Okay, I feel embarrassed asking this, but here goes: what’s the trick to performing Cl.Fierce cancelled into RCF after a jump-in? I know it’s possible, but I just can’t seem to hold a long enough charge. What am I doing wrong?
a trick i use is to do a half circle back starting at forward and rolling to up then back… and to use that to let me jump forward. That way I already have near insta-charge by the time I’m airborne.
Right, but is there any way to see if I’m doing it right? I really don’t notice a range increase based on Vega’s foot position on the training room stage =/
he hops forward just like kara throw
he does go forward but not as dramatic as ken. its more of an extra inch of range and the only real time i can physically see it is when i actually watch myself and at full screen cause u can see him nudge. its small but it can be the difference in something safe from distance to unsafe. wish i could use it on rose soul spiral.
you need to delay the FA more then
on what characters works the j.hp cross-up mid screen ?
i only know a couple but
Bison
Hakan
Blanka
Sagat
i dont remember who else it worked on
Edit: Add Gief and Hawk and i think Seth
I think also Honda, Gouken, Guile, maybe Rufus, Sakura
try it on the ones mentioned - it’s a strict spacing no matter who you try it on
I swear, I got it to work on Rose in training mode last night. I kept trying to replicate it, but to no avail…
she was probably mid move with a wonky hitbox
Maybe. I was mad tired so I might have neglected something like that.
i like vega and i like his links and combos. zomg stabbing is so much fun. after seriously using him i developed this MAD respect to all Vega players. vega will be like my 3rd character.
in AE2012 for me:
3rd Vega vs Fei Long lol
Alt Rose vs Guile (and when i get bored from all the concentration required to play cammy)
Main Cammy vs the rest.
now i hope you guys can answer me:
- my MAIN problem with vega is … Anti Air… damn stand hk trades ALOT. ST is meh which version should i use? and most of the time when im playing footsies i dont have charge for it =\
air throw there seem to be height restriction? is this true?
what should be my #1 reaction to anti air? like with cammy CANNON SPIKE! or close hp for close jumps and jump overs far hk for far jumps… etc. with rose its EX Soul Throw or cr.hp. what should be my #1 anti air tool when i use vega?
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why oh why my bnb whiffs on crouching chun li. this happened alot that i think theres something wrong. or i dunno if it works even on chun. like cr.lp, cr.lp, crmp, ex fb… ex fb whiffs
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integrate cosmic heel in my game play. what the most effective way to use CH. i whiff punish with crouch mp or sweep right now. CH has no range stand mk is a better poke. i want to integrate it with Kara-Throw/frame trap shenanigans. im thinking cr.lp, cr.lp, kara throw then next time cr.lp, crlp, walk back, CH would hit their whiffed tech?
Di,
Anti air - all situational. I dont really see a use for the different versions of ST except that EX has a slightly better hitbox. You’re going to need to learn when to Air throw, sHK, cHP, njHK, njHP, jMK, njMK, and jLK, in addition to knowing when to ST. U2 will soon be a decent option against jump ins
Air throw - Yes it has height restriction, but it’s not that high. take vega’s height, cut it into thirds, and 2/3rds the way up is about where height restriction ends.
Whiff punish -
no meter: jHP, HP, HK (character specific) or jHP, HPxx HP version RCF, or CH, ST, or jHK/jHP (either) cMKxx ST or CH, cHK (untechable KD and set up for corpse hopping with CH)
1 meter: CH, EX ST, or jHP, HP, cMPxx EX FBA (for damage), or jHP, cMK, cMPxx EX FBA (for stun), or jHP, HPxx EX RCF, HK, or jHK/jHP (either) cMK, EX ST, or CH, EX FBA
2 meter: jHP, HPxx EX RCF, cMPxx EX FBA
the underlined ones are my personal favorites (ok that’s a lot lol)
standard punish would probably be CH to ST (damage), or CH to EX FBA (untechable KD), or CH to sweep and mix up on their wakeup.
whiffing EX FBA - just assume it whiffs on all females. do at most 2 pokes into EX FBA. 1 if you’re not at point blank range.
CH integration - yes. lol whiff punish and poke/crouch tech counterhit set up and corpse hopping
i got a question: what changes between using LK or MK or HK FBA ? claw strike has different damage but is there anything else?
@kuroi aima HK fba goes higher to the wall than MK which goes higher than LK.
Generally use the LK for izuna loops although if you are close to the corner the height difference between all the versions is quite small.
ok cool thanks!
For non-EX walldives I almost always use the LK version since you spend a tiny bit less time airborn. It’s really funny though when Guy/Chun or someone tries to grab you or hit you out air-to-air and you use a HK-walldive to freaking fly up to space overtop of them. HOLD UP LOL
Fyi, Vega’s FBA hittable area stays small until you try to attack (when he’s just a tucked-in ball), so don’t press any buttons if it looks like you’re about to get air-to-aired - delay the attack and you’ll have your opponent breaking their fightstick/controller, haha.
haha sounds cool meteo,myself i usually hug the wall at the start of the move even when i decide to attack.
It throws people off many times
i usually do the opposite and do it early if they catch me once…
or use good ole relaible SHC for people like me that instantly react