Vega Beginner's Guide

oldmanpoke.blogspot.com imo

srsly its fine as is

Hahaha Thank you petey, that made me crack a smile.

I’ll be revamping all of the articles and then starting the frame traps (as I assume with the new alterations, some will be useless and new ones will be made) article when AE drops. Couple of days in the lab methinks.

that depends on how much yun causes people to go back to super

This is true. I might do seperate articles.

Epic thread! I’ve been failing at Claw ever since CvS1, my first Capcom fighter (that charge…ARGH!) Dunno why I haven’t checked the Vega boards at all but I’m glad I did. Maybe if I get to it I might enjoy a Street Fighter that doesn’t have Juri in it some day :smiley:

Thank you!

Alright guys, I’m at an empass.

Do I continue writing the articles for super, or do I just head straight on the re-vamps for AE and Archive the Super ones for people to still check back on. There aren’t too many changes, so I might just split the articles up and have the AE version, then a spoiler tag for the Super version.

Yo, new aspiring Vega player here. I just read through the first 4 beginner segments of your guide, and I’m loving it so far. I’m not really “new” to SF4, as I am trying to pick up Vega as a secondary (T.Hawk being my main), so I have a firm grasp of the topics you address in those sections. I’m surprised on how many tools Vega has that are outright bad.

I don’t think many players will be running back to Super since AE is going to be the new tournament standard, and thus it would probably be better to address his latest incarnation in AE as a priority. just my two cents on the matter.

Really? Has EVO already announced it as their tournament standard?

Yup, they did the moment the release date for AE was announced.

yeah i think you should jump right into AE. if you really wanna do super just go back to it when you’re done

I think it would be best to go over things and focus on AE. I suppose cross-referencing Super is fine for completion’s sake.

Yeah/ Since a lot of the basic stuff still remains the same (like don’t backflip, BnBs are still the same, yada yada).
It’s really only the footsies article that probably needs a once over. And obv all the damage needs to be changed.

Yeah I’m a bit annoyed about FBA gettin’ nerfed.

Thank you for all this. I’m new to the game, been playing for about a month, and this guide is really, really helpful. Maybe I’ll work towards Team Vega :wink: I play as him and Rose.

So a few of the articles have been amended for AE. Just need to look through the rest.

I just wanted to make a post here. Despite me not really posting a lot on this forum anymore, I will probably be picking these articles back up as of AE 2012.
I wanted to pick it up after AE, but then they were like “Oh we’re making another patch lololol.” So it seemed fruitless to continue then.

So, once again, slots are open for help on this since while I usually enjoy doing this sort of thing independently, it would be nice to make it a community project.

I’ll be glad to help.

Much appreciated :3

NOOB ALERT!!!

Can someone please clear something up? Is cr.mk-cr.mp a link or cancel? Likewise, cr.lp-cr.mp? I THINK I’ve been double plinking them for no reason - does plinking (of any kind) assist with cancels?

a link is when you hit with 1 move, completely finish the move with recovery frames and then begin the next move before the opponent gets out of hitstun (Vega’s cLP cLP for example)

a cancel is when you interrupt (cancel) the recovery frames of a move and begin a 2nd move (usually the 2nd move is a special or super move)

a chain is similar to a cancel except that you can only do it with a specific move (jabs cancelled into jabs for example)

a blockstring is when your opponent blocks a move but is in blockstun so long that when the active frames of the 2nd move hits them they are still in the original blockstun

a frame trap is when you hit the opponent with a move (on hit or on block) and time the second move so that the active frames of your 2nd move interrupt the potential startup frames of the opponents move thereby gaining a counterhit

plinking doesnt really assist with cancels because the windows for cancelling are pretty large. plinking is best used for links blockstrings and frame traps

should clear things up