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

st.lk checks, try not to anti air with claw on cr.hp, jump jab/st.jab anti air is actually pretty good, slide under jumps near the corner. but yeah as hybrid grappler types when you mess up they get to do stuff, thats how the archetype works.

K so I’m pretty sure Mika, Chun, and Bison aren’t great matchups now.

Everything else feels fine tbh.

On the desktop browser, after you select the char and a move, there should be 3 buttons below the canvas (black panel). You can click the left and right to move through the frames.

http://i.imgur.com/bgl2yrD.jpg

These matchups are annoying. I know that you can check r.mika’s charging drop kick bs with v skill. Taking to the skies is usually suicide tho. Unless you’re really tricky. I try to vskill her drop kicks so she gets desperate to jump in then punish her with some cr.HP’s (claw). The matchup isn’t that simple, but it helps.

Learning bisons frame data is very useful. All of his normals are safe except for his HPs, his Mks and his crouching HK. His standing HK is a major frame trap. Pretty much all his other normals are as a matter of fact. His psycho blasts are frame traps unless he uses mp or lp, which I don’t know why he would unless it was on hit.

Learning to identify each scissor kick can help you put him in a bad situation, and keep him honest on block. Our clawless normals turn into 1-4 frame moves, Unless it was an ex.
His jumping fire fist (I dunno wtf its called) is annoying as fuck and bs. I hate Bison’s bitch ass.

I realize that I am gonna have to know frame data like the back of my hand in this game eventually. It’s the only way to stay ahead with this character.

yeah i feel like bison/chun are just better at occupying the spots on screen vega is good in.

mika is cause her target combo gives her the corner so easily.

Bison is a load of BS. I kept getting trades when anti-airing his jumping HP. St.HK whiffs completely cos of the way it comes out - and cr.HP just trades, in his favour of course.
Really mad about his st.HK being a crush counter AND +3 on block. Also mad about his grab range being the best. He can do st.LP (+3 again if I’m not mistaken) into immediate throw. That’s just bull.

I’m getting better at the match-up but it still feels overwhelmingly in his favour. The best I could do was, stay out of range of his normals and his dash>throw range. His fw.dash into instant throw/st.HK tool is pretty stupid so by staying away from the throw range after his dash, you know at best he can just use a normal cos his walk speed is too slow. But even then, he can jump in and Vega will most likely trade.

It’s funny cos it’s already so difficult without his V-trigger activated. Once that’s on…it’s another level of bull.

Take the claw off and beat his ass. It’s better to just maul him than wasting time trying to out range him. He has no invincible reversal so you can at least smother him pretty will if you mix it up enough. Also, remember, study his frame data in and out, because he has waay too many traps.

Against Bison nj.mk works wonders to keep him from jumping in. Try to buffer qcb while positioning and fire off hp (h.ASE) when Bison jumps in. One normal to look out for is Bison’s dfwd+HP, it has a really good reach and can crush counter Vega should Vega decide to fire off st.mp (claw) from a distance. And it is +1 on block too sighz.

So far the only air-to-air attack which I find works really well against the match is nj.mk or jump backwards mk. Most of the other normals often trade or outright lose to Bison’s superior air normals. Do not ever jump in on a Bison, his moves over let him recover fast enough to AA Vega out of oblivion using c.HP or his jump mp,mp.

c.HK is a good tool to use if Vega can predict when Bison is going to dash forward. A good way is look out for it is remembering his dash distance and see when he reach that distance. His walk speed is slow so most of his movements will be via the quick teleport dashes he is known for.

@greatlakes_pvp yeah I tell myself to not press any buttons after ANY of his normals. St.:LP Cr.MP st.MP st.HK - all get you trapped. His crush counter conversions are just ridiculous. I too thought about playing him clawless but remember, one neutral jump to avoid Vega’s command grab and it’s more or less game over cos of his dmg and meaty setups.

@Nekorin yeah I recall using jumping MK and it worked quite well. It’s hard to kind of adjust from other match-ups where cr.HP and st.HK work really well, like against Ryu. As for predicting his teleport, my cr.MP gets counterhit each time he teleports into st.HK. He’s too fast and Vega’s st.HK is even slower. I doubt we can react to it - but just maybe predict and do it.

