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

Hey guys, been playing Vega for a while and I’ve been enjoying him, although the more I play against good players who play more ground game, the harder I find his forward momentum or his walking forward game. I feel this especially against Ken. I don’t jump unless I want to test him and take a risk, which if a good ken dps, it’ll end up with a knockdown and the grab mixups begin.

This really frustrates me. I wish they would make Ken’s st. back mp’s start up 5 frames instead of 4. That target combo into whatever he does, does alot of damage and usually ends up with a corner carry.

I play BigBird alot and his ken is pretty solid, never drops combos and does optimal stuff. I’m trying to learn the match up properly and his only advice was to watch Myakyo or Mordesai. No offence to these Vega players, but I couldn’t find anything that was helpful (new things to learn) and can’t find matches of them playing against good ken players.

I honestly hate fighting shotos with Vega.

For some reason, I find it harder to use V-skill against Ken’s fireball as opposed to Ryu’s.

Vega has no forward momentum against shotos. Can’t jump in, can’t walk in, can’t roll in, but you can sure as shit play lame and ASE backwards or jump back MP/MK. MT helps tag some health and then force them to come to you. You’re fucked if they sit on down back all day.

As a current Mika main, and a former Vega main (Vanilla & Super SF4), i like to come to the vega forums once in a while to see how the character is doing (if there’s new tech etc…). But anyways, just from reading the last page, I can assure you that Vega is not free for Mika. I think it’s somewhat a 5-5 matchup (for now). Vega can keep her out really well, she doesn’t have any good pokes to get in and have to take a lot of risks. Vega’s V trigger is also really good at punishing her moves. If Mika can’t get a knockdown or get Vega to the corner she probably won’t win. She’s very momentum based.

Her clap is pretty good - get that to hit once and you got Vega in the corner where you can pull out all the party tricks. Not to mention she can just pull out V-trigger at any time and then Vega’s on the defense and can’t press buttons.

At the very least it’s a 6-4 match up.

Vega has to poke away at her 1000 health or whatever she’s got. She just needs to get in once. She has a much better anti-air that’s pretty braindead to use -as opposed to Vega who has to be very careful when anti-airing.

Here is the archive

https://www.twitch.tv/arcadestream/v/53916636 (casuals)

Fighting Mika is death by 1000 cuts. Lol. Takes forever to kill in claw mode.

Pretty much this. That clap can fuck Vega in the ass so rough he ends up unable to walk for weeks. Add on to that he can’t move in via air to ground because she had two really awesome AA, one being a single button press. One knock down and it’s dealing with throw/block/frame trap clap pressure. Her ex slam also had enough speed to catch Vega off guard. Of course i feel the match is different offline since it’s much easier to deal with tick setups, but the rock paper scissors is by no means ready to guess.

She has 4 anti airs actually.

RagingStormX: Watched the match against Gamerbee, the initial trade between you and him where you hit him with a jab, then he tried to counter with HP for CC, which you whiff-punished, was pretty interesting. Seems like he’s already really wise to that kind of exchange since lower-skilled players won’t try to CC pre-emptive pokes like that.

You also reminded me how fucking buff clawless HP is at range. I need to re-incorporate that into my game.

Also, I did some labwork against Mika’s c.MP anti-air and its use during an FBA dive after juggling with V-Trigger or after a CC sweep. If your opponent is heavily dependent on it, go for a hard crossup (as in, move the stick as far forward as you possibly fucking can), as it will be just far enough to nail her if she back-techs and wakes up into the headbutt.

Not disputing that, but 2 of them are really good.

Yeah they all are, and actually 5.

