You’re probably pressing the kicks too early. I used to to this too until I went to training mode and saw the exact input I was doing. I would go db, df, db, b+KKK, ub.
The reason you can get the super and not ultra is probably to do with negative edge. When I’m going for the super, I do the motion then tap a kick button rather than holding it down. Since SF2 (maybe even SF1, never played it) you can do a special move by doing the input then releasing a button as well as by pressing it. An easy way to demonstrate this is to hold down Punch, charge back, then press forward and release Punch. You will get a rolling attack. To answer your question, although you’re pressing the button too soon to do a super, you’re releasing it at exactly the right time.
This doesn’t matter so much when you do the super. The game interprets it as doing a standing kick which is immediately cancelled into a super, before you can see the kick come out. If you’re trying to Ultra though, the game thinks you want a backflip cancelled immediately into an ultra. Backflip can’t be cancelled, so you just get a backflip and no Ultra.
To choose which wall you go off, you end the motion with either up/foward or up/back. UF goes to the wall in front of you, UB goes to the wall behind you. In most situations, you’ll want to go to the wall behind you.
So then, after you do the input for the Ultra, you still have to press which wall you want to go on (since the input for the Ultra itself can only be for one direction)?
No, the final direction of the input is what makes Vega going to this or that wall.
If you end it with up-back he’ll go back and up-forward he’ll go forward.
Man, I can name a couple of times where I’ve done this in the clutch and lost because of it. Most recently I tried to counter Ultra Blanka’s, and I backflipped right into his. Super frustrating, especially since I can hit the Ultra command like 90% of the time now.
But yeah, as for your questions, the guys above me answered it really well. Just end your motion in the direction of the wall you want to go off, pretty simple once you get the hang of it.
Wait, so I don’t actually have to do the inpt the way it says?
Like if I am on the left side I can go :db: (hold) :df::db::ub::3k: and the Ultra will come out and I’ll jump off the left wall? Or do I have to do what the input says and go :db: (hold) :df::db::uf::3k: and I am just screwed as I will have to jump off the right wall, where my opponent is and obviously miss the Ultra where I don’t really have a choice?
Sorry, I’d test it out myself, but I haven’t gotten around to it yet and asking it here will solve fustration if I test it and can’t get it to work even if it is possible.
It works exactly like his SHC and Wall Dive, just release (and hold) in the direction you want to go. If you release toward the opposite wall and don’t hold it he will pick the wall you’re on usually.
Nice, I would of never guessed that because, well you know, the Super and Ultra command isn’t a neutral direction so I always guessed that it had to be in that one direction.
I actually practiced it here tonight for a little bit, and I can surprisingly get it 2/3rd of the time with the putting the command on the wall that is closest to you. Pretty much a piece of cake now and I actually go off the wall I want to go off of.
Definitely think I am going to work on my Vega a lot. I like his playstyle a lot, and there really isn’t anyone like him. Still going to stay loyal with Fei as my main though, but Vega would make a great sub character to go with my Gouken and Seth.
Thanks again guys (and ladies too if there are any).
I know lp, mp, hp changes the SHC but does lk, mk, hk have any effect on the FBA or Super? I’d imagine it controls where I hit the wall like the SHC, but it hasn’t occurred to me to really test it, and even then, would this make my vary my jump much or at all?
far st. MK has a better reach than far st. MP, and also hits crouching opponents. The startup is approx. the same so why isn’t this move used as much as I think it should?
My favorite use is for c. mp rote Ryu and Ken cross uppers, sweep under medium punch, sweep under medium punch, over and over and over and over, would st. mp or st. hp be reasonable?
My quick questions. I block chun-li’s little over head kick (her df. hk) like any cross up right? I have to block it high?
What is the best way of remembering to combo? It feels like landing a j. hp should let me start at least that simple j. hp, mk, hk ST but I just never remember it. Maybe a mnemonic?
How much should I wall dive? I think the answer is as much as I can get away with, and this amount is decreasing the better players I go up again, though some people give me the impression I shouldn’t be just throwing it out, when I can grab out of SRKs with it, cross up late flash kicks, bait moves, and generally disrupt people.
But you can’t combo far st. mk and it comes out in half the speed of cr. mp. That’s why I don’t use it too often. I actually want to incorporate far st. lk more into my game, I just wish it had more range.
I personally always find myself go to the opposite wall if i HOLD the direction of the opposite wall, which is what the command indicates, whereas if i just hit the command but release it when the move comes out, it just go back to the wall on your back. Hmmm i am gonna have to try it tonight.
Yeah, just like any other attack, you release toward the opposite wall and go to neutral you take your wall, you hold toward the opposite wall you take the opposite wall.
whats the deal with dp+p§ i know he loses range and takes more damage when he drops the claw and mask respectively but does vega gain anything from doing this? my thought would be he has to why else would it cost 2 ex stocks? Him dropping jewelry from absorbing attacks via focus is bullshit but he’s turning into a fun character for me to mess around with.