Vega Q&A: Ask simple questions here!

I think it is close Mk since I always do it with close Mk (To be honest I’ve never tried it anything other than close), but it’s partly to the fact that RCF is bitchy as hell on the timing, I really struggled with it when I first picked it up.

I find the best way to make Dan stop blocking (And I am actually being dead serious), on the Jumping HK, aim for the balls. It’s such a good marker for the starting hit, I found it pretty much got me through all of Bison’s trials and most of Vega’s.

Quick question, anybody keep getting scarlet terror instead of FBA all the time? This never used to happen until recently and its really annoying especially in close pressure situations.

Anybody have any tips on how to go from a db charge to FBA without scarlet terror coming out?

Try holding the up direction a little longer. I noticed sometimes if I you go back to charging down back too quickly you get an ST.

I tend to get it when I’m paying little attention to what I’m doing. It just means you’re not moving up enough on the input.

Francys and Worm,

Keep at the the hard trials. I thought when I did Claw’s hard trials the first time that hard trial five was so ridiculously hard. It’s actually amongst the easiest of hard trials.

Worm,
Take heart, Claw’s 4th normal trial (the one where the standing forward(MK) cancels into light RCF) is by far the hardest of the normal trials.

I actually have an easier time with some of his hard trials than that one. Here’s a few pointers. You need to jump from deep, because RCF has a longer charge than Claw’s other charges moves. As soon as you jump towards Dan, SNAP BACK quickly into back (be careful to avoid up back and down back) Also, standing forward has a longer startup than other normals you are used to canceling, like a low jab or low strong, so you actually have to wait a frame or two longer before canceling. Keep trying this one, the timing is weird, you’ll eventually get it.

Francys:
Claw’s fifth trial is very hard for someone who hasn’t beaten a lot of multiple link trials (Gief, fuerte, boxer, and rufus all have some, too) But take heart in the fact that once your general execution progresses, this trial will get easier and easier.

You need to focus on the two standing shorts (light kicks) first. Try standing a little bit away from Dan (because you don’t want a close short to come out) and hitting LK twice, and ONLY twice. If only one short came out, you linked too quickly. If two came out but Dan blocked, you linked too slowly. Keep doing this over and over, adjusting your timing but just a hair to “feel” the link out.

Once you feel it out some, PAY SUPER CLOSE ATTENTION to the animation. You’ll notice when the yellow hit animation occurs. Learn to watch that very closely. It’s a visual cue for you, to supplement the rythym you learned from feeling the link out. Get freaking good at linking two shorts.

From there, tag on a low forward once or twice, so you’ll learn that the link there is also pretty tight, but once you learn whereabouts it is, you’ll eventually hit it on sheer attempts.

Next read what I wrote to worm about the ( \ ) shape of the hit animation that the jumping fierce does. when you see the bottom half animated, that’s when you hit the low forward (crouching medium kick.) That’s a really easy link once you start doing that.

Your final challenge is to learn to link the first far standing short after the crouching medium kick. This is also a hard link, but just take what you learned from linking two shorts and WATCH THE ANIMATION VERY CLOSELY, and you’ll find it.

I know it seems hard now, but trust me, if you had to translate Claw’s fifth hard trial it would translate to this:

easy link, hard link, hard link, hard link

Sounds bad because there are three hard links in a row you can’t miss, but compared to some hard trials, they translate to this:

easy link, hard link, semi difficult cancel, tight FADC, tight link into a hard execution move, tight link into a hard execution move

(None of Claw’s moves in the fifth hard trial are ‘hard execution’. They are all normals, which is just one press of a button and holding down the joystick.)

Thanking you very much for the advice, I can get down to the last light kick with concentration (I use visual cues for my links generally) but it’s that damned crouching MP on the end XD.

I’ll get there eventually. It took me months before I could do the 1st one so I’m willing to be patient with it.

yes ji.:hp: , c.:mk: , st.:hk: is a very good combo it works on everyone and has very good range, it is also very easy to pull, and fairly safe on block and on hit if you dont hit too early with the jump in.

if tou want to make the effort you can go further with

ji.:hp: , cl.:hp: , st.:hk: but it only works on some characters and the ji.:hp: has to hit pretty late,

ji.:hp: , cl.:hp: , c.:hp: but it also only works on some characters and ithe ji.hp: also has to hit pretty late, it is inferior to the previous one in all aspects so if both can hit use st.:hk: preferably as a finisher.

