Old Vega Matchup Thread

Abuse the double flip, ABUSE it for Shoto jump ins. And while you’re doing it, charge down back for a counter, either EX FBA, EX Sky High Claw, Cosmic Heel, or a Scarlet Terror (my least used choice due to getting stuffed sometimes). Or you can flip away from the jump in and UB FP because more than likely they WILL jump again after doing the first. Or follow up with some low c.mp pokes to Cosmic Heel to EX FBA/Izuna or even a slide.

Normally that flip would be unsafe for some things but for that purpose it rocks, also the slide works too for jump ins but you have to be quick on the reverse side to prevent getting caught with a DP in the back.

I’ve even been backed into a corner with their jump in strings and flipped through the whole thing until they ended up in the corner and I was on the outside, then your options open up or you can make your way back to the other wall. I’m not totally sure if the single flip is as effective for that purpose as the double flip because I don’t remember it giving you enough breathing room as the double gets you just out of sweep range. There was some reason I stopped using it for jump ins though and I think that was it.

Try it out in training or Vs CPU Shoto to see what works for you.

The single flip is what you use when they’ve figured out the timing to punish the double flip - I’ve had good Ryu’s just step forward and throw me or sweep me when I double flip.

I usually wait patiently against shoto’s until they fire ball then izuna drop. or just jump over and slowly inch towards them. depends on who.

Wall dive psyche outs work too, feel them out with a crossover claw slash then another if they try to FB. If they try to FB again, cross over one more time. By then they’re like “WTF?” so they’ll start DP’ing, and that’s when you start doing empty Walldives, then you can catch them with a Bloody High Claw. And if they advance forward, Izuna or crossover slash again.

This works well against Flowchart Ken and other light Shotos, watch out for the ones that know what they’re doing though.

Agree with above. I only find it hard to deal with if I couldn’t counter or escape fast enough and get completely cornered. I feel it is incredibly hard if not impossible vs a lot of fast rush type characters if you somehow ended up in the corner against them. So far I haven’t found too much trouble against kens ryus and akumas. If anything I just run aways and zone to the other side and punish when they do make mistake. Even I lose, it is not gonna be a easy fight for them and usually it comes close.

My roommate mains Bison and Gief so after a while I am going to try and compile a “what’s beats/punishes what” for Claw vs. Them.

Hopefully I’ll have it in a few weeks. Not sure.

Yup, just had that happen with a Gouki player, duly noted.

Listen, you guys have to stop relying on Vega’s gimmicks to get by. The flip and double flip are to be used sparsely, not to be abused! Sure, abusing his flips might work against scrubs, but that shit don’t fly against decent players; they’ll just wait and punish your recovery. If you guys are having trouble with shoto jump ins, I’ve got the solution: Vertical jump rh. It’s your new best friend. The best part is, you can hit shoto’s on reaction to their jump, and if you input the rh correctly, you’ll always beat their jump in. Ask daftmuffin, I taught him this on Live yesterday.

Also, just in case I hadn’t made this clear before:

jump back IMMEDIATE fierce will stuff the straight blanka roll CLEAN!!! Now THIS is something you can abuse, especially if you have no meter.

That’s some really useful info, thank you. I was already getting punished a lot by backflipping a bit too much, so i was looking for something esle. I’ll try this out as soon as i get home.

Any tips against guile? I’m having major problems against him, and i’ve not many ideas about what to do put him in trouble.

I’m guilty of over-using these things and it does get punished when you get higher up.

I get really frustrated when I can’t figure out what to do in order to counter something - I’ve been losing to lariat spamming Zangiefs lately where crouching attacks don’t go through - I just get hit out of them clean.

Slide at close range - stuffed, c.mp and c.lp - stuffed - I just start flipping because I don’t know what else to do.

I shall cram this knowledge into my mind immediately. Thanks!

Could you PM me your Xbox Live moniker, btw? I would be honored to get my ass kicked by you sometime.

You can punish a blocked knee press with cr. LP, Flip Kick (HK)

Last night I played a Honda plyer. I have only played a Honda player once before. This one relied on the dumbest crap and got him a win -
Sumo Splash (blocked), command throw
Sumo Splash, command throw on wake-up

It turned into an HD match. Spamming j. HP, the only way to punish a Sumo Splash was jump back HP. And I could not Flip Kick or Wall Dive, anytime I did that he would control the air with Sumo Splash. While his head butt was always safe.

You can punish a blocked headbutt with ex walldive to the face - he doesn’t recover fast enough to block it.

For the past few days I’ve been using his air throw as my primary AA, and I can hit it 4 out of 5 times I go for it. His vertical j.rh seems like the answer I was looking for though if its too late for an air throw.

Thanks.

As for his flips I tend to use those on wake ups…mine and theirs.

Isn’t the air throw only useful if you get a simultaneous jump in on their jump?

I’ve never been able to air throw before they stick their foot out and stuff me unless I jump at the same time they do.

force him to lose his charge and walk up and throw him when he’s jus turtling

@Merk

You can throw them on reaction, but you have to practice, anticipate, and sort of get it in your head that your using it as a first line of defense. Once you put some time in you’ll find yourself taking off every time you see your opponent jump at you. It has great priority AND range. I can’t recommend to you guys enough that you make it part of your regularly used bag of tricks.

I’m not sure what I’m doing wrong then - everytime I try to jump up and air-throw on reaction I get stuffed by an attack because they’re already in the air (looking at you, shoto/sagat legs). Same thing with Fei Long.

You can use c.fierce on a lot of them if you dash back or flip back - cammy, fei, balrog - but not the shotos.

Thats good to know. Vega really needs something reliable to stop jump ins.

ive been doing surprisingly well against blanka lately.

once u let it be known u can punish their ball. they start gettin scared and mess up or turtle