Im having problems with vegas crouching Fierce at close range.I hit my opponet and then I get punished because they recover before I do!:bluu:
You shouldn’t be using Vega’s C.HP at close range anyways because it has MASSIVE recovery. Even as a poke it should be used sparingly. For the most part, it should be used as a whiff punisher. The only times I ever use it is when I’m punishing a blocked Blanka Ball or Psycho Crusher. And sometimes as a meaty when I’m far away enough so that I won’t be punished.
If you’re going to use a close range poke, you’re much better off with C.MK. C.MP is also really good also, but it’s best used at it’s maximum range so you don’t get punished by it. S.LK and S.LP (for those who can’t duck it) should be used at close range if anything. Hope that helps.
That helps a lot.I found out that c.fierce can link into red impact and scarlet kicks super.So it will be more safe to use when i link it with a super.but il use mk,mp when i dont have a super.
the best form of punishment for a whiffed fireball is j. fk, c. mk
does j. fk, c. lk, s. lp, fp roll combo and do you have enough time to charge for it?
Yup, I love the Super Jump > J.HK > C.MK for the fireball whores. Vega’s jump is so fast that he can hit people while they’re recovering and can’t DP you.
As for the second one, I’m not sure that’ll work. I don’t think there’s enough charge time. Actually, the only variant of that that’ll work is C.LK > S.LK > FP Rolling Attack. It only works on Blanka, Rolento, Geese, and other characters with large sprites.
C.MP v. S.MP
Well, the reason I bring this up is because certain people with good rolls (ie: Iori) can be a deadly matchup for Vega. C.MP, which is Vega’s longest poke, even at max distance is still at -9 while S.MP is at -3. Of course, you also have to take into account that S.MP only hits crouching opponents who are at 64 pixels tall (check Buktooth’s CvS2 system guide). Don’t get yourself into trouble with C.MP because roll-whores will take advantage of it. So in those cases, I would just stick to C.MK. Although it doesn’t have the reach of C.MP, it does give you +1 and leaves your options open to try and bait out whiffs to punish.
Btw, check out JustDefend.com for more frame data.
P-Vega Option-Select
Hm, here’s a little trick for air-to-air attacks. If you find yourself duking it out with your opponent in the air, press forward for the parry and HP right after it for an air-throw. If your opponent jumps in empty, it’ll still be an air-throw. Be careful of characters with double-hit attacks like Bison’s J.MP (which can turned into a custom ) and Chun’s J.HP/J.HK.
i read in one of the earlier posts that vega has a bad match up to rolento? why? i can rush or turtle with k vega against any rolento i’ve ever played and done very well. in fact, i can’t ever remember having a match against rolento that was in any way dominating. just wondering why.
cuz he can pressure the shit outta you. walk forward lp x n + scouter jump in mps and shit.
how the hell does vega beat rolento? it seems every second i lose my claw or mask cause of this basterd. not to mention the insane chip damage. he is constantly using my tactics against me(i try to push him around with pokes but he just pushes me back and rapes me with his chip damage)
This one of the few times I try and rush with Vega. I just stay on top of him with low-jump J.HK since his anti-airs aren’t too hot. I guess you could also try to runaway, but that’s doubtful if Rolento knows how to pressure. If anything, try not to get knocked down because that’s when the madness starts. Also, for air-to-air, you have to use weird moves like J.MP and J.MK to beat out Rolento’s J.MP crazy batons.
Good rolento vs good vega is a very annoying fight for both. In the end rolento has the advantage cuz vegas strong point is the ground and rolento strong point is he never has to be pinned down. I hate the fight. Not more than sagat vs hibiki tho…
Why is a j hk, cr. mk better than a j. hk, cr. hk? Does Vega not need to knock them down? I can’t think of many instances where a combo like this would give enough time to charge a flip kick after the cr. mk (I maybe very wrong here), so why the mk?
It’s really risky to go for the slide after the J.HK. If you miss, you’ll eat a BIG combo. And if you distance/time it just right, you can combo a flip kick after the super jump > J.HK > C.MK.
I think Vega’s RC jab Roll Claw is pretty useful.
Although is does seem to have very short frames of invincibility, it’s still has it’s uses as a decent counter-poke and an incredibly WEAK ASS anti-air. haha
I like to use Vega in A-Groove cuz he can actually do combos in that groove, like j. HK, land, activate, CC.
Coupled along with his range, safety, speed and mobility, he’s pretty good in A.
i lose to eagle and m bison, save me
i play a-vega, yes i can RC
just to add one thing,
you can also do empty low jump, low short, into standing jap into red impact…of course certain characters only…
I also have seen makoto or some other Japanese P groove player do low short , 2 standing jabs into redimpact…pick your flavor…
Anyhow, I never to that combo if I dont see the other char standing up, since red impact misses a lot again crouching characters (of course, vs Blank and Sagat is another story…)
Also, depends on your timing and character distance, a last second jump and hp air throw is pretty annoying as an anti air.
Actually, the point of the low-jump into C.LK yadda yadda is to mixup and get them to block high since it’s the natural reaction to a low-jump. Once they’re blocking high, you can nail 'em with the first C.LK and combo from there.
I find that people have an oddly hard time blocking his crouching kicks, it’s just weird.
does cr. HP really link into any of vega’s super?
i’d like to play a p-vega btw…