No, it’s character specific sigh
:’)
Read this:
http://forums.shoryuken.com/showpost.php?p=7657297&postcount=609
Sometimes combos will miss, no matter how close you are to your opponent. That combo only works against Ryu if you’re in the corner.
No, it’s character specific sigh
:’)
Read this:
http://forums.shoryuken.com/showpost.php?p=7657297&postcount=609
Sometimes combos will miss, no matter how close you are to your opponent. That combo only works against Ryu if you’re in the corner.
I’d add 2 more for vertical balls:
Throw - though Blanka can tech throw everytime
df.hk etc etc
Thanks! This video is awesome. You guys have no idea how excited I am. (I’m such a noob). I’d like to consider myself ok with Vega, but I mainly play with mind games and throws. This now opens a whole new world of combos that I did not know existed… Yay! Haha
Ah. Thanks! This is very helpful. Though I must say in training mode, I’m pretty sure I’ve hit Ryu’s head once not in the corner tho, and that’s the 1 in like 15 times that I was getting it. I tried it in the corner and it didn’t help me either, that’s why I’m sure it’s my timing now that I know corner should work.
Thanks guys!
What can I do against a Ryu or Bison who’s constantly using jump-ins…
I get knocked down, and just as I’m getting up they’re jumping in on me with low-medium punches… flip-kick doesn’t work, and FA doesn’t work as they’re too quick.
Backdash,FA+Backdash,KKK,PPP,Block,EX Scarlet Terror(?).
Bebop, Jozhear, Sasaki, or any other Great Vega,
I’ve seen mentioned before you play quite a great runaway game when you’re in the lead with Vega. I’m trying to incorporate this in my gameplay, but it’s not working for me yet. I think my problem is that I’m relying on 3K and 3P too much, and players know how to punish that.
Also, getting out of corners with FBA’s gets me punished sometimes. Sometimes a neutral jump + normal stuffs the hell out of it.
Anyways, you have any good pointers for me? Are there any videos you have linked to in the hundreds of pages of threads here for me to see a great marathon runaway game?
JDH, i think the point is not to play a runaway game, but to play a “i control my distance” game.
I usually look for the distance that favours me, my pokes, and my jump-ins… and where i can beat their jump ins with my vertical jump hk or dash away from them.
And my opponents know that distance.
SO, if i close in, they usually walk away from me, and if they rush to me, i walk away from them, all in order to keep my distance.
When they attack, i retreat TO my distance, and punish and fight from there
When i attack, i attack to my distance, then i stop and play carefully (but aggresive) from there.
This is true for nearly everyone (but the optimal distance varies with the opponent), except dhalsim and el fuerte…
Yeah, I can see what you’re saying. Today I was playing online and did that… kept running until I liked the distance… and the person sent me a PSN message telling me I had a terrible vega and all I did was runaway instead of engaging. (They were abel.)
I take it their annoyance meant I played right. They couldn’t unload their Abel offense, which is the point. And I won.
On another note, I still lost most of my matches today.
I still need some major help, and my runaway game could get better.
Didn’t think this one was worth starting a new thread, but I was wondering: are there any uses for Vega’s almost unused normals? Just off the top of my head, I can think of a few:
Neutral j.lk, j.lk (does it do anything better than j.mk?)
Neutral j.lp, Neutral j.mp
j.lp
st.lp
st.mp
cl.lp, cl.mp
I imagine there’s a reason why I don’t see these moves performed in any videos, ever, but I want to keep the dream alive.
I’m having trouble executing his ultra consistently on a saturn pad.
Before this I was using an xbox 360 controller. It was awful in pretty much all regards (though I did adapt to it, it seems). This one’s much, much better but I can’t consistently pull of Vega’s ultra.
Sort of vague, but any tips on how to do so?
I’m in doubt about opening a new thread with this subject or not… here it goes:
-I think it will be valuable if we could contribute to a list of “tricks” to fight in the “second part of the match”.
I see in all the videos two kind of vega’s, once at start, and a different vega once the enemy loses more than half of his life and he has ultra.
The matchup vs Ryu is a clear example: to finish him, but taking no risks of being ultra’d, vega switches to a long range style, you don’t jump on him anymore, or approach with normal pokes because of shoryuken fear (that leads to ultra). Usually all vega’s take a uber-turtle approach (charging our ultra in case they throw a hadouken) and wait for the enemy to come or to throw a hadouken we can ultra or jump+hp…
The point is that the game style usually changes drastically in the second half of every match, and to kill them becomes an agony.
Since vega has not good AntiAir, a lot of us (and usully online) lose in this second half of the match due to an unexpected jum-in or a lucky trade.
I really don’t know what to do to play safe, because to keep with df+hk, or c.mp, standing.mk is not good in risk-reward once they have ultra.
Am i right?
Any “finisher” ideas besides ex charge down, uf+ppp to drill their backs??
In all matchups, towards the end of matches, I find DF+HK from medium range is really good with all the options after block.
I sometimes get DP’d when I use St.MK and St.HP but overall they’re still good pokes when you have an opponent on wakeup.
I think when it comes to Claw, he cannot avoid taking a larger risk compared to reward (most of the time) because he relies on pokes and counterhits more than other characters.
The way I fight with Claw against highly aggressive players is to abuse his superb triangle jump, an opponent needs to be around middle screen or closer to intercept the jump but middle screen is an excellent distance for Claw’s pokes. Triangle jump, cross up opponent - backdash of backflip away. So many players, unfortunately not the good ones get frustrated at the chase after a while.
mmm, triangle jump you say?
I’ve seen videos of people doing, from max distance, jump back and inmediately jump forward (triangle jump at very low height) and they reach the enemy with the jumping mk.
