Vega Basics, Set-ups, and Tactics (with Hitbox!)

cr.mk xx M.RCF is a meaty setup you can play on wake.up or landing

It will combo on hit, if meaty or middle. if blocked it is a 4 frame gap frame trap if non meaty, 3 frames if semi meaty, 2 if meaty, it stuffs backdash too.

Will give you +6 +7 on a linkcombo . and +3,+4 on block to setup a counter hit with a 1 frame ‘frame trap’ or a tick throw, it will also true blockstring into any four framer that you can cancel into further true blockstring to generate meter.

Unfortunately as you may know combo wise they don’t grant anything more juicy than usual especially considering pushback

A more intresting wake up one is L.RCF2, this one is unpractical on landing frames, to be meaty on ground it would hit the air frames before, (it will knock air target down instead of rest them though)

you have to use the fact you are out of range and landing a knockdown, the guy is falling on the ground, so you could have to dash in (slide or CH) to catch up and try something on his wakeup and of course he knows you are going to be late, you do that anyway you make the guy believe you will go for wake up attack but then you start back walking out of range again, and then you trigger L.RCF.

On a quick stand it is one of your only oportunity to catch up and apply a wakeup game and definetely a better one than slide in most cases.

There is not much time to react to a L.RCF and most probably the guy’s flowchart will have output " :
–> man is too far from you and not charging, no EX.SHC, no EX FBA you are safe you can walk in, dash in, jump in , jump out .

And then he eats your meaty claw thrust.

L.RCF is +2 on block so you can get to +5 on a meaty L.RCF2

Which means you can combo into cr.mp/lp EX FBA/H.ST depending on opponent and stance or setup a crossup cr.mp xx SHC, or go for a st.HK,
On block your range from -2 to +1 so you can probably string pretty safely on most opponents into a frametrap since you are out of range for their grab.

Carefull about ultra’s though it is a good opportunity gamble on their ultra if they blocked your RCF if they know you always go for a cr.mp onward even if meaty.

On whiff… well he is out there is nothing you can do, and you ll most probably be punished for trying.

cls.HP2 is another very common wake up meaty, same links as after meaty cr.mk, with even more pushback this one though is at least in my opinion unpractical on a landing. The main benefit from the meaty is a cleaner frame trap slot, a clean tick throw setup, and easier links.

From meaty piece of mercury, you get shit in vanilla, but in super you get a ticktrhow setup on hit, also it is only safe on block if meaty or near meaty. Joz said he used to like this move on wake up but maybee he changed his mind since.

anyone care to explain the process of Vega’s vortex?

its not a vortex, why i called it a mini vortex a long time ago, idk. but its a series of low to high risk mix ups that all lead to great things and put you in a very favorable position. But there is not enough guessing that is in your favor involved to call it a vortex. there are two mix ups. low, mid, grab mix ups while standing, and low mid cross up while they are knocked down. which one?

I guess you could explain both if you don’t mind

go ahead.

if its the crossup walldive vortex, i can add a few nifty tidbits.

That would be nice chuck… And by the way, anyone care to share Vega blockstrings? I kinda need some to keep pressure I just do cr.lp cr.lp cr.mp trying to get a counterhit. Thanks in advance

I am failing to understand this part.

Jump in with hp, follow up with cr.mk, OS slide in between in case j.hp whiffs.

Well , first things first the way you set up a crossup walldive is:

EX walldive > HK ST (i wait a tiny second here) then another EX Walldive.

if this lands , your opponent usually will tap you on the shoulder and ask (wtf? did that crossup?1!eleven!)

So next time you land an ex walldive, your opponent will be wary of a crossup.

This allows you to instead , do a HK ST and do one of these (cr.mk/karagrab/do nothing) to capitalise on the fact that the opponent is blocking the wrong way.

/

On the subject of blockstrings , here are a few I use.

cr.lp , cr.lp , cr.mk

cr.mk , st.lk , cr.lp

cr.lp , cr.lk , cr.lp

st.lk , st.lk , CH (r.i.p this string in a.e)

The thing I like about all of these strings is i can add a karathrow , or a walkback and CH / cr.mk in between to catch tech attempts.

How much time would you say after the HK.ST do you have until you ex wall dive again?

I’m working on a new batch of hitbox data, but unfortunately the main (and only?) source of hitbox data left out Vega’s Scarlet Terror. :frowning:

Does anybody have or know where to find this data?

