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

Haven’t played against Alex in a long time but what I do recall is that he doesn’t really get 50/50s that often. There’s only a few enders he has which get him true 50/50 and that’s his anti-air knee thing and ermm…his ex grab? Then again I’m not aware of his buffs in season 2.

Either way, Vega’s V-reversal pretty much nullifies a lot of what he can do. Walking back with Vega works too because it gets you away from his throw range whilst allowing you to block. His V-trigger is really not that scary unless it’s confirmed into a combo.

But yeah make sure he’s not faking his pressure cos if he’s always dashing in front of you after his command grabs- a lot of the time he’ll be negative, which means he can’t do shit.

The Necalli match up feels so much worse now. No more roll through stomps kill it and Necalli still has retarded jab AA.

It is very difficult. One combo and he can send you near the corner. Then he gets the throw loops and his stupid MK pisses me off. This is all before he even gets V-trigger. The match just becomes stupid then.

I dunno why they made his stomps hits…that was one of the few weaknesses that you could expose him for. He was already considered top-tier in S1.

Yeah, I really don’t understand why they buffed him further. He already has a CC AA, a jab AA dash under mix up, a DP, V-Trigger, and now his stomps are ridiculous. I’m definitely going to have to pick an alt for this game if I decide to keep playing :frowning:

Ibuki. Pick ibuki. She and vega are the air grapplers of this game, you will learn her in one week unlike the shotos and charge characters.

Hey don’t worry you could air-throw through his jab AA’s for free

so good thing they took it away from Vega in s2!!!

If you are sticking with Vega an alt is basically a must at this point. Problem is the alts are gonna generally just be better than vega all around, so why not just make Vega the alt.

Hey guys…what is the optimal punish for a blocked buster claw in the mirror match…it is quite embarassing to ask this since popular wisdom tells me this move absolutely sucks but i’m having trouble punishing it at the range that my friend is using it…i’ve certaintly gotten punished for trying to punish it with sweep even though is -14 and sweep is like 10 frame start up right?

I’m not sure but I don’t think Vega can always punish it. Ex Fba, Sweep, Super, Buster Claw should all work if done too close.

Cr.mp in both stances punishes buster claw from most ranges.
Cr.lp and st.lp can punish from all ranges apart from the very tip similar to gief’s cr.lp but if BC is done from far ex.fba will whiff so you can get just the 30 dmg .

The timing to punish is early when the opponent’s vega has still his hand stretched.

One nice tech I found recently is L.ROLL can beat Cammy’s Holigan on react.
So we don’t have to deal with those. :slight_smile:

Any tip on fighting the ridiculous Laura?

Pick a top tier.

Kidding, agaisnt laura go barehanded at once. React to medium/hard kick normals, they are -. sf.hp is -2 on the first hit too.

So I dont know if this is a known thing and Im just a dunce, but I was doing cr. lp into lp ASE against a Karin. Karin did her V-reversal after the cr lp but the lp ASE went through and neither of us were hit.

Also Ill have to watch the replay, but I did a jumping FK against the same Karin IIRC, and it looked like I landed in front and it hit. Went into cr FP after that, and I was on the other side of her. Once again, have to watch the replay to see if it was a cross up or just something went wrong.

So…i’ve been feeling a little salty about the Rog match up and have been puttin some though on it and checking things out on the lab and i got the fallowing to say about the match up…i don’t think any of this is particulary insightful or new but let me speak my main here and let me know anything you guys have to add to it or if you disagree about something

Well Balrog’s neutral is very strong in my opinion…not only he does have pretty dangerous frame traps…he also has a very easy time wiff punishing normals and really making his wiff punishes count by canceling any normal into dash punch or dash punch low…so is important to mind your distance and also Balrog is great at interrupting loose pressure string with his 3 frame normals into his tech combo for easy damage and advantage…

I think is important to stand your ground and progressively take space away from Rog…there is a sweet spot where most chars can hardly punish his dash punch (the light version) is about its max range…vega himself can only do cr lp into ex fba or land that cr lp and walk a bit (with claw on)…taking space away from Rog means that if he gives in to his dash punching instincs he will be easily punished…of course there is also preemptively neutral jumping from time to time and ocasionaly nail him…(neutral jumping a lot will get you nailed by a delayed dash punch or clipped by his great air to air jmp (or meaby mk …who knows)…as Aszis sensei pointed out on a video he made about the match up some time ago…there is also preemptively using be skill…at least get a back throw or a command throw if you happen to guess right and even punish an ex dash punch which is ve-eh-ry satisfying…by doing this you also encourage Rog to use his dash low more which is -7 on block…there is finally back dashing preemptively…i don’t know if you guys noticed but dash punch is insanely punishable on wiff by mid and high attacks…it has one of those increased hurt boxes…you can literally punish with st hk from the other side of the screen if Rog wiff his dash punch even if it is the light version…there is also random st lp from time to time in the neutral that will stuff his dash punches net you a nice punish if you are bare handed (although works more consistently with claw on due to ist range) and is unlikely (but not impossible) to get wiff punished by the very dash punch that you are trying to stuff

taking away dash punches as a way to close in will force Rog to…

a) jump…not a terrible option for him due to the situational (a.k.a weak) nature of Vega’s A.A game…but good players should make him pay for that (not me often)…he is a big char and lk roll works surprisingly well to AA him…also st hp and clawless cr hp…i don’t like going air to air with rog…he gets a very nice 50/50 if he wins the air to air exchange…he also doesn’t have a cross up i think…so walking under his jumps is always there although that ruins the previous “taking away space from him” part of the game plan

b) dashing fordward…which is annoyingly so a good option cause his dash is very fast…but good players with good reflexes should make him pay for it (not me often)

c) Ex dash punch and ex dash low are always there as safe “i want in” options…and both of them pay off big time if they hit…that been said i don’t feel they are (too) scary on block…ex dash low is - and ex dash punch is only +1 and let him pretty far…so keeping an eye on his meter bar and been ready to block is important…definitely don’t want him with meter for super or in v trigger mode. …so getting him to waste his meter is a win