I don’t know why but I can’t do it… i can’t triangle jump so low.
Usually i use a wall dive to cross up and fly away from them, but i will try to use triangle jump more
search is coming up a blank page every time and making me wait 5 minutes beteween blank page attempts so i’ma ask here…
how the fuck do you dash forward ultra? I’ve tried everything i can think of. I’ve tried the entire combo here:
[media=youtube]l0A71FRiq-0#t=0m21s[/media]
i lose my charge by dashing forward. this guy executes the ultra the instant vega completes the motion for ducking. so 2 seconds before that he was pressing forward twice to dash. the only possible way i can think of to do this is to execute charge d/b, forward, forward, d/b, up to execute. i don’t think it’s possible to do that and retain the charge. (plus my hands can’t move THAT fast)
Info available in the New Matchup and Strategy Guide, second post, Dash Ultra section.
I used to have a strict run away game but now i integrate a lot more hit and run. If somebody’s trying to get to me and they try something that’s not safe, I get a knockdown, and from then, I eat them alive. Vega has great mixups after you knock people down, thanks to corpse hops with many different moves. Basically if I’m on an offensive rush, and I’ve done some good damage and I’ve got a lead, I’ll tech a throw, and have room to back off, and so will they, so then I’ll start running away, considering they could react and punish to any sort of offensive maneuver from that point.
I’ve come to realize that forcing throw techs is a must for Vega. Considering he has great walk speed and a great kara throw (Ken has a better kara throw but worse walk speed and slower moves) you can constantly mix up throws and stuff like your sweep to punish backdash, st. rh to punish jump outs, jump out fierce, etc… Every time you set up a throw and it gets teched, you get pushed out to c. mp distance. Thats always good for vega, always, and much worse for your opponent considering not only does it put Vega in the best position he could be at (cosmic heel distance, jump in distance, c. mp distance), but he also has room to get away if he’s in a defensive position and needs to sustain his life lead until he can find an opportunity for a knockdown. Basically what I do is poke strings, mix up when I choose to throw, and if I tech the throw, I’ll either set up the hit n run game, or I’ll continue to apply poke string pressure. I cancel into RCF a lot more than I used to now too. I saw a trick Tatsu did where he usually combos his RCF strictly off of jabs; this is good, because when you do that instead of c. jab, c. strong xx RCF, you usually don’t get the first hit of the RCF as you’re too far away. when you do two jabs you usually get it, though it might be late. Also mixing up the speeds of them causes some people to unintentionally eat a full fierce RCF, which iirc does 50 damage. That’s another aspect of your mix up.
Now I’m just trying to find out new ways to integrate Kara throws into my game. Every close normal outside of St. RH and St. fierce punch can be immediately followed by a kara throw, and I’m also learning how to take advantage of counter hit on some moves to follow up with things opponents don’t think possible. Most chiefly of those counter hit set ups are confirming into not only ST off of c. mk, but also a sweep, standing fierce, another c. mk, or st. mk. I’ll make a thread soon about those offensive mix ups.
An example is close mk. I’ll use that, and if I get a counter hit, I can either st. RH, or c. jab, c. strong xx EX FBA (yes you have to time to charge). If I don’t get a counter hit, I’m +3, so it’s the perfect set up for a Kara throw, and if they block as well, I can kara throw with some degree of success. I’m still learning how best to integrate these mixups into my game so I’ll keep you guys posted.
Nothing like a massive digression after I answer one question lol. I’ve been forced to level up lately as the peeps in Calgary I fight for ranbats have my number now.
This. His kara throw is his first step to playing him more advanced.
Also, here is an example of what running away looks like:
http://d.hatena.ne.jp/video/niconico/sm8581729
Mind you, he lost and it was probably not the best example but it’s the first one coming to my mind atm sorry :'D
Thank you to both Joz and Sasaki.
Playing in the c.MP range (advice I got from Bebop and Jozhear) has helped my game against Ryu, which is easily my most common matchup.
Joz, I’m unclear on some of your cancels to RCF. Do you say you go to Fierce RCF? The startup isn’t too slow?
Either way, you have hit on some block strings that I need to go into training today and get into my muscle memory.
Sasaki, it’s great how you knew about that video off the top of your head.
I noticed in that video that the player does not use 3K as much as I do.
One of my favorite things to do (when I’m a safe distance away) is to do a 3P while charging down-back. For some reason, a lot of players online are fooled by the 3P and forget you have a charge, and they are quick to throw a FB, and you are left with an easy Ultra. I’m sure it doesn’t work at advanced levels of play, though, as it does not take long for my opponents to learn!
ALSO: Another question I would like to throw out while on this thread: I need some serious help with defending against a cross up game. I’m so damn weak to being crossed-up. Every match is the same damn thing, I’m competing well until my opponent discovers my tendency to crouch a lot (charging down-back) and they unload a jump in attack and jumping cross up attack game, and that’s usually when they take the lead. I’m almost ready to give up charging down-back unless I’m far away or blocking a block string altogether…
ya I’m referrinng to jab RCF when I speak of jab jab xx rcf
As for me, I don’t charge downback too often just because of that reason. However, when you are being crossed up, watch for the following pattern:
JHD like sasaki sayd you almost should never be sitting on down back your killing like the most exploitable thing vega has you should be using your walk speed and back dashing a metric ton work dfhk which is also pretty good for movement. Lately spacing dfhk wiffed charging into a c-lk or c-mk confirm then ex izuna has been working pretty well. grain of salt i’m def not up there
movement wise if your looking for videos look up Nonai Saikyo on youtube his style is sumwhat similar to makoto