Vega Q&A: Ask simple questions here!

Stand Teching or crouch teching, which one do you guys prefer and why?

I prefer stand techs, fuck eating a fat counterhit combo.

Let me explain my problem, and maybe you can help me a little.

I find that, some players, such as Ryu and Sagat, throw later than the rest of the cast. What i mean by that is, that I need to delay my throw tech by 0.2secs for those two characters, while the other chars is 0.2 secs earlier. And I tested this over and over, and it WORKS!

So… first thing there is, are all characters throwing time different? Or maybe its to do with the amount of block stun they do to you, or maybe the distance? lol. But late tech works with Ryu and Sagat as far as i can tell.

So, next would the classic in your face (crouching);
lp, throw, or
lp, lp throw, or
lp, lp, lp throw.

When is the distance to far away for you to NOT os tech? it seems like lpx2 still keeps e.g. Ryu in throwing distance. But, sometimes so does lpx3. But that could be the fact my normal comes out, which gets beat by the throw.

I don’t understand frame data… but if I know a throw is coming after 2xlp or 3xlp. Can i scarlet terror? or is that not possible because of block stun + start up frames… :wtf: (at the moment, not been successful a lot of the times)

Also, more about os teching. “Even if your using os tech…” Erm… am i not meant to use it all the time? Whats the difference of using it and not using it? Thats all iv’e been doing since learning it.

One last thing, when theres the situation mentioned… what distance, or time is it safe to stick out a normal? Because normals increase the distance you can get thrown in… (still can’t get over this)

Against any shoto players i play, if i get thrown 3x or more, I lose the match. While if I tech all throws, I win easy. Thats why it bugs me sooo much lol. Maybe there should be a thread on just throws :razzy:.

if u use the OS crouch tech u have a 7 frame window; if u do stand tech u have 10 instead. The other thing that u have to remember is not to mash it, there`s a explanation to this (a bit long and i cant find that post) but the most important stuff is the “time window”

I’m having problems with a Adon (that have alot of experience vs Vega) any tips?

Sorry wrong thread…

nah either thread would be fine.

again… depends on what the problem is? what’s beating you?

should I main Yang? He looks really cool. I think i am, but idk if he should replace my Freega.

edit: if i go to socal reginals, ima lose because I did OS tech.

These were probably asked before but I’m too lazy to look for it.

Canceling moves like cr.mp with Claw Throw.
Anything useful about this other than lookin’ cool and resetting the damage gauge on it?

Noob question: When you pick up your claw with PPP backflip, what does the “Technical” thing that pops up mean?

Anybody else have more trouble than they should punishing crouch teching with cl.mp?

I do it sucessfully alot of the time, but I get a trade, which i can then link into something else, but I was under the impression