Vega General Thread: The Masked Narcissist Enters The Tournament

I know only one thing:
I need my SFV beta fix. I hope they announce the 2nd beta phase soon.

It will most likely be late October/early November. It will give them time to update to a newer build and improve the netcode, and give them some hype during the season where everyone’s buying shit and all the hit games are coming out.

You’re right, about c.mk ex fireball not being one hit. You need to see the c.mk to hit confirm it, though. If you watch for the fireball to hit it’s to late to FADC.

You’re also right about my frame data sucking. I know enough to get by, but figuring stuff like this, not so much.

I never said anything about Cammy. I just told you that you can hit confirm off of s.mp with Ryu in 5. There’s no borderline. It is or it isn’t.

Ryu should ideally be near the top, but for reasons similar to SF4 Ken, but because he had some broken shit that is super exploitable. Ryu is supposed to be there balanced character, who can do well under basically any circumstance, but his zoning is a little better than his rushdown. So instead of being top tier because he had a ridiculous amount of good matchups, he should be top tier because he has mostly even and slightly advantaged matchups, with very few losing ones.

Khaos Gaming has more Vega gameplay footage from the R. Mika build as they held a tournament. Unfortunately, I won’t be dissecting them, too lazy and busy lol. I did watch a handful of them and noticed three more things:

1.) EX FBA flies too high from the ground to launch opponents from a distance. Either you can alter the initial flight path with different kick button combinations, as with the regular FBA, or this is a design choice to limit the punish options Vega has from afar. I can imagine them seeing SFIV Vega’s EX FBA, though it costs meter, as too powerful a punish to have. SFV Vega has different choices for damage in his combos now (CT, ASE, target combos, V-Trigger, and CA). I guess V-Trigger replaces EX FBA as the full screen punish. Too bad s.V-Trigger whiffs on crouchers and isn’t projectile invincible.

2.) A bit more of Vega’s taunt was shown. “Where should I start carving-”

3.) At one point, Vega anti-aired an M. Bison with c.V-Trigger while he was decently high in the air, if I recall. Vega only hit with two of the three hits (the rose and one slash). Vega could use some quality control.

Along with the issues I’ve noted in my penultimate post, I was wondering if claw on s.MP is cancelable. It doesn’t have to be, Vega has other strong cancelable normals, but I was just curious.

I also noticed that in one of the videos, Vega did jump in into (claw) HP, cancelled into the claw switch, and had time to link into a cr.LP. First thing I’d try knowinf that is if standing MP connects too after the claw switch, because that would make for a pretty cool combo, either ending the target combo, or stopping at sHP and cancelling with an EX FBA, which should combo outside of the corner.

Actually, this is one of the many non counter hit links I noticed, Vega seems to have pretty good options in terms of linking normal moves together.

Of course claw on s.HP xx Switch Claw, c.LP works. That’s because, and to answer your question, claw on s.HP xx Switch Claw, s.MP (into the Matador Blitz target combo) is the first thing shown in Vega’s reveal trailer. And I agree and predict these Switch Claw beefy links are going to become Vega’s new BnBs.

Duh, you’re right! >_<

Anyway, not only there’s interesting combos using the switch claw, things like cr.MK leading to light attacks means we can potentially do cr.MK, ©cr.LP, ©cr.MPxxV-Trigger, etc. Also, i’m wondering if all EX attacks have the same juggle potential… We know from the videos that EX FBA on the corner after the clawless target combo won’t be able to connect the second part due to height differences (i.e., the same bullshit that happened often in SFIV), but if EX ASE will fully connect in that situation, it could be a great substitute.

can someone point me in the direction of what is regarded as the best video of vega gameplay so far please? i haven’t really seen anyone do anything with him that made me take real notice yet.

Ken low forward cancel is done not really like a normal hit-confirm. It’s an auto-cancel using the meter a hit vs a block builds and the other times it isn’t, it’s a read + seeing them walk + guess.

It also depends a lot on the hit animation of the opposing character. If they reel a lot even if it’s not a huge amount of frames, you can react more easily if you do it by sight (I do). Many people do it by sound.

15-17 is the borderline. In an actual game you’re using a lot of other information to help you confirm something.

Here’s the thing in 5. Something is weird with the data and cancel window and stuff. crouching fierce says it has 15 hitstop and is negative on hit. However, it is easy to hit confirm and connect shoryu (has to be a cancel since its negative). Easier than the close mp shinsho link in 3S which should be a little bit easier based on the data available. So something is definitely off. Regardless standing strong is incredibly easy to confirm, that’s not even a discussion. You either didn’t try it or have the reflexes of a slug if you don’t think so.

That’s the video I would say we’ve learned the most from.

It seems like there is enough time to jab or dp since he goes back to neutral before vega.

I have to disagree honestly, there was nothing ridiculous about that pressure. Hell I did the same thing in SFIV, granted it was a lot riskier in that game.

In SF4, there are characters who are practically built around hit-confirming a link off a single medium or heavy attack, like Dudley and Cody. Do you think Smug just guesses whether he hit or not after an overhead, or when he fishes for a counterhit? Tokido fishing for counterhits with crouching medium punch. Cammy fishing for counter-hit crouching fierce into ultra 1.

Of course you can do it.

I think Vega only made the initial 16 because they were genuinely unsure if there was going to be a huge outrage about making him a motion character (remember they want to be as transparent as possible and not piss off any of the fans this time). By releasing him early, Capcom have got the chance to beta test him in public and like Combofiend said, they’d put him back to needing a charge if it became a big deal.

Ken was sitting on 3 bars. Should’ve used V-reversal.

D.E.D.

https://www.youtube.com/watch?v=hn0V5GElcY4

Very useful in all 2D fighting games. Potentially broken in Rising Thunder lol.

Ya I mentioned DED with Q low jab link that TM uses since I have always assumed he uses DED there. Maybe not though O)_(O

So you know what I mean about the ‘15’ hitstop which low fierce supposedly has right?
15 seems like it’s too small for how it actually feels. It wasn’t hard at all to see and cancel into shoryu which seems insane when I include my own tv’s delay which is like an extra frame.

So Ken can cancel his sweep into run. Might still be negative. I wonder why Ryu can’t do sweep xx fireball. Would give him a legit fireball string finally. Sweep cancel is awesome. Maybe they’ll play around with it.

Does it cancel during hitstop frames? You might be losing some time. I’m not sure exactly how that works.

One hit confirming off counter hits is pretty common in games like SFIV and CVS2. Normal hit one hit confirming tends to be more of a 3S and CVS2 thing. (3S Ken, Chun/CVS2 Sagat,Cammy).