Can you please show us a video of that?? - (FA lvl2>backdash>Lp roll> EX ST)
[media=youtube]n67gshJz9YU#t=2m31s[/media]
I was really hopeful for this for both ultras (fwd launcher bhc might work I thought), and when the game came out I tried it multiple times in training mode to no avail.
In order to work I believe the Ultra would have to actually startup in 4 frames or less. Someone posted the startup frames for both Ultras and they are something like 7-10 frames or so, so no, it’s not possible unfortunately :sad:
thanks on the video…
does this still work in super?(lp rcf FA lvl2) I am trying it and lvl 2 always gets blocked by the cpu. If it does crumple then why bother doing the rest of that combo when you can just ultra? And if it does work that at least gives us a hit confirm into ultra (after a cr. lp/mp string into lp rcf FA lvl 2 ultra)
i think it has to be a CounterHit, It says Counter in the vid so yeah I’m assuming regular one wont work.
Dear sirs;
I was wondering where to start if I am deciding to switch from Shotos to Vega.
Vega’s normals are so much harder to connect, I know practice solves it, however, are there any hit confirm-able combos? Or basic BnBs of any sort for a starter Vega.
At the moment, my games simply incorporates a LOAD of holding D/B, makes me feel like Guile, I saw Jozear’s videos, he barely held D/B throughout the matches, I’m assuming he uses jumps and PPP/KKK to buffer? But my main concern is, without EX meters, I can’t seem to combo… I mean, I can’t yet do c.lp x4, c.mp… and the only combo i find easy is… c.lp, c.mp, EX FBA, drop… I even find CH, ST hard, rofl…
I was wondering, how are Vegas meant to poke, the c.lp and c.lk just don’t seem to be quick enough to crouch lock an opponent whilst building bars, and once I’m far away, with no EX meter to wall dive, random FBAs gets pwnt by pros unless I knock them down to enter vortex, I’m lost all over…
So my main questions are;
- What BnBs to start Vega off? (realistic combos?)
- How to effectively gain meter, i.e. block strings?
- c.lk hit comfirmable combos? (if any)
- How to AA, especially against cross-ups? (I’ve attempted, c.HP and s.HK, barely works great)
- Distance and move set to keep opponents at corner?
- Effective methods to keep mobility whilst gaining charged time when required? (I hold db a bit too much and get jumped in a lot at the moment…)
I know there’s a lot of questions, but consistently watching replays is killing my bandwidth hard = = I’m resorting to text resolution.
-THANKS IN ADVANCE~ EEEE-OWWW~ Please help us beginner charging characters out~
Peace out beautiful people.
Moving from a shoto to Vega? … Odd choice but…
- In super you will mostly use cl.hp, c.mp, ex FBA … c.mk, c.mp, ex FBA … c.mk, ST … and CH into ST. Linking c.lp’s is impossible online… (for me at least)
- for block string you can use s.lk, slk, c.lp, c.mp. and rcf.
- c.lp, c.lk can combo into ex FBA
- AA option is block. If they time their jump poorly you can usually answer with an air grab or neutral jump hk. ST or hk can work on terrible jump-ins. c.hp works with the right spacing.
- If you knock your opponent down near the corner you can izuna drop loop
other then that he has no advantage with his opponent in the corner.
- The only time you should be charging is to finish a combo… and I guess when your blocking… and you will be doing a lot of blocking. A lot.
Vega is at the bottom of the barrel, the absolute worse fighter simply because he has zero defense. His main advantage are opponents lack of the Vega match up or they don’t know how to effectively apply pressure… but with that said he is still capable of winning some matches and very fun to play.
Vega’s hot @@" Always wanted to move to a charge character =\ Guess I picked a less played luvo and im loving it… simply cause he is REALLY fun
Thanks for the response
Quick question, what are the optional punishers for Vega? slide, and c.mp is all i use at the moment, is there a list of what moves are punishable by c.mp?
Thanks in advance again~
I’m glad someone asked before me. I also want to add to his list of questions:
How can I make the CH hit with the tip the way I used to see tatsu do it? I’m pretty sure there’s a set of pokes of normals in a block string that you guys might use because of how consistently he keeps doing it. I’d ask him, but I’m afraid I might blush. <3
i guess one of them would be
cr.lp - st.lk - st.lk - cr.mp - CH
or
cr.lp - st.lk - cr.mk - CH
my personl favorite cough sarcasm
far cr.mp - CH
Question, and this may have been asked already, but 75 pages is a daunting amount to look through for one answer… with his ex fba does it only go towards the wall it’s closest to? because i’ve definitely tried using it in combos only to have him fly towards the opposite wall, and i’ve checked my inputs in training numerous times to confirm that yes i was without a doubt pressing up diagonally towards the wall i wanted to jump towards.
It always goes towards the the wall vega is closest to for me, and while i haven’t played vega much in a long while, i was pretty sure in vanilla you could control which wall no matter the distance.
Hey show,
welcome to the beautiful people group
though not answering your question directly, playing vega is not so much about playing the game you seen on the screen but playing the metagame with your opponent
frustrating your opponent into making mistakes is probably one of the greatest asset vega has
when i play online or with my friends (sorry no tourney exp here) it’s being annoying by constantly throwing/karathrowing/airthrowing, walldives, taunts, mask/claw throws, zoning your opponent out by just being out of reach to bait moves (s.mk is great for this)
and really the punisher i use most of the time is c.mp xx exfba, c.mk xx h.st if i’m outta meter and the range is right heck even c.lk xx l.st, ex.st simply because it gets into people’s mind when they see themselves being juggled like that
Your doing the input wrong. If you just do Down, Up, kick - it will go to the wall behind you (or maybe closest to). In your case; to go to the wall you want, you need to direct it that way, while inputting kick:
To go to the wall in front
:d:, :u::uf: + :k:
To go to the wall behind
:d:, :ub::u: + :k:
Hope that helps.
