Vega Q&A: Ask simple questions here!

Quick question: what Vega’s moves are unthrowable on startup?
Sometimes I feel like I get thrown out of ST and even backflip.

Very interesting. I’ll try to disable it. =)

Backflips can be grabbed or hit if done on their very first frame (for example when done meaty, at wake-up) ; 'cause their are not reversable.

ST however seem to be airborne since their first frame. So they can’t be grabbed by ground throws, provided they are out right on time (you can’t escape Gief’s ultra once animation is out for example, as it has 0 frame between it and the grab itself. ST has to be started before those throws). =)

LK, MK and HK ST are throw invencible since startup until the 16th frame. EX ST is only until the 4th frame. All of them are airborne after the third frame.
If its showing “Reversal” and you are still getting thrown, you are messing up the input and doing a Reversal FBA instead.

KKK Flip can avoid any kind meaty, including and specially throws. You know… everytime that you are eligible to make a move that will be considered a “Reversal” by the game you are invencible to throw for 2 frames… which makes KKK flip the hell out of there pretty easy. Go ahead and try to grab a wake up SPD… its never going to happen because of that mechanic.

I find myself repeating over and over again whats in AEWiki and I really shouldn’t as that is acessible as fuck. You guys should start from here : http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Basic_Elements . Then go the Universal Abilities, to Game Mechanics and then to the Claw Frame Data. Read everything from there, even if you think that you know how said mechanic works.

I will. =p

trias has glasses and a mortar board! he doesn’t need to read anything cause he’s too smart!

if you have an nvidia card, go to the nvidia control panel > manage 3d settings. go to the program settings, select ssf4, scroll down and turn on triple buffering and vertical sync. also at “maximum pre-rendered frames”, change the value to “1”. this will make the game even more responsive.

In France, we’ve got an expression which says « to teach is to repeat ».

Once Haztlan and you will find yourselves accepting this, I’ll prepair custom mortar boards for your avatars.I’m sure they’ll suit both of you perfectly. :wink:

Yeah but like with all knowledge, there is a difference between throwing it all at once at you and serving it in little parts until you want to know the rest of it buy yourself.

You kind of doing the second one to us, thanks for that :slight_smile:

can’t speak for PC but between xbox and ps3 here’s what I notice:

PS3 is more steady. It does lag slightly but it’s visually and input wise consistent.

360 is more choppy. you get occasional lag spikes (offline) visually although there’s no difference input wise.

Personally, I can’t feel any difference between combos offline on either system. I can swap back and forth all day and nail the same combos. Online though… 360 is superior.

you likely pressed forward then kick instead of forward + kick enabling you to get grabbed, or what haz said… doing FBA

In fact, I think Star just pointed out part of the difference that could occur on PC ; this not being the PC version itself, but the VSync issues. Maybe it was just coincidence, but the day I turned it off, I pulled some flashy one frame links combos several times in a row in real match. I still do drop them often, but my consistency improved. I’ve got tearing issues though…

I still think there might be some difference left with XBox, but that tiny option definitely feels like affecting input lag. =)

Can anyone point out the exact movelist for a double backdash U2 after a Focus Crumple? You now the one tatsu always used to do to taunt people? Focus hit backdash, a second backdash, U2.

Thanks

Edit: Or could it be that there is no buffering involved and he always just startet to charge only at the start of the second backdash? That would be a bummer though.

From what I’ve gathered the command for dash forward U1 after focus crumple is f,b,TK motion from b to u+f.

I would assume that double backdash would be similar except b,b,f,b, TK motion from b to f

Well, get that crumple, backdash (start charging), tap focus backdash and u2 motion. Nothing exactly special.

How the hell do you get the EX FBA to hit twice? 95% of the time I just get the 1 hit version.

don’t press right or left on the stick/pad

also need to be in grabbing distance as well

Not that close, but close. You get two slashes still from ranges where you would not get the izuna.

@vegaman: thx, but I meant U2 - the dash ultra I have down (in the train room at least :wink: But the double backdash just doesn’t work.
@haztlan: After dashing out of the focus, start a second focus to get the charge and then backdassh ultra?

@star , there you go:

Beautifull, thx!

Regarding:

@17.00, better than a dash :slight_smile:

do you guys use flip to bait out dp’s when they have meter, or do you just block and let them waste it? there are times when i just want to do awesome max punishes when i know a dp is coming. but if my combo doesn’t kill, those 2 bars are still a threat. what do you guys think? i’m talking about people that can dp to ultra of course

It depends on the opponent. Flip is good against baited long ranged DPs, if they would reach far enough to hit a backdash (for example Guile’s flashkicks, Honda’s Headbutts). Against regular ranged DPs, I think back dash is a better idea, as recovery is better, and risk way lower if they happen not to DP in the end. Backdash works way better than in FADC situations, as you’re not forced to start it from point blank range.

Flips are useful only in situations where backdash would be beaten. =)