Vega Q&A: Ask simple questions here!

how did i forget about cl.hp to cr.mp…ahhaa, i’m such a noob

cl.hp x ex rcf punishes can punish oni’s blocked/whiff srk, everyone’s mp srk. if you jumped and hk, it wouldn’t work. some special cases includes seth and sagat whiff/blocked srk. normally cl.hp to cr.mp don’t work cause they get moved too far back. but yeah, there are loads of stuff that a jumping hk would just be too slow. he did ask for punish combos though, and it is a legit punish combo, how you use it is up to him :smiley:

i find it easier to jp hk to u2 than to cosmic heel to u2, but that’s just me, it’s so hard. everytime i get an anti air cosmic heel, it’s usually an accident, unless i punished something like a whiff/fake dive kick

another punish i forgot to mention is 2x cosmic heel to ex scarlet. reason is because sometimes i hit cosmic heel too close, and lose charge on my scarlet, so i do another cosmic heel.

If you put time in training mode it becomes easy, just like EX RCF into crMP. Maybe even easier. Why you don’t see it used more often? Because everyone thinks like you and don’t see too much use to go there and practice it.

lol

Who really goes into training mode and practice this? No one does, hence no one uses it.

One more use: Mask throw jiHP U2 after a stun is not exactly easy because Mask Throw eats too much time, if the guy mash out of stun (which he should) he will sometimes recover before the jump in connects, let alone a Focus 3.

Makoto uses to do max damage in stun situations and jump in U2 over fireball. This last one is harder and requires a mindset really prepared and ready for it, but is extremely rewarding. Hell, you can even bait a Command Grab with neutral jump and confirm it into ultra.

I don’t do it because it’s waaaaaaaaaaaaaaaay too risky online and I don’t play enough offline to warrant practicing it. I see a use to it but I also generally see more of a use of just having ultra instead of not getting a kill with it. Just my 2 cents though

What Vegaman said, although I don’t think he is allowed to post here anymore since he said farewell some time ago :wink:

Man I am baffled how many of you use that combo outside of a jump-in/focus. Good tips!

Kind of proves my Point. Everything gets easy if you concentrate on in in the train room, but unless you to do that - this punish option remains hard with a lot of risk involved. Even you in your great “nerf claw” video compilation showed in-games clips of CH–> U2 but none of a jump-in --> U2. And I do not think you spared those because this is so easy and not worth including in the compilation.

You are right though I too think the EX RCF crMP link is harder than jump-in U2 because the link is not muscle memorable.

Edit: speaking of which: the great Makoto :wink:

Well, the only CH U2 there is there is a whiff punish of Blanka’s EX Vertical Ball. Anyone that can CH ST can do that.

I know one thing. I can keep jiHP U2 in the training mode with 90% sucess rate. I can’t keep with grounded CH U2 with at least 30%. Airborne CH into U2 is relative, as it depends on how high I hit the opponent. In that Blanka scenario, I don’t think that the margin of error is bigger then 1%.

The clip is there not because its hard, actually, completely the opposite. Its a secure way to land a Ultra, thing that you wouldn’t be able to do without the cosmic heel.

Also, that video was recorded in March, and I started to use jiHP U2 in less then 2 months I believe. I think that the only thing “video worthy” would be a jiHP U2 over a fireball? I don’t know, but jiHP U2 with nothing new behind it… just to show that I can do it seems pretty imature.

I was thinking about makind a new video. Last time I did with the “residue that I found in the training mode while looking for unblockables”. Now it would be cool if I did a video with said unblockables.

But I am too lazy right now, let alone the fact that Makoto already stole a lot of them. heh

I’m on the fence for returning depending on which changes occur to Vega (as I stated when I said farewell). I’ve even played more SF4 recently than SFxT

About CH U2, do you guys have any tips on performing it ?

I can pull it out randomly at best. The problem is I don’t know precisely how much charge U2 does requires, and if that charge can be buffered before CH (and how to do it). Do some of you have info on that ? =)

The question is like “How do I do CH–>ST” in v2.0 And the answer is the same. No buffering. The charge is there as soon as you see Vega crouching after the CH. The key is how fast you can waddle the stick - just like in jump-in --> U2. I found no difference in doing df,db, df or f, b, f, - felt the same to me.

