Strengths - standing HK crush counter. Safe on block. Beats low attacks. Really really good button.
- LP spinning mixer (non-mash). Safe on block. Highly abusable. 50/50 on whether or not Rashid does EX spinning mixer afterwards. Online tactics haha.
- whirlwind shots on cornered opponent help out with blockstrings immensely. Plus you can cancel HK and EX whirlwind shots into v-skill roll to continue pressure.
- Mobile. He’s is always moving. I feel like Nemo can do wonders with this character.
- Standing MK is a ghetto stepkick. Less range then Ken’s SF4, but decent poke.
- Air Normals are good. Ground normals all safe on block (except sweep)
Weaknesses - Low damage. You will have to open up the opponent a lot.
- I’m guessing a lot of his damage potential could come from his V-trigger setups/mixups. I haven’t really looked into those too much yet.
- Ground normals are decent in terms of their hitboxes/range, but I think below average compared to rest of cast.
yeah her ex DP is invincible, her only dp and most reliable anti-air. it’s her only get-off-me move. the other versions are overheads with different follow-ups but its gimmicky.
sweep is like negative a million on block. most of the times i should probably use low forward instead.
to accept go to the main menu and top left is a noticeboard, open it up and read the message. its preety dumb, u have to back out all the way to the main screen and go to ur messages
Dug, what do you make of Mika’s super? I’m thinking it’ll be a pretty important part of her game plan. I thought ex moves would be really important for her, because of the armour on rush and the combo extensions/corner carry… But having the threat of hit-confirming her amazing jab into super for 500 damage maybe seems more important? Especially when her shenanigans won’t be working near as well a month from now
And EX rush not having armour until frame 3 makes it a lot less useful than I originally thought… And EX command grabs get no extra properties other than more range/damage. So maybe best to just hold on to the meter.
I dunno, her super is fast but you can jump it after the flash so that takes alot away from it. Even though her ex moves arent the greatest they’re better than nothing, and I feel like when you get a hit, maximizing on damage is probably your biggest priority since she doesn’t get any real follow ups after any knockdowns. I was mainly using meter for ex rushing through pokes or finishing some of her longer combos with ex qcf k. Ex grabs are kinda useful since they have such long range. My meter management plan was basically to use it whenever i needed to and not feel like i should HAVE to save for super.
Her v-trigger on the other hand… as SOON as you get that use it right away on the next block string or your next hit. I feel like it’s one of her only ways of opening someone up for big damage and if you can get 2 per round you should take advantage of that as much and as quickly as possible.
Also, is there a way to save people’s CFN id’s to a list or something or do i need to keep a list manually and input the person’s name every time i wanna send an invite?
think I’m starting to understand Vega better. Can’t play him like SFIV vega at all, his footsies are nowhere near as good.
Vega ramblings;
[details=Spoiler]
Seems to me like there are certain ranges you want the claw on / off.
Far - claw on. Gives you access to F+HP which is the only good poke he has that doesn’t move him forward into the enemy. However it’s susceptible to jump-ins, and in general Vega has a hard time anti-airing with the claw on, so you need to move into a good range and take your claw off for a decent anti-air. qcb+hp is too slow. and trip guard frames seem bigger in this game and the air grab isn’t a black hole like it was in SFIV.
Mid - claw off. C. hp claw off is your best anti-air. the pokes even with the claw are really not that good. S. mp is your only good one. C. mp, c. mk, st. lk, and c. lp are all a far cry, range-wise, from SFIV. The benefit is that most of these normals are + or safe on block, which is a bit different from SFIV vega who only had good + on st. LK, c. MK and cl. HP.
Close - claw on or off. With the claw you have st. HP which forces stand. Not a huge deal when you’re not in the corner as you should probably go with the roll for corner carry, but in the corner it’s vital for EX FBA combos. Without the claw, st. HP is still good, doesn’t force stand though, (but does combo into claw st. HP off of counter hit xx claw application) and you have a command grab that comes out in 6 frames with more range than a normal throw (albeit less damage, unless EX).
The V-skill has a ton of recovery frames. Definitely highly situational.
However I underestimated the V-reversal; it only has one recovery frame on both flips (31 frames or 41 depending which version). So, not a bad way of spending V-trigger bar.
