CvS2: Vega - Advanced Strats and Tactics

Can you do any wall dive cross up shenanigans in this game?

Sure you can, but if you fail (the opponent successfully block), you’ll have to wait for a BAD RECOVERY, you may know it better than me. Ironic, hehe… Claw bumps in the ground. You can get punished real HARD.

Also, for the next wall dive, because of the bump, and also because of safe falls, if you try to wall dive again, you are already late for a good cross up.

And you must know that the wall dive is pretty different from ST. In CVS2, wall dive draws like an big arc after Claw touch the wall, while in ST it is almost a descending line, and in CVS2, it is slower.

I mainly only use K Vega, and have for years. feel free to ask me anything… I’ve been hording my knowledge for years.

i use Vega as my R2 in K-Groove and good strats against the top tier? ex. sagat, cammy,blanka, etc.

Honestly, abuse your range and speed. With blanka you have to abuse him after blocks. If he does a roll attack hit him with a HP etc.

Someone like Cammy or Sagat, you have to keep them from pressuring you. You can’t turtle or it’s over. A lot of times I’ll “just defend” when I can to build bar and use the invincibility of a super to catch them when they attack wildly. Someone like Cammy has a hard time surviving a full match when they take a red impact on a counter.

This kind of goes back to why I keep my Vega a R1 during normal matches (Unless the player’s good that is.) I never however push him above a R2. Vega is my primary, but my main objective with him it to act as a battery and pull down the other players moral and take as much out of his starting chars as possible before bringing in Bison to finish things up.

I’ve run up $38 in wins at the arcade with a R1 Vega on a $0.25 machine. Not to say that all the players were noobs, but when you use him well, there is a way to easily stop most chars. You’ll need to develop a lot of situational tactics. You’re not going to really succeed trying to have a single way to fight all chars.

Those are just some of my observations from using nothing but Vega as a primary since SF2. If you have anything more specific to ask I can do my best to answer, but your first round of questions were just a little too broad.

Hmm, i usually fight against R2 Sagat. i have a hard time fighting against them because these guys dont rush down when they fight my Vega. they just turtle wait for me to jump in so can snuff my sh*t at the last moment with a DP. They just Counter hit my ground to ground game with that deadly fierce alot.

Any Strats or Tips fighting against these kinda Sagat? Should i be doing something kinda of mix up/mindgame when they are waking up? Also, what are some good pokes i can use that are safe, pokes that i can use to bait , pokes i can use to beat out some of sagats move, and/or pokes i can use to punish their moves (ex. they throw out crouching fierce and i can counter hit it with c.Roundhouse).

Other info you might want to know: i can JD their Dp when i jump in Half the time. Does Vega have Short hop combo? would the combo matter if they were crouching or standing? example. short hop mk, C.short, S.short, into that roll attack. i try to Short hop Roundhouse ,but even if i hit them they would just throw me right after.

Side Note: i was playing against a good C-groove chun last night. She kept getting me into the corner and destroying my Sh*t. i didnt know what to do while in the corner. i couldnt anti air because she jumped to high. i also tried jding when she jumped hoping i can get some +frames so i could throw out a poke to stop her but she’d just jumped again. Anything i can do to get out of this situation.

Also wanted to know what kind of general strategy i should have in mind when i play against her. Sometimes I would wait for her to jump in cross over then i could hop back and S.Hk. it seem like it was working…but i dont know for sure.

and last do you know any good moves to fight chun li with her Air to Air game?

I’ll have to get back with you on chun li, it’s been a while since I had to fight with her. I usually saved her for Bison and just stomped her face in by over powering her. It’s a really close match up between Vega and Chun. If you can win 50% on her then you know you’re at the top of your game. Like I said, I’ll get back with you on Chun.

As far as Sagat… I consider him similar to a shoto, and shoto + Vega = dead shoto. It’s a little different game against Sagat, but it can still be done fairly easily. Remember that Vega falls like a rock. If their throwing fire balls to bait you just sit there and JD them to show them they’re going to have to come to you, or time a high jump so that you can get an attack in as punishment for throwing such an obvious move. Never leave yourself open buy just doing a jump in. keep them in that middle range with J HP, LP, LP, MP. The lights and meds will generally push and keep them out of their own range, but just inside your own. The LP, LP, MP will not really combo. it’s just used so they’ll block, tack chip, and stay out of range of hitting you back.

If you’re having problems with them attacking back after them attacking you, play more of a knock down game. It can be hard to say without actually seeing what exactly the player is doing. Just keep in mind that Vega has one of the longest trow ranges in the game. That may help to, but that gets a little tricky counting pixels. You’re really going to watch him to see if he has any kind of patterns or if he likes to throw a single move too much. If that is the case then there’s your opening. The easy way to beat Sagat is to play a punishment game. You have to abuse his openings.

As far as a short jump combo… not very likely. There’s really no time to charge with a short jump.

ok cool. i’ll try fighting turtle with turtle. havent tried that, so go ahead and give it a try. :lovin:

i usually fight a K-Groove sagat…so i throw out random pokes and he JD’s it…my questioin is wouldnt he be able to jd(getting +Frames) and counter hit me with a fierce or something?
cuz i dont know if all of my pokes are jd safe. maybe at max range, but sometimes im a lil close them after jump in or short hop.

