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

He doesn’t need flash kicks, he has s.HP. Crush counter on hit and leads into huge damage. Unless the other player mistimes it, s.HP seems to beat every jump in option Vega has. It also destroys FBA no matter how you try to cross up. Guile fucks Vega so far. I can’t find a way to get damage and stay in. His slow SB beats Matador Turn, too, so you can’t even use that. You have to block it. If you neutral, he dashes forward and back fists or whatever else he wants.

Vega not having s.HP as a CC is really starting to hurt. I’ve seen almost every other character get CC off their s.HP. Especially once you go clawless, you have only 1 CC at that point. Doesn’t matter anwyay, the range on s.HP is pretty bad :frowning:

On wake up, the right version of Flash Kick does beat out meaty hits. Still taking a risk no matter what. Also, if his FK goes over you to the other side, your s.HK whiffs on recovery and you miss the CC. Another reason it would be nice to have some other button CC as well.

Yeah, I 100% agree. Maybe someday we’ll get s.HP CC or at least follow-ups after f.HP.

I haven’t had trouble hitting him with s.HK CC after baited flash kick. Just needs to be spaced correctly. My simplest advice right now is to not jump against Guile unless it’s a hard read and he pushes a button.

It just seems like a tough MU honestly. But I’m gambling on his non-ex flash kicks having no invincibility.

welp, i lost today at tournament to two chun li players.

Straight up my other matchups are coming together 100%. I lost to the first chun li cause i didn’t implement the proper plan.

but i literally lost to the second guy cause i couldn’t anti-air anything.

anyway, IDK if you guys have looked at the hitboxes, but if not, here’s a link

Against chun li, her jump roundhouse is gonna beat your c. hp almost every time. the st. rh is good but you need to space it. Even if you space the c hp that shit still gonna trade more often than not.

If you want to beat her cleanly from the range you usually want her to be at to stand a chance at out-footseing her (st. mp) then you have to use j. mp.

just look at the hitboxes in the link

with my vega i rely a lot on claw, i find that st. mp is pretty much the game changer here. No one else has a move that far reach, that fast, and also plus on block / hit. That’s how you win at footsies.

But against chun li, you realy have to mind the st. hp. Pretty much everyone else tho gets shut down hard by st. mp

but if you can’t anti-air it does’t mean jack shit!! you have to use the j. mp anti-air.

I don’t know the reset timing cause tbh it feels like if you do an instant jump anti-air when you reset them you may actually be minus a few frames?

but either way. j. mp. Chun li’s j. rh is the reason i struggle with her. j. mp seems to be the answer. don’t ever forget this move.

I placed 3rd in a tournament over the weekend. I think there were 24 players or so.

Could I get some help on these matches in particular?

I lost to a Nash in the winners finals and I feel like the matchup is very winnable I just made some poor decisions.’

http://youtu.be/1wbg2-32DNQ

Had an opportunity in some rounds to do flawless ex fba combo but instead went with a throw reset. Cost me the match probably. One thing I struggled with so much was jump ins from the cross up range. What can I do to stop this? Sometimes jump mp or jump mk seem like slow options. Anything else I should try? I either am forced to block or get hit by these jump ins a lot from Nash and ryu. Feel like they have free reign to jump in from this distance.

Anything else I could work on in this match? My execution was off s bit but I truly feel as if there is a difference between ps4 and pc input lag

Here is the losers finals which I lost to the eventual tournament winner. I beat him earlier in the tournament and he didn’t have his meaty setups down so I quick rose into jab nearly every time. Don’t know if this was stupid

http://youtu.be/pe51w63vgZ0

Things that I struggled with where punishing drop kick (don’t know if st hk was best option as I got crushed a lot) as well as my movement. I constantly was getting wall dives when I didn’t want them

Really not sure how to approach off of knockdown. If Mika has meter I’m afraid she will wake up with ex peach. It has armor from frame 1 right? Anything else I should know? Gaps in strings where I can press st lk?

