Vega Match-Ups Thread: I Only Understand the Pain of Being too Strong and Beautiful

Yeah, the only air attack with a “decent” hitbox is j.MP, and of course we know how versatile THAT move is, lol.

When using FBA it’s best to attack at the last second since it’s 3 frames. Doing it early exposes the gigantic hurtbox.

I can’t believe how bad they fucked Vega in this game. This was supposed to be our game. We almost had it all…

They’ve completely nerfed the range on all his attacks. They all suck. s.HP has no range anymore, it had like 2x the range in earlier betas, now it has none unless you’re up next to the opponent. Even worked as an AA sometimes, but now it just sucks ass.

TC in clawless is completely worthless unless you hit with s.HP in claw and then cancel to clawless and then do your combo.

His jumping attacks suck. Can’t jump on anyone because they have no priority and he easily gets AA’d. Can’t move forward with specials because they’re punishable on block by everyone. Can move backwards for the most part because ASE is so good. FBA is once again worthless and I’ve been AA’d with standing kicks by several characters.

IF they’re going to nerf my forward momentum, and I get no combos or hit confirms off ranged attacks, then give me good fucking ranged attacks. Vega is supposed to be a poke monster, that’s what makes him Vega. Cammy gets ranged attacks that can confirm into a knock down… seriously?

Blah. He’s still much better off than in 4 because of no focus attack, but dammit… here we go again. Still sticking him out, but this is so disappointing. I just don’t get it.

@Moonchilde I feel your pain bro. I didn’t wanna rage, but I’ve let out my frustrations a few times in these threads, because I mean lets face it, its true. The thing that kills me, is all these people on youtube and different forums telling me hes “high tier” LMFAO. I mean like, I seriously wanna punch them in the face. I can’t believe people are claiming hes top 5 on some imaginary tier lists. I wonder what it will take to get Combofiend’s attention about this character, because this is seriously ridiculous.

I didn’t play sf4, but how bad was his FBA on whiff? Like when he hops on the ground? Because I think that shit is stupidly easy to punish even from almost fullscreen. Yet Ken and Ryu can do an srk to safely AA us on any jump in attempt from almost any range, and still recover in time to block if they miss? Lol… Fba swipe loses to fucking jump jab, or just about any jumping normal, and even standing/crouching normals smh.

Don’t worry tho, we will overcome the odds. I am finding out more and more useful tech for him every day. There is a good amount of stuff in the tech thread, but I have even more cooking up that I will be sharing soon. I actually think I just realized something extremely godlike about his command grab. Long story short tho, yes, he is arguably bottom tier lmfao. Smh.

Nevermind, I’m used to it already… Since he was already bottom barrel since sf4… It is just going back to be the same in Sf5.

I just wonder how long will I need to keep telling myself that.

@greatlakes_pvp fba swipe is a lot better in sf4. In Sf5 we have a very small horizontal bar for hit box but a huge hurt box which is 3 times the size of the hit box (which makes it so easy for opponents to AA vega’s fba swipe now). The worst part is that hurtbox activates right at startup but hitbox only activates at frame 4. It means however late we delay to start the slash we will still get hit as opponent’s hitbox will enter our really really big hurtbox the moment the attack starts.

It is really a feat to land a fba slash now

Vega isn’t top 5. He never was. People just saw players like Graham Wolfe going in and jumping around like a nut while no one anti airing him, add some flashy combos and there you go. Is Vega a bad character, however? Hell no. In fact, he’s a very GOOD character, BUT you need to work hard with him in order to do anything. The difference between sfiv and sfv Vega is in sfiv, you worked hard and he was still a pretty lackluster character. With Vega in sfv, you really need to learn how to utilize all of his tools properly. You need to know when to have the claw on or off, you need to find the use for ALL of Vega’s normals (and yes all of them are important in this game ALL OF THEM) and know just when to use them. Vega has a very big arsenal of tools at his disposal, the difficulty of using him in this game come from knowing what to use and when to use it, and being alert to whether your opponent is standing or not.

@Nekorin Why do you think that is? If you land a barcelona swipe in sfiv, what do you get? like 70 damage? In sfv if you have the claw on, you get followups with slice, ex slice, potentially super, etc. Claw off, you pretty much get a max damage combo afterwards. High risk/High reward. You aren’t supposed to just throw that move out randomly and hope for it to hit anybody.

