Blocking overheads is a lot harder online, because you have even less time to react - even on 3 green bars. But when you play offline you feel so 1337 blocking all of them because online has trained you to have to have better reactions. Just don’t forget to do all your combos in training mode before playing offline because anything that you are linking by sound or sight (not dialing in) you probably have to hit a tad later than you’re used to online. (Especially the cl.HP or Ex.RCF to cr.MP link)
Thanks vega man. Meteo2 your vega is good I follow you on 360( just throwing it out there lol) but now for the questions i guess. How is vega mostly used ? What are his strengths and weaknesses? What should be the combo to learn ? I also wanna say I tried to read the other threads since I’m new but they are outdated I’m guessing since this is a new game and I’m a new player things have more than likely changed.
if you’re just starting out start with single move punishes and counters. then move 2 move punishes and counters, then 3, etc
like if ryu whiffs a dp start off with doing ST to puinsh,
then move onto doing cMK to ST to punish
then move onto doing CH to EX FBA to punish
then move onto doing CH to ST to punish (i personally rarely use EX ST after CH)
then start fining different moves to punish instead of just whiffed DP:
suppose they whiff a sweep
try working on cMK to cMP to EX FBA
then move onto cMK, cLP, cMPxx EX FBA
then start working on landing jump ins
start off with non meter usage:
LK, HK
jHP, HP, HK
jHP, cMK, LK, LK, cMP
njMK, cMK, ST
then 1 bar.
jHP, HP, cMP, EX FBA
jHP, HPxxEX RCF, HK
by then you should be more than capable to pick and choose what, when, and why to use certain combos
strengths - range and kinda speed. has multiple ways to get around fireballs, great, kara throw, and air throw and izuna drop grab ranges, great counterhit setups and frame traps.
weaknesses - every viable combo has at least 1 1f link, no wakeup, few pressure options, weak punishing ability, long recovery on most specials, SHC is virtually useless (punishable on hit), RCF has slow startup, no 3f moves, U2 is underpowered, U1 is too easily interrupted… just a lotta stuff
There is no way Vega is mostly used. Just browse through the threads and you find an array of different opinions. Vegaman is correct in saying you should learn to punish first, since this is one of Vega’s primary means of doing big/flashy damage. I know this is vague but Vega’s biggest strength is his ability to frustrate his opponent. Never ppp backflip up close, i mean never! Gotta bounce right now but i’ll add more later.
Vega’s jab has only from jab the name, it is a mid range poke, it sucks at what jab are usually useful for, that is,taking back momentum and keeping the other guy stuck in blockstance while you figure out if you continue with a combo a grab a frame trap or if you GTFOOH.on the other hand it is great at what jab usually suck at ,that is start a combo or a pushback string from midrange while being as safe as a jab to throw away.
The sad thing with vega is that his short is not so great either it does what short does but let say it bundles the bare minimum and nothing more, that is ‘dent the other guy’s momentum’… period.
Cosmic Heel into slide
Cosmic Heel into EX FBA, then gradually Cosmic Heel into ST or Ex ST.
Cr.Mp into light RCF
Cr.Mp into EX FBA
Cr.Mp into EX SHC (great to catch people off guard with)
*Jump in HK into cr.mk into cr.mp into ex fba (This also works if you jump in with HP, but I find the timing is slightly easier with HK)
Neutral Jump HK into standing HK
Jump in Hp into cr.mk into ST or Ex St.
*Looks complicated on paper but the links are actually very friendly on this one and it really disheartens your opponent if you land it. Can be used as a game changer or just as insult to injury if you’re already dominating.
These are just a few of his basic but great combos. They’re very simple to pull off, and with time and effort, they will become second nature to you. I suggest learning all the ones with cr.mp first since this is such an important part of Vega’s game. Don’t get into the habit of throwing out Cosmic heel at random, since AE has nerfed it to the bone.
Neutral jump MK is a great move and cr.mp, cr.mk, st.Hk or st.Hp are great as follow ups.
