Dunno about him as an r2, but i run him in the middle. Red Impact is totally worth it as long as you don’t start the combo when they are crouching, cuz it’ll whiff on most everyone. Kick super is NEVER EVER worth it imo. i do the generic empty low jump c.lk c.lk c.lp XX RI or HK flip kick if I can’t hit them with RI. there are a lot of times where I will actually catch them with that combo and I could have done RI, but I’d rather not waste the meter and eat a combo b/c my super whiffed.
vega is nothing at all, about the combos. imo he should always be started 1st. using meter with him is never necessary unless in a groove since it has the shortest meter bar. but even then, his custom doesnt do much damage, more than the Red Impact though, thats for sure. so yeah, imo not worth using meter with at all, unless its 100% garaunteed. like if an n groover small jumps at you, then you can do it
um, I don’t want to disagree with someone obviously better than me, but there’s no way Vega’s custom does more than the RI. c.lk c.lk c.lp XXX RI is about 8200 damage r1 on r1 (dont want to verify it right now, but i know that its 8k+ vs an a-groove dummy). Randomly throwing out a RI might be less than Vega’s custom though, but why would you do that anyways?
oh if youre going to combo into it itll probably do more. but im talking about using it as an anti air. Comboing into it is risky since vega’s c, short short jab:
- is hard to combo into
- the last jab may miss
- if they opp is crouching it will most likely whiff(you made that point)
vegas custom does around 6000.
there are probably a lot of good AA RIs I miss, just b/c i got tired of having it baited out/JDed/blown through.
Team is n-sak/vega/hibiki
Sak is first to build meter for Vega, and after some playtesting of the team where i started vega it seems he uses the meter better than Sak 2nd. He does pretty good damage with the stock popped, and counter attack/counter roll are great in situations where you need a quick move with no charge. sak can also get really deep into a team all by herself, so starting her makes more sense to me when she’s not whoring out the shosho.
sak has HELLA more opportunity to land super than vega. Im just giving you my insight, put sak second, vega first. there is no reason you should be supering when they have JD since that shit is easy to JD. sak can confirm into her super much easier.
sak’s supers just do like, no damage though. Though she does have way more opportunity to land them, what I found was the following. The thing I liked the least about Sak as a user in N is that if you pop, then land a punch throw, the timer is pretty much gone. I wasted a lot of stocks that way. Well, is it really a waste when I probably got a lot of those throws because I was charged? Hard to say. I know I didn’t like it.
I appreciate the discussion, I know you know your shit.
Yeah, the reasons why r2 Vega is a bad idea are pretty clear. It’s irrational and illogical and weak, etc. But, I’m deadset on using him as R2 and I’m trying to work with/around that maxim. Flexible in all other areas though.
I would agree that he has the best chances of doing damage with meter in A.
Still, I have to wonder if he’s able to be more effective in another groove. EG. does the effectiveness of his customs outweigh the benefits of other grooves or visa versa?
That’s why I asked for team/groove suggestions though, I’d like to experiment with what people think might work for an R2 Vega.
Just landing supers is good enough because it changes the momentum of the match. I cannot shoshosho. But, I abuse the hell out of sak’s anti-air custom and it drives my opponents mad. I don’t know why, maybe it sounds annoying? Cuz people really do get…mad. It’s weird. Maybe because it takes so long for such little damage, and the opponent pretty much has to relax his hands for 10 seconds. That will work for you, though…and people love to jump, so I land it pretty often. It’s only 5-6k but I’ll take it because it’s guaranteed.
For N-groove, I think the principle is the same. Connecting supers is always good. Use kick throw since it does more damage and has a shorter duration.
You’re just annoying John…
Nah, I’m kidding…but if I got hit by anti-air custom all day, I’d be annoyed at myself more than you doing it. I’d be like “tight, no damage…but fuck, I got hit by that shit again…”
Have you ever considered using that team in A groove?
Yeah sak can land supers alot easier but they do no damage though and vega with a red impact ready is alot scarier and will eventually do more damage since he can completely shut down almost the entire cast with the threat of that super lol
nope.
FSGamer - I’m not an a-groove fan, though I’ve been playing it for the last 3 years. I like N more, and am going to play it like I should have been doing all along.
So, what is the best characters in N groove?? - Hibiki, Morrigan , Iori, Chun, vega??
Don’t ever put the words “Best” and “Morrigan” in the same sentence unless you include the word “Gaytooth.”
Red Impact is SO NOT as scary as other characters with their supers. There’s no real good opportunities to hit it. You have to have charge, you have to use it as anti-air or try to combo it off of short kicks that is hard to time while trying to hit confirm them standing up…so if you jump at me…I block…and if you’re sitting there charging, I avoid opportunities where you can use it…and you have no other way of dealing real damage. Other characters hit confirm their supers off of mashing short kicks without worrying about timing them…most of them don’t need charge, and if they do the opponent doesn’t need to be standing up.
Why am I just repeating everything Gene says when he actually uses the guy? Red Impact sucks. End of discussion.
red impact, lol. dumb ass name. just use n-iori and mash. :looney: :looney: :looney:
nice answer did you come up with that yourself?
Well everyone is entitled to their opinion i guess
What is “Gaytooth.”?? never seen this before…
RI suck, even i am the K-Vega player, i don’t support it…
its called the white power super.