Vega Q&A: Ask simple questions here!

Are you sure its not +1 on counter hit trias?

I’m not. Only thing I know is it’s lesser than +2. ^^

Maybe someone with access to the frame data could give you the exact counterhit advantage. =)

Does anyone know what the midscreen crossup setup off EX-FBA is for Seth? And does it work on other characters?

What would be vega’s anti air normals?
I see them coming and still don’t know what normal to use?

neutral j.hk. if you’re getting beat out of neutral j.hk, use cr.hp

Air Throw for damage,
njHK/njHP for damage but not in Air throw range or timing,
jump back MP for reliability.

cHP for dive kicks.

that’s a good general rule of thumb

halp

I know it’s using jump HP, but I don’t know the setup. I think it’s dash wait, but I can’t work it out.

It’s dash, crouch (just as long as the animation lasts), jHP. Works with Rufus and Juri too. If you replace the crouch with a “do nothing” of a few frames after the dash you will make the cross-up ambiguous.

But beware, if Seth decides to crouch himself at wake up without pressing a button you will cross him up but your jHP will whiff.

until Star posted I thought there was a CH crossover midscreen on Seth.

if only it could crossup on everyone else…

Yo i got a q: how Vega so sessy? he too sessy

So I apologize if this question has been asked before but I searched and couldn’t find it. In this video at ~1:00 the Vega does a walking ultra.

My question is, how does he take such a huge step forward? I can do it, but only with a much smaller twitch forward.

You probably won’t like the answer but…

hold forward lol.

Those posts might help you out a bit though.

Yeah, thanks for the response but after messing around with it some more last night I got it much better. Main issue I had is I wasn’t doing the motions after the walk forward part fast enough. Thanks for the help though!

Hey, I’m a bad vega and I have problems with jump in early normals like Ryu jump fast HK… enough active to hit me crouching…beats all my air to air.
So is the correct response: block? a normal? ST? c.mk duck? focus back? focus let go like Jozhear did alot? prob a combination
It is just that in high level play nobody does those early attacks. So I dont get the watch the “feel” of countering them.
how do I stop them…when all those defensive options are iffy…normal/ST trades…c.mk gets smashed…focus back they do it again i cant stop them…block i get block stringed then they jump for free again…
i dont mind practice just I need to know the “factor” that makes pros not jump in early attack…its prob the focus let go crumple…

recently i’ve learned to use neutral instant lp+lk+hk. or just instant hk if you prefer. it’s just that if my hk wasn’t early enough, air grab comes out. instant neutral hk seems to beat those pesky early attacks. the idea is to hit him before his jumping hk even comes out. if even instant neutral hk don’t work, it means he’s doing it really early, early enough to not be able to hit you crouching. ST would beat those. or if you’re a risk taker and you KNOW he’s doing it super early, wait for him to land and punish it with cl.hp combos

options on a high-hitting well-spaced hard jumpin:

Focus the attack and backdash - guarantees you’ll get out, but you lose more space and you eat a big hit in white health

Weather the storm - block. read your opponent so you can prepare to tech/backdash/grab/reversal/jumpback+attack

cr.HK - at some positions you can slide under the attack. with great timing you can even cancel your fuzzy guard (the initial frame of you standing after a knockdown) into the low slide. Some characters may still be able to offer a strong punish if they have seen this before.

ultra2 - a high-hitting attack is vulnerable to landing on ultra 2. if the attack is well-spaced ultra 2 may simply escape rather than punish, but its not a bad option if the jump isnt safe

react better or be proactive - if its not a jump on your wakeup, you may have had time to respond better. vs a jump-happy opponent, you may want to hold a charge more often for a scarlet terror (the light kick version is slower but hits straighter up, and creates the strongest juggle with EX.ST). By concentrating on the possibility of the opponent jumping, and paring that with their habits, you will be able to react better. jump-back HK, MP, and MK are your best and safest options. HK beats low jumps like divekicks, MP is better at beating high jumps like tatsus and super jumps, and MK is in the middle. neutral jump airthrow, HP, and HK, are great air-to-airs to deflect incoming opponents, but are riskier if you mis-identify the incoming attack. Again, this section is only if you are able to start reacting better

nj LP+LK+HK?

Explain. I am intrigued

ever get tired of air grabbing, but you air grabbed too fast and the hit your opponent with a lk instead? with lp+lk+hk, hk wll come out. ever had those times when you did instant hk a bit too late and you get nailed? air grab might throw them out since it’s 1 frame faster. it’s just to cover your ass when you DO stuff up the anti air. it’s been doing wonders for me. i usually go for neutral hk, but surprised when i missed timed it, i air throw my opponent for extra damage

It’s so simple yet so genius. Good thinking.

Let’s see…jump take 3 frames to start up, throw takes 3 frames to start up. HK takes 4 frames to start up. So if you do instant jump HK you get a 7 frame anti-air, with an option select.