You can use your RCF (with Fierce) to get under his back jump + air fireball and claw him in the face as he’s coming down, and somewhere in this thread (I think it’s where someone was explaining how to be the Gayest Spanish Dancer for beating Hondas and winning mirror matches) there’s a great tip I’ve been getting mileage with:
(not to be done starting up close)
Slide (keep charging down)
KKK (short) backflip (still charging)
Wall dive off opponent’s wall
Izuna Drop if you can get in, FACECLAW if you can’t.
The quick change of direction goads your opponent into attacking and generally gets them quite confused if they’ve not seen it before. Don’t do it too often.
My advice: Akuma takes damage like a little girl. You can build your charge meter by backflipping, use a few fake wall dives to build meter. He’ll see what you’re doing and come your way. Counter accordingly. If he doesn’t, you have a super to use the second he becomes open. You can also resort to jab flying spike if you know he will jump back. Good luck in your matches
Hard to get into position outside of corner, for me atleast unless you want to give them a chance to recover.
You need to be very pointblank for all of the hits to combo but that’s quite easy when you knockdown in corner. And since it combos of a short you can threaten with a tickthrow if they get complacent.
If you slide at them in corner and then slide again while they are down you are in perfect position for it aswell. But this will give them a bunch of frames of freedoms so it’s very risky.
Also if you do the midscreen flipkick one and then slide you will be setup to do this as a meaty.
I’ll use it for corner dizzy and stick to the flipkick one for out of corner dizzy.
I didn’t even think of the fact you can tick throw after LOL, I just seem to have difficulty with the double flipkick due to the fact that many times my vega will do a short kick version most of the time I do this, but when it connects its a doozy!
I’ve also had luck with c.jab, xx jab barcelona roll at close range
Check the frame data on the rolls. It’s much more likely that a Jab Barcelona Roll will fully connect than it is for a fierce one.
That being said, crouching jab/short XX Fierce Barcelona Roll, crouching strong is usually a guaranteed dizzy combo. Because of the hitting frames on the 2nd and 4th hits (those hits only have ONE hitting frame), the Fierce Barcelona Roll can miss without the exact spacing that comboing into it from a point-blank range light attack provides.
Can someone explain to me why exactly Vega has the most redundant antiair in the game? Seriously: Guille’ flash kick, although nerfed, is still solid; Boxer’s is still solid; Ryu’s shoryuken is still solid and he can combo into ultra from it; and don’t get me started on Ken. But Vega’s ex’s flip trades at best on times. I mean seriously what the fuck is this shit?!
If you do it deep, the Scarlet Terror will beat anything because it’s invincible for the first few frames. I think the short version has more invincibility frames than the forward version, which has more than the roundhouse one.
I main Cammy but I started using Vega yesterday just for fun. I’ve been able to create a solid Vega based purely on copying how I’ve seen others play. Quite a great fighter, I can see why he’s top-tier.