I’m assuming Vega as in the Clawed Dude.
Actually depends, what ratio is your Todo at and what Ratio is the Vega at? Whats your groove and whats his groove?
Anyway. You can still try for his C.HP Anti-Air at Jumping Vegas, except your timing will have to be tight because of the speed of Vega’s Descent. Too early and he’ll kick you. Too late and he’ll kick you. Just nice and you’ll pop him one in the groin.
Turtling Vegas are, what? …NOTHING. You have the Psychological advantage of the Kasane Ate. Too bad we aren’t talking about K-Groove Todo here or else it’s a simple jump in and JD anyway into a Grab (if he flip kicks too early) or J.HK. But basically, it’s you threatening to do your Kasane Ate, so you fake the move a few times, and throw in some real one’s here and there. If he tries to poke you out of range, train to determine when his poke gets out of range and throw in a Light Kasane ate. Or you could jump in anyway, and do the air kasane Ate just before you reach him, if he goes for the flip he’ll get hit. If he doesn’t, then it’s his loss.
One important thing when fighting Vega is the, hmmm, I’ll use smoothness for lack of a better word, of the game. What I mean is, if Todo doesn’t give Vega to stop and take a breath to store his FLips, Izuna Drops, Rolls or anything else, basically he’s left with his Rolls, Hops, Runs Jumps and Pokes. Vega can’t RC into anything unless he stores it, so whats he gonna do? Turtle? Jump at you? Roll…right into your command grab? So after some practice you’ll be able to learn when to immediately jump toward a Vega that juuuussssttt started to Charge his Flip Kick or JUuuuussstt started to turtle, so that you’ll force him to eat some of your moves, bocked or not. He may try to jump away but that just resets the match a bit. Until he reaches the corner…then…heh heh heh.
Again I gotta stress the AA portion of the Game. 3 Things happen
- You hit him
- He hits you
- You trade blows.
I can’t exactly remember about number 3 but for 1 and 3, you ALWAYS have the additional option of the attack.
You see, after you hit him out of the air, immediately do
- a Light Kasane Ate, so that he will be forced to block it when he lands, or get hit.
or you can alternatively pause and then
2. a run into a command grab when he starts to wise up and think he can roll through a possible kasane Ate.
of course there’s always
3. Run forward and do your Command grab anyway because he thinks nothings gonna happen he just turtles there for a while.
I know i make it sound simple, but hey, they’re just options. Usually I go for Number 1, because if you time it nicely, you recover before he rolls into you, and you can grab him first. Really, no kidding. Don’t do this to Kim or Iori though. You should know why. Their rolls are practically teleports. Vega’s rolls seem like…uhhh…well… Vega’s rolls. Quite long really.
Ok here’s a problem that I used to face until the obvious hit me (or didn’t) If you’re stuck in the corner and Vega jumps at you, it’s harder to AA him because he relies on the corner wall to ‘Verticalise’ his jump and kick you, making you almost impossible to AA him nicely. WHAT DO YOU DO???
Run forward when you see the jump, then throw/grab/punch/combo him as he lands. It’s always that Phobia of running into a crossover that makes you stay there blocking, but do it anyway. Unless you’re so sure he’ll J.HP you instead of J.HK Just DO It. Even the J.HP isn’t that effective in the corner. Vega’s jump descent is too steep to make his Crossover’s as scary as Ken’s J.MK.
I won’t bother with combos and whatevers, or obvious stuff like ‘Punch him when he’s open!’ so…
In order of Importance
- Learn how to AA Vega, and the continuation of it.
- Learn how to Psycho a Turtling Vega.
- Rush that Shit down when you have the two above set and he’s cowering like a fool.
To many people Vega may be higher tier, but Todo is a steady guy that just doesn’t give a damn.