Dance with the Claw: Vega Match-up Guide/Discussion

hay how should i fight dudely i’m having problems dealing with is FA and rushdown.

hard to say btu i’d start out by taking a look at his blockstring. Most people will do the same set up until it works so just let him roll with it a few times to see what he does, then pick up something he keep doing, timing of FA, spacing of a blocked hit, the move done before the overhead. stuff like that, so you can see what’s coming and take it from there

st.lk and you need to learn when to cancel with kkk flip. stop doing cr.mp, and im sure he is getting in with that punch move where he lunges slightly forward. Learn to use cr.mk at max range it will stop that nonsense on the spot and force him to FA more or jump. If he is FA, you can simply do cr.lp. If you opt for cr.lp after cr.mk pay attention if he is releasing FA fast. If so do max range cr.mk so he whiffs and you punish.

Im going ot assume You know how to deal with jumps

I would assume i use ST , U2, and st.HK to stop jumps

I assume there’s a lotta assumptions

anybody find some magical tricks against the twins?

I noticed when I played a friend at my school, that When yun does an EX-Lunge punch and then immediately uses ultra 1 afterwards, and you ex scarlet terror, that you go behind him and his ultra wiffed. We both did it right after the block so I am not sure what happens if you delay it, probably eating an ultra 1.

This has prob. been said before. But I saw somewhere someone was having trouble with Adon’s full screen (half-screen) jaguar kick (The one where he jumps off the wall :: sorry don’t have a lot of terminology knowledge with that guy ::. I’ve tried a lot of things to beat this and what seems to be the most effective by far is jumping back Roundhouse. NJ doesn’t work because he will end up behind you (and most likely punish.) Jump back Roundhouse however will catch him after he hits the ground and he won’t recover in time. You can follow this with your favorite long range bread and butter. Such as Cr. mp XX ex barcellona. Personally i don’t like to try and throw out a Cr. mk before Cr. mp because you have to start the Jump back roundhouse up pretty early.

Hope this helps somewhat against Adon’s that like to try and abuse that move.

cHP, sHK, air throw and jump back into jHP combo are the best tools to be Jag tooth IMO… although personally hitting them with air throw demoralizes them the most from my perspective. Especially if you hit him with it on the way up from your jump

Same thing I do with Honda as I do when I use Fuerte against him… lame his ass out.

Such a hideous beast…

You can also U2 it on reaction, stops most people from abusing it.

Any tips on Guile? I have a hard time against strong guiles. I know that getting in his range to stop his boom spamming seems to help (I personally like to trade a sonic boom with a cr. mp because if you time it right it will stuff the boom completely into combo.) Also it seems to be decent to just get the life lead and let his pathetic boom chipping commence. Doesn’t seem to be too much dmg especially if you focus half of them. However most of the time it’s hard for me to even get that life lead because of how solid his normals are. Any detailed advice would be much appreciated.

i still say rushing down blanka is better

i prefer U1 just because it does more damage and it’s gdlk for air to air

Go to training mode and get the reaction down for punishing SB with U1

then go fight. if guile wants to just throw sonic booms focus them to build ultra meter… eventually he’ll either stop or you’ll make him stop by nailing him. if he starts to come to you just run away lol. Out lame him… if you want more specifics post a vid tho.

Wait how do you punish SB with U1? Doesn’t the reach back to flying to the wall give him more than enough time to recover from the boom; or do you mean take him up with the knee part of the ultra when you anticipate the boom? The first scenario i would think you would have to be very close to the wall for it to work; can’t take it to the lab right this sec though at work ;).

Guile is a very difficult match up but Vega can hang with him. I don’t trust U1 in the match up since most of the time when I fight a Guile it’s just outside his poke range and I want to predict a sonic boom and jump him when he does it. If you react to a sonic boom it gives Guile enough time to react to your jump and airthrow you. One thing I always get Guile’s online with is the empty safe jump after back throw, 99% of the time they’ll flash kick. Also the Guile command knee (I think it’s f.lk) 80% of the time they’ll go for a throw afterwards.

