Slide more!
Vega needs to play vs. Sagat not as the initiator, but as the “reacter.” Especially now that Sagat’s Tigers have longer recovery time. Basically, you just need to stay about half a screen away from Sagat and react to what he does. You can actually make it over his Low TIgers to punish him with a Jump in time on reaction (hard, but possible). And high/low Tigers do nothing to Vega, because he can slide under High Tigers, making it not a great idea for him to throw them.
If you spend the match trying to attack him and going off the wall and all that, you’ll get yourself killed, because you are giving him a chance to react and counter your moves. But if you really look at the fight, Sagat really has a hard time attacking YOU. About all he can do is try jumping at you, and while his Jump is very good, it’s still a vulnerable position. If he’s too predictable with his jumps, it’s not hard to counter them. So if you stay out of his range and poke with Crouch Strongs and Stand Forwards and get in your damage little by little, eventually, you’ll get him to a point where he feels the need to attack you and you can just react and punish HIM, as opposed to letting him react and punish you.
- James
Ok…to be perfectly honest…I’m getting tired of playing on XBL…it’s so hard to find people who are actually decent…don’t get me wrong, I’ve found a few but they’re few and far between. My advice to new Vega’s is to play vanilla ST on GGPO or something…you will most likely lose but you’ll have to lose before you can become good and start winning.
I have a hard time with Honda. It seems I can’t attack on the ground since his slaps slap me to death. I can’t fly through the air since he hits me in the air and can headbutt me.
Any tips?
If he starts slapping just jump FP his ass, works everytime. :woot:
Also in HDR…I do NOT fly a lot at ALL and this is a first for me I’m very ground based with Vega in this game…is this a good thing?
Also that Flip Kick is now getting me in trouble, 3 times out of 10 it’ll turn into a wall leap that flies into them as they are jumping in.
Onikage under insom’s nick -
Mycah try only going to d/f when you do the flip kick, come out much more consistently that way for me. Also easier to go right back to d/b for 2x.
You have to turtle, poke to punished whiffed stuff. Get a life lead and jump back fierce to beat headbutts. Jump in fierce is good vs. slaps.
Thank you good sir.
what everybody else said but one thing to add. You can wall dive (Sparingly of course) on Honda but always go to his wall to do it. The reason for this is that going off of his wall screws up his charge for a headbutt. I say only use this sparingly b/c I believe Honda can st.fp you out of it when you get to him and he can use sumo smash or w/e his charge down move is which you can izuna drop if he doesn’t hit you going up b/c it’s pretty vulnerable in the time before he falls down. So for oki occasionally do it. Didn’t know about the jump back fierce to beat headbutt…gotta try that now.
Nah that overhead chop of his stops wall leaps cold, same with his Flying Butt Smash.
One match up a I really dont know how to play is Claw Mirror… feels like spam fest i think i got most of my losses on this match-up… I just don’t know the General strategy in this match-up what am i supposed to do…
lol I agree. I have no idea how to play against another claw.
It’s funny. I never stop going off of walls. I love the Fake Wall Dive too much to ever stay on the ground. I still swear that move is too good.
And best of all, if I do it enough, my opponents usually get so fed up, they put down their controllers and give up and stand there, taking every hit and just giving me the round for free almost as if they desynced! Wait, what? What’s that you say? They DID desync? Aw, man!
- James
I now have 100 wins, Thanks Vega!
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Safe jumps and then you’re screwed…
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While d/b,d/f,/d/b,u+k works…HDR you can D/B, d/f, u+k…way easier…
I find it hard to use that motion unless I want to go off the opposite wall. Don’t know why.
Few questions for you guys.
Which knockdowns should I go for walldives on? Is it character specific?
When is a good time to use walldives outside of knockdowns? Are you attempting to predict moves with it, react to moves, or just catch the opponent offguard? Really online you can just spam walldives, but I am talking in real matches.
Against shotos - Seems to be a pretty easy matchup, what is my ideal range for this match. Does their sweep beat my low strong? What about their low forward? Is their sweep reaction punishable by my sweep (I would guess so), and is that the proper punishment? For fireballs, am I supposed to reaction jump into jump fierce, low strong? Is this reaction reasonable from closer ranges, or do i just want to tag them with standing or low strong?
Blanka - What is vega supposed to do if blanka is crossing him up? If not on wakeup, I don’t have charge, so I can’t flip kick to my knowledge, I doubt any of my ground based anti airs would be it. Jump forwards? (and hopefully out of the crossup) Jump back strong/fierce? Right now I just air throw, but thats been kinda spotty, and I am usually pretty good at airthrows (guilty gear fingers). When blanka is being patient, am I trying to mount a ground game of pokes into throws, or emphasizing rolls for chip damage. I know its probably a bit of both, but what am I supposed to lean towards?
Thanks for any help guys, I don’t have the game, but I got to play it at a friends and realized I like vega more than ryu after all these years.
don’t know the specifics on shoto’s (oddly enough) but as far as blanka goes…I usually just backflip. He can catch you on recovery so it’s something I’d mix in with the air throw. When Blanka’s being patient…I would just get close to him inch by inch… and keep poking him. The roll is spotty b/c he can roll you and it will beat your roll. I would roll on oki sparingly b/c he can electrocute you. What I would do is just try to get a lead on the life then wait for him to come to you. It’s a losing battle if you have to go towards him. Just my methods.
Oh about walldives…it somewhat is character specific. Like anyone with an invincible reversal I wouldn’t use it on wakeup more than once a round just to see if they know what to do about it, if not I would spam it till they do something about it. As far as non-knockdown wall dives…I usually use them for baiting. It’s more useful now that there’s a cancel for it. Like you can bait flashkicks and DP’s with it by just stopping short of them. Or if you do it and they throw a projectile…I would rush towards them and strike.
These are my methods…I know a few people would disagree but this is how I play…just test the water out with moves to gauge your opp. and if they can do something about it…act accordingly. I hope this helps.
With the super, it’ll sound wierd but it’s about as hard as a normal wall grab in my book (not hard at all) just “wiggle” the stick before you hit up…you can jump from any wall it doesn’t matter but I’m more ground based then anything so supers and such don’t happen much.
Also where the fuck are all these folks at where I can do wall grabs?!? 90 percent of the folks I play already know what it is against Shenanigans.
I think I have ya’ll in this thread to thank for that.
I don’t know man, i played like 30 matches, and I think the wall dives got got stopped twice in all of that. Once by ken’s fierce dp, and once by a guile. I mean, that was it, I had to stop using them just so I could focus on other things that would be more useful in real matches. Literally whole matches went with just wall dives and drops. Then again, I only played 30 matches, don’t know how many some of you are up to.