how u likin dat shit ?
After df + rh I do an EX-Walldive for okizeme (wakeup) options.
Hmmm I’ve seen sometimes my walldive(and videos online) hits twice…
How is this performed etc. ?
you have to hit punch when you’re closest to the opponent, and without pressing a direction which will result in Izuna drop. I’ve read that Izuna Drop is better as they can’t tech roll after, which sets up wake up options
Falling in love with Vega’s Ultra now I can consistantly pull it off. Finding it really useful to do on reaction to a number of moves which usually I have no choice but to block and pray I won’t get thrown. Not only that but it looks bloody cool
what are Vegas safe jump ins?
on the alphaism radio show they were talking about Vega getting a free jump in after knockdown…
also they mentioned baiting throw tech and walk back df.RH beating mash shorts/jabs…
my strategy guide says that the EX version(where he throws his mask) boosts his attack “for a short time” not sure if its a time limit or the next attack that hits/is blocked. has this info already been posted? i hadent heard about it till i grazed over vega’s section in the guide. im also not sure how much damage boost he gets or if it applies to the non EX version(though its probly EX only otherwise it would probably be stated).
Edit: can anyone confirm this? (i would but my 360 is in for repairs) and how much damage it gives/how long it lasts?
Well you get 25% more damage and take 25% more damage when your mask is off. So it’s only temporary if you pick the mask back up.
Of course, I’m not sure if doing the EX mask throw gives you a secondary boost or not. Someone correct me if I’m wrong
i dont know if this has been answered or asked but how do u get ur ex walldive to go on witch ever side u want to? like when i try to do it for izuma drop it goes to witch ever wall my back is facing, i think some1 said i need to go diagonally to the walll i want to go but it still kinda dont work.
Ending in a UB and U direction goes to the back wall. UF goes to the far wall. If it’s not working, hold the direction down instead of tapping the stick and returning to neutral.
in this vega vid
[media=youtube]xj8ppPL_X5E[/media]
it seems like around 1:50 in the vid that vega laid on the ground a lil more than usual…if so how do u do that?
lol i was just thinking about it and it seems he just didnt tech when he hit the ground…anyway i would like to just verify that that was what happened
^^^ Yes. He just didn’t do a quick recovery.
Are there any other good anti air moves besides Scarlet Terror for people who jump in on you?
Air throw and jump straight up RH. Jump towards FP. has pretty good priority too.
As far as on wake ups that is another story…
Standing roundhouse is pretty good anti-air.
juHP is a good antiair too, based on my experience.
In general, I think Vega’s best anti-airs are all in-air. I’ve had great luck with straight-up Roundhouse, j.Fierce, j.Strong, air throw. Scarlet Terror needs to be done so early to beat anything that you might as well just go to the air. The EX version is alright, but I’d rather save my gauge.
What are some throw setups you use with vega. So far I use blocked df+hk to throw cause after the block it leave u at the proper distance. What are some more you guys use. I know there have got to be more out there.
If I’ve hit the jump in fp, cr. mp, ex-wall dive to id once or twice and they start blocking in the fp, I’ll start adding throws occasionally.
Besides that, I also do cLP tick to throw, and roll FADC to throw. Stole these all from dreadz after he did them to me =P
Can’t forget about the super mega ultra pro god tier, walk up from half screen and throw.
You know waht also works, surprisingly? (Even though it’s never on purpose) whiff scarlet terror into throw. It’s never planned and it happens when I actually wanted to HIT them, but they’d miss an attack while I’m airborne, and I land and catch them wit ha grab. It hasn’t been teched yet. o.O