’t lie on the fact you stand or crouch but rather in the timing you use to tech.
What Sas’ was saying (imho) is that when facing a guy that pull those “late grabs” frame traps you may want to try to forget about the “cr.lp/cr.lp OS crouch tech” and just plainly “autoblock late crouch tech” with the same timing you use while standing, you’d lose your claim at any damage, but you’d get impervious to low hittting combo starters.
Usually it is better to eat an overhead than a low, most of them don’t combo, and have terrible priority and startup. Pretty much the opposite of low, which usually have excellent startup and priority and often combo starting properties.
Also hugging down back is good for vega because it charges all his moves, holding just back only charges RCF.
cl.Hp cancel into RCF. How? I can do it maybe once every 10 attempts. what’s the trick to nailing it consistently?
Input the forward for the roll at the end of the first claw slash of cl.HP. It’s about as much as I can describe it since I use muscle memory + negative edge to do it.
Will try, appreciate it.
yeah compensating for the online lag, which causes me to delay my tech timing, which gets me used to associating the timing with a visual cue, which causes me to tech too late offline… no thanks i’ll take the throw. if someone wins by throwing me 14 times in a round i’m not going to seriously play them anyway.
i dont have any problem to using crouch tech ajunta. but with the bountiful number of players online that are throw whores anyway it’s just going to end up building bad habits. (i.e. mashing crouch tech) and causeing me to rage because i KNOW for a fact i timed it correctly.
i understand that crouch tech is “smarter” and “safer” and i agree. it’s just my personal experience that people online like to throw in any opening they get. which for most people is EXTREMELY predictable (after an empty or maybe even blocked crossover, after 1 crouching jab, after 2 crouching jabs, after rose’s or sim’s slide, after vega’s blocked CH, after ken’s forward kick, etc) and when people do thing predictable it causes you to automatically adjust because it “always” comes. then when you actually go to play someone offline that doesnt do those things and actually adjusts, you get blown up (dp’d on that empty crossover, frame trapped after that first crouching jab, spiralled after rose’s slide, etc) because you’ve developed that habit of automatically teching without thinking.
so, because of that i stand tech. if i dont think i can stand tech it then i block low, take the throw and dont bother teching at all. it keeps me actually teching an actual throw instead of guessing, risking getting blown up by tech traps (which is more than just gettting overheaded) only to end up in the exact same situiation but closer to (or in) the corner.
This is something thats been bugging me since the first day I played vanilla. Vega is the only one in the cast that has to link his jabs, right? Why is this? I dont understand why Cody can do lp,lp,mp,criminal upper, Dee Jay can do lp,lp,lp,MGU, but we cant have lp,lp,mp,ex fba without the need to master a link. Is it because of the “range” of his jab? His jab range sucks(only slighty better range than the others)and the fact that they made it so you have to link them seems… (trying to be nice here)unnecessary.I’ve got it down now but i’ve lost matches in the past attempting to link two jabs, only to get blasted by a dragon punch or some other invincible move in between. I can sort of see the logic as his jab has slighty more range than others and the link isnt that hard, but you would think that after they strip Vega of his AA and make both backflips useless in top level play, they’d at least let the poor bastard cancel jabs into eachother. What am i not getting here? Why cant Vega have a “real” jab? Does anyone prefer the linking even though no other character has to deal with this trivial BS?
Sagat has to link his jabs, Gouken can’t do shit but chain them, Dhalsim and Hakan can’t do anything with jabs alone.
Better than the others is the same as sucking?
One thing that does not suck, however, is the range on his cr.mp. Had jabs been chainable, it’d be an easy confirm into cr.mp xx EX FBA pretty much as soon as you connect a jab, and I guess Capcom doesn’t want that.
His jab range is better than the others because of the claw, but it still sucks. Yes, you understood me correctly. I love cr.mp, but it will get beat or stuffed up close by a jab, as will his own jab. He has range but nothing to do when someones up close. This was my point, they took invul. Frames from ST, put horrible recovery on his flips, what the hell can we do up close. Back dash trickery gets shut down real quick. And please dont tell me to block or OS. That is a huge guessing game with you usually losing. I dont want a regular jab to make my combos easier, i want one to be safe! Sagat has Uppercut, tiger knee, and the best fireball in the game, he’ll make it even without a jab. The others i cant and dont really care to comment on. Im just concerned about my main. Ponder this, Chun has better pokes, a fireball, can combo into either ultra, has a invul. reversal AND a fantastic jab that you could spam all day. I really think capcom tried to completely alter Vega for IV and it didnt work, and theyre too arrogant or stupid to admit it. Thanks for the feedback though lol. Gouken and hakan i had no idea about.
Wait, what? If anything it’s a sign of a player who knows what he’s doing.
If a certain strategy works flawlessly against you why should he stop using and abusing it? If you’re unable to defend against it and he did not capitalize on the fact - not a good/smart player.
Hello Vega forums…I am new to Street fighter. I heard that to be successful in sf you have to choose a character you can connect with and feel like and since vega is cocky and cares about his looks I think he’s perfect for me lol. Anyway I just wanted advice on how he is played, what I should learn and how since it’s a new game (I read that there are 3 versions of sf4) what are the changes he’s had? Thanks I hope this community will help me out.
because that shit dont work offline and i refuse to adjust to it. that just sets me up for failure by getting bad habits and mashing tech and crouch tech.
try this thread. then ask questions if you don’t understand.
But then what’s the point of playing online at all? To play against bad players who will not capitalize on your misfortunes? To each his own, i guess.
that pretty much sums up how i feel. i only play offline because playing bad players is better than not playing at all. i dont even use Vega online anymore. i use gief. i rarely if ever have to deal with throws now
i know i follow you on PSN