i’m a relatively new vega player. i’ve been playing him seriously for about 2 weeks, and i’m not having troiuble with anything… BESIDES JUMP, HAPPY PLAYERS. u know, those who just block string to jump in close OR cross up. i can’t s.hk themm, they are too close… i cant ST them, because it doesn’t hit sometime OR i don’t have charge because i’m forced to stand to block jump in… can’t backflip… cuz OSes EAT THOSE… soooooo any suggestions?
Block
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yea, i knew u was gunna say that, but then i’m put into block strings, with throw pressure and counterhit pressure. this sucks ain’t characters with vortexes… but thanks for the input…
Vegaman is somewhat trolling you Tyrant. He is right though definitely need to up your block/tech game this isn’t easy with Vega at all in fact i would argue there is no harder character to use to deal with block pressure as he has no “get out of jail free cards.” There are a lot of other options depending on when they are jumping in at you. However you should ask this question in the simple question thread instead of creating your own.
If your opponent gets too predictable with jump ins during his block strings you can react to the jump with nj.hk,bj.mp or focus backdash.
Otherwise block and wait for a spot to tech a throw to reset the situation.
And yeah better ask such questions in the question thread as kentaro pointed…
How do you deal with crossup situations?
You don’t get caught in crossup situations.
That is the answer.
There will be situations where you can’t do too much. Accept that. And accept the fact that the best way to deal with that situation is to NOT be on it.
If you suffer a hard knockdown you won’t have too many tools to use. But you do have A LOT of tools to not get knockdown.
If you got knockdown you failed as Vega.
That is exactly why its hard to master this character.
I kinda agree. I wouldnt say that a KD means you failed as Vega cause some people have insane reactions to your pokes and jumps. It also depends on character. It’s pretty easy to get KD by a sim, Seth, or Rufus player because their tools to get in are better than your tools to keep them out.
but everything else i agree with. if you want to play Vega you HAVE to learn how to anticipate and read your opponent’s jump in attempts. And you have to acknowledge that even if you knock them outta the air 20 times in a row… chances are they’re going to try it again because the risk/reward is always in their favor. This means that you cant just hold down back and charge all the time either. it means you need to move around. Use that walk speed
I’m no vega player, but I’d imagine you’d have to get your ground game better to keep them out of the range they want to jump at. which will force them to do a bad jump and you anti air them. as for cross ups it’s the same thing keep them out of the range where they can cross you up, of course if you get knocked down you’ll just have to defend their mixups the best you can then make some space if you guess right.
Block.
Block, isn’t really an answer, it’s an option but all it does meaning “block” is to let the person continue to attack, I’m attempting to play more competitve so I’m still learning. But my suggestion to you is look at replays of high level players to see how they handle jump-in’s, block strings etc. Also assuming you play Ryu, find other Anti Airs outside of his Dragon Punches, Shoto’s got a gain of them. The other thing is you may have to start being more agressive, with shorts, and safe moves, and overheads. Go to training and use the exact same mix-ups that beating you and find out either how to defend or beat it out. Online is flooded with Vegas in both SF X Tekken and SF 4 AE he’s a pain in the ass because he’s got range and safe as fuck it’s the same with Shoto’s cross-overs cr. lp’s, fighting games is always about crosses, strings, links and chains, that’s just something that won’t go away you just gotta keep practicing and looking at your game and your mistakes. But hopefully that 'll help outside of “just block”. Peace.
Play someone who actually has a reversal or anti-air. Until then. block.
My two cents :
— jHP or airgrab if a jump is seen early
— bjMP if seen a bit later
— U2 or L-ST juggle EX ST if predicted and with charge. Never use those moves at wake-up, they’re either too slow or too weak.
— FADC if seen late
— If crossed-up : forward dash under it, slide under it, or PPP flip (sparingly)
— At wake-up : I’m afraid you’ll have to take what others said = block ! =D
Check this if you wann’a see how it’s done.
As a summary, you do have options, but only until you get knocked down.
I spent a lot of time on that question. The fact is, Claw hasn’t reliable grounded aa, specially against up-close attacks. All of his hurtboxes are above his hitboxes, meaning they would lose against average priority jump-ins. He was designed to have a weak aa game, to compensate his skills on the ground.
The only thing you can do is jump as well to get air to air, but that can only be done if you see the jump early enough. If you’re late, or knocked down, then you can do nothing but block.
