Old Vega Matchup Thread

Thanks for the tips, Jarekov.

I played a couple Gen’s last night and I would like to reiterate that patience and punishment are the name of the game.

Still, I’m positive that Gen’s poking game is better than Vega’s. The problem, I’ve discovered, is that I’m so used to using cr.MP for everything, so it often gets beat. Switching to cr.lp helps.

Get into the habit of using df.hk in your poking game - it has great range and recovery and usually lets you tick throw.

yeah this is a great tool 2, df. hk that hits can also be used to set up reset mix ups, df. hk cr. lp reset then throw, or you can not throw and try for another df. hk into flying barcelona or cr. lpx3 xx RCF

cosmic heel is a great move and can really be implemented in some cool ways with vegas poking game

against opponents without a shoryuken like move you can use cr. lpx3 xx RCF and df. hk to push them all the way to the wall, just alternate between the 2 and mix in a throw here and there after the df. hk

im pretty sure against geif you can get a free df. hk during his lariat recovery( when his arms are going down ) but the timing and spacing need to be precise

against geif the only time your in trouble is when he has meter, normal banishing flat should not be getting in on you because you should be poking him to death in this range, the ex one has invulnerable frames though so you should limit your poking at this point or you eat a ex green hand and he gets to play wakeup and you do not want to be stuck in that situation

st. rh keeps geif out really well and breaks his FA’s if your shin hits his face

once geif gets in your options are limited ppp flip avoids spds and lariats ( which are geifs mixup game in a nutshell ) but a good geif will get beat by flip twice and then start to banishing flat you when hes in spd range to stuff your flip, this is where my mixup comes in once he starts using delayed banishing flat on your wakeup ( or after a banishing flat to try and punish your flips ) you can start not doing the flip and going for the throw, this makes him be the one having to guess, this is a last ditch effort though because geif shouldnt get in this range, but sometimes it happens and making him waste meter on ex greenhand is the most important thing in this matchup other then spacing and poking

im sure its been stated a hundred times before but if you can keep him out you win easy, but i hope that flip mix up helps some people out, ive had alot of success

I really think it’s easier said than done to just ‘keep Gief away’ - s.hk doesn’t do much damage to him and gives him plenty of time to adapt.

Or it trades and you’re off much worse than he is if your spacing isn’t perfect - s.mk is great but will get stuffed by a lariat.

I haven’t had much trouble vs honda lately.

Start a fight with defense. Many honda would start the fight with jump in head butt or sumo smash.

if jumps in, do st, if they do other two, slide is a sure hit if u slide right after they bounce back from the headbutt or right when they land the ground from smash. if they dont’ learn, you can punish these nude moves every time. also if you are low on life , and if he supers don’t ever try to block it… the chip damage is insane on his super. just a side note hehe.

thats true but what else are you gonna do against geif to keep him out, and if you punish enough random lariats with df. rh ex izuna drop i really dont think hes gonna throw out lariats when he isnt right in your face which makes st. mk usuable

and i usually dont have much trouble getting the spacing right to have st. rh hit him and evade all his pokes, then again i use st. rh a ton in my poking and AA game so i think im overly used to it

this is 99% of my matches against geifs: he banishing flats to start match i punish with jump back fierce to avoid inevitable spd, i have space and poke him to death, and 2-5 times i have to punish a lariat thrown out from midscreen with df. rh combos, if he has meter i flip after ex green hand and then throw his whiffed spd or df. rh combo his lariat, game over geif cant get in and his best tool to get in ex green hand doesnt do shit because of flip, if he wises up to flip and tries to do green hand after ex i just throw him after i block the ex, it effectively means your mixing him up in a situation where geif is used to having the mixup option

you know merkicus im rather fond of theory fighting with you, you always finding holes in my game, good man

Lately, I have done better vs cammy blanka (just not the noobie ones), but running in trouble again vs guile. Seems like guile an answer for all my attacks. flash kick stuffs rcs and counters walldive. I read in earlier thread in this post saying that walldive in this fight is actualy my friend. I dont know what I am doing wrong but most of the time wall dive just gets me badly beaten.

When they do sonic boom, then dash forward then either low jab/kicks or jump in. ST won’t come out because of the sonic boom and if i block low sometimes i get thrown or getting him with an overhead. I am just really off beat vs a good guile for some reason.

You can do the walldive when they sonic boom with a dash followup, because they won’t have a flash kick stocked.
Otherwise, you can whiff it and maybe bait a flash kick.

I usually bait his flash kicks and mess up his charges with fake wall dives if I’m ranged. I’ve been able to Izuna him out of a flash kick or punish it with a crossover claw by just hitting back-forward-back (really quick in a rocking motion)after an FBA which buys me enough time to not get hit by it if he did happen to FK. Good Guiles can also c.fp you out of dives so watch out for that as well.