Yeah thanks for the encouragement. Though I think I’m just going to give up on this one out right. Anytime I try it either the RCF comes out late, doesn’t come out, or I do something idiotic like accidentally hold db. I feel like I might be able to do it if I switched my stick’s gate or something, though I’d probably still have the timing wrong. I really hope it’s not included in the SSFIV challenges, cuz I just can’t manage it.

I mean I just did start like … understanding what a link was maybe a few weeks ago. So maybe I can get it a few months from now. Though it just currently feels desperately beyond me.

I’m fairly new to semi-maining Vega and I’m not sure if this has been asked before but if I’m up against a good Dhalsim player, is there a way to use FBA and punish the sim user when he c.lk under FBA? or should I just not use FBA at all? Thanks guys.

FBA is generally not a good idea against sim. You’re looking at a waiting game with him or trying to out-poke and watch the teleports.
Your other options is incorporating ultra damage because it can hit against sims pretty quick.

The best thing to do with FBA is learn to use it in reaction to fireballs, standing normals, or jumpy people with bad timing. You can spam it until the cows come home against a player who has convinced himself there’s “no beating it”, but that’s going to make you into a real one trick pony.

For example I was playing some online matches against an old friend who uses Sakura. He got me with a crouching fierce and never tried it again. So I asked why he stopped, and I guess somewhere he timed one wrong and had convinced himself that Sakura’s crouching fierce was a bad anti-air. I told him he was just timing it wrong, and after he figured it out I had to really change how I played.

It’s probably not a bad idea to know which standing and jumping normals a character regularly uses to beat your wall dive. That way you can wiff one and see if the player is going to use that move or not. If he is you should seriously limit the use of your wall dives. If he’s not using that move you basically have wall dive freedom.

actually you always have wall dive freedom, the only real drawback of wall dive is that it is high risk for low reward.

most people would counter that with a jump and grab or jump plus best range air to air move they have, but if you know they are going to do that you can hit them reliably by timing your claw strike early or hovering until they whiff and punish them after their active frames.

Some people would counter that witha focus attack, if you know they are going to do that you can hover more precisely over their head and land and reliably the izuna drop or double strike claw.

Some people will counter your WD with an ground uppercut move, which you can inturn counter with an izuna drop by hovering to their neck, or timing your strike a few frames earlier once they became predictable.

Some people will counter WD with a special SRK type move, which you can punish by hovering fast behind them and back to their neck, or hovering in your corner and then striking/grappling them after the active frames.

Some people will simply dash out so you whiff and punish you on recovery, when you know that you can start to go straigth to where they are going to dash.

Even dhalsim slide can be punished unless it has been perfectly timed.

The real problem comes when some guy can reliably stuff your WD with several of the aforementionned tricks and/or charcter specific tools, like dhalsim slide etc… then you are in real trouble and any use of wd will be a very unfavorable odds gamble.

but ultimately i think it is right, if WD was a more powerfull, it would really hurt the depth of the character, the only thing i could see to buff this move would be a slower recovery time when you choose to not strike, it would open for more mixup.

Some Sims do the slide as soon as they see you coming at them with the walldive, alot of times you can fake them out and pull back so you hit them during the side. If the Sim is predictable with it it’s pretty easy to punish.

Mostly you don’t want to be doing random walldives though, he can hit you out of it or avoid it pretty easily so save it for punishing with ex fba. Dhalsim has a super slow and floaty jump and almost anytime he jumps you can catch him with ex fba. You can punish all sorts of stuff like his j fierce, and even punish his teleport to get away from you.

I’ve found that st. rh is a pretty reliable thing to do when Sim does his ittle crossup teleport shenanigans, does anyone have any insight on what to do there (you know, he teleports behind you and tries the headbutt to yoga flame combo or whatever it is)?

My point is that if you see a Sakura cr. fiercing you shouldn’t wall jump, or if you see a Chun neutral fierce. Except on reaction.