Nice so you have stayed solid on the neutral and walked Rog to the corner…you even have a healthy live lead

this is where my gameplan mostly falls apart because…now what…i would apreciate any advice here…

Rog can literally downback and turtle against the corner and he will be fine…his st mp (i think it is his st mp…that one quick uppercut that anti airs pretty much anything) can easily AA any jump in and he can even cancel into dash punch…recovering faster than you after you air reset…chanching sides and also getting a nice 50/50 mix up…dashing fordward will get you clipped with any normal into what ever…canceling normals into ex wall dive to the wall behind Rog is not effective at all once the Rog player has gotten a decent amount of match up expirience…Rog jumps pressing lights and trades heavily on his favour and Vega is now on the corner (and there is always tap to make you pay big time for wall jumping when you should have been at advantage)…the most i have is annoy him with pokes and hope to force him to do something stupid…(and this is an inherent problem with Vega,you can not apply a lot of pressure…you end up out of range in no time and now the frame traps on bare handed mode are not good)

On wake up and reversals

-I don’t see decent Rog players using his armored ex upper punch much as it is his one very punishable special on block…it also doesn’t have armor from frame one so it loses to meaties and tigh frametraps…this is his one move i don’t feel angry about

-And then there is TAP…i think we most treat Rog at all times as a char with and invincible reversal although a slow one (like Urian and Ed)…cr lp recovers fast enought to punish Balrog on the way back…i feel like as time goes by TAP will not feel so powerful as long as we are aware of it…in time i guess we will be seing Rog players getting baited into using TAP and getting punished for it a lot more often…i still feel the move is unbalanced in terms of how much rewards Rog for holding on two stupid buttons and how risky it is but anyway…

Surviving V-trigger
I got nothing…very often i find myself winning and padding myself in the back over how well i’m playing only to get hit by something into v trigger put on the corner and getting stunned and killed in the next mix up…even just Rog canceling something unsafe into v trigger activation and being like +20 in my face…i rarely get to scape his diverse v trigger mix ups…Rog even have something of a throw loop in the corner aswell…i take any advice to defend against the v trigger

Well thats it…sorry for the long post

I don’t play Vega, but I’ve been playing Rog since his release and I have a general idea of how he works.

First, Vega is one of Rog’s worst matchups. It’s 6-4 in Vega’s favor per PRBalrog. You don’t beat him as badly as Mika, Laura, and Cammy do but it’s definitely in your favor.

Dash punch and TAP aren’t that good vs. Vega. Vega has a really good jump HK. For one it often trades or beats our 5MP and it’s excellent at punishing dp when used in a neutral jump at proper range. And bc lf your super fast walk speed it’s easy to space yourself so that he can’t properly space dp. Always keep an eye on his location and don’t let him get in a range where you can’t neutral jump.

Also, buster claw shuts down dp like no tomorrow. Just walking back and mixing in buster claw with njumps will make him really hesistant. You’ll land crush counters for days. Also you’re right about him not having a cross up. You never have to worry about a mixup when he jumps. Just block normally or slide.

TAP, unless it’s really high level, isn’t that good against Vega since you don’t have a projectile. It’s kinda nice on wakeup if the Vega is throw/cg happy but that’s easily remedied by you mixing things up with lows. TAP is not low invincible at lower levels.

Also keep in mind that Rog is basically handicapped when charging TAP. He literally loses access to six normals and maybe even his ability to tech, vskill, or trigger. And thr execution for combos just went up significantly. Unless you’re just lollygagging around he really cannot risk losing that many options long enough to charge high level TAP. If you see him using TAP a lot in neutral you automatically know it’s low level and not invincible to lows. So start using your super safe 2mk to check him. Use slide ocassionally too.

Rog has no reversal. Anytime you do score a knockdown meaty him every single time. Mix in command grabs and use Vega’s nasty meaty barcelona stuff if it still exists. Not sure how he’s changed across seasons. Good luck!

Thanks for the inputs Bill…good point with the TAP i hadn’t though about how troublesome is to lose a bunch of normals for a while

Since Abigail is coming out tomorrow, I might as well practice that matchup a lot. I’m still concerned about that character, considering he has a large toolset that could be problematic.

https://youtu.be/txpWKD5zE0I?t=404

-Probably longer normals than Vega that he can cancel into specials: check
-4 frames very rangy cr lp that he can use to keep Vega at bay: Check
-Lots of armored specials and a parry to punish Vega for trying to poke from the outside: Check
-An anti air jab that he can cancel into running command grab: Check
Sounds like a pretty bad match up
…i can find two good things though…his jump will be very low which probably means he will be easy to anti ait and also no invincible wake up

Yeah honestly I don’t expect this to be good for us, but without further exploration who can say.

Soooo… in the middle of my seemingly never ending losing streak I got rocked by flying barcelona spam. How do I practice not getting shit on by it because I got beat if I tried to jump back air to air and when I backdashed/ground AA