Old Vega Matchup Thread

Fought an Akuma yesterday and got caught up in a pattern that I have never seen before.

He lost the first round since I put a lot of pressure on him so I thought this would end up an easy victory for me. But in the second round, I realized what he was trying to do in the first round. Basically he was looking for an opening to knock me down. Then he does jump forward air fire ball, then walk in and grab. He timed this combo in a way that as soon as I get up the fireball would land on me or a split second away and himself is also in grab range. If I counter grab, i will eat an fireball and then get punished by another combo attack. If I block I will get grabbed. I was able to break free a couple times with cr. lp or cr. mk, but he will do a quick air kick that will knock you over again.

Looking back, I was on the offense the first round, and maybe because I got a really good ryhthem or he just messed up his setup, I was able to not get a knock down. After losing the second round, I tried to avoid the situation but I still got beaten. I think he had about 25% life left when he beat me. That was a pretty frustrating fight.

I usually dont have problems vs shotos but this combo seems to work really well for him.

Haven’t seen that one before. If you have gauge, you can probably EX Scarlet out of the trap (and kick him in the teeth in the process). There might be enough time to flip away or backdash, also. Apart from that, dunno. I’ve seen Akumas walk in under jab air fireballs, but never with the kind of timing you describe (and if their timing’s off, you can trade with a c.MP under their fireball, and it does little enough damage that it’s in your favour).

yeah…head stump and devil reverse is incredibly hard to beat for me. because they have very fast recovery and if you can’t counter it you can’t punish them with a good combo. I think I havne’t fought enough to figure otu the pattern or the trick. any help would be appreciated.

I was thinking I should just trade like you said. But what about the time when I don’t have a bar? Backflip isn’t good. Coz they can just keep walk to you as you flip out of the fireball and just grab when you land. Or jump airball again and land to grab. I have experienced both. But I think if the timing is impeccible I should still be able to trade. Wish I could fight with him more.

You can always backflip on wakeup to avoid meaty-anything. Best to do KKK because then you can stuff him before he knows whats up.

I’ve found my wakeup flips getting stuffed now and again, and I’m not sure if that’s lag, timing issues on my part, or if they need a few startup frames to get into invincibility. I suppose I could test it some, but I’ve found wakeup flips a little unreliable in the lag-rich environment that is online. But yeah, 3K is usually the safer choice.

I’d practice flips for no-gauge escapes if you can get them to work consistently. It isn’t the best of options, but that’s how it goes. Vega + gauge = dangerous. Vega - gauge = not the face not the face!

Regarding the stuffed wake up. I have experienced more a bit as well. Lag may play a role but I think it is just that higher ranked players have better timing. I expect to see wake getting stuff even more as I move up on the ladder.

The problem with flip to counter that Akuma’s combo is that, he intend to throw you, so he will throw when you are in range. Flip is actually a perfect opportunity to throw because as soon as you land his throw will land perfectly. It doesn’t leave you time to counter throw right after your flip. Scarlet terror has startup frame which is way longer than a throw. Ex-scarlet may be the solution but i dont know what I would do without the bars. I mean overall i do’nt think he was all that crazy, since if I played my AA better I wouldn’t get too many knock downs and I won’t find myself in this situation to begin with.

But still it is an interesting combo that I encountered. I was on a roll last night and he was one of the few who stopped me from my ladder climbing. My goal is to break 3k bp soon. oi… got to get a better ground game to do that.

I think you could mixup the PPP and KKK flip’s to great effect - if he tires to just move forward on reaction and throw you after you PPP, you can KKK and stuff him or throw him first.

The idea is to mess up his timing of the throw so you can get some hits in - then jump for the air throw because he’ll try to reset the situation.

Akuma players are synonymous with scrubs.

Block the cross up, block low and start mashing on KKK holding down/back to get out as soon as there’s a hole in their blockstring. Be ready to tech a throw at the end of your backflip.

Headstomps are OK for Vega to deal with. Walk back while he’s in the air, he’ll land in front of you and you can punish. I normally use HK, but HP c.MP would probably work too. If you’re in the corner and can’t walk back, jump straight up and airthrow. I don’t really know how to punish Devil’s Reverse unless they’re being really predictable, in which case you can airthrow them before he does the purple hand part of the move, or Ultra them as they’re coming down.