Hmm was afraid of that. was asking a similar question in a different post. they said you can actually combo off of a s.hop ,but the timing is strict and to get the s.hop roundhouse to connect w/ the c.lk the round house has to be really deep into the jump(I asked if you can s.Hop, roundhouse, c.lk, s.lp, Red impact in “ask me something” thread) I thought a s.hop mk or mp or w/e would be easier to combo then a fierce or roundhouse. ooo wells. maybe i’ll empty short hop to broaden my mindgames with vega :wgrin:

If you’re worried about JD then you’ll need to mix up your high and low game so he’ll have a harder time with JD. If he’s a JD whore and you know he’s going to do it a lot s. jump in without attacking and just throw him. Throw him a few times and he should back off on the JD. That should also confuse him a bit.

I remember in one tournament I had to play my friend in finals so he knew most everything about how I played. it was a tie breaker match so it was a R4 vs R4 match. I chose bison cause I needed a powerhouse. 3/4 of the way through the match I threw in a teleport and he just stood there looking that the screen dumbfounded as I had never in the years of playing him used teleport I killed him while he stood there gawking.

Moral of the story: When you change your game in an unexpected way against someone that “knows all your tricks”, they usually don’t know how to react to it and will panic or make a mistake. Basically it completely breaks their ingrained strategy against you. In psychology it’s called classic conditioning. It’s where an organism instinctively associates one thing to another through repetition of occurrence. He’s more or less trained to always fight you the same because that’s how he always has. Mix up the game and you’ll confuse the hell out of him.

As far as a red impact combo keep in mind KISS (keep it simple stupid) for CVS2. high combo is usually a bad thing in CVS2 since the damage diminishes so fast. Vega is no exception. Your best bet is to keep him in a 3-4 “move” combo.this can be any combination of normal hits, specials, or supers.

His most damaging normal combo is something i’ve never really seen anyone else use, and I guess I might as well share it at this point.

jump and immediately charge down away. HP mid to deep while still in the air, and when you hit the ground MP and negative edge to forward HK. this will land you 4 hits and really good damage. try it out in training and let me know what you think. It’s one of my BAB combos, and it’s a knockdown allowing you to get out of the way.

simplified: J HP, da. MP, (NE) f. HK (flip kick special)

For a red impact super, just negative edge from a da. HP. and you can combo it just like the flip kick combo I posted with a HP jump in.

Try all that out and get back with me.

Dope i’ll give it a try later today. lemme see if i understand this straight

jump in Fierce, C.mp, HK flip kick?

what should i be Negative edging?
should i be holding HK during the c.mp animation then negative edge the HK ?

From the time you jump you want to start charging down to away, so know your jump distance. You’re going to be interrupting the MP right as it hits them it ensure that both hits of the flip kick connect. thus you’ll negative edge from the down to away c. MP to the forward HK.

And yes, you have the correct combo.

OK, cool. i was trying it out at the local arcade a lil bit but couldnt get it off. i’ll keep trying it out. get back at ya later tho. thanks again for the strats and tips helped out alot.

Reddozen. i cant get that jump in Fierce, C.mp, HK flip kick
combo out. Can you put a up a a clip on youtube of you doing the combo please? i cant seem to get it done. does it matter if the enemy is standing or crouching? does it matter if character is big or small?

Another Question. i was watching some of ricky’s videos on youtube and im wondering. . . when he knocks down the opponent why does he whiff the jab and then throw? wouldnt it be better if he c.short? why dont the other guy just throw or dp him when he is so close? are they afraid for the RC?

you guys are doing it wrong, c.mp is not cancelable, you have to use c.mk in order for it to work.

and he uses s.lp because is 1 frame faster that c.lk or s.lk.

the other guy doesn’t dp because he knows it’s very risky. His chances of landing a dp are low, Ricky can RC, step back, roll or block. A missed dp means death

okay. cool. c.mk sounds more plausible. im going to try it out later today.

hmm ok that makes sense. wonder if i can apply that to K-groove…

Sorry, but you’re wrong. You can cancel the C MP into anyone of his specials or supers. You need to go back into training mode a little longer. You’re right in that it wont cancel normally. That’s why I said you have to negative edge the attack into the special.

I’ll post a vid later if I can / get time to.

EDIT:
http://www.diviniaro.com/kosmos/docs/cmp_combo.wmv

I wiffed the jump in hit, but the point was just to show that CMP does in fact combo. It’s all in how fast you are into the special and using negative edge.

delete double post

hmm it’s true, my bad. However you can cancel c.mp only when at close range and in the first frames. With c.mk you can cancel it later and at max range.

I’ll look into that tomorrow, but I don’t think it’s as much damage.

I remember one thing I always liked to buffer with bison that usually made people’s draw drop was to combo MK to MP. I used to do 6~7 hit setups to a super psycocrusher till I found i could just combo MK MP for more damage. it’s hard cause you have to abuse the standing frames while maintaining your charge.

so you’ll basically do a down to away MK roll the stick back to away for the MP then end with a charge move of your choice. It’s even more fun when you try to start it with an away LP. anyway, this is the Vega section XD.

if you take a look at the frame data, the c.mp has 2 instances, just like d.hp of many characters: cancellable in the first frames, not cancellable at the later frames

with Bison is nice doing: crossup j.hk, d.mk, d.lp, s.mp, scissor knee, activate