I got a question to al vega player’s is there any problem of using turbo on jab punch if i use turbo it’s to much easier to link the 4xjp, without turbo it’s imposible to do it consistent.
Many people tell’s me that it’s not correct to play with turbo’s but last year in european final championship of capcom, turbo’s was aloud it ?¿.
What do you think ?¿
I was going to create a poll about it.
who cares man. Just use it. its a personal prefrence. I dont use it, but i dont mind if my opponent uses it. If you use it and its allowed at tourney then go for it. People make to much of a big deal about turbo. If people cry to you about you using turbo when they lose, then tell them thats your fault for not blocking more, stop mashing in between block strings.
It’s all about timing and rhythm dude, just hit training mode and practice. It’s not impossible to land, and once u got the rhythm down u can combo into EX FBA.
IMO turbo’s for lazy people who don’t feel like taking the time to learn their main char’s links. Besides, once u get the hang of it you’ll feel a sense of achievement. Good luck bro
And what do you Vega players normally do when trapped in the corner? The guide book says to block and then use throw/kera throw, but that doesn’t seem effective to me, what would you suggest?
Yeah, it looks like the only choice there is to block. Do people have success using Scarlet terror in the corner? Is there any trick to get that to work?
On the first post of this thread it says “Saving Attack” is one of the specials.
I guess this pertains to being cornered too but I’ve been looking for a while with negative results, besides c. throw option select, does claw have other option selects?
Can someone give me some Izuna Drop pointers? I keep getting the claw attack.
Forgive me for my ignorance. I am a Bison player looking for a secondary, and barcelona mixups destroy Bison’s devils reverse in SSF4. I almost busted a nut in practice mode when I realized he could not only change which side to jump off of, but crossup even on the opposite side of the wall he jumped from. Looks like such a mindfuck. I couldnt imagine if Bison could control his stomp like this, pure madness.
It may be one of the least safe moves in the game. If you whiff it complety (which seems to happen sometimes) you’ll bounce there for a few frames with no ability to block even.
A tip would be to to make it unpredictable. When you’re in the air, make it seem like you’re going to hit on one side, but switch it to a crossup. It’s almost unblockable when done right. But of course they can always focus attack out of it or anti air, so it’s not something that you want to do alot against a decent player.
As far as getting the throw to come out on command, you just have to make sure that you’re extremly close to the character.
If you hold right/left, vega will go through the air faster, making it harder to detect what you’re doing, try catching them on wakeup or in the air. In the air, Izuna drop is almost a sure bet as long as it isn’t countered.
A blocked or empty walldive is -30 on block, yes I’m not kidding. Only use this when your opponent sucks and doesnt know how to block lol
you have 1 frame (AFAIK) to land the Izuna, To get the Izuna tap Right of left with a Punch button at the right timing. there are many ways to know when to hit the Input to get it instead of the slash.
One way is the dive animation, as soon as Vega does 2 flips midair you hit the Button to get the Izuna
Another way is hitbox, as soon as both Vega’s and the opponent’s head are near each other you hit the button to get the Izuna.
Another way is the voice, “YAH-EEEEEEAW <---- this is when you should press it to get the Izuna. this is the one I rely on btw >>”
30 does sound pretty shitty, so it the usefulness of this move coming in the form of it being set up correctly to be a guessing game to the opponent on which side to block?
Just from this hour and a half ive had fucking around in training mode, landing directly on top of their head is visually confusing as to what side Vega is really on.
So anyone know why we don’t get a hit box video like almost all the other characters? Is whoever made them working on it or just didnt want to do vega?
There’s a torrent link somewhere, but I’m at work atm don’t really feel safe opening up torret sites at owrk
but i found it off a thread in the honda forum which came from somewhere deep in the genearl SSFIV forum
I’ve downloaded just the vega folder from the torrent but it didn’t have scarlett terror in it for some reason :’( vega getting the shit end of the claw as usual
so i thought of waiting to d/l the entire thing in its 9+gb entirety before compiling and sharing what i’ve found just in case the files for scarlett terror were accidentally attached to some other folder :X
but if someone wants to d/l and have a go sure!
and just fyi, the izuna drop grab frame is only one frame hhaha
Anyone else having monster problems with guile? I have no idea how to hurt him, after i get through the sonic booms he pushes me away with bnb block string until he’s at a safe distance. It seems there’s never a time for me to attack him except hopefully timing his sonic booms right.
All I can say is c.mp in between the first and second kicks from his sweep and get the knock down as soon as possible cuz he doesn’t seem to deal well with izuna drops on wakeup. You gotta learn his patterns and how he likes to attack after his booms so you know when there will be an opening. Never just sit there crouching or else he will rape you. If he likes to jump after a block string just go for a backdash. Or if you have the patients and he is just spamming sonic booms, just sit back and absorb them while building meter by using FBA to avoid them. Eventually he’ll try to come in at you and thats when you have to switch it up quick while he’s not charging.
edit:
jiroumi, i took a look at it. Some of it seems off. It says his s. mk’s attack box is just before his toes, but in the game it seems to hit at the tip or a little further than his toes, doesn’t it? I really wanna know what the devs think when making hitboxes. Was anyone like “hey, why doesn’t his claw have any attack frames?” like all of his claw attacks go about as far as his fist (i know it’s been known forever, but seeing it with visual boxes is an even bigger wtf?). there’s got to be some reason for why they do hitboxes how they want instead of doing according to limbs, i know some characters would be at a(n) (dis)advantage, but c’mon, sometimes logic does make sense…
At least it helps to figure out what part of cr. hp to use for anti airs instead of trading or missing all the time due to guessing. I’ll have to try out those vids on my other comp, cuz this one was lagging even as a tried to scrub through the videos to get some precise info. Maybe someone will upload some pics or the vids to youtube.
Any advice on fighting seth? I fought 3 seth’s last night and I almost got perfected every single round. How are you supposed to hit them, when they are close it’s a complete guessing game. I never seem to have a chance to attack because every time they get 1 cr.lk or st.lp and it ends up being a bnb combo into mixup for the entire round.