After his jab jab jab medium combo, Vega is stuck. He isn’t like Rog where he can dash back into the combo string. Instead, he has to choose a risky option after your blocks.
Learn which choice he likes to choose:
#1: Slide: Probably the scrubbiest and easiest to punish. You can focus this into anything you like. If you wanna be safe, you can just throw after the block.
#2: Forward heavy Kick (his turn around jump forward move): I see a lot of better players using this to keep the block string up. It’s considered an air move, so you can guac it (Guile used to air throw me out it alot).
#3: Release the charge:
a. Roll: Don’t try to punish it, just take the small chip. Otherwise, you’re just giving him an excuse to do it again. (good move for him to FADC into throw, watch it)
b. Wall Dive: Obvious punish.
c. Skyhigh claw (probably crossed up): Just duck and block, it’ll actually whiff now and then.
#4: Scarlett Terror: This is the AA flip he does… he’ll only release this if you’ve been aggressive after his strings and/or focusing too much.
#5: Jump-in: Lastly, he’ll jump back over to close the distance, remember, your air throw will probably beat his.
So yeah, after you see his mp come out, keep the block up and see what he does next. Most Vegas have a fairly difficult time switching between the options. They’ll sooner back off before switching, and begin whiffing stuff to bait you back into range.
Just remember, Vega has to work on you with normals the whole match while you need one knock down to put a dent in his game = p.
Fei Long:
I played half a dozem matches against a pretty decent Fei. He mopped the floor with me, so I have no advice except some notes I took. (I tried getting into another match so he could beat me down more, but he wouldn’t join, the bum).
-The range you begin at is the chicken wing’s 1-hit range, try and remember it. This is important, as you need to focus it at this range. If you manage to focus it, you’re in for a nice crumple. A focus is a nice opening move, I found, at least against him.
-Fei’s crumple seemed fast. It made it hard to connect with anything after s.HP. He’d already be on his knees and do the little backflip after the hit. May have just been the connection, and needs verifying, but I was mashing dash to get in range in time.
-A good Fei will stop blocked Rekkas at 2-hits, this leaves him fairly safe = . If he goes to three, he has to recover, allowing you to escape or poke away.
-Chicken wing messes up your run game. You’ll end up losing in the run and MP/HP exits… slide will probably go under it if you’re early. If you stopped, you probably baited little more than putting yourself back in the blockstrings.
-His focus distance is stupid large, take note!
Only offense I got:
-Guac his chicken wing.
-Focus if you get him at mid-range.
-Try to keep your distance.
-Wake up games for him are fairly standard, though I’ve yet to have much success. Feis don’t seem to reversal AA as much as somebody with a SRK would, so they may be proned to jump out or dash, keep that in mind too.
Ryu/Ken:
I’m still playing around with them online… literally. I’ve sat the entire match doing nothing but cr.HP to see how it may beat their jump ins.
It ain’t looking good either ><. They both have a “sweet spot” range where your punch will beat it.
Ryu’s is much easier to find. If he ever jump kicks->low block string->haduken, and you block it, the position where he pushed you back to (maybe a step more), and you’re in the sweet spot. Take a step back, and sit in crouch block… wail away on his jump-ins with cr.hp. This works well when he’s stuck in the corner.
Ken, on the otherhand… not so great. He’ll trade with you, or even beat you clean. My best luck has been against players that like to tatsu jump at you, you’ll beat that. Looks like you’re better off taking the block string and waiting for the kara to reset the distance.
Hope my night of Street Frustration IV helps out others = p.