Basically, I find myself jumping in too much and only landing about 3/10 attacks, largely because I want to do big chunks of damage through jump ins.
So can I get some advice on when to jump in with j . :hp: or j. :hk: ?
I’ve been told that jumping after attacks with a + frame advantage works well , but I’d like an experienced Vega to give me convrete advice.
lol, well u have to learn when the safest time to flee is. Sometimes it is better to stay in the corner and attack a bit, they expect u t o jump and might end up whiffing their anti air.
Also, stop it from happening, don’t walk back. A lot of ppl walk back in the begging of matches and that puts u in the corner faster. Learn to play the field. sometimes u can bait a corner attempt and wall dive or wall jump before they’re even close.
Besides that, ur only safe option is prolly going to be EX ST and hope to catch them in between the combo.
u just gotta think what best fits the situation. Most players wont keep on doing the same thing in a row b/c they dont think ur dumb enough to sit there and let them, so they switch it up, thats the time to look out for so u can get out. something like a cr. lp/mp into a lp rcf will help push them away.
How am I supposed to escape corners once I’m pinned down in them? Since none of my specials have invincible start ups it feels like there’s nothing I can do but try to jab out of it or pray they jump so I can slide under them but a good player will keep me block stunned until they win the guessing game.
Never use the backflip. If they spam c.Lp, it won’t save you.
Use it only if they want to finish you with an ultra when you block.
c.lp > Scarlet Terror if you can.
Ex Wall dive on the other wall but don’t try to use a barcelona attack after, stay away and come back to your zoning game.
You can Jump back on the wall and use the Triangle jump.
And you can also throw them on the recover of some of their special.
(Exemple : We can KaraThrow Dictator after a blocked LK KneePress)
Only if you can hitconfirm with cr.lp, which means you have to be able to link it more than once. Otherwise ST after that is pretty sick and unsafe O.O
AFAIK you can’t kara throw dictator if he presses lk afterwards.
Honestly, just get better at blocking/option select tech throwing. With Vega especially, blocking is your safest option. If not, your “best” gtfoutta there move is probably ex fba, which still runs the risk of being stuffed if they throw something out.
Could someone explain the japanese love affair with using EX ST after df RH instead of RH ST? The damage is what, 20 higher, but it costs meter. Is there something I am not seeing or is meter that useless to Vega at their level that they would rather have the extra 20 damage?
The EX FBA hit Twice normally.
There nothing special to do and it’s useless, because when you are in range to hit twice, you are in range for a Izuna drop.
With the damage reduce, you will do less damage and won’t able to have the positional avantage after.
Well y do most vegas online do the EX FBA after df HK? It costs ex and does slightly less than ex ST. After the ex ST, they can wakeup quick, but u r also right on top of them and usually have enough time to df hk over them or bait a move. Wouldn’t u rather get that guaranteed damage instead of have to use a mixup that might not work and possibly do less damage? I think that is why a lot of ppl FADC some moves, even though they could save the ex for a bigger combo. It’s basically guaranteed safe damage and 1 or 2 ex bars rnt that hard to get back if ur being aggressive and putting that kind of pressure on.
This game is all about the littlest amount of extra damage u can do. I can’t even count how many matches i’ve seen won by a pixel of chip damage.
cmon man, u serious? there’s like 2 threads on the front page about this. U have to do the EX version and be really close. Works better when u are right above them
You can’t quickstand after the FBA, so it gives you more time to set up whatever shitty vega wake up game you wanna play, whether it be going for a cross up or just holding downback.
This is by the way one of the things that make SFIV a very defensive game. Instead of leaving you with the advantage of a knockdown, it turns into another guessing game…
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HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
no its not my friend. think about it. damage scaling in this game makes moves that hit multiple times for small damage more useful in long combo’s as opposed to strong hits with multiple hits. hence making sakura and gen monsters in this game if you master if you master to use thier multiple hiting specials. suppose you are doinga 5 hit combo going on say jump in, cr.mk, cr.lp, fba, izuna drop. the izuna does 150 but with scaling does considerble less. as opposed to a two hitting slash that does 50 then 90 (i think cant remember). you really cant scale 50 and 90 damage to any lower therefore higher damage output. and before you say
"well izuna puts you in a better position"
think of it this way it adds…more diversity to your mix up game, and one mix up you dont get with izuna. a fake rush down. dash up to the opponent and you should get there just as he is getting up. now your opponent is thinking that you are going to start attacking on his wake up. he has two options reversal or block. if he reversals you can counter and block, if he blocks simply tick or kara throw him. but thats my two cents take em or leave em.
edit: i forgot it rapes elec since the hit box for that move is huge and your not part of it, or rapping lariat. i swear learning to stuff lariat with that move agains zangief makes matches a hell of a lot easier. by the way non ex fba can stuff lariat at ther right distance on startup or animation, again spacing being key.