I’m actually not having trouble against Bison. I agree with greatlakes^ IMO claw off Vega bodies bison. The mobility and command throw + great normal pressure is too good against him. You can react to Bison’s dash ups fairly easily with st.lk and you’ll beat anything he does. Also, air throw works great against head stomp and devils reverse shenanigans. Mika is definitely a problem if she gets in. Chun Li feels like a better version of Vega. Mid range game is just as good but she has godlike anti airs and a reversal… and basically a divekick in her instant air legs… WTF chun lol.

@Veserius st.lp in claw on works for close up anti airs? Dang… I’ll have to practice this in training mode thanks!

I just vote for claws off vs bison because your buttons are much faster and with claws on, your only real defense is st lk, and even that can be frame trapped sometimes. Once you start letting people jump all over you it’s a problem, so it’s best to just be waiting for the jump and dash/slide under. You pretty much have to anticipate the jump ins other wise you’re gonna be under a lot of pressure.

j.mp is great also

I could have told you that. Mika isn’t bad in the neutral, but one mess up and you are gonna get raped in the corner. Chun I commented on earlier. She just is a super effective safe pick. Don’t gotta do nothing crazy, just turtle and toss some fireballs. Bison I got better at because I labbed it up on his shit since the first week I was getting my asshole raped by him royally.

Got it, thanks! I think I was clicking the wrong items. It is kind of depressing to see this information and comparing it to Ryu, Necali and Bison :frowning: Why do they keep doing this to Vega!? At least give his claw stance more range if everything is gonna have shitty hit/hurt box ratios.

I posted a couple vids in the tech thread if anyone is interested. Some crossup stuff.

Bisons who dash up a lot or jump i beat up on, the ones who just like play footsies are kind of rough. I don’t think it’s as bad as Chun or anything, but it feels 4-6ish.

The most annoying thing about that match is j.hp trading or beating our anti airs depending on the timing.

Thanks to whoever brought up ST. LP as an anti air. Its actually amazing and fills in the angle that I was having trouble with. ST. LP along with Air MK ( amazing active frames and solid startup), Air Grab , and ST. HK pretty much cover all your angles for anti air. With claw off its even easier because CR. HP seems to beat anything. It even trades even if you react really late. Slide of course stops cross ups and corner neutral jump pressure.

The problem with Vega seems to be the corner. I think by now we all know the feeling of helplessness with Rmika corners and basically perfects you in the corner off one whiff. As long as your opponent is wise to not let you slide under it seems like a blow up. The best thing I can think of is wait patiently for a chance to get a 3 framer out to push them back a bit. Then you ex FBA out, which I’m guessing can be made safe with how fast it is.

nekorin! how’re you doing? I just saw your matches with chuuburg, interesting spacing and use of normals from your side.

Yes it is really depressing. I have the perfect example of how bad wall dives’s hurtbox is for Vega.

In the above example, vega was doing his signature walldive claw attack and nash is grounded with a c.mp. Vega’s claw arc passes through 1/2 of Nash’s body. Great right?

Spoiler

http://i.imgur.com/EVbeVYp.jpg

Really wow. This still image is exactly 1 frame right after the above image. Nash wasn’t even touching Vega at all. In this 2 images it concludes that:

Vega’s walldive claw slash animation is purely aesthetics only. Do not ever use it as a gauge whether the move will hit opponent or not. However, Vega’s hurt box is greatly increased due to the “aesthetics which are not supposed to hit opponent”. Sometimes I really wonder what Capcom is doing.

Hi Lax!! Great to see you again, it has been years since we played. :3

@Nekorin you’d be surprised how limited some of his jumping normals are - especially jumping.HK and jumping.HP - they look like they should hit deep but don’t at all. I can’t tell you how many times I’ve whiffed with jumpin.HK. It seems like he hits with his thigh and not his actual foot.

If your opponent always crouches and anti-airs…I wonder if wall dive grab will work against them.