If you see him backing up for a sonic boom, a crossover SHC works wonders. When they do that sonic boom rush, if they’re far enough I’ll usually fadc it backwards and if they’re closer I’ll jump back and off the wall to either air throw or hit him with a jumping FP or wall dive to Izuna. Beware though because his air throw has priority over ours I believe.

A lot of times lately I’ll just get in his face and wait for the flashkick to pop out, block, and punish accordingly. And if he gets c.rh happy, block the first kick and immediately c.mp (-> EX FBA Izuna if you have meter) and it’ll stuff the second hit. I started rushing a few down from the start of a round, not sure how long that’ll last though.

I just fought a Chun Li, who consistantly used air-throw on my wall-dives. Whether I did the claw or went for Izuna drop, hers would always take priority. Got me 100% of the time. Granted I did air moves a lot more than I should have because I was curious to see how effective her air-throw was, but it ended up costing me the match. I tried different timing on the claw, hit it early, still air-throw :frowning:

I don’t have a problem losing a match to learn something, but damn. Should I just not use any air-moves vs a solid Chun player? I don’t have much experience with this match up.

I think there’s a lot to be learned from theory fighter 4 :lol:

One trick I use against Gief (and a lot of characters actually) is time a s.fierce to poke them in the face after their jump in - if you get the distance right you can stuff him in the mouth with a claw right as he lands.

Another thing I learned about Gief the hardway is stay the fuck away from lengthy block strings - get in with a few hits then get the fuck out - he’ll just grab your hitbox while whirling his stick and mashing jab and then you eat an SPD in the face.

Against Chun I don’t wall dive much at all because she’s pretty good at beating it - I rely on pokes and meaty jumps (if she isn’t using EX bird kick as AA).

ive heard mixed things about chuns air throw, i heard it has the same range as vegas, ive also heard it has more or that vegas has more, something empirical would be nice, i just wouldnt be overly jumpy, her j. hp hp starts off alot of her good combos, so let her do the jumping and you go up and throw her you can outpoke her as long as she isnt close, hr cr. lp is 3 frames and beats out everything you have if your close so i would poke her to death and dont try to rush down

Truth. Do not under any circumstances stay close to the bastard.

Chun’s very safe, and has awesome pokes, but (except for EX Bird) her anti-air is like Vega’s - she’s good air-to-air, not as good on the ground. I’ve usually found that this is the sort of match where you want to take advantage of Vega’s extra range. Chun can outpoke you up close with relative ease, and all she needs is one c.Short to do a big chunk of damage (if she has meter - she’s like Vega that way; burns through EX).

Another thing to look out for is her jump-in. Most Chuns seem to like coming in with j.HP HP, which can throw you off. I’m conditioned to block low as soon as I block a hit from the air, and that sometimes trips me up because I forget that she’s likely to throw out another one.

Finally, Chun’s Ultra punishes everything under the sun. Once she has it, be very careful what you do. Slide = Ultra. Walldive = Ultra. And it goes far, too - even faking a dive for meter can be unsafe.

Versus Zangeif I find that most things he tries can be stuffed with a simple RH. Although, the pros will find a way around this.

theirs ways around it like ex green hand but with vegas flip it makes it so your playing the mind game with him when he gets in close, this matchup is 6-4 in vegas favor all day every day, only matchup that i feel is easier then this is against feurte

sorry if this has been posted already but against honda you can kkk flip through his headbutts and punish with whatever you want, he flys through you and you land and can get off a df. rh combo of your choice

fought a rufus online today and stunned his fat ass! hell yeah! Dreadz was right, jump straight up roundhouse completely rapes Falcon Kick spam.

I don’t think it’s been mentioned in-depth yet, but what’s the general strategy for playing C. Viper? Her rushdown game can be infuriating for me alot of the time.

:slight_smile:

jump straight up fierce works too i believe

and jump back medium punch works for his retarted jump advances

(Most) Vipers shouldn’t pose much of a problem, unless they’re able to initiate their mixup game.

Some random thoughts:

  • St.HK saves the day, again. She’s going to be hopping all around and when she’s close, unleash the foot to ground her.

  • Keep flipping to a minimum. She has so many ways to punish.

  • Flips are good on Seismos and there’s less chance of punishment, but jumping straight up or back dashing can work just as well.

  • Air throws, air throws, air throws! That technological twat (excuse the language) loves to jump, so jump straight up and throw her down.

  • I wouldn’t recommend wall diving too much. Again, she has too many ways to punish, if blocked.

  • HP Thunder Knuckle is not invincible, but it’s still a good AA against Vega. If I recall, it beats a lot of Vega’s jump-ins. If it trades, she can juggle with another one.

I don’t know how “concrete” this advice is, but I don’t play Viper much differently than most other matchups. That is: be mostly defensive, but when the opportunity presents itself, go to your b&b combos and surprise tactics (EX wall dive at the start of round 2, FTW!)