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

Against Cammy st hk is weirdly effective on cannon spikes, v trigger, most stand normals, stuffing jumps early ect. I see Nemo and Reiketsu using that button a lot against most cammy’s just to keep them on the ground. On the ground her normals got nothing against our’s. Also, I found out how to make Ryu and Ken’s MP dp’s whiff on a meaty lp aurora slash, though it’s weirdly specific. (I know, more meaty lp aurora, it’s like get a new hobby already.)

https://www.youtube.com/watch?v=eTipSa_NHR0

Got to use cr lp for this one to work, as st hp into lp aurora has the active frames of the edge hit too late to do this kind of meaty. LP keeps you closer, hits them with different frames, and gives you the extra advantage you need for this. So when are you going to use lp aurora? Mostly as a four frame, claw on punish. If bad Kens are fishing with st hk super close, if you block a close-up ryu overhead, that’s a good time to. If you’re way in the lead and want little risk, it’s not bad either. It trades with Ken’s hp DP (but what ken wakes up with that) and loses to his ex, seems to beat Ryu’s ex (but who does that). How useful is it? I’ll tell you in a couple of days!

Lol I been gone for a while, nice to see all the new ideas you guys are coming up with. It also makes me slightly grin that people are coming to terms with the fact that Vega is borderline ASS in comparison to most chars lol. I still love the Vega but i’m gonna mess around with Guile when he comes out. I still been grinding and having the same problems against Ryu’s Ken’s, Chun’s, Laura’s etc… You just have to be soooo on point with your reads/guesses, there is like no room for error. Extremely patient play, good mixups and sporadic use of the mk overhead, since it’s so reactable, empty jump lows against characters that don’t have reversals are a very nice mix up.

What brings a tear to my eye the most is that his air game gets snuffed out so easily by all normals, grounded or air, and his footsies are heartbreaking as well. I have been using a setup for a meaty overhead MK thats pretty tricky, and you can get a full combo off of it. Also, the CT crossup/fake cross meaty setup does wonders for me. It’s so 50/50 that it gives me a hard-on when people quick get up after I target combo them. USE it.

Barehand is so superior in so many matchups that I am starting to just open up with a single claw pressure then going bare hand immediately.

What do I do against Laura players that like to pressure with LP/MP bolt charge? I can’t beat that strategy and it seems like any time I try to press a button I get counter hit and die. If I just stand there and block I get grabbed by HCB+K

It just seems like such an unstoppable mixup and I don’t know what to do.

s.lk will beat the grab, but that leaves you open to counter hits. Just gotta guess between block, neutral jump, back jump, tech grab, and s.lk.

Can i get some guidelines against Necally?..i’m starting to think this is one of Vega’s worst match ups…i don’t do well in footsies against Necally…his air to air are god likes the hitbox most cover the whole screen…it has a very tricky cross-up jump and does a lot of damage when it gets in…i have a hard time anti airing Necally and if i block a jump in is pretty much game over…i get command grab (or is it his normal throw?..it has ridicuouls range)…once i’m down i get trapped in and endless 50/50 do i block or do i tech throw?..Necally also pushes you into the corner very easily…is a very dificult match up

Necalli’s not all that…at least not until he V-triggers.

His walk speed is not that threatening and his buttons are even less so. His command grab is 8 frames and besides V-trigger cancels, I’m pretty sure they can all be stopped before you even get grabbed, with st.LK.

His dive kick can mess up Vega’s AA game. I would think going clawless is worth it just for that extra active frame on the cr.HP.

I haven’t played any seriously strong Necallis - but those are just some of his weaknesses to think about. Vega can move back and forth pretty quickly - so he shouldn’t have much control of spacing.

His st.HK is a pretty big threat but it is punishable. Not sure which jab has the most reach (probably claw cr.lp) but make sure you punish that into FBA. That includes his light stomp.

Thanks Af0!..i have another question for anyone who happens to know…against KEN…jumping mk> run cancel> throw…i’ve gotten caught by this more times that i would like to admit…anyone knows if Ken is actually at frame advantage after you block his jump mk and he run cancels?..i do considerer defense against throws a general weakness of mine so it may be just me having poor reflexes

You cant cancel a jumping move into anything, so he is actually just jumping then running. that shit is negative as ass. Rule of thumb, ken isnt positive on running after any normals>run cancel on hit or blocked (unless he is doing trigger). The best he is is -2 (safe) on hit of a st hk which he can mix up with a dp or block.

