lag > charge characters in general
What I do is, once I get inside, I stay a small distance away. Far enough taht I can keep pressure with sHP and sHK, and he won’t be able to hit me with a shoryu. If he shoryus, you counter. If he hadou’s, jump and combo. You’ve got the reach advantage, so he can’t poke you. If he sits there, toss pokes at him, maybe throw in a dkHK, and follow up immediately with mixup.
Hehe just saw this in the other post! :P. But thx for the help man. Vega is really feeling more solid for me now.
Yeah against Shotos that spot in their face but a lil far away seems best for me.
Just gotta step up ur reflexes a little. I actually like to focus attack the fireballs. They get hit and crumple while you absorb the fireball. Then do a quick nice combo. Dont do it too much because they’ll bust out a tatsumaki.
If they try to cross you up I usually just dash under them then hit them with a standing HP. Or dfHK into watever. If they were in the corner I’ll jump throw or kick in the air.
Note i’m no expert lol. I’m sorta hesitant to say anything on these boards cause it seems if you’re not a tourney player then ur words are a little tainted lol.
Question…I like to c.MP/LP>rolling claw>FA then dash back or forth. From the FA depending if the person doesn’t have a GETOFFME move, I will either df.HK (which is risky as all hell) or i will dash back. Often they would have done the GETOFFME move and theyll be open for punish.
Is there any moves that combo from his FA. Or are their better options? I land this combo alot and I just want to get more out of it.
and I would be so fricken happy if his Overhead was a fricken overhead…
EDIT: Vega Taunt number 8 is so badass. I do it when i can.
Wouldn’t we all be.
- EX-Scarlet Terror (Flip Kick)
This move has really good priority against air attacks. Use it when other players jump in at you.*
Really? In my experience, this move is pretty terrible as AA, even in his EX version. For istance, i remember trading damage everytime with Ken’s j.mk, and the only time that it beats jumps in clearly is when you anticipate it by a lot, hitting the enemy as soon as he leaves the ground.
In the end, i found that is much safer to anticipate jumps in with j.rh or j.hp, or even better is to use the air throw if you can time it right. And if my opponet try to cross-up. i usually slide under him with c.hk.
The only way the Scarlet Terror will hit is if your opponent’s jumping attack isn’t fully out yet. So yeah, anticipate it indeed.
It is terrible. I dont think Vega has a decent AA, while the flipkick hits from far he doesnt have an AA he can rely on when he gets in trouble.
As in a reversal? No he does not.
Ex version seems to be a little better as a reversal, but sometimes I’m content to block or back flip.
Better off doing that anyway, or wait for an opening and punish.
i’m sorry if this has already been talked about, but has anyone tried playing a mixup game with :df:+:hk: ? for instance: :df:+:hk:, :d:+:mp: into focus attack/focus cancel. i’m pretty sure you would probably be better off doing EX wall dive though. but i’m just wondering if there is any use for this.
also, i’ve been using the same set up as above but replaced the whole focus shenanigans with a :d::u:+:hp: (aerial claw attack crossup). i only use it when i have no EX bar. the damage isn’t very good so i’m still debating on whether it is viable or not. i think it might end up being something to throw off your opponent once in a while but not something to be used regularly. probably useless though. any thoughts?
yeah, dfHK is really good, and I throw it in whenever I have a clear opening. I like to mix it up when it’s blocked, with lots of grabs, jump back HP, cMP, a few focus attacks, and the occasional single flip to dodge any reversal/grab.
sky high claw is decent in my book, but should be used scarcely. If you do a lot of walldives, your opponent might start tryign to jump and stuff it, when this happens you can throw in sky high claw to counter them. I’ve also hit people out of jumps with this before. I mostly use it’s EX form though, to jump their wall and cross them up safely, with the occasional EX walldive into izuna to catch them off guard.
Which is moronic. What the hell is the point of an AA move like flip kick if even the EX version won’t work as AA.
Kept getting mine stuffed so I need to work on execution. In the meantime I backflip away from jump ins and poke.
Flip kick needs to done early, that’s the only way it’ll work.
Taunts 6 and 8 for the win. Still need 10.
Yeah 6 is where it’s at.
Yarr, noob questions ahead!
-Any point whatsoever in differentiating Scarlet Terror’s unless you have the perfect opportunity? It seems to me like even L Scarlet Terror is terribly punishable.
Yarr, the last two are not only beginnerish, but scrubby fact questions, that I will try to double-check myself after posting this - ship if needed
-I think I saw someone make a walldive claw unblockable. How’d he do that?
-Walldiving to the opposite wall doesn’t always seem to work. What are the specifications?
Scarlet Terror in general is a pretty bad move. You can combo from lk ST, but that’s about it.
It DOES have focus breaking properties, so I guess that’s okay…
I think Scarlet Terror should’ve been more anti-airish, and make sky high claw the focus breaker instead.
I don’t think there are any ways to make it unblockable. Not to my knowledge anyways. Maybe he crossed up, making it harder to block.