Vega will teach you patience. IMO balrog and Abel are 2 good characters to start out with. The best way to learn Vega is by playing and watching other Vegas play. If you want to read something read every post of every topic. As you read and read things will make more since. But playing and watching are the fastest ways to learn. Expect to lose a lot though
(1) How can one tell DURING a match if someone is using option selects/should I just assume they do if they are good players?
(2) I heard you can do a KKK flip to avoid some is that true + what one’s should I do it against?
(3) Is it true/how does one setup a meaty CH, or st.HP (this Can’t beat out invincibility frames can it)?
(4) How do I punish Zangief’s lariat/s (standing spinning fist) thing again? In Super you could just hit his feet, but they’ve pushed the move back to it’s Vanilla version or something and can’t anymore?
i personally dont even look or care if someone is doing option selects. I’m more focused on when they press buttons or not. Best way to defend against them is to just block
you can but you take a big risk by making it a habit. I recommend blocking
I don’t really have a set up for it. I just eyeball it. and no i frames will beat meatys
4, you can sweep it, Ultra it, SHC it, FBA it, CH it, sHP or sHK it, ST it, jump back fierce it, pretty much anything you want. it’s all a matter of timing
There are two ways of doing a meaty attack :
— To time it to hit on last frame after a knockdow : i believe i’ve seen Jozhear use it in a FT5 recently (against Illisic or something like that, a Ken player).
— To use it at max range
Personally, I haven’t got knockdown setups for it yet.
But i do for range : just do it after a blocked cLK cLP cMK cMP string, it will be meaty (or nearly) => +1 on block. Enjoy…
Oh, and no way it will beat a shoryuken during I-frames : too much recovery ! Still, if your CH gets blocked and you know your opponent will mash a shoryuken, you can just backdash or backflip them, with a nice « oh my, i just dodged your skoryuken » effect ! =D
PS : don’t forget you will be at frame disadvantage after a blocked cMP => beware, if they do anything fast after your cMP your CH will be beaten at startup. =)
Thanks for the reply. What do you mean on number (4): " it’s all a matter of timing"? Is it like Rose’s ultra 2 where you have to hit IN-BETWEEN the orbs (but in thsi case before his hands switch or something? Thanks!
SHC, CH, EX FBA, super, pokes, and EX SHC require timing to hit him between the hands similar to rose’s orbs. Ultra and sweep and low attacks don’t unless you are at point blank range. U1 obviously has to go to the back wall
(1) Is there a difference between the lk, mk, and hk version of the wall dive (I’ve heard a claim there is), and if so how can I use that/does it have a use?
(2) In this Video at 2m 10 secs the Vega does a Izuna drop vortex/loop , I’ve sort of had this explained in that Sagat’s hitbox is really big and thus it’s relatively easy (who else Is Izuna drop loops easy on apart from T.Hawk?) - how do I go about it. E.g. I do it when I’ve done an EX FBA and then I do FACING FROM the corner, but eventually I messup - is it too risky (usually online though). [media=youtube]AF20oEzrpeQ[/media]
(3) Related to the above question, HOW do I and is there a use to doing Izuna drops that grab from behind (putting Vega behind the enemy like a back-throw). E.g. does this allow you to be closer to the wall so Izuna drops can be performed more accurately? That tactic is supposed to be performed CLOSE to the wall correct?
(3) Okay so I know NOW to use CH to ST whenever I can punish something (like an SRK for example), BUT what about when the person is dizzy? Should I do CH into ST again just so I can conserve meter for pokes into FBA? OR if I have two meter should I do Vega’s big jump-in st.fierce into EX RCF and then EX FBA? Currently I just do st. fierce, cr.mp into EX FBA. OR SHOULD I just ultra? The problem is that Mike Ross said he now keeps his ultra and super for when he has little life to change the match - should I just then do a combo instead?
(4) Why do people do a jump, INTO a st.strong/st.mk into lp RCF as opposed to st.fierce - HP RCF? Is this because st.fierce WILL NOT COMBO/isn’t a block string, where as st.mk and st.mp are and if people try to mash DP thinking your going for the st.fierce then they actually get hit by a REAL blockstring?
(4) I’ve asked this before but I don’t think I ever got an answer except that I should Plink INSTEAD of Double Plink (which is something I’ve considered/considering actually). IS VEGA’S cr.mk into cr.mk A LINK OR CANCEL? I don’t say this to be a jerk, I just mean (hey guys please tell me!!!). I’m asking because I Double Plink it, **BUT **then if It’s actually a cancel (which I THINK it is maybe) plinking doesn’t help one iota and I HAVE been making it more complicated that necessary.
(5) Okay so I like never hit-confirm and It’s something I obviously need to do and AM training to do right now. What things are just TOO fast to be able to hit confirm, e.g. is st.lk, cr.lp, cr.mp into EX FBA just way to hard to hit confirm? People would hit confirm Chun-LI’s cr.lk/mk into super back in SF3 so maybe you can hit confirm most anything?
(6) Claw’s hitbox/hurtbox stuff is on Eventhubs (scanned images from a magazine), is THAT INFO still relevant or is that regular SF4 information and not AE 2012?
Mike Ross is a good player, buddy, but he doesn’t plays Claw and his choice are personal.
If you can land reliably the jHP csHP into EX RCF, then do it, it is more damaging and opens the way for comboing into cMP EX izuna at the end. Now if you can’t do it consistently yet (just like me ^^), then going for CH EX-ST (or jHP csHP cMP EX izuna) may be a better option. =)
Yep. The only way i know to combo into others RCFs than light one is from csHP, other normals haven’t enough hitstun to combo.
On block, both csMK and csHP could be unsafe to shoryukens, depending on the blockstun of your jump, and how late it is. Maybe comboing into L-RCF is easier from csMK than cMK, but otherwise i don’t see the point using it.