Well against this Nash in particular, he’s in love with that overhead. Unhealthily, hiding in the bushes outside it’s house in love with it. It’s -6 though, so that’s a clawless st mp, cr lp roll, all sorts of things if you’re ready for it. I saw you punish it the one time, so you were getting the hang of it.

His jumping was pretty insane, and sometimes you anti-aired it really well, and then just weren’t ready for him to be holding up against right after. A lot of the time just walking forward under them, dashing forward or sliding past their jump behind them can work pretty well on cross-up spacing jump-ins if they’re not meaty. I can get a walk under st lk or cr lk a lot of the time. Sometimes if you’re feeling a little precocious, you can even walk under lp grand izuna drop. The walk under gives you time to walk back and space yourself better for cr hp if they’re just jumping again.

Your v triggers to stop the booms weren’t bad ideas, but you can react, you don’t really have to guess quite so hard with it, and he was expecting it every time. When you were on the other side of the screen with meter, it was literally the only thing he was looking for, so being sneakier with that wouldn’t hurt.

On Mika! Mika’s ex peach is only armoured after frame 3, so if you’re sure you’ve got a real meaty you can beat it every time. St hk is really nice to punish dropkick with if you see it coming from a mile away, but the v skill is a little safer to punish it with. You can do it empty if you’re early and use a normal, or just swipe her after she misses with your upper body invincibility and get some v meter. Rising into jabs would be stupid if you kept doing it if she was punishing it, it’s open game if she’s letting you do it over and over.It’s -10 too, I saw you punish it with a throw once, but you can hit it with a fierce with an extra frame or two to spare, claw on or off. Working on your punishes vs mika might be good overall.

when Mika gets you into those blocked cr hp nadeshiko setups, don’t be afraid to fierce v reversal sometimes and see if they can do anything about it. (This might be because I don’t play many good Mikas, but most let you off the hook.)

On the right track man, keep up the good work!

Wonder if there is still 4 frames of recovery after landing like in SF 4…peopel just don’t want to play footsies against Vega…like at all…i find that when i play against ryu and ken i spent the whole time defending against cross over attemps…people will wait for me to press buttons and then jump over cross up…i usually can dash walk under or lk roll if i don’t react in time to neutral jump anti air but i end up in the same situation until i finally don’t react in time and block a cross up and end up having to defend a 50/50 if i get throw or eat a combo it gets ugly after that…

It feels like a 50/50, but just having gotten settled in gold, I can guarantee you it’s not yet. Lots of these players still have weird and wild tendencies you can exploit. I swear, I’ve played this gold Laura 5 times, and all she does is throws, medium hard buttons to punish, and overheads. The weirdest, most overused overheads you’ve ever seen. It feels like a 50/50, but most players do certain things at certain times online. Every player has tendencies, and a lot are basic enough to pick up on in just a 2/3 set.

I love doing super late throw techs that get eaten alive by late neutral jumps. I will still watch them jump, see them in the air, watch them come down, and then throw tech on their way down like it’s an anti-air some games.

There is landing recovery, for sure. It’s why against Dhalsim it’s always better to follow him and get a punish right as he lands-- if you can-- rather than hit him out of the air after a mistake like a mixed drill or a instant overhead jab that doesn’t stun or kill. Trip guard is very real in this game.

Going to work on anti-airing chun li tech and see if I find anything. Usually the way I anti-air chun lis is make them jump at bad ranges I beat them at, but ‘fight worse chun li’s’ isn’t exactly good advice.