Don’t ever forget about St.HK. It is double hitting, fast and can (sometimes) be used as AA. Definitely one of his best normal moves.
L.RCF has good range, is fast on start up and good on hit or block.
M.RCF is also decent, good for chip and has an OK startup.
H.RCF is something you should avoid until you’re comfortable in vega’s shoes. Once you’re there though, this a great chip move and also the best rcf to cancel into Super from.
St. Far Mk is his longest reaching move and surprisingly stuffs a lot of attacks it looks like it shouldn’t. Sublime poke.
Learn this link: Cl.Hp into Cr.Mp, you will need it as it is essential to one of Vega’s most damaging and flashy looking combos.
If people are constantly FA your EX FBA, instead of trying to grab them (which can be very risky given some of the characters FA stances) hover right above their head and hit any puch button without inputting a direction. Vega will shoot out his arms in a double hitting motion, shattering their FA.
jw, is there a distance where Vegas sweep is safe?
yup
vega’s slide is -12 on block if it hits with the first active
so second active gives you -11
…
10th active give you -3
13th (last active) give you 0
you are safe if you hit with last, and beforelast
and also with the one before except against gief and other people with a 2 frame startup move.
so there is a range at which you are safe on block.
the tricky thing is , vega slide moves fast at the beginning and very slowly at the end it means that
1 a tidbit clsoer than this range is very unsafe -4 etc…
2 a tidbit further than this range is extremely unsafe whiff (-20 or somthing)…
3 there is always the chance you slide into a focus armor so you are getting crumpled or under a neutral jump and in these cases you get comboed badly too.
during a match it is not worth the trouble being absolutely sure you safely slide , but you shouldn’t slide if the enemy is in range for cr.mk which starts faster opens up for better damage and recovers faster. the consequences of sliding in a block at those ranges mean you get a fair -10 which is plenty leaway to start a damaging ground combo on the other side.
also don’t slide if you are baited too.
In fact consider sliding
1 as a gimmick to catch people off guard, but abuse it and they ll make you pay that dearly
2 as a getaway move to cross under some obvious cross up jumps or special jump attacks .
3 as a long range punish if you don’t have a charge or want to save meter and are to far for something more powerfull.
max range
it’s also safe if you meaty it on the last active frame
ajunta with his damn ninja posts
do what ajunta said
lol, thanks you two
So is there any practical reason to use CH into CH? Other than ending the round looking badass? I cant combo after the 2nd CH, cant even reset. Is this just something flashy to do or does it have any real use?
on a ground target I doubt it. H.ST does better damage, better meter, better stun, pushes just as much in the corner.
on a air target you can followup with another CH and then connect an EX.ST2 if i remember correctly.
CH ^^ CH ^^ EX.ST2 does
80 + 80 + 56 = 216 damage
100 + 100 + 80 = 280 stun
60 + 60 - 250 = -130 meter
you can also L.ST then EX.ST2
CH ^^ L.ST ^^ EX.ST2
80 + 100 + 56 = 236 damage
100 + 150 +80 = 330 stun
60 + 60 - 250 = -130 meter
I’d go for the latter which is also easier to execute. the first one pushes back in the corner a lot more though.
@Ajunta: And that’s probably the purpose Makoto was looking for. The damage isn’t great compared to df.HK -> ST, but the wall carry is awesome.
I have a question. It’s probably not Vega specific, but since I play Vega I’ll ask here.
I’m up against this kid that does a j.HK -> c.HK combo constantly, timing it so that the jump kick connects as soon as I stand up. If he doesn’t sweep me, he throws me. This is a basic strategy, and there’s gotta be some reason why nobody uses it. It’s gotta have a major flaw in it. Where is this flaw, and how can I exploit it with Vega?
This strategy has one intresting point, is that as vega you cannot proactively counter that when you wake up, in other words he gets a shot at landing some of his biggest damaging combos for free everytime he knocks you down.
What he does though has many drawbacks.