To P-link is to use a faster normal (like the cLP, usually 4 frames startup) to be cancelled into a slower one (usually a MP, 5 frames), so that if the link to the MP is a 2 framer then it becomes like a 3 framer ('cause starting in 4 frames).
Claw’s cLP and cMP are BOTH 4 framers, so to my understanding I see no point in P-linking : light punch isn’t faster than medium. =)
Oh, and most of Vega’s normals can’t be chained : cMK into cMP is a link, and can’t be done in an otherway than pressing the MP at the right moment. cMK into cMK doesn’t link.
It isn’t impossible, but it isn’t easy either. You could just stop at cMP if you see the first attacks are blocked. But it is hard in another way : you’ll lose you charge by sLK, so it might be a little tricky to get the izuna out everytime. Furthermore, cLP range is lesser than sLK… but if you stay too close you will get a csLK, which doesn’t link. So if you do not watch carefully your spacing it will fail.
Claw isn’t exactly the hitconfirm type. I see two normals strings slow enough to hitconfirm :
— csHP cMP
— cMK cMP
You should read Francys guide, you would find a lot of answers there.
It is mostly relevant. The only official change is the focus hitbox, which didn’t change that much in fact.
I think it can mostly be done at any situation, but it’s important to remember a couple things, in my opinion. First, is to walldive to the wall that’s closest to you, that way, you’ll get off the wall faster and even if you walldive to the opponent’s wall, you’ll still have to wait for the vertical drop, so you’d making it slower by walldiving to the opponent’s wall. And also, I think it’s important to cross your opponent up your opponent before you do the drop. That way, if they mash a reversal, it’ll whiff you. The first one reiketsu did (at the 2:10 mark) didn’t look like a loop drop, tthe rest do though. I think Sagat could’ve done a deep dp out of it.
If you’re gonna save meter, I say go for j.HP, cl.HP xx HP RCF. But honestly, with Vega, it’s not that important to save meter. His EX is what makes his damage go from decent to godlike, in my opinion. So Don’t be afraid to use it for combos. Some characters/players can be punished for their habits though, if you have a ex fba handy. So for these people, it may be worth it to save it.
cr.MK x2 is a link. But the reason it doesn’t work is because it’s a counterhit only combo.
TriasNT, you should always plink the MP in my opinion. It’s not that it’s faster that gives you two chances. It’s that it’s “less priority” (lp > lk > mp > mk > hp > hk), so pressing mp+lp will give you mp.
I think with enough time playing and being wary of what you do, a lot of things become hitconfirmable. For example, I can now hitconfirm a cr.mp to ex FBA on hit. The only thing I think is too fast to hitconfirm is cr.LK xx walldive (after a crossover, for example).
Yes. But for the 99% of the time it won’t counterhit, it’s just sad to lose a combo using two cMK who won’t link instead of cMK cMP, IMO. =D
Besides, personnaly cMK hasn’t a high priority hitbox, nor is specially fast so i wouldn’t use it seeking counterhits. cLK, sLK or sMP seems much more relevant for this. Or a cMP after a cMK, 'cause of the frame-trap. =D
OK, you’re right. In fact it seems it’s more like a sort of double tapping where the weaker normal would give additionnal frames to the stronger to come out. Darn it, I was wrong ! =D
1 yes. Button determines height on where he grabs the wall
2 there’s a write up on it somewhere here
3 the direction you press determines what side you land on. So if you want the opponent in the corner hold the direction of the corner when
2nd 3 if you have 2 bars and did not focus the opponent in the combo that led to the dizzy and you did less than 3 hits, use JHP, HP xx EX RCF, cMP xx EX FBA. Otherwise use level 3 focus to CH, ST
4 It’s a frame trap
2nd 4 no plinking of any type necessary with anything Vega does
5 it differs for different people. I need about 7 to 10 frames to clearly hit confirm a move and identify that the move was in fact a hit. Best way to train that is to set the dummy to random block and try to stop the combo immediately after the first blocked hit
6 most is. Some things have changed write a but though. You’re better off exploring it yourself in training mode
I’m fairly new to Street Fighter AE. I been trying every character in the game cept for grapplers and charge characters. The other day I decided to give charge characters a shot and vega seemed pretty interesting. I was wondering if this character is a good place to start with.
Pro: Your long range and speed gives you more leeway to experiment with pokes, positioning, and what we call “footsies”.
Con: Due to your advantage in footsies, you may end up relying on them too much and not learn other ways to “rush down” your opponent.
Pro: You don’t have any invincible reversal (a GET-OFF-ME move) and so you will be forced to learn how to correctly block and avoid all attacks.
Con: Learning to block or avoid all attacks, even when you know they are coming, is difficult and you will get more than your share of ass-kickings.
Pro: Vega has tough links when it comes to “confirming” into powerful combo enders when you react to an opening. Your timing will be trained well.
Con: When basic footsies and punishes are no longer enough to win, you will struggle to get those tight timings consistent.
Concepts Vega will give you strong opportunities to learn:
footsies, links, baiting, kara throwing, blocking/teching, charging, exploiting unusual shenanigans, zoning
Concepts that will be hard to comprehensively practice:
true blockstrings, ambiguous jumping crossups, focus canceling, empty jumping with low attacks, target combos, command specials
Thanks for replying. In your opinion would Vega be a better charge character to start with or would M.Bison be better? I can’t seem to decide upon the two.
A good number of Vega players actually use Bison as an alt. I think he zones at around the same range but with a more aggressive stance thanks to his good scissor kicks and his other powerful special moves and in-your-face normals. Theres a bunch of threads about the topic of picking a character on the general SSF4 forum.