Negative edge in this case means you’re pressing the punch button too long. You can get a feel for it if you hold any punch button, do a qcf then release the button. The game still registers the punch when you release it. To fix it so you get the rolling flash you want, try tapping and releasing the punch instead of pressing and holding while you buffer the next input.
Alternatively, instead of cr.LPxxqcf+LK, where holding the LP for too long can yield undesired claw switches, you can do cr.LP(HOLD)xxqcf+LK, and release the LP only after the special has come out. Since you’re still holding it, there’s no way the qcf will register LP as the button to use, and will use LK instead.
What are Vega’s best frame traps? And his best pressure strings?
Also, is it just me, or does it seem like everyone is sleeping on this character? He feels super viable, but I can’t think of any pro players who have decided to main him. His defensive options are weak, but I hope his mixup game is strong.
Can I do anything aside from block after I get knocked down? I feel like I always lose whenever my opponent figures out they can just play very aggressive after getting through my pokes, or anti airs (cr.HP) which seems to trade alot…
You can quick rise straight after knockdown. You’ll reset away from your opponent in a lot of cases. However some characters, like Ryu. have combo enders and throws that let them fucking meaty you on wake up. This is pretty tough for Vega to deal with and could easily lead to stun and KO, even if you’re at 90% health.
I feel exactly the same way. I usually start out okay with some solid pokes and AA. But if an opponent gets through even once I often lose the round, especially against characters like Ken and Nash who seem to be able to pressure and pressure without fear of reprisal. I also wound up getting thrown a lot as I sort of enter a defensive shell due to the all the attacks coming my way.
When attacking I feel good, I’ve practiced to the point where I’m hitting the combos I want most of the time and starting to experiment with his stance changes. Aganist patient players I seem to do well as I have the chance to work in some mix-ups etc. But against people who want to rush me (especially with a character suited to it) I just get annihilated.
One tiny trick I did find that helped slightly was to use slide to escape cross-ups when cornered. Zipping under the opponent and out of the corner has helped me quite a few times, though of course they have to be a bit sloppy with their timing to give you the opening needed.
Command grab:
LP: 130 damage, biggest range.
MP: 140 damage, intermediate range (slightly better than normal grab range).
HP: 150 damage, shortest range (same as normal grab).
EX: 180 damage, LP version range.
All three of them start in 6 frames, as opposed to the 5 frames of a normal grab, and are of course unbreakable.
Regarding FBA, I think the only difference is how high on the wall Vega bounces, but I’m not entirely sure.
I think they give you different advantage post knockdown…but that needs to be tested (command grabs).
And yes with FBA HK makes him jump higher and it takes longer for him to come down. Light is faster, easier to see coming. They all have crappy recovery though…which sucks.
regarding the command grabs. Are they strike invincible on startup?? Laura for example doesn’t have invincible frames, and you can just jab her or do moves with quicker startup and she will lose all the time to it.
It’s preference and matchup dependent. The current trend is leave the claw on to poke and zone. If you land a s.HP, switch to BH and go for a combo or command throw if they block. Also people tend to switch to BH when they want to go in more and use command throw mixups.
I feel like I would be winning many more matches if I knew how to deal with pressure, especially in the corner. I know the easiest answer is probably, “Don’t end up in the corner” but it’s going to happen and I need to be able to deal with it. Right now I simply don’t, so I lose as soon as it happens unless my opponent totally goofs.
I’m fairly sure that just keeping my head on straight once it happens and doing some solid blocks/jabs to push them back is the answer, but it’d be nice to have some pure “get off me” button.
Do all of Vega’s command grabs switch spots with the opponent, is there a way to prevent this?
Kind of sucks when you have someone cornered, go for command throw, then throw them out of the corner. Seems like regular throw is better unless you’re going for the KO. (Or getting out of the corner of course)
If you see that you are about to be cornered pay close attention and be ready to react to the jump in. Sliding under may be the best and quickest option; dash under is pretty fast too. You can also use lk CT to roll out under them. If they are smart tho, they will likely hit you with some meaty stuff on wakeup, or be looking for you to jump, so be prepared to block and then let off a standing lk in between their pressure, but only when you know you’re not being frame trapped. You have to be reaaally careful against Bison in particular because he has tons of big frame trap pressure.
Also, doing a quick walljump out is sometimes a great escape, but again, make sure you aren’t just spamming jump on wakeup because you may get clipped before you leave the ground, and R.Mika/Zangief etc might be waiting for it. Ex fba could also get you out of the corner if you are desperate.
I was messing around with Vega in the training room last night practicing c.MK > c.LP xx LK CT, but I started experimenting with c.MK > s.LP xx MP ASE and the damage and stun are both a fair bit better. Is there a reason people aren’t really advocating for that combo here? Is it character specific, or is there something else I’m completely missing?