Edit: actually, as dumb as it sounds, sometimes in those matchups the best thing I find against a lot of people at my level is just to not stand in that crossup range. They know it’s good, and it frustrates them getting into it when you get them out of it again. (the cross under, now they’re in the corner type thing for example.)

what move is -10? do you mean he st hk on whiff? also, if i’m late punishing the drop kick, my v skill can dodge it? i didn’t know this

also, i was having trouble punishing that nash overhead on block. i was thinking it was -4, still punishable but a few times taht i did block it my st lk follow up would whiff. guess i should use cr lp for better range.

lastly, common meaty setups that you go to? i’m gold ranked as well but i struggle with pressure options. I wish i had a consistent way to beat wakeup jab but best i have is clawless cr hk, whiff st lk, st mp. but that’s only off of sweep and even then i don’t know if sweep distance plays a factor.

Yeah oki and meaty setups see what I want to tackle next in the combo thread, but setups were never really my forte. It’s even worse now in SFV with two different wake-up timings.

The only concrete setup I know and use is forward dash into meaty st.lk from EX.GID. I’ve been wanting to experiment with meaty FBA, but you have to be really close to the corner unless you burn a stock for EX for the rapid descent.

One of my favorite meaty setups that I saw Flash using is cr.HP flawless into EX FBA in the corner. You can be super tricky with it and get massive damage off of it.

As someone whose been doing that setup for a few weeks now, once the opponent knows how to deal with it its basically like a 10 layer guessing game between you and them. My friend has seen it a million times and some characters can get out of it easily, some have a harder time but once they know what to look out for its fairly easy to block so you gotta keep it tricky.

edit

Basically the setup is ridiculously strong when the opponent is ignorant, but once they learn (and the fact you need different timings depending on characters walkspeeds/options) it gets way less powerful once player knowledge goes up. I still go for it even against say my friend who knows well, because what the fuck else are you gonna burn bar on and its an easy 300+ if it works, but it is not the be all end all any stretch

So here’s an odd setup. If you get a st fierce into a HP aurora in the corner, you can land a crouching v trigger afterwards. The timing is tight, but if you do an overhead immediately afterwards, it’s meaty, and can combo on counter-hit. This works on all tall characters in the game. It’s a weird little tool, but it might be handy.

If not the overhead, just the crazy frame advantage on wakeup.

https://www.youtube.com/watch?v=YDwyKqo0sQU

I wish s.HP xx h.ASE worked on all characters, not just tall ones. Dunno why, other than combo consistency.

I’ve played a few guiles recently. Some ultra gold level type players. IMO Vega wins this matchup. It feels a little bit like 6-4 to get in but 6.5-3.5 once you are in. If he doesn’t have meter you can abuse him. Also, from certain ranges if he doesn’t have charge you can empty jump, mix up jump ins. Thoughts? I still think Vega is an amazing character and that people sleep on him… Also, regarding anti-airing chun li, I find lk roll to work pretty well since its easy to get yourself into position (slow and floaty jump arc).

So now that several top players are ranking their personal top 5 characters, what do you guys think is Vega tier position and what are his hardest matchups? imo he is #7 tied with Cammy and R.Mika, after the popular top 5, Chun, Ryu, Nash, Ken, Karin and Sim.

Imo his hardest matchups are Sim, Ryu, Chun and Nash. Ken is also a problem but he has more weak points specially if goes full ham; in other words Vega loses or goes even with fireball characters! imo

I feel Ryu and Chun are his toughest MUs. I don’t see Nash as a problem since he can’t play footsies with you. But I haven’t played many good Nashes.

Personaly i have problems with solid Ryu players…i can’t scape Ryu’s pressure once i get knocked down…even if i quick rise Ryu is on my face again…and when i play a Ryu whos hape his meaties on poin i get crush counter for days…can’t jump in on Ryu at all af if he refuses to play footsies his jump cross up mk is a real problem

play footsies from st. mp range against ryu and watch out for the jump. if he does jump, air grab him. easy to react and does big mental damage on anyone.

also, dont jump on ryu unless you have a hint of a fireball. ryu is a tough match imo, he does a ton of damage, but you can dominate the footsie game with st. mp, and if you just watch for the jump mk you can definitely air grab him out of it.