Alright. Thanks for the tips you two
Question about both of Vega’s flips:
Will a perfectly timed meaty attack always beat flips?
What do you mean, an attack done at the end of his flip’s animation? If so, yes. Basically walk or dash up to him as he’s doing his long flip, and at the end of the animation, you are free to do what your heart desires to him because he is completely open.
If you’re talking about before he gets his flips off, i don’t know. I’ve flipped out of meaty attacks before but I’ve also had some meaty attacks just plain beat my flips. Any Vega who flips if they’re directly in front of you or constantly flips to try escape pressure is an lop and deserves severe punishment anyway. Not too not sure when the I-Frames kick in on his flips either.
Along with his Super Combo, Vega’s flips are one of the least used moves at his arsenal. So the effects of or to it might take some time to pinpoint.
I was talking about before like I throw and go for a meaty attack, can he escape with a flip.
I set up a playback with a meaty only link combo on wakeup and I’m able to do wake up flip (KKK and PPP) to escape it.
I’m a Dudley player and someone said flips couldn’t escape meaty attacks and decided to test this out myself. My hunch was right.
Oh, ok, you mean on wake-up. Yes, after Vega falls I believe either of his flips will dodge meatys if done on wake-up. So, in that sense it wouldn’t be wise to try a meaty on his wake-up, if you know or think the Vega might flip, because your attack will whiff. However, if Vega does flip on wake-up, he is wide open to any sort of punishment after the I-Frames of his flip are gone, so it’s not a completely get-out-of-jail-free card. If you think Vega might try to attack directly on wake-up, your meaty will definitely hit because Vega’s hitboxes are meant for long-range pokes, not up close attacks, and if you do happen to trade Vega will almost always be on the losing side.
When you drop Vega, attempt your meaty attack on his wake-up, (be wary of EX Scarlet Terror, although you can stuff this too), and soon he will start to either backdash or flip on wake-up. After a flip, you can punish, and if he figures that out you can always just go back to smashing him on wake-up. I can see how Vega’s flips can annoy opponents but they are really terrible moves(at least as escape tools) it just takes patience.
yep
correction: nope it wont
A meaty will beat KKK flip on wake-up?
yep… there’s 1 frame of vulnerability between wake up and i frames of the flip
(double double checking in training room right now cause dunno if it changed since ae…)
edit: nevermind… double checked and i was wrong… both flips will “beat” meatys
Ok, a couple of begginer questions about Vega.
- I need a good anti air move - do you think Scarlet terror could be it ?
- do you think that EX high sky claw is useful to get me out of the corner ? I mean, on paper it should be, since it has invincibility and armor breaking.
- What good reversal Vega has ? I’m thinking again on EX HSC, for the same reasons.
- And about reversal - I have some trouble learning it - I have to charge before hitting the ground ? can do a reversal with Fei Long (his fire kick), but it seems that I have problems with Vega.
Thank you.
-the best anti air vega you need to use is standing block. it works pretty well actually.
-to get out of the corner I actually prefer to use either my ultra or just a regular wall dive to the opposite wall… then drop down as far away as possible… meaning don’t go back to the corner. Using EX is a waste of meter unless you KNOW it will hit them.
-Vega doesnt have a good reversal… but ST is your closest thing. EX SCH is too risky… and too long of a startup… anyone decent will see and block it a mile away
-if you need to instant land reversal you have to begin charging as soon as you jump. i usually do the jump motion and charge by doing a circle from forward to up to down back… that’s faster for me than pressing up forward, down back
you’re welcome
-For reckless sloppy jump ins: Jump back mp/Throw…Most of vega’s anti air is chance so instead of occasionally eating ryu’s J. HK> Combo you need to meet him in the air and do your thing. I find Nj. Hk strong but on wiffs you fall right infront the opponent and get 50/50. Jump back Throw is good cuz it sets up cross up FBA. For meaty jump ins and safe jumps just block. Blocking is good but if you give your opponent the idea that he can jump in without any risk then he’ll be mashing that shit every chance he gets.
-To get out of corner i try to fwd dash under a jump or look for an opening to risk an exfba>izuna. The reason i use these is that unlike the reqular fba that just creates space the ex fba and dash turns the tables and allow you to put your opponent in the corner.
-The only safe reversal vega has that is reliable is 2 x 260 kkk+ppp where he takes off his claw and lodges it in ryu’s eye for abusing J. Hk. Other than that the risk reward trade off is never in your favor until ono allows us to fadc st.
as a beginner he probably should learn the ranges of the basics before moving onto more advanced stuff lol
Quick question…what normal do you guys whiff to safe jump after hitting CH to ST in case they quick stand ?
i personally never whiff anything…, but then again i never safe jump there…
I’ll “whiff” an LP version RCF under them as they falling to do a crossunder, or do my normal corpse hopping, or block
Back dash or CR mk then step back. both only work of 4F or more reversals. I actually prepared a table of what to wiff to give you perfect timing to do all the possible setups :). If only there was a way to upload an excel doc to these forums… What im working on now is creating a table of the push back of all moves blocked or on hit so i can mathematically determine what sequence of moves put me at perfect range to CH, POM, Safe jump/empty jump mixup or the various normal anti airs.
shift + prt scr button and open up paint. then ctrl + V to paste it in there and then save it as JPG. then upload to imageshack and post
Just a repost.
Hey quick question…what is the hit stun on J.HP and J.HK…doing some testing on jump in >ultra 1
i’m pretty sure it’s 10 frames of hitstun and 5 frames of blockstun
i guess i’ll hit the training room and figure it out tho. gimmie a sec.
Edit: Blockstun on jHK and jHP is 15 frames
Hitstun on jHK and jHP is 16 frames
apparantly jHP into CH is a perfect frame trap for dp’s cause unless it’s frame perfect it wins. If they dp frame perfect then they trade but in their favor.
Hit jHP on the last frame and time a perfect frame CH and it combos. doesnt work for jHK tho. May be character specific
Thnx vegaman… They say teach a man to fish and dont give him fish so …How do you get these values though?