So far, the characters I’ve having the most trouble with are Abel and Chun-li.
This one guy was able to shut down pretty much all my moves as Vega with a constant assault.
Now Chun-Li just scares me. So far I haven’t been able to do really anything against a Chun player except get my butt handed to me.

Thanks for the help first.

Headstomp itself… I don’t think I can counter it at all, so I only try to block it. However, on its descent, he will punch down vertically as well. and when you block that one, you don’t have a chance to punish due to the block stun (or maybe the tiny lag online?), and its recovery from the downward punch is extremely short. vs a good Bison, they somehow can also stuff my punish with a scissor’s kick. And since the downward punch is a vertical my scarlet terror is stuffed too. I am not sure if scarlet terror is completely stuff by this move or I just haven’t timed it right. I see some good vega video and when they fight a bison, the bison doesn’t really spam the headstomp.

By downward punch, you mean the follow up to the headstomp? Bison shouldn’t have a chance to do this. You can’t punish a blocked headstomp. So only block the headstomp if you have no other choice. You want to walk back while he’s airborne so that his feet hit the ground in front of you, open for punishment. Or airthrow.

hmmm i am not sure what you are saying because Bison can follow up with downward punch once he rebounds from his headstomp. So basically it is one move with 2 attacks, one stomp then punch. The punch takes priority over almost all vega’s anti air due to the verticle position. Bison will eventually land on his feet after if the punch whiffs, but a good bison can fake those moves by flying backward avoiding your punish. If you block the recovery of his punch seems to be incredibly fast as well. I am 100% sure there is a way to punish it I just haven’t figured out on my own when I am barraged with that attacks.

You don’t let him rebound from the headstomp. You make him miss the headstomp and land on the ground instead of on you. Then he can’t do the follow up attack because he hasn’t done the first attack.

All you have to do is walk back while he’s in the air then kick him once his feet touch the ground.

Bison doesn’t home in on you once he’s in the air. He aims his stomp towards the spot where you were standing when he started his jump. So move back a little. If you’ve done it right, you won’t have to block because he won’t have touched you. He’ll stomp on the floor just in front of you with no chance to do the follow up attack. Now boot him in the face.

You’re not countering the stomp, you’re making it whiff then punishing the recovery.

I can’t think of any other ways to say this. Does it make sense to anyone else or am I really that bad at explaining?

i don’t get what the other guy is thinking but you make perfect sense.

Bison doesn’t home in on people, he stomps to the spot the person was last standing while his move was implemented. With that said all you have to do is HOLD BACK then just roundhouse his face.

Thats the easiest way to counter it

Another thing you can do is block his stomp then as he is flying back in for the second hit do a Standing roundhouse, if timed right you can hit him

that makes perfect sense now. thank you!

Another match up yesterday that just made me feel completely clueless.

Vs. boxer, it jumps in when it is in close range, then does the following combo, whcih i am sure plenty of you have encountered when fighting boxer and probably has the solution for.

jump fierce, cr. light jab *4, headbutt and then repeat on wake up.

as for me, since at close range and the long reach of its fist, scarlet terror always gets stuffed. and hit trades always favor the boxer. I was able to cross up sometimes but overall I either lose a close game or gets shut down completely.

Dont let Balrog get in too close on you, avoid dealing with jump in’s as much as you can, and if he’s charging down, for gods sake dont try to jump in on him.

Oh yeah, standing roundhouse is your best friend against him. Use it to stuff out dash punches.

I really haven’t found Balrog to be that bad, as long as you’re out of c.jab range (not that hard). Dash punches can usually be stuffed with s.HK, Scarlet Terror, or pokes, and you have a pretty significant range advantage if you can keep him from dash punching at will. Don’t let him trap you in the corner (empty walldives across the screen can be a good idea here; he may tag you if he sees them coming, but pretty much any punishment is worth staying out of the corner against 'Rog), and try not to get right in his face. The perfect place to be is just at the edge of or outside his sweep; at that range, you can still land c.MP in response to pretty much anything and push him further out while you’re at it. I don’t think he has any cross-ups, btw, so you don’t have to worry that much about jump-ins - just block them and be ready to tech.

his low kick, which is a downward knock out punch is the same range as our c. mp i believe. I guess I should treat the fight like vs. gief… but they are really different. i dont know need to fight more. the ones that give me trouble doesn’t even use charged punches, they just do that combo alone.