Try to do it on Balrog/Dahlsim in the training room, they stay in air significantly longer than other characters. From them work your way up to Akuma/Ryu :wink:

And I want to make clear that I never have and never will hit that in-game. This is all training room only. The thing I talked about in the other posts was always mid-air CH --> U2.

Edit: ah one thing I forgot: Max-range CH of course. Either hit crMK, crMP from point blank to get the spacing or better walk backwards after each attempt and try it “pi mal Daumen”.

U2 takes roughly 1/4 sec longer to charge than EX FBA. If you don’t have the required charge by the time the opponent’s ass reaches the height of your head you won’t be able to land it. That’s just what I go by. By the time the you input forward back forward+KKK the opponent will be at waist level. If the opponent is at or below your knee it’s going to whiff.

Also, went into training mode and spent some time on jHP, U1 and U2. It wasn’t that hard but then I looked at the damage. Only 10 more damage. Not worth the risk online to me. If I played offline more I’d work on it though.

U1, U2, ST, SHC and FBA have all the same time to charge. 42f.

The problem is that you have to make the U2 motion before pressing KKK, thus you stop charging right there.
U2 having 8f of startup doesn’t help either.

There are no tricks involved. Just charge as fast as possible and more importantly, make the U2 input as fast as possible as well. Hitting a meaty/airborne CH obviously helps, and the difficulty is character specific. But either way is hard.

nope, all 42 frames except rcf with 60 frames - the tip with the height of the falling body is not bad though

Edit: DAMN IT Haztlan, go to bed already! :wink:

U1 and U2 are NOT 42 frames. I don’t care what the frame data claims. I know this because I can charge for 42 to 50 frames and with ultra motion I will always either get EX FBA (for U1), EX ST (for U2) or KKK flip (if it’s too short). The data is wrong. It’s at least a 54 frame charge time.

How can

[Safe Jump / Option Select Guide )

With 38 Airborne Frames of Vega and 8 Frames of U2 activation, How is it possible to hit them with jump in U2 then? If it were 54 frames charge and the 8 frames start up we are at 62 Frames before the ultra hits. After a Jump in the op will be hit at the 39th frame (at best, often earlier) so 62-38 = 23 frames hitstun after a Jump in HP/HK? And that doesn’t even take the one or two frames into account you need to do the ultra motion.

it’s because when you charge for u1/u2, you activate it with the final f/df/uf+kkk in the same timing as if it was a ST. e.g. i release charge at frame 42, and do a f+k at frame 43-44 to do a scarlet terror after a cosmic heel. When you’re doing your ultra, you are releasing charge at say frame 38-41 so that you can have time to do the full motion of the ultra and finish it at frame 43. but remember, you’re down charge is still charging while you are doing your ultra motion, so ex fba will still have charge. ex st would come out too because of sf4’s input leniency. kkk will come out if you lost that down charge (instead you’re doing db, f,b,f kkk) or you probably just messed up the inputs

not a vega player, but i’d like some insight in vega’s izuna drop

i fought a vega player that vortexed me to death with this move repeatedly. how is this move countered exactly? i don’t think you can block air-grabs, and my wake-up DP attempts get grabbed too

Then how come I can do CH to back charge and still land both EX ST and EX FBA with no problems on a grounded opponent but by sticking an extra back forward in there I never get ultra?

See I’d buy this… except that it doesn’t make sense for it to be the same charge time if I have enough charge to input EX FBA or EX ST but not U1 or U2. Either the charge is still there or the charge isn’t there anymore. If I don’t have enough charge I get KKK flip. If I do then I get EX FBA. I have to noticeably hold the charge longer in order to get either Ultra.

What character?

gen and fei

I hope that this myth ends:

http://puu.sh/4B5eP

http://puu.sh/4B5is.png

After I changed BALCERONA_SP to have 1f of charge from 42f I could do it instantly, as seen in the video. So yeah, what the .bac says there is no deny it. He IS the frame data.

And fohstick. With Fei Long you can “gamble” and EX CW, or MK CW. Presented that it came out it would always works, the problems is that there is a chance that inputs may be screwed up and then you get grabbed again.

But you can also use Fei’s crMK as well and use it on your wake up, you will get hit by the slide, but then you are out of the Izuna Loop. Same with Gen’s sweep. We can’t grab those.

If you want to gamble sides, try to mash backdash. But they suffer the same problem of the EX CW.