“i do considered defense against throws a general weakness of mine” dude i dont wanna be harsh but if you dont have the patients to learn how to delay throw break and normal throw break then you wont reach far with vega. most beginner-intermediate players dont mix up their tick throw setups so they just stick to either a late throw or an early throw and once you read that then you and just apply the right break and you will seem unthorwable.

…hehe…true that…nah…i’m into this Vega business for the long run…my throw defense is a work in progress…i’m confident i will get better at it…quite frankly my reflexes fail me sometimes…i may be getting old…i’m too used to just block and walk back…that used to get me off most problems…i don’t get away with it in this game the characters in general have better reach and Vega’s backward walk speed isn’t quite as godlike like in other games…too be fair quiet often people miss their grabs cause i walk back and i don’t make them pay for it often enough

Can someone explain quick versus delay throw break? What it is and how to use it in offense/defense?

You can youtube some vids but essentially you are trying to input the throw brake on the latest part of the throw break window which is 7 frames long. that way you will block frame traps that are 2-3 frames and tech throws (not command throws).

a lot of characters in sfv can only get proper meaty off select knockdowns and the rest they can only get jab meaty, in this case when they mix up between the jabs and the throws there is a clear delay for the difference in startup for throw and jabs (throws are slower in sfv).

This technique forces opponent to slow down their meaty and this is where get up jab or in vega case st lk comes in. beginner and intermediate players take long or realize this and therefor you will seem to be a throw teck god fr some time. Ps you will know they figure this out when you receive a crush counter on getup for delay teching :).

SFV is fairly new and believe it or not a lot of those follow up chain pressure aren’t real and wont be as effective if you sit down and analyse your opponent frames.

So, I haven’t played a Guile yet… But that MU looks super painful. Have no idea how Vega could get in.

I played with like 2 Guiles in a row when i was playing as Vega…to be fair obviously the guys had been playing just for a couple of hours but they were able to land combos and stuff so at least i have a vague idea of how the match up would play out…Guile’s footsies have been great in other games…here his range isn’t great he doesn’t get anything out of his cmk…the fact that ex flash kick is a charge move and appears to have a long charge time makes it less of a threat…his walk speed is rather slow and is hard to throw people with him…it looks like unlike other games his sonic booms are negative on block from close range and if that is true Guile’s ability to pressure is very limited…and yeah…his jumps are slow and easy to anti air…i imagine Guile is meant to be played straight up defensively in this game…and without the teleport shenanigans he won’t be as much of a pain in the ass as either Sim or Nash…will have to give it some time to be sure…i played as Guile like 7 sets of 3 matches each and wasn’t able to win a single one…not gonna drop him though he does have his perks

I correct myself…early Guile frame data already out there…all of his sonic booms are +1 on block…he has no 3 frame normal though…also a lot of +3 on block normals and unusualy fast heavy buttons (his st HP is 7 frames start up)…he lacks range with his better normals and the walk speed gonna be an issue but i imagine good Guile players will be able to stablish some solid pressure at times…it is still a very straight fordward character…you know exactly what to expect from him and where he is going to be in the screen at any given time…i very much welcome his inclussion in the game and look fordward to play against good Guile players (and hopefuly be one myself)

Ok I’m getting really frustrated with this game. Why does everyone seem to have priority over all me attacks. I need tips for fighting Chun-li, Nacalli, Bison, Karin. These are my worst match ups. Please any help would be nice!

Crush counters?

If it feels like everyone has priority over all your attacks, it’s probably because you’re pressing them at the wrong timing, or the wrong spaces. As for how to fight them, we have tonnes in this thread for you to read, but it sounds like you need to go into training or watch replays and figure out why you’re pressing buttons at the wrong time/spacing, and work it out.

We can’t post an entire extensive guide on Vega’s buttons in all possible situations, but there’s a lot of good advice in this thread if you look for it.

Yesterday i played against 3 Guiles in a row…still have not lost a set against a Guile but they are getting better…the pressure Guile can put once it has you against the corner is kinda fearsome using his v skill and sonic booms…once he activates his v trigger Vega is like “very pretty…here…eat my jump fordward v-trigger”

So I’m having a really hard time with Guile? How do you guys get in against him without jumping and being anti-aired hard?

Seems like he has a much stronger defensive and zoning game than say Ryu/Ken, etc.

Edit: So I have begun to understand the MU more, you really can’t jump in against Guile. His flash kick is too good. And his projectiles have very little recovery. What I tend to do is walk in and block, then wait for him to come in. Block his offense, then proceed to play a footsie games.

I always give him his turn first though. But the defensive strategy has been working. I’ve improved a lot.

Guile’s Flash Kicks aren’t hit-invincible, if I recall correctly.