I agree with Rugalitarian for the most part. What I find most frustrating is not being able to confirm into knockdown off of any ranged attacks. On top of that there is no way to confirm from a light into a knockdown, even with meter. Providing the opponent is crouching. Maybe EX ASE? But seems like a waste.

Also, the idea of a combo leaving you at +0 is really foreign to me. LK Roll essentially just resets to neutral, which just seems bad. Shouldn’t a combo leave you at an advantage? Especially a knockdown?

The way I see it is the versatility sf4 ex.fba has. The main pull for me for sf4 variant over sf5’s is the attack prior to the wall bounce. It hits crouch opponents. It enables punishes from far when opponent tries to attack and whiffs stuff.

Greatest example is weaving in and out of opponent’s c.mk range, the moment they whiff a c.mk, ex.fba away. This makes it really formidable for footsies.

Now for sfv. Ex.fba misses the opponent even when they are crouching at point blank. It trades away the excellent attack prior to wall bounce for excellent combobility after the slash hits.

Vega would be broken if ex fba hit from the same range as it did in SFIV.

Yep. Actually it will be good if he still hits crouch opponents but will start whiffing after 1.5 character distance. At least it gives us more combo choices like enabling c.mk > c.lp combos on crouched opponents from far rather than having no other move that can hit after the c.lp cancel.

Sometimes. Not reliably and not on any of the people you actually want it to hit. SF5’s is much better because it works as an antiair if you do it under them, where as SF4 would get stuffed every time.

I just played against Toolassisted, dunno if you guys know about him. I used the Crossup CA setup on him, and the jab -> command grab frame trap. It worked. I’m so happy lmfao

What setup is that? Also can u explain that frame trap as well as a reliable way to land target combo into lk ct cross up? People are always ducking so I whiff target combo a lot

@kensanity the crossup setup is, on hard knockdown from a cr.hk -> dash -> neutral jump whiff an air move CA as soon as you land. It is probably 1 frame tight, so you need to be perfect. This also works on a slow recovery after the cr.hk… I will make a video and post it.

The frame trap command grab is just something I came up with in the Lab, basically standing jab(clawless) into an hp or mp command grab. With the proper timing, there is pretty much no escape unless maybe they jump out. I posted a video of it also either in the tech thread, or here.

Getting the target combo requires people to be standing, so as of right now, you just have to be aware whether they are crouching or not, if they are crouching go for mk CT, or ex fba, or vtrigger confirm. There are a few other options, just not target combo.

**edit. In regards to that command grab frame trap, if they do nothing after the jab, you will whiff the throw, unless you predict that and just move forward slightly. This isn’t terrible tho, because once you have established respect, and a person won’t press buttons after you force them to block, that is a good thing anyway. You can then start mixing it up on them.

Anyone got advice for Rashid? I feel like he just doesn’t give a fuck about mid range because of how hit and run he is and his jump arc is hard to AA.

Regarding the Chun-Li matchup: what do you guys do against Chun-Lis that advance on you behind a kikoken?

Usually against the other characters that approach behind a fireball, I can either V-Skill right through the fireball and into their unsuspecting dashing bodies, vertical jump MK to keep them in check, or jump forward LK to cross them up as they approach. None of those options work against Chun-Li, since her antiair game is godlike, and her fireball is slow enough and her walkspeed fast enough so that she only needs to walk behind, not dash, so they can block and punish my V-Skill, or worse, hit me out of it while it’s being executed.

I didn’t encounter many Chun-Lis until Silver, and now I’m struggling more with her than what I did with Karin at the beginning (against who I don’t have special problems with now).

Chun is just going to be one of those huge pita matches because she does everything Vega does but better.

ex. CT. Note that it can thrown during the roll portion. Jump mk only serves as a training dummy for her to try her st.lk AA -> dash under mixup.

Isn’t EX.Roll like -2 on block? Sure you can’t be punished directly on block but if you do that aren’t you basically frame trapping yourself? And that is if we ignore how extremely telegraphed it is.

Perhaps you could just walk/dash away? I’m fairly certain the only one that goes fullscreen is EX, and if she is following behind her fireball she won’t have charge to throw another one.

My suggestion vs. Chun is to have a different character to use vs. her.