Just can’t figure out a way to fill it up quickly though cause that V-skill is … pretty unwieldy. Even just doing the whiff version to make people think you’re changing claws has a bunch of recovery on it.
Sweep is really good but unsafe, and so is LK Roll. it does have 5 active frames though so if done properly can be safe, it pushes you pretty far away. But if you just pile on in there it won’t space yourself like it did in IV and -6 is a lot worse than -2.
So Vega is basically like … a semi-grappler with a slide and some huge frame traps. He’s not a footsie character at all. And his mobility is mostly an illusion, cause barcelona attack loses to a ton of basic shit and seems like, uber risky even just to whiff on the far sides.
You need to find a way to narrow the gap which will generally involve jumping, and his forward dash is 19 frames which isn’t bad.
But his normals are stubby as fuck, like you can’t just do huge blockstrings anymore. You can only get like 2 normals in before you’re too far away and in a bad spot, especially with the claw still on. He can’t anti-air well at all with it on.
frame trapping is the name of the game though, he can do that well, especially with good walk speed. most of his stuff up close is safe once you get in there. But you can’t let Vega just claw remove / apply over and over. it has 23 frames of recovery which is identical to the hitstun on his st. HPs. He’s -1 at best after claw st. HP xx removal. and his ex command grab doesn’t seem hit invincible so he can’t bully you that way.
basically he can’t sustain his pressure without being creative, but he can hit you hard if you let him. He kind of has to explode in, find an opening right away, and if not back off and be patient to get in again.
I think he’ll have losing matchups for sure. Probably some good ones against characters he out maneuvers and who struggle to anti-air though. [/details]
Jamie you need to approach SFV Vega very differently.
With the Claw on he controls the mid-range game easily. His best pokes with Claw on are s.Strong, cr.Storng, and f+Fierce. His anti-air with Claw on is cr.Fierce or a reactionary air throw. The air throw is a reliable anti-air as I do it consistently against people. When you’ve conditioned people with your ability to AA them with the air throw the only way for them to beat that is to push a button early on. When they start doing that they leave themselves open for a bigger punish if you don’t go for an AA air throw. Up close you should be using s.Short, cr.Jab, and s.Forward as your pressure tools. He’s got amazing walk speed so his ability to play footsies is quite strong and his dash is one of the fastest. You can easily juke the opponent into taking a s.Fierce or walk in and out of their range have them whiff a button and either whiff punish or dash grab/command grab. The only weakness claw on has is his inability to special cancel his medium normals.
Claw off is something I’m not use to playing with yet but some players prefer playing with Claw off because of his ability to special cancel off of his normals. He gets more damaging combos with claw off and can be played more aggressively since several of his punch normals have less start up time.
His V-Skill dodge is mostly meant for fireballs but I’m sure someone will find other uses for it. The V-Skill slash is used to punish fireballs or his s.Fierce, Fierce xx V-Skill combo which is something you want to use to build V-Trigger faster. His V-Trigger is amazing and lets you confirm all of his long range pokes into high damage, especially when you have super.
You don’t need to jump at all with Vega to get in. You should be dominating the mid range game with his superior pokes with Claw on which is also the right range to be able to AA with cr.Fierce and/or air throw. You’re way too use to SF4 in general and SFV is a whole different game so you’re approaching the character with the wrong mindset. Nobody gets extended pressure in this game and it comes down to knowing when it’s your turn to go in and back off.
even if you hammer down some combos here (like you did for sentinel back in the day) that would rule!
For now I’m basically messing around in training mode and finding combos myself… I’ll jot down some shit tonight and type it up in the AM if I have some time, works super busy right now.
Can’t wait for the guide… hopefully it arrives by the time I’m home.
Have you checked the character specific subforums Derryk? I think all characters have at least some kind of combos/basics thread you can reference instead of making them up.
have to go to work but what i described in my post is all stuff that is different from sfiv. his footsies are clearly not dominant in this game, the ranges are way too small. i can’t c. mp people out of fireballs anymore, none of that stuff works. have to be more diverse with claw stances.
EDIT: FTR: ?
so you are agreeing with me?
and c. HP with claw is not a good anti air at all Killey