Get that straight into your head. Vega mostly isn’t about specials. Contrary to Ryu he doesn’t have specials he can constantly use. Vegas main game consists of getting into footsie-range and outpoking the opponent to make him stop pressing buttons. Once that is done, Vega’s [media=youtube]jLVEHN8l23Y#t=1m05s"]excellent tick/walk-up throw game is in play. Vega excels at both these departments due to his good mid range pokes, his almost unrivaled walk- and jumpspeed, one of the best throw ranges in the game due to kara throw and his short, fast backdash. Once you get your opponent to tech your throws or at least to fear them, you need to (when crouch teching, a cr.lk will come out) land that df.hk (beats lows such as cr.lk) into ST and make him guess again. Vega’s mixup becomes pretty good because of his throw range and the safe command normal.
In order to make him work, you have to get into that range. That’s where your matchup knowledge will help you. There’s also lots of different stuff that helps his okizeme game such as safejumps and oki-izunas.
Note that it’s not easy to compete with him against better players. You’re better off reading [URL=“http://shoryuken.com/showthread.php?t=221097”]Maj’s Footsies Handbook to strengthen your ground game.
Now, on to your specific questions:
1.)
- St.lk, st.lk, cr.hp / cr.mp
- J.hp, cr.mk, cr.lp / cr.mp, EX walldive
- J.hp, cr.lp, cr.lp xx lp RCF
Note that Vega’s charge time on his walldive is extremely short. This basically means that you probably already have charge for an EX walldive after combos like cr.lp, cr.lp, cr.lp. It’s really hard to say which combo is best for a beginner. Back in Vanilla, my first real BnB was the second one I listed.
2.) Vega isn’t much of a blockstring character. His best string is probably the laxstring because st.lk has 2+ on block. This basically means you pressure your opponent with st.lk over and over, walking up just a tiny little bit after each one (note that the true laxstring involves throwing in df.mk which goes over possible mashed counterpokes and punishes them).
To make your own blockstrings you just have to be a little bit creative and pick normals which have + on block, such as cr.mk, st.lk, cr.lp on. For instance, you could do J.hp, cr.mk, cr.lp, st.lk, st.lk, df.mk/df.hk.
I find that most meter is gained through df.hk/kara throw mixups and playing footsies.
3.) There aren’t any. You can hitconfirm things like cr.lp, cr.lp, cr.lp, cr.mp into EX Dive though or as I stated above, cr.lp, cr.lp, (cr.lk) into roll (not a lot of range).
4.) Best AA against crossups is nj.hk. It’s one of his best Air to Air moves in general. Learn to use it and [media=youtube]jdRpIf958gg#t=1m17s"]anticipate jumps a lot. Your neutral jump isn’t very punishable because it’s fast and hard to react to, especially from a distance. [Other honorable Air to Air mentions are j.mp/j.mk and of course j.hp.
Ah, yeah. You can also Focus -> Backdash against crossups. Of course, to the side that will grant you escape.
5.) Keeping opponents in the corner is an art per se. Personally, I love to rush my opponent down once I have him there. The corner also [media=youtube]GGM3VnPGRfc#t=3m6s"[/media] I bait reversals on his wakeup and return to cr.mp range after I tick throwed him a lot. That way I can see if he wants to jump out. In that case, I use nj.hk or his airthrow. The rest is just feeling though, at least on my part.
His basic distance is dependent of your playstyle. You might wanna play the mixupgame and get a little closer, like Makoto but there are also other Vega’s like Kubiwa who love being at cr.mp/st.mk range and then walking into [media=youtube]K5tXE_3WeW4#t=0m18s"]kara throw](http://www.youtube.com/watch?v=NTtwSVJxZ6Q#t=1m32s"[/media) or [URL=“http://www.youtube.com/watch?v=K5tXE_3WeW4#t=1m30s”[/media]
6.) As I said, you really shouldn’t concentrate a lot on his specials. His walkspeed > Specials most of the time, IMO.
The only really mobile combo that comes to mind right now is st.lk, cr.lp, cr.mp, EX Walldive. It’s not easy charging up this one at first, but you’ll get it eventually.
I hope I used enough video reference to illustrate my points. Finally, to finish this up (took me way too long lol) - welcome to the Vega boards :’)
wow thanks for that sasaki
even though I’ve been playing for so long
I really needed those reminders
I started reverting to my bad habit vega when i went on a losing streak against a ken last night : (
I love that Poongko video of Claw kara throw raping Ryu more than I could possibly love a human baby.
What do you guys think of throwing away your mask, on poking/footsie based match ups? Is the 10% damage boost worth it? I mean I was playing against this mean ass chun named Shizza24 (Blaq knows). And the entire match was a footsie match until i fucked up letting him get in on me where Chun rapes, and when i created space, and did not have my mask on. I found that I could close the health gap with out my mask easier than i could with it. Do you think this 10% mask thing is viable? Is it?
Shizza, the InnerCity pad warrior that gives Valle trouble sometimes? Did you watch warzone? He is ridiculous footsies. but so fun. I personally always leave my mask off unless i need to plan on taking a jab or two. It’s just easier. And I get to attempt to really protect my face.
might be a good thing to do. If you have your mask off you might play more cautiously as well. the question I have is where do you think is the best place to throw it off so you don’t pick it up again by accident? One of the corners? or somewhere in the middle so you can jump over it easily if you need?