You should really keep the motivation up, when i first strated this game, having never played a fighter before, i felt like i could not even go through vega normal trial one, because i had no clue how to perform the izuna drop. i did the other guys trials, did some online gaming, and eventually by just playing the game and casually checking my execution progress there is only the fifth hard trial resisting to me.

Knowing that really helps , because there is plenty stuff that could demotivate a vega player and he would never touch the game again, not naming them all, but when you can actually see the amount of stuff you thought was nearly impossible that you eventually overcame, you get energy to work those new things you think are nearly impossible to fix.

yeah i understood that in your previous post, but i probably wasn’t clear in mine.

If you see Sakura sr.fiercing you you should wall jump, because you can claw strike him, and you can izuna drop him right through the cr.fierce, and once you have proven that you can do it anytime, you will force the other guy to resort to something else, something maybee he hasn’t been training for months because he thought cr.fierce was the ultimate wall jump counter, and that it would always outprioritise the claw strike.

There are plenty situation where doing a wall jump is a stupid thing to do, wall jumping over a down charged blanka is a stupid thing to do, wall jumping against a firewall spam is a bad idea, wall jumping vega IS a real no go, but there are very few characters that have a 100% reliable counter to vega wall jumping.

Doing stupid things still serves some purpose but that is another debate.

My point is, there are plenty situation where you think doing a wall dive is a no go, and for a good half of them your are probably being mistaken, the sakura cr.fierce is an example, it is a very good and easy wall dive counter but it is not almighty, if the other guy can convince you to never use wall dive ever on him by just crouching.fierce you twice, that’s something he can forget for the rest of the match. if you can convince him he can’t cr.fierce you as a reliable counter to wd you are cornering him in his options.

I am not saying you should abuse wd, it is a very risky move from a statistical point of view, but it has a lot of uses, and proving the other guy they don’t know the matchup as well as they think they did is one of them.

Any more advice on that fourth normal trial?

EDIT:
After taking a break with guile, and getting hopelessly stuck on his j rh -> s mp xx EX SB xx EX FA I went back to Vega and I GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT

well today i was training with a balrog (boxer) dummy to try to find the best things i could throw at him should i block an ultra. yes that is not the most useful thing in the book but eh that was my objective for this morning.

anyway the real point of this question is what is exactly a combo, I asked a question a few posts before on what a true block string is as opposed to a not true blockstring and it appeared that linked moves are a true blockstring only if there is 0 frames available for the enemy to input anything between hits exept a block stance change.

so the today question is what is a true combo…you ll say meh… when the game engine detects a combo that means the opponent cannot do anything but get hit until it is finished.
Well that is what i thought until this morning when the dummy ultras my face right in the middle of a combo…

I know what you will, say, you thought you did a combo but you missed your link. Well out of shear modesty that is always what i assumed anytime that has happened in the past. but today it was diffrent :

How can i miss my timing between the 2 hits of st.:hk:,

yes i did hit with the first part of st.:hk: and then blarog’s ultra goes, the second part of the kick goes in his invulnerable frames and i eat the ultra…

what exactly is there behind this unsafe on hit logic…i already thought this unsafe on hit sky high claw is a retarded thing, but this …is really mind boggling

there is no such thing as a true combo because… a combo is a combo…
When you do a combo, the opponent cannot react to it until you are finished with it, that is why it’s a combo.
What probably happened vs the dummy is that you were a bit far from him, causing the st.rh to only do 1 hit. Yes it is because of the range. It applies vs everyone. And since st.hk has a shitty recovery (-2 frames on hit), it’s quite possible you ate the ultra afterwards.

high5 well done my friend :smiley:
I’ve figured aswell that you need to take it slowly on the RCF part of the trial, you can quickly link the Hk into Mk, but the RCF takes a slower pace. Was sat there this morning going “Right, I do it this quick and nothing comes out, I do this and…oh…perfect.”

His RCF just makes me cringe on the timing.

Does anyone happen to know if they fixed the Off the Wall glitch in SSFIV? The one where he goes to stick on the wall, but instead the screen slides and he doesn’t stick until a bit later, or at all really… It’s a minor annoyance, but it still annoys the hell out of me.

Found out that it happens with Gen too during his Oga.