A-Vega's CC?

Can someone give me an idea of a decent CC for vega? I’ve seen some guys locally that play him, but they never perform a CC. I noticed Ortiz placed 2nd with A-vega so i’m sure he’s promising.

c.mkx3.cfk,mp roll move, slp(right as the roll move ends),sjFkx2 (untill corner), then sj fpxx(meter almost out),cfp, kick super

Well the one I just figured out yesterday was: activate, cfp x2, cfk, s.jab,sj. fk x2 (until corner), then sj fpxx, cfp, then kick super.
I think the cmk x3, with the mp. roll is kinda complicated…i like to keep things simple…but if someone can gimme a reason why i’d use urs instead of mine plz by all means tell me…(damage? setup? frames? etc.)
thanks

here’s the vega combos from the video-opera A-groove guide. i recommend starting your CC with crouching mk for a quicker low hitting move than low fierce. and towards the end of your CC, i do a deep crouching fierce, then the kick super to get more hits. enjoy!

  • VEGA -

Though Vega’s customs really don’t do much damage, he’s actually quite suited for A-Groove. This is due to the fact that he is incredibly defensive and safe, allowing him to build up meter without much risk of punishment. He has some of the best normals in the game, and his offensive and defensive options are very solid.

Starters:

cdb,f+MK, CC… (corner)
(note: as long as the cdb,f+MK hits twice, Vega will have time to activate and juggle. the typical follow-up starts with LP)

anti-air cdb,f+K, CC… (corner, vs air)
(note: if you knock the opponent out of the air with any version of cdb,f+K, you can activate and continue the juggle, similar to the ground based version. LP is also the typical follow-up here)

Super Finishers:

Scarlet Mirage: cb,f,b,f+K
1754, 5-hits, vs ground (point blank)
1276, 4-hits, vs ground (slight distance)
957, 3-hits, vs ground (max range of first hit)

Barcelona Special: cdb,df,db,u+K,P
1995, 2-hit, vs ground/air
1197, 1-hit, vs ground/air

Flying Izuna Drop: cdb,df,db,u+K,f or b+P(when close)
2393, 2-hits, vs ground/air

Combos:

Basic B&B (full-screen)

c.HPx3-c.HK-LP, sj.HPx2-LP (land), sj.HPx2 (land), sj.HPx3 (land), sj-up.HPx5 (land), b,f,b,f+K

6263 (tested vs A-Terry)
23-hits, +0 stun

Vega comes up short in terms of CC’s, so it’s not suprise that his “default” combo only does around 6000 damage from full-screen. After connecting the c.HPx3-c.HK, quickly cancel into stand LP and then superjump towards the opponent as fast as possible. Do the 3 sj.HPs, land, then re-superjump, but wait a split second before performing the next two SJ.HP’s. This will give you the needed distance and spacing. Land, then rejump and do SJ.HPx3, and you will be in the corner. Now wait for the opponent to fall slightly, then jump or superjump straight up and hit HPx5. Land, wait for the opponent to fall a bit, then do the super. You want the super to hit deep so you get max damage. Typically this custom will start with c.MK-c.HKx2-c.HK-LP… etc, because unless your oppponent is really open, you’ll be using c.MK for speed purposes. If this is the case, the combo will do a couple hundred less. As a side note, most of the time you won’t be starting this custom with your back all the way in the corner. If that turns out to be the case, you’ll end up doing less offensive superjump repetitions, and more straight up jump repetitions, ultimately adding a few extra damage. However, if you are backed into the corner and you dont want to risk messing up the full-screen juggle, you can go for the combo below.

Switch Twick (corner)

c.MK-c.HK-HK(opponent flips sides)-f+HK-LP, [j-up.HPx4 (land)]x3, b,f,b,f+K

5877 (tested vs A-Terry)
22-hits, +0 stun

This is a pretty neat combo because it switches from Vega being cornered, to popping the opponent towards the same corner. It also saves you from messing up the full-screen juggle combo above. In order for this to work, cancel into the stand HK relatively quick. Don’t let the slide stay out to long or your HK will pop them towards the center of the screen. From here, the rest of the combo is pretty obvious. You can actually get more j-up.HPs, but this is the “easy” version of the combo.

Budget Anti-Air (anywhere)

CC, b,f+MP(1-hit)-LP, sj.HPx2-LP (land), sj.HPx2 (land), sj.HPx3 (land), sj-up.HPx4 (land), j-up.HPx2 (land), b,f,b,f+K

5074 (tested vs A-Terry)
21-hits, +0 stun

Definitely a budget anti-air, it’s pretty much the best Vega can do as far as unblockable anti-airs go. As the opponent comes in, activate CC and do a deep b,f+MP so that they land right on the first part of the roll. Let Vega travel a bit, then cancel into LP before the actual slash part of the roll comes out. From here, go into Vega’s full-screen CC. For the finale, since you’ll have a bit of extra meter compared to the full-screen CC, jump straight up and HPx4, land, then rejump and do HPx2. Delay the presses between the two HPx2. Land, super, good job.

Chip & Partial Crush (anywhere)

CC, c.MK-c.HK -> [b,f+HP(4-hits)]x6

2592 (400x6+192) (tested vs A-Blanka)
55% guard crush
0-hits, +0 stun

This sequence will not outright crush a guard, even against P and K-Grooves. However, if you miss your custom, or if your opponents guard meter is only slightly over 50% full, you might want to try this sequence. In order for for the rolls to do the most chip damage and be safe from rolls, you need to be extra close to the opponent. This is the reason for the initial c.MK-c.HK. It moves Vega right up next to the opponent.

Tricks & Notes:

It’s pretty common knowledge that Vega has one of the best hops in the game. The good news is that it can be useful for setting up some custom combo trickery. After a HK throw, the opponent is left right next to Vega. You can hop over for some normal pressure trickery, or try something a little more risky. If you activate CC, you can still hop over the opponent and try to go right into his standard B&B. If blocked, you can still go for the Chiping sequence. Most opponents with Vega experience will expect the hop over, so you can try a second mixup to counter. After the HK throw, take a slight step backwards and activate, then hop forward. If done right, you’ll land on the same side you started from. This can be useful for opponents that expect you to go to the other side and adjust their block accordingly. Honestly, neither of these options have proven to be super-effective, but it’s something to know if you are an A-Vega player.

You can also use the hop-technique after a c.HK takedown. You’ll have to be a bit more precise concerning activation and hopping, but you can still easily make it to the other side.

Another tricky crossup can be done using Vega’s f+HK. This leaping kick actually leaves the ground and will hop over downed opponents if done close enough. The timing on HK throw, activate CC, f+HK hop over, is pretty unforgiving. You have to be very precise to pull this one off. Similar to the other crossup tricks, you probably wont see this much in real play but it’s another little bit of info to know.

Thanx man i appreciate the info…i’ll practice what u posted…keep me updated

more damaging corner combo

c.HPx5-c.HK, s.HKx2 xx cdb,f+LK, s.HK-s.LP, j.HPx5 (either once or twice), c.HP, super