I can agree with that.
thank you all for your input, it’s been a journey, and it’s going to take a while to be tournament ready with him… buttt, feel it’s worth it.
Ok don’t block then. Keep tyring to reversal
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Who talked about reversals ? Most of us told about options Claw has outside of wake-up situations, where indeed he can do nothing but block.
Outside of that, try to just block against grapplers and see what you get. Gief can throw you from larger range than your sLK’s one, just sitting against him would mean to lose the round. One of Guy’s backthrow, and he has and unblockable jump for you : > 300 of damage against a good player, and sometimes much more.
So you have to guess when, and how to escape, that’s IMO, what the the game is about : when to block, and when make your move. Both turtling block and escape mashing are bad. =)
i need to make my sarcasm a bit more clear next time.
One more option to do when blocking is use Focus then dash back between blockstring or Jump back HP, back flip KKK is ok,just mix between those options
However, if opponents use Option select Ultra then it might be terrible, but only some can do that, such as Ken OS Ultra 2 or balrog OS Ultra 1…
Everyone already fucking knows about “block”. Obviously, people don’t come post on a forum asking for help so they can be told to “block”. Good ol’ SRK’s self-entitled elitism at its best! If all you’re doing is “just blocking”, then you’re giving the opponent chances to close the gap, use strings that will KEEP them in while keeping you blocking (Abel’s cr.lp, cr.lk, s.lk, step kick > dash comes into mind), push you into the corner, and give them more meter to boot. Blocking is the most important way to deal with stuff, but unless people learn that there’s much more to it than that, they won’t get very far with Vega.
A bunch of people above posted some great stuff, like what TriasNT said. My personal favorite for owning the close jumps? An immediate jumpforward > j.HP. This does a lot of things for you. It resets the opponent, while you land before them, and you can immediately start your mixup, since it basically leaves you at the perfect sweet spot for you, usually. Depending on the spacing, you can get an opportunity to dash under them before they land, for even more tricky mixup. And, of course, you can hold a charge, and as they land, launch a crossup EX FBA! That shit is so butters~~
If you’re in the corner and they jump in, just dash under them. Now they’re in the corner. Like magic!
If you’re waking up, then yes, you have to block, but also, it’s best to try to reset the situation, so they don’t get endless opportunities to keep crossing you up. But most people covered that above already, so yeah! Most of dealing with a meaty crossup is blocking, and THEN trying to deal with it, and creating a situation where that doesn’t happen again. Claw Strike gave some really good options in that regard.
The problem is that us they are close enough to do an ambiguous/ crossover jump in on you chances are you’re not going to recognize it in time to be able to react to it with the appropriate normal or air throw. The other issue is that a lot of characters have jumping normals where the hit box sticks out way beyond the hurt box, so if they jump instant air normal, then you’re going to get beat if you do anything but block. It’s very difficult to train someone not to jump in on you no matter how many times in a row you punish it just due to the reward of getting a knock down on Vega and getting pushback at the least. I dunno about you guys but I find it extremely difficult to focus on footsies and anticipating jump ins at the same time. I have to switch from one mode to another and that usually takes about 3 to 5 seconds. Then there’s the possibility they empty neutral jump instead of jumping forward. Instant air jump forward HP now becomes very unsafe. If you block you risk giving up momentum or space but that’s always preferable than giving up life when you’re already at a disadvantage. Also, if block was so widely known and used then half the ass hats online wouldn’t get beat by safe jumps done over and over again.
Blocking… As opposed to pressing buttons, enables you to see your opponents offense following the jump in. this enables you to pick up on things like habits like when they go for a throw, how safe their blockstring is, how they set up the jump in, etc. unless your opponent is a complete motion Vega is going to lose more often than win and lose far worse than win when dealing with jump ins. So the more solid, safer and fundamentally sound option (blocking) is recommended for people that have a problem dealing with jump ins
It’s not about being elitist. It’s about providing the best advice for a given situation. And unless you’re experienced enough to know when pressing a button or not pressing a button is the smart choice, then not pressing a button will probably yeald better results than pressing a button.
So how would one go about gaining this experience on knowing when to press a button and when not to press a button? By playing to learn instead of playing to win. Trying to figure out how to defeat a strategy instead of trying to figure out how to defeat the opponent. And yes that typically means eating quite a few losses.
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