I came on to bring up the subject of landing izunas on a focusing target too. It just seems like the hitbox moves to their feet…
Off topic is it even possible to tech piledriver?
I came on to bring up the subject of landing izunas on a focusing target too. It just seems like the hitbox moves to their feet…
Off topic is it even possible to tech piledriver?
Impossible to tech command grabs. You can grab characters out of their focus animation with izuna drop.
Ok i wanted to as some advice for Ryu.
Now i have a buddy who is good at street fighter and knows my vega pretty well , because we play alot.
He knows what is perhaps Vega’s greatest weakness, no overhead… So basicly he sits downback… he has the reaction/abillity to ALWAYS dp a jump in.
When downbacked he watches throws like a hawk… he used to be susceptible to ex-shc, but played me enough to almost always block that attempt and punish…
He is also very wary of wall dives and counters them well…
What becomes an option of Vega’s? i try to inch closer to him to attempt to mix up jabs and and throws… but he is pretty aware of it… is my only option to try and chip him to death with lp roll? (as the others are susceptible to counters)
I feel like getting the first hit or 2 in is my only way of getting him to get out of downback…
Basicly the only thing i seem to hope on nowadays is off timing on a fire ball or izuna punish to try and get a vortex going… but damn a turtle ryu like that seems almost invincible… i can handle offensive ryu’s with pokes… but his tactic seems too good against vega.
Vega does have an overhead, the instant overhead jump fierce. If you get close enough to throw him and he’s blocking down back, start punishing by jumping backwards and immediately hitting fierce, which will hit him if you time it properly.
Nah, just kara throw instead. You will be at a range where he whiffs his throw tech, if you decide not to throw. After that, you have about 20 frames to punish. A relatively easy punishing option here is the st.hk. Generally, kara throwing works pretty well. If you know when he is going to tech you can also df.hk to either punish the throw tech or cr.lk if he did OS throw (because cosmic heel beats lows).
Okay, so i’ve been maining Vega for a while now. I used to main C. Viper but got tired of messing up FFF online, so Vega is my guy now.
I do kinda ok with him, i think, but i still have a long way to go. So to the point:
I think im pretty good at running around and surviving (i’ve managed a couple of time wins against Gief’s and a Cammy, oddly enough), but i suck at both punishing and offensive game. At least against anyone with any idea of what he’s doing.
I usually punish with pokes, meaning st. HK, st. HP, cr. MP, CH> st. HP, CH> Sweep, CH> EX-FBA or a sweep from a safe distance.
When its about offense, i can only limit myself to stuffing with pokes, countering FBs with EX-WD, and making horrible mistakes that leave me vulnerable. And the odd FA> CH> EX-FBA. Oh, and also some Kara-throwing, but only against some guys. The ones in fear.
So yeah, are there any reliable combos i can pull off as punishers? How can i play a better offense? Im good at surviving, and poking them to death works on a lot of ppl online, but the ones who know what they’re doing kill me to death every time.
Also, scrubby Kens who jump around all day and spam lp SRK are the bane of me. THEY DESTROY ME.
kthxbye. No really, thanks.
I’ve never really been a fan of Cosmic Heel into EX-FBA. I think CH xx EX-ST does more damage and about the same stun, maybe more. Vega on offense seems more mix-up oriented after the untechable knockdown than anything. Following up with corpse hops, fake FAs to kara throws, safe jump throws, jump back fierce, neutral jump, and w/e… Play a strong mental game and don’t get predictable. And if you’re fighting characters with a larger hitbox, like Sagat, Izuna Drop them to hell! Izuna Drops are easiest when you get them in the corner.
No chain normals really like Ryu or Ken, so if you’re trying to pressure your opponent with c.jabs and and the like, you’ll probably eat a reversal due to the lame frame data on Vega’s moves unless you’re fighting Dhalsims or something who don’t have a mashable DP, or you’re a super pro with one framers. Your RELIABLE combos are basically your pokes:
c.MK-c.MP-exFBA
CH-ST
c.LP-c.MP-light RCF (RCF probably won’t fully connect unless it’s a deep jump-in)
c.LP-c.MP-exFBA
For jump happy people, j.MP is amazing. Air Throw is even better. j.MK is probably extremely close to j.MP, but I’ve always stuck to j.MP. Neutral j.HK is just fucking stellar with it’s hitbox. You get the point I’m sure. If you get a crumple stun off a FA, back dash into Ultra is a decent punisher. It’s not alot of damage, but good to know if you’re trying to maximize.
