Cosmic Heel.
Its a really bad AA, you need a very appropriate angle to land that, because the hitbox is really lame.
Punish some whiffed moves without wasting a meter is also an option.
And there is always that good meterless combo: ji.HK - cr.MK - HK.ST
But 70% of the time that you see a ST hit its after a Cosmic Heel.
When Blanka gets U1 back off a bit to a range where you don’t have to block the ground stun hit. that’s roughly cMK distance. then wait Til after Blanka is airborne and neutral jump up and grab him. You jump just after Blanka is in the air so that you meet him at his peak. Jumping back also works but puts you too far away to follow up with anything. You can catch him by jumping in if you’re far enough away but any decent Blanka won’t do it unless you’re close. It just takes enough practice getting the timing and spacing down to be able to hit it reliably
Sent from my HTC Evo 3D using tapatalk.
This whiffs on crouchers and 90% of the time, you’re going to be hitting someone on the head with a jump in with Vega, it’s going to be on a crouching opponent. Don’t bother with it.
You keep using towards j.hk a lot more than j.hp , is it because of the hit box ?? cause I referred back to the hitbox pics and it seems to me its better. correct me if i’m wrong
j. hp is great if you know it’s going to contact your opponent, but j. hk is much better for “putting something out there” if you’rejumping in. Some characters, it doesn’t matter which one you do, they can’t anti-air either, but for the most part, j. hp only really shines against Sim and Guile who can’t anti that easily at all but have an easier time with j. hk.
the main reason why is that j. hp is actually disjointed (smash bros word for hurtbox outside of vega’s hitbox) and thus it beats a TON of stuff. However, the range is really narrow horizontally and it whiffs in a lot of really weird ways where I really wish it wouldn’t. J. HK never has this problem, if it looks like it’l hit, it will, j. hp, it if looks like it’ll hit, sometimes it still won’t. J. HK > HP unless you’re fighting someone who has a tough anti-air that you can actually beat with HP.
Also main reason I came here, i will be putting togethre a Vega blog similar to Air’s where I will be sounding off on absolutely everything Vega-related. I don’t know when I’ll get it up and running but I’m working on lots of data right now.
You know what I think it would be cool?
Take an character and make a .jpg or .xml file with everything we can do on that match-up. So we can look at them before the match and eventually memorize it with more ease.
I am not talking about match-up advises, stuffs like “dont stay in his face, keep at max cr.MP distance”.
I am talking about precise informations. Like:
Backthrow ji.MP safejump works when he dont have U2.
EX FBA > Slide EX FBA is a 3 frame opportunity to cross up.
May whiff cr.MK - cr.MP xx EX FBA when far.
Gotcha? Shenanigans like that we may forget when fighting someone.
On a completely unrelated note, have you guys ever encountered a turbo player online? If so how the hell do I deal with anything without getting grabbed? I try to keep them at range but when they get in… oh god it is horrific.
All the time, unfortunately. Don’t judge my skill on this video, this was in April…when I was a total scrub XD. I come across them very frequently on XBL.
You beat turbo users by first throwing them a ton, and Vega’s walk speed and kara throw are the perfect tools for the job. If they tech using turbo, throw them a couple frames later so you grab them as their attack is coming out (then it can’t be teched). Them teching more then once presents multiple opportunities to punish them for pressing a button. Get them to block an attack as if you are going for a tick-throw (such as a jumpin, cr.LP, cr.MK, or far.st.LK), then do a hit-confirm combo instead such as cr.MK-cr,LP-cr.MP-Ex.FBA, or you can simply walk backwards away from their tech and then forwards to kara throw them. df.HK can devastate characters with a large crouching hitbox too, or you can just use df.MK to hop over shoto cr.MKs.
While turbo helps shitty players increase their accuracy a bit, it gives them no advantage over good players who have the natural accuracy anyway. Punish them for pressing too many buttons, and don’t let them punish you for trying to do something stupid under simple jab pressure. You can always time your own techs so that you can block the mashing and tech any tick throws at the same time.
as someone else… your options are extremely limited depending on how it’s set up. If you’re in the corner, short of already being airborne you’re getting hit, and even if you’re already in the air 95% of the time you’re getting hit if the vega is decent. Best shot is instant airing with a high hitbox move that has lots of active frames and comes out fast.
away from the corner you have a few more options. late dp or any reversal type move with invincibility will stuff it if timed perfectly. Backdash will also work if timed correctly but actually getting the backdash is extremely difficult and risky. if you get forward dash you’re getting hit.
there are only 3 ways of guaranteeing not to get hit though. Backflip as vega. Teleport as Akuma, Bison, Seth, E Ryu or Sim (possibly Yang and Ibuki, but never seen), and coward crouch as Hakan.
Everything else pretty much gets hit. There may be a few characters that can normal to get the grab box down but those aren’t guarenteed either because I grabbed a Ken last weekend doing cMK
For the characters that don’t have a safe escape option, a high-priority jump-back normal can stuff it almost every time if you time it decently. Getting super’d on your wakeup shouldn’t happen that often because you have to pretty much be cornered and Vega’s best knockdown is the Izuna drop, and he has to burn meter on EX to combo into that. The only time he’ll have you right where he wants you is if he gets you with a cr.HK in the corner, or if he lands a ST and guesses correctly about whether you quickrise or not. In that situation, use the same strategy you might use to avoid the izuna loop (delayed reversal with near-perfect timing, or near-perfect backdash)
Is there some trick to kara-focus that I’m not understanding? I have no problem doing Vega’s kara-throw or Ken’s kara-focus, but I swear I don’t notice Claw stepping/moving forward when I presumably input the kara-focus correctly. What’s the deal?