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VEGA (CLAW)
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SPACING
Akuma has the advantage at full screen and up close but is at a disadvantage at middle (footsies) range. Try not to play footsies with Vega; his pokes outrange Akuma’s at every distance (you can stand just outside of Vega’s cr.MP range and try to whiff punish it with sweep). Take advantage of Vega’s weak AA by jumping in with air fireballs, j.HK, ambiguous crossups and empty jumps. From a hard knockdown, Vega is very susceptible to Akuma’s vortex, so keep the pressure on. Vega’s backdash and flips are his go-to tools to escape pressure, but they can be punished on reaction by walk forward – sweep, Raging Demon and others.
FOOTSIES/ZONING/PRESSURE
Zone Vega with fireballs/air fireballs and slowly push him into the corner. Space the air fireballs so that Vega cannot walk forward – sweep on reaction (i.e. do them relatively late and/or aim them at his feet or a bit in front of him just to gain ground). Vega cannot punish a tight fireball game easily, so punish his attempts to do so hard. If Vega is using U1, however, fireballs become risky.
Akuma cannot sweep for free against Vega; on block Vega can punish a blocked sweep with cr.MP xx EX Izuna for 230 damage. Don’t telegraph jump-ins too much, as Vega can air throw on reaction. If you see Vega whiff a standing poke, that’s a good time to jump.
The best frame trap in this matchup is cr.MP-st.HK because your cr. MP leaves you at +2 and your st.HK starts up in 8. This leaves you with a 4 frame gap to counter-hit Vega, who will often try to hit Akuma with a cr.MP. It’s a good idea to plink the st.HK since the timing on this frame trap is tight. If your frame trap fails, use cr. MK to put you at a distance outside his pokes
DEFENSE
When Vega is in the corner, his U1 has only 1f startup, which allows him to punish jump-ins or fireballs on reaction. If Vega is turtling in the corner with U1, advance forward slowly and try to make him give up his charge.
Vega’s j. HP has an excellent hitbox, so using Shoryuken is the most reliable way to get a clean AA. Cr.HP often gets stuffed or trades.
To defend against wall dives, use a combination of cr. HP and focus attack. Focus attack will lose to the throw if done early, but if done immediately before Vega is about to grab, it should whiff. Teleport is also effective, but don’t become too predictable because it’s punishable with EX Izuna Drop. If Vega starts ‘whiffing’ the wall dives, he’s vulnerable when he lands, so at the very least Akuma can close a lot of distance or even punish with st. HK kara U1.
ULTRA CHOICE
U1 is useful in this matchup, as it can punish wall dives, protects sweeps from being whiff punished and can punish Vega’s flip or backdash on wakeup if option selected. U2 is also viable, as it allows Akuma to teleport freely and can be used to punish Wall Dive as well (for less damage than U1).
ON WAKEUP
Vega has no good options to escape Akuma’s vortex, so Akuma has a lot of options (in addition to the option selects listed):
Crossup Tatsu.
Empty jump cr.LK (or cr.LK + cr.LP)
Safe jump j. HK/DF dive kick
Demon flip throw (Loses to Scarlet Terror)
Fake crossup command dive kick
Crossup fireball.
DF Throw > EX DF Dive kick (Crosses up)
Corner-Specific Options:
DF Throw> HK DF Dive Kick (Crosses up)
DF Throw> LK DF Dive Kick (Does not cross up)