There are other combos of course, but they’re either extremely situational, or one frame links that have little or NO advantage over the basic combos. Like j.HP-c.LP-c.LK-light RCF, it’s a nice looking combo (imo) but j.HP-c.LP-c.MP-light RCF does more damage (slightly) and is easier to pull off.
Eh… take this with a grain of salt, I’m not all here mentally atm. I had an accident this morning where I blacked out for a second in my bathroom and yea, it was pretty stupid. And the more experienced Vega users can probably elaborate on their offense game. Mine is almost non-existant outside of wakeup and kara throws. =\
How does starting the walldive with different kick strengths affect its properties? I notice that starting the wall dive with HK causes the subsequent Barcelona Attack to do 90 damage, whereas doing it with LK results in 70 damage. I’m assuming there are other benefits to the LK version to make up for its lower damage output but from looking at it alone I can’t really tell.
Its because Capcom designed Vega as the new dan… by taking the mask off for 2 EX bars… then the claw, then finish the opponent of with lower then normal damage barcelona attacks, you create your own legendary taunt that Dan has no hope of conquering.
In all seriousness, i dont know if it anything changes… i have never read anything that suggests it does… and never noticed anything myself.
Testing is required! >=D
I’ve been stuck on Vega’s Hard Trial 2 for ages now.
AGES.
Any tips?
Also, i’m having trouble dealing with Guile. He’ll flash kick me into oblivion and sonic boom has too little recovery for me to punish properly (I can only EX-SHC). And maybe i just suck, but it seems to me that his j. RH kills whatever. I can’t punish it with anything other than ST, and that works but waiting for the jump-in with a charge severely diminishes my game plan and im stuck at a defensive position i can’t get out of with any ease. Also, EX-FBA should have invincible frames. And be free. And beat DPs. And rule everything forever.
EDIT: Man, today im sucking balls. I can’t win anything online
i’ve already lost like 400 bp :’(
I’m guessing your having troube with c.LP, c.LK? Just break it down into two parts. Practice c.LK xx ST, exST til you get that down like 90% of the time, then just start the combo from the beginning. Plinking will probably help with the c.LP, c.LK part.
[media=youtube]vDlZVTHKLyM#t=3m50s[/media]
You don’t even need plinking for that link. It becomes really easy after some hours of practice. The real problem of that link (that I overcame a few months ago) is the fact that you normally want to execute it after a jumping normal. J.hp, cr.lp, cr.lk, lk roll. Now, SFIV has an input buffer in the air. This means a lot of people push that lp before even actually landing and it still comes out, then they try reacting to it and linking the cr.lk, and this is where they fail, because depending on how deep you hit your opponent with the jumping normal, a different timing comes out every time.
In any case, you NEED to push the cr.lp AFTER you landed. Just make sure your feet are on the ground when you do cr.lp, cr.lk. This has been a problem of mine for months. I could pull the link off on the ground, but never in combination with a jump normal, until I figured that it was this input buffer that screwed up my timing all the time.
OMG… Why am I learning this just now?! Thank you so much…
I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li I hate Chun Li
Can someone please explain to me how to beat this hooker?! I’ve read the match-up guide and it doesn’t help! Her fat legs and hands go through all of Vega’s pokes, and she beats him cleanly in the air! Chun Li is by far my worst match! Well… Maybe Balrog, but Chun Li still sucks.
Ruga, by this point in time I’m just counting down the days until super.
Well, you know Chun Li is going to be stronger in Super, so I still have to figure out how to beat her… We don’t know all of Vega’s buffs yet.
True. I’m really hoping those extra tools will help us out a lot with Boxer, Chun, and Ryu.
You know what helps against those “IMA INTERRUPT YOUR OFFENSE WITH A GODLIKE POKE OF MINE LULZ” Chun’s? Do blockstrings like
cr.mk, cr.lp, FA
sucks up cr.rh
BOOM.
I love it. Seriously, even if it doesn’t work against every player, it’s a sound of satisfaction. Sometimes I go into P-Mode just to do Level 2 FA’s on dummy Chun because I want to see her bleeeeeedd
heading out to a tourny tonight. first time i’ll be using vega in a tournament . i hope a leave a good claw impression