Vega Beginner's Guide

I guess since I play a very aggro footsie Vega, I guess it’s easier in mindset sense for me. Since when I’m pushing that crLP, I’m aiming to turn it into a link. The thought is there. Or maybe it’s not, I don’t think about it when I hit it, my hands just do it.

I practiced my ass off with links, the thing with fighting games that’s always drawn me to them is the execution, so I’ve sat there for…so many hours that in hindsight, no wonder I never got my studies done in college on time, but I digress, it comes naturally.
All it really is is muscle memory. If you can hit cl.HP, crMP, then you can hit crLP, crLP.
A lot of this is also mindset. While one is a 1F, 1 is a 2F, they both require a level of timing and just because it doesn’t go 1, 2 - doesn’t mean it doesn’t have a rhythm.
If you can learn the rhythm to one, you can learn the rhythm to the other.
I actually find cHP, crMP harder than crLP, crLP because that has less of 1, 2 timing.

Think it’s too hard? Your heads gonna stick with that one and make it harder than it actually is. I thought Saiki’s HD teleport Cancels were too hard in KOFXIII, then sat down and went “Oh shut up, it isn’t.” and started nailing it.
It’s surprising how much psychology comes into play when you’re learning muscle memory stuff.

P.S. Don’t do more than two crLPs, crMP xx EX FBA.
The more you add, the more it scales. You really don’t want that.

well theses are 2 diffrents links

speaking of ease of execution

cls.HP >> cr.MP

  • full synch between you and the game engine
  • 2 frame leeway
  • long delay difficult on muscle memory
  • no sync between input polling engine (USB MCU device and host dialogue + driver) and game engine input polling (frame by frame)

to be precise this kind of link could be called an “eye finger 2 frame link”

cr.LP >> cr.LP

  • short delay, easier for muscle memory
  • no synch between you and the game engine
  • 1 frame leeway
  • no sync between hardware input polling engine (USB MCU device and host dialogue + driver) and game engine input polling (frame by frame)
    to be precise this kind of link could be called a “beatbox 1 frame link”

the main diffrence for this kind of link is that we have slow reaction time so there is no time for us to synchronize with the game, of course this can be done if the first cr.lp of the link above is not the first one, or if we are doing it as a just frame counter, because we have the previous stuff to synch our clock with the game’s “beat”, but when starting the combo out of the blue we don’t have that synch yet.

Why does it matter… well it matters because in a perfect world even if you are not synched with the game it doesn’t matter much as long as the delay between both presses is exact it doesn’t matter that those presses happen both at the beginning of the frame or both at the end.

but the world is not perfect and there is a second desynch that your otherwise perfect tempo has to overcome : the USB polling rate. which will cause you timing between to presses to be rounded to the above multiple of 8ms and every now and then it will cause you even with perfect “tempo” between the presses to miss a 1 frame link.

This is handsdown the most comprehensive Vega guide I’ve ever read, and I agree with a lot of what you’re saying here. I plan on reading the rest of your series and cherishing it, but when you talk about the wall dive you are presented with two options

  1. go for the grab
  2. accept the less damaging claw attack

when going for number 2 when your opponent is waking up, sometimes I will check them with this but I will claw attack at nearly the end of its range and on shoto characters be juuuuuust far enough away to not get sweeped and even actually counter with his cr FK slide into them, or Vegas wonderful overhead attack into a throw. It CAN be used as a baiting move, but you gotta accept the3re is some risk involved and even more skill necessary.

I’ve found the FP rolling attack is hardly useful because of the startup time you mentioned, however the QP is great and a “HEY U PAYIN ATTENTION LOL” kinda move.

I’m a self taught vega player, been playing sf for over 20 years and for some reason in SF4 decided to make Vega my main character. He’s great, he’s a badass IF you dont let him get smacked around. He’s an aggravating person to fight and he plays on human emotion. Love him.

Good job, and I will read the rest soon. Even part 1 taught me a lot.

Good luck, it’s out-dated and I have no intention of going back to it any time soon.
I don’t play the game anymore and that guide was written about two years ago.

well thanks for your guide. It’s great.I got to the Street Fighter party a little late :c

awww just noticed this nice guide and it stopped before talking about frame-traps, damn it :frowning:

I’m sure Emersion’s guide will fill in the gaps. I very seldom play this game anymore tbh so there’s no point in me going back to this. I barely have enough time in a day to eat, let alone write an essay X3.

Hi I am a new fellow vega player on shoryuken. I can say that your guide is good and you are right about vegas ppp backflip. I have been destroyed many, many times because I thought that I could get out of pressure with that move:(.

Plenty of people do. I used it once upon a time, myself. Ugh. Now any time in a mirror or when I’m on an alt, seeing someone do it is always a gift of 100’s of damage.

Weed it out.

use it for bait srk. say you did a high jump in. once you land, you flip, 75% of people with dp will dp you (from experience).

empty safe jump flip on shoto’s is nice as well.

dash up to an opponent and then flip to bait a reversal.

meaty cr.mk on makoto, cancel to flip so you can punish her waking up with ex karakusa.

just some examples of using it as an offensive tool rather then defensive. do it sparingly and only if you read the person of course, you don’t want to be predictable and get ultraed. only talking about the KKK flip though. i can’t remeber the last time i used PPP. maybe agaisnt an abel once in 100 games or something

Just a tip: If you are going to crMK xx KKK flip on Makoto’s wake up, you should go to clHP xx KKK Flip. The frame disavantage after that is not that bad, beats EX Oroshi and has a chance to at least scratch her backdash.

The only downside is that with crMK you can make it safe to U2. But aside from that clHP is far superior.

oh good one, didn’t know that. i only use cr.mk cause of that u2 reason and i have setups that lead to the cr.mk to be meaty

Thanks for the suggestions Niah. It looks like you sometimes can use Vegas kkk backflip to bait a dragon punch. But like you said, you must be totally unpredictable.

I suggest just not doing it at all for a long time. Kkk flip can be useful, but build on your fundamentals before making that a habit.

Yes, right now I think I will just work on the fundamentals and see how people react when I fight against them.

I just wanted to drop by and say thank you for this guide, it’s been very resourceful for me.

Extremely helpful guide to a new Vega player as well as a new player to the game! If anyone is on PS4 and would like to play some mirror matches, just let me know. PSN: man-cudi_ayee