-c.mp we all know
-c.mk is really good from range
-c.fp is good from range, but slow start up
-f+fp is great in most matches
-EX Wingless in invincible 10 frames after start up

Yet Karin can’t get even one decent anti air lol

Interesting points of view from everyone here. I have been playing a lot of higher ranked people, and I still have the same opinion I did before, that most of you share as well. I love Vega, and when I try to switch to others chars, they now feel heavy, and slow… So I’m kind of locked in for the most part for now. To me, this game is kind of like guess fighter 5. Once you get knocked down or in a corner, you’re usually in some type of 50/50 or worse. If you jump, you eat meaties, if you try to do the respectable thing and block, you might got command raped, or tick grabbed, raw grabbed, more frame trap pressure etc… Hurt boxes extremely vulnerable in the footsie game. Fba gets beat out by moderately well timed ground normals, and tons of air to airs… I did post a video on negative edge option selecting that can be extremely useful defensively in the tech thread. Go check that out for sure.

If you wanna win with Vega, you have to adapt quickly I mean VERY quicky, and keep it very random. Shimmy shimmy shimmy, it is one of his most powerful tools. Against some people, I can still gimmick them with st.hp(claw) SC command grab, but thats only because they are ignorant of the advantage they have. St.hp into ASE is a true blockstring, and will only ever clip them if they stand up and you used the low version. A smart player will just block low and spam jab, and you you can’t win in that situation. You can only SC and then block at best. I think if they made st.hp ASE have a 1 frame gap, that would do wonders for the character because it would actually turn the mixup from completely useless, to viable. So for now, I never SC against anyone(smart) unless it was a hit.

I know we can’t have everything, but I have been getting really scummed out by people using their CCs in the neutral game, which seems to beat pretty much everything I do. It wins over any dash up/walk in normal I press, it will clip me out of a jump, most of them cannot be punished unless you were standing right on top of them, which doesn’t happen in a footsie war. I don’t know any other character who doesn’t have at least one CC that hits crouching.

The last thing i’ll mention is that you have to respect anyone who has some type of reversal uppercut. If you get too overzealous with the oki, you will eat one. It’s basically their get out of pressure free card, simply having it available. The lk crimson crossover can kind of fuck them over sometimes, but you need to have your timing on point. Definitely get those setups into muscle memory because it works wonders on people who don’t have reversals.

Anyway, stay strong guys, and play smart; and I agree, shotos are an uphill battle on Mt.Everest for sure.

EX Roll has Projectile Invincibility. Timing it well can get you the knock down you need to get close and then be a bit of a bull fighter keeping pressure while baiting things out. It’s a pain in the ass but that’s Vega.

Empty jump seems decent against shoto. You can also get a damage trade in your favor and a knockdown by sliding into an obvious hadoken. Since you won’t hit them on reaction, I wouldn’t EX Roll through a fireball unless they were already walking forward with it. All of Vegas EX’s are useful so we can’t use our precious meter on guesses.

Main thing to look out for once you are in seems to be their 7 frame sweep, which crush counter the buttons you most want to press. Make them afraid to sweep with a ST. Heavy combo punish, and from there you have better buttons outside jab range.

In the range you’d actually hit them with e.Roll when they throw a fireball you’d be better off using MT and saving meter.

I disagree. Ex roll is much easier to time, plus is safe on block if you mess up and you get decent corner carry anyway. On the contrary, on top of being fairly tight to time, Matador Turn is quite negative on block, and, even if depending on the distance it isn’t punishable, you’re still at a bigger risk than using Ex roll. Both have their uses.

Wonder if cmk>fireball is a blockstring or you can ex roll on reaction after blocking the mk…plus what the hell is the deal with ryu’s chk?..i know is supposed to be like -11 on block…but many times i feel like this looong blockstun and can’t punish…i don’t know if it is just online weirdness or if there is something in the timing that throws me off…and i hate that most of the time been -7 on block you are too far to punish after cmk>fireball…most decent ryus space it so they end up just past cmp range

I would agree that it’s probably a 6-4 matchup, though personally I feel it’s 5-5. But in any case, it’s definitely not free for Mika. Let me put it this way…the Vega forums are complaining about how bad the matchup is for Vega, while the Mika forums are complaining about how bad VEGA is for Mika lol