Not much time. I suggest doing it in training mode , and trying it out in matches until you’re fairly confident with it.

ZaNk you chuck, is it safe to add a light rcf after any of em?

Only on the third one , a lot of the time , if the normal that you cancel out of pushes you back before canceling and you do the rcf , theres a noticeable gap which you can be dp’d out of.

I’m really not abusing OS’s and I kinda think I’m entering the intermediate stage. Care to share basic OS’s I should start off with?

First off option selects are usefull mainly to beat dodge moves on wake up or sending a crouched poke while teching a throw.

crouch tech a throw in my opinion is not overly usefull, but it can be in some mixup situations.

the key is entering a crouching move while pressing at most 1 frame later lp+lk, obvioulsy it is very easy to do it with cr.lk becasue that is what will come out anyway in that case, and very difficult for cr.lp because you have to press cr.lp and then and only then cr.lk one frame later or you will get a cr.lk instead.

use of that options elect is character dependant, it is trial and error and depending on you to find which move to use against a certain player to beat a cammy dive loop while teching or same with rufus. the objective is to tech throw while throwing a move that will beat their dive kick, shutting or weakening their mixup.

backdash OS is usefull but before you can use it , you have to force you opponent into using dodge on wake up or mixup opportunities.

If your opponent is happy with srk or block or mashing his jab/short in those situations
he won’t use his dodge, and if he doesn’t use his dodge you have no interest performing something that beats it.

The most classic and easy OS to perform in those situations is inputting a meaty cr.lp then slide with the same timing you would use to link a slide after a whiffed cr.lp then press cr.lp again with the same timing you 'd use to input a second cr.lp after a cr.lp that connected (8 frames exactly after the slide input).

you can Plink the slide input if you want but not the second cr.lp.

the result is you will perform a cr.lp and
if the guy srk you get stuffed
if the guy punches/jump you punch him first then link a second cr.lp into a combo
if the guy blocks you punch his block twice and can fllowup with what you wan’t (throw/ blockstring)
if the guy dodges you will whiff a cr.lp then immediatly start a slide and against most character you ll end up knocking them down before their backdash is complete.

some dodges will work (abel, akuma, dhalsim, bison,seth) and you ll have to find other moves to option select, slide won’t cut it and even put you in joepardy .

This option selcet can be tuned using st.lk instead of cr.lp with a 1 frame bonus for your followup (slide,CH…) and an easier link incto cr.lp/st.lk/cr.mp but you will lose you db charge.

You can use CH instead of slide but this will fail against fast backdashes or backdashes that put the opponent far very fast (CH doesn’t have such a great range) the catch is that CH when applicable opens the way for much greater damage than slide.

Try with thses ones to start, it is difficult enough already to perform a meaty cr.lp on wakeup to press a slide and another cr.lp with the correct timing and analyse the output before you commit into the follow up.

Thanks a bunch a junta. I’ll def start practicing them in training and slowly start using them in my game.

Another question guys ,which may sound kinda dumb but oh well here I go lol, I do a FBA either normal or EX and my opponent always FA it and punishes. I was watching a couple Vega matches on YouTube and saw that many Vega players hit 2x on FA attempts. How do you get it to hit 2x? Again I know lol, noob question .

Double FBA happens when you are placed in **izuna drop position or a little above **(roughly,up to 7 frames before ID timing), and press the punch button with the stick at neutral, after an EX walldive.

People won’t focus your wall dives after you are proficient with izuna drop or double strike.Still it doesn’t make wall dive a valid attack plan, and you shouldn’t wall dive out of EX FBJ to begin with, so when you miss your FBJ you either grab them or double claw on the way down.

If you find an opponent who thinks he is good against wall dives prove him he is not, 95% of players think their anti wall dive game is good because focus usually works. When they meet a decent vega they are back to square one and have no readily available answer.

A good player will rape you everytime you try it or at least make the wall dive match even, it is way to slow to surprise people and half the characters have several options to beat it flat.

vega and all other characters with extended grab invincible dodges ( bison, seth, dhalsim, akuma) are 100% safe from wall dive and you will eat a punish (sweep/grab/combo/ultra) every single time no matter what.

Man thanks a lot Ajunta.You’re contributing a lot to my game and for that specific reason that you mentioned of surprising the opponent that FA won’t work is specifically why I wanted to know this. Again thank you for your contributations.