I could use some helps on this match up as well I have lots of practice in it but it’s mostly adaptation.

i dont like the guile matchup either, but one that was mentioned a while ago that helped me play more patiently was remember 10 blocked sonic booms = 1 c.Mp

block them all day if you need to, 10 of them blocked is the same damage as 1 cMP of yours.

you can punish Sonic booms with U1 but its definitely not on reaction, you have to anticipate it and pretty much do the ultra the exact same time as the boom. not worth it imo, i prefer having U2 to make them think twice before they jump in.

off-topic: saw you in the PDP tourney stream Bshido =D i was like “hey i know him, i’ve seen him in the vega forums” lol.
we should get some matches in at CEO.

Word man, I just happen to be in Vegas at the time so I decided to drop by the stream station and tried to promote CEO a little :slight_smile:

I’m down with some matches I’ll definitely be there!

it’s harder online than offline, but all you have to do is buffer the motion then when you see the animation or hear him say sonic just hit the KKK button. you’re going to guess wrong at times but as long as you dont hit the kkk button you dont lose ultra… you just lose the charge. usually i sit full screen and just wait for him and get the timing down because MOST guile players will throw sb’s out at the fastest pace they can. you just get them used to it by jumping over some, empty walldiving over some. backflipping over some, focusing some, n. jumping over some just to observe the timing they do it. i also dont really like to use ultra the instant i get it. I’ll keep doing that pattern of observation even after i get ultra cause i wanna see if he’s really that gutsy. if he is i’ma fill that ultra meter up to the top wait a couple more o make sure he’s still dumb then nail him.

here’s the cool thing. a lot of people will try to “trick” you by throwing out normals in the same timing as the SB to try to bait you. doesnt work. they still get nailed. and the same trick works on every fireball character. the only way to reliably beat it is to vary the timing of the SB/normals so that i cannot know that anything is coming. if that happens then i’ll probably try to move in a bit closer to lure something out depending on who has the life lead. If I have the life lead i’ll just block and run away for 99 sec if i have to. no reason to risk anything unsafe.

If guile uses U2 then it’s pretty much a free U1 for you unless he combo’s into it. U1 is invincible to fireballs on frame 0, so even if they do a meaty U2 on you you can still do U1 to them and typically at that range i’ll do the forward wall juggle U1, unless i’m in the corner.

Pretty much there has to be 2 conditions met for me to pick U2.
-They cant be a fireball character (or they are a fireball character that rarely uses fireballs).
-They utilize low attacks very well that can lead to big damage. (Hakan, Abel with U2, Cammy etc).

If both those conditions are met i’ll pick U2. By default tho… i’ll pick U1 because the “Advantages” of U2 aren’t worth the trade in damage and speed of U1 IMO. Because of how i utilize U2 the nerfs to it dont affect me really at all. I dont use it as an AA. I use it sorta as a high priority counterpoke. Like if i know that a Ryu player isnt going to throw many fireballs outside of either a combo or on wakeup but LOVES to use his cMK… I’ll pick U2, because the cMK can be reacted to and beaten by U2, and if I block the cMK the U2 doesnt come out.

Anyway, yeah that’s my reasoning behind my ultra selection

That’s basically how you fight guile. I just pick U1 to shut down his full screen run away fireball chip cheap tactic. Up close I usually only poke once or twice on block with a rare mix up to catch him off guard and set up kara throw.

just some things i always keep in mind vs guile
-EX ST goes thru fireballs
-jHP beats flash kick (just find the right timing in the training room)
-FA backdash is a great tool to bait out flash kicks when done at FK’s max range
-if the first hit of guile’s cHK whiffs you can cLP or cMP into combo if you’re fast enough
-as long as you stay above guile in the air you will beat out anything he does. if you’re at even or lower elevation anything you do loses to his moves.

How come it feels like Cammy vs Vega is 7:3? Man I hate this bitch.

cuz she rapes crouch tech, and can walk up and play footsies with you. But once you realize that she can’t grab after 1 jab because of a weak throw range its suddenly becomes 6-4 maybe less. Crouch tech less, and instead take more chances doing HK ST. the reward for landing ST is higer while the risk is the same as crouch teching, while the reward for crouch tech is non existent.