1 There is much better damage to score from a safe jump in.
2 It is extremely easy to defend from this setup
3 It usually is very easy to punish.
Nobody uses that against dragon punch character because even beginners can mash dragon punch. vega doesn’t have any kind of such tool so you have to defend from that the classic way.
what you do is
1 - stand up blocking high,
2 - go down to low block (with time it is going to become second nature)
3 - a tidbit later press grab while keeping crouched.
4 - If he has committed into something punishable and most sweeps are punish it as best as you can.
What is going to happen** if he does ji.HK >> cr.HK** is that you will be stuck in low block and your grab input will be discarded, and in this case as a 4 there is no need to guess 80% of sweep moves in this game are punishable with one of your own or even harder.
What is going to happen** if he does ji.HK , Grab** is that your grab input will serve as countering his grab ‘teching’ the grab, and in this case as a 4 everything is possible both of you are set appart some distance and nonone has advance over the other.
So you have a one procedure that you can always apply to his and that always does damage where he cannot hope to do any or at the very least keep him stalemated. The obvious result is that he is going to either resort to something more refined, or he is going to lose miserably.
Even better, with a bit more experience you’ll be able to refine this sequence ( that we call a flowchart) to cover more cases and/or score more benefits from it.
after most sweeps you can pull cr.mp xx EX.FBA, sometimes even ultra II, your sweep, or a ground combo of your choice cr.mk >> cr.mp, cr.mk >> fst.HK or fst.LK >> fst.HK.
punishing ryu, guile, vega, bison sweeps is a good start they are pretty easy and those characters tend to use their sweeps too much for their own good… a lot more of the cast is punishable on sweep though.
step one and two were already second nature. I wasn’t aware of that little teching trick though. I know how to tech, but I thought he had me in some retarded loop that everybody else knew how to break out of except me
there’s also the option of jumping. and in the event you block a sweep it’s a free sweep for you.
if he DP’s tho you’re getting hit so i couldnt jump when he has ultra meter.
@ Aerosol
you have to understand though that a safe jump is a massive strategic advantage
As long as he sticks by the flowchart you explained above he’s not benefiting much from that “massive strategic advantage”, but you can’t afford to let people jump over you on and on and on.
When someone jumps on you there is always the chance of him scoring a jump in combo, and jump in combos hurt… badly
he can attempt a quick high low, and hit confirm into a damaging combo.
He can attempt an ambigous crossup and hit confirm into a damaging combo.
He gets even on block a fair +12 frame advantage… at point blank, he basically have all his options open, frame trap, bait, true block string hit confirm, tick throws, instant overhead, command throws and whatnot…
Sometimes the situation grants a “safe jump” to your opponent, but in all other cases you HAVE TO convince him very early during the game that jumping on you goes along with massive risks, otherwise you are just invinting him to dominate the match.
Most of the time once you get KND you have to block the incomming Jumping attack … ESPECIALLY if its ryu J. Hk. The others you should be able to escape… Sliding under works best for me (on reaction) since you dont want to risk eating a combo off J. Hk… If he is that predictable then abuse jump throw…another thing ive noticed is if you use jump anything as your anti air you want to jump from the standing position…so after blocking the strings hold back while you observe what your opponent is doing…if he doesnt jump then walk back in and abuse your range attacks…Although you have to crouch to charge ST the standing position offers you much more mobility…
I need some help…I read this is another post (see below) and have been trying it for the lasr 3 hrs…wtf…i havent gotten it out not once… Could someone explain the logistics to me pls…When you focus cancel a move do you cancel any of the active frames or do you cancel the recovery frames only. If i press focus during the active frames does it wait until the completion of the active frame to focus?
Scarlet Rabbi Come back, Ofra…
RedVega said: ↑
[INDENT]Please elaborate…I’ve never heard about this
He’s right.
EX RCF xx FADC Lv.2 xx Ultra of choice.
It’s a one frame link as it’s tough as nails to pull off but I was able to do it.
In training, that is.[/INDENT]