Vega Q&A: Ask simple questions here!

What are Vega’s best:
Normal Anti-air
Special Anti-air
High-Priority Move
Meter-less combo
Meter-using combo
Ultra choice
combo into U1
Combo into U2
Thanks in advance

Thanks for the reply, i guess just need to practice more… I think i manage to come out once or twice from a few inputs…

real devastator it seems…LOL!

The Inzuna is not the problem its the crLP’s that get me. I seem know matter how fast I input the punches the com always blocks.

AA
cr.hp/st.hki/nj.hp/nj.mk/jfb.lk/jb.hk/jf.mp/jf.hp/nj.air grab/ST

there is no such thing as priority. it just that moves like guiles cr.hp, or balrogs st.hk(moves considerd to have high priority), change hitbboxes and have a long active frames.

Ultra 2 is the way to go simply because of the invul frames.

here are your combo starters

st.hp(close), cr.mk, st.lk, cr.lp, df.hk

cr.lk can also start some short combos, but it can’t link into any normal moves like the others. It just can cancel into special moves like Ex-FBA lkST and lpRCF

This might be your problem, Vega’s jabs don’t chain like some characters do. You don’t want to mash the jabs as fast as you can, you’ll never link all 4 that way. You have to learn the timing and hit each one once, deliberately.

Just start by linking two jabs together and press the button only two times, get a feel for the timing. Then work up to 4 in a row, 4 button presses. If a jab doesn’t come out, you pressed it too fast, if cpu blocks you pressed too slow.

Alternatively, if you don’t give a damn about learning the timing and just want to beat the trial then just use turbo. That’s the only way mashing jab will be fast enough. I don’t reccomend “cheating” this way, but honestly this is a useless combo. Its value lies in learning the jab link timing, I can’t remember the last time I combo’d 4 jabs in an actual match. Its more than you need to confirm and all your doing is scaling down your damage on the EX FBA.

I have no idea where to post this, but I figure that this thread will have to do.

I need both pre- and post-PoM mixups. My usage of PoM is pretty much narrowed down to this: I walk up, st.lk, cr.lp. If I manage to not fuck this up, I go for cr.mp, ex fba. If this is blocked low, I go for PoM, followed by either kara-throw, cr.lp or down-back. This is the only way I use PoM, outside of rare exceptions. Where and when do you guys use PoM, and how do you follow it up?

i assumed he deliberately asked for hit confirm normals only.

really there is no post PoM mixup. Nothing you do is for your favor. Maybe a max range PoM, then a CH, but really against smart opponents your getting a reversal that is FADC. or they block/tech your predictable throw poke. Block/Back Dash is your best bet

Ok thanks. BTW I tryed the turbo thing it dosen’t work.

So basically, PoM has one use only - conditioning your opponent to block high in order to nail with a more damaging low combo (cr.mk cr.mp ex FBA)?

Note: I’m not trying to second guess you here or anything - you’re a far better player than I am and I’m mostly playing against idiots who let me do whatever the fuck I want, whenever I want. I’d love to get an input from someone who actually knows what they should be doing, instead of doing shit my way and getting comfortable with stupid stuff and developing bad habits (my game is full of them already, I don’t need more).

Yeah usually playing random people throws my game off on the first game vs someone really good. But, when someone kicks your ass, play them as much as possible! You’ll start burning those habits.

Hope this hasn’t been asked in the past 800 pages, what is the difference between forward/back jumping HP and HK?

They seem nearly interchangeable… thoughts? Opinions? Which do you use more?

I rarely use j.HK unless I think my foot will stick out far enough to catch someone… I’ve broken my habit of always j.HP ing since it has poor horizontal range and started using j.MP more.

I only use j.HK when I don’t have my claw
j.HK
j.HP

Basically still pretty new to SF, where can I learn more about god reversal moves to use for him? I looked at the stickies, I cant find anything on this. Maybe im blind.

Usually if I get knocked down Ill just throw out a scarlet terror since I dont know what else to try.

Vega has one reversal option - Splendid Claw. Trying to nail anything other than a far, late jump-in or a point blank fireball (in this case, use EX version) with ST isn’t something I’d advice, since you will be knocked out of it. You’re better off just blocking or backdashing.

Don’t do ST on wakeup, you can get grabbed/jabbed pretty much anything out of it.
Only somewhat safe reversal he has, like Gulfguden said, is Splendid Claw.

I hate the bison matchup. So freakin’ difficult when it’s a rushdown bison too. :frowning:

Just gonna throw that out there. But for the sake of this being a Q and A thread, what is Vega’s best punish combo? C.MP to EX Walldive? It seems to be pretty good for that situation. I’ve also been doing LK ST to EX ST since it’s pretty good damage, but are there any other good ones?

cr.mp xx EX FBA is indeed wicked, seeing as you can punish anything from point blank fireballs to blocked sweeps with that thing. However, if you aren’t in need of the 4 frame punisher, imho there are more suitable combos. Also, cr.mp xx EX FBA require both charge and meter. CH, hk ST is nothing short of wicked - 240 damage of a safe on block command normal, and it doesn’t require either charge nor meter to initiate. Of course, you won’t be punishing a blocked sweep with this, but a baited DP? Yes sir.
Also, adding a cr.mk to that cr.mp xx EX FBA can be useful. Yes, I do know that you now need 4 more frames in order to connect, but the more normals you stuff into that combo, the less time you will have to spend charging down prior to it, meaning that you can stay more mobile. So, for opportunities when a CH won’t connect in time, and you don’t have enough charge to go for cr.mp xx EX FBA, throw in a cr.mk at the beginning.