Vega Beginners Thread

st.LP misses on crouchers.

Good to know.

Could someone give me a rundown on his anti-airs? Someone mentioned he had a lot of situational ones.

are you sure LP and EX GID have same range?

That information should be correct. As far as I know. That is the benefit of EX, getting max distance and more damage.

I just tried and Ex has liiiittle more range

How safe is lk RCT to use, generally?
In quite a few tournament vids, players like Myakyo use it quite a bit, and it’s rarely punished on block.

Frame data suggests it’s a bad habit though.

What’s the general view? Clawed or not, it looks like a good way to generate a little pressure…

Guys, anyone else feels that vega’s cross mk is weird and lacking?

Also, what do u use for anti air? People jump on me for free in medium range !

I’m a newbie myself but I’ve found that jump, air-throw/mk can work. Sliding or dashing under a cross-up works too. In training mode I’ve found st.lk to have a litte bit of success in catching closer jump-ins, but have not tried applying it in a practical scenario and as a result it may not be practical. qcb.HK is really nice for its combo potential but you pretty much have to see the jump coming or not be pressing any buttons when they start the jump and immediately react with it. This sadly leads to it not being that reliable of a tool.

At further distances you’re better off going for cr.HP. It seems that generally speaking Vega is expected to keep the opponent scared of getting within his st.MP range and if they get within that range and attempt a jump in things get scary.

It’s totally unsafe if the roll portion of the move is blocked.

However, at the right range, if you can space it such that only the kick portion is blocked, it becomes safer.

Any experienced players willing to play me and give me some feedback? I’ve been getting whomped since I started using vega.

Surprise motherfuckers: http://eish.deviantart.com/art/Vega-596290798?q=gallery%3AeiSH%2F58172993&qo=14

Kuroi Aima is correct, EX version has the most range.

How do you guys deal with Dhalsim I have a hard time against him

Everytime he tries to teleport near you tag him out of it with a st.jab, Claw st.hp, or st.hk. Upon being hit he will air reset and be put into a 50/50 upon landing.

Try to counter-poke his limbs on start-up. I’ve had the most success using claw st.hp so far. St.mk may also be good.

Be patient and stay calm. This is the most important thing.

Look for your opening than get in and pressure him. Get the life lead and lame him out.

im not a good vega player by any means but i’ve played this matchup at a lower level, but here’s a set i did with a buddy of mine.

https://www.youtube.com/watch?v=H8D7RrqDvEQ&feature=youtu.be#t=8m45s

What helps in this matchup is adjusting to st MK range of sim. You either want to be right outside that range to punish with st hp or st lk, or u want to close in on him to where he’s forced to use st lk or where u can punish st mk on block. also, when you have v meter or CA, he’s dead in the water. you can punish any float with super or v skill. this matchup i feel is really about playing cautious.I think claw is good here. once you get the knockdown maybe you can use a meaty st hp to get into clawless and then put close range pressure but this fight is winnable at a distance.

my play is obviously not perfect as i lost quite a few rounds but yeah. also that instant air flame is safe apparently. i dont know what to do after it. do i just eat that throw/instant air flame mixup?

What are some of vegas frame traps?

If only EX FBA had the same hitbox as bloody rain. Le Sigh

So…more of a general question from someone who has only played with charge characters since alpha 3…i have a lot of problems with the z motion to do FBA…i constantly either get roll or switch stances…anybody have suggestion to improve my shoryuken motion execution?

Do you play on stick or pad? Shoryuken motions are pretty easy on pad in my opinion but I have a hell of a time landing it on stick.

My advice is to hold forward then do a quarter turn. Game reads it as a shoryuken. So for example you could hold 3c.MP instead of 2c.MP then quarter turn and you’ll get a shoryuken motion.

Sounds like solid advice…i will hit the training room as soon as i get home…i play with the pad…i was actually considering throwing the 200 bucks to buy a fight stick but if it won’t actually help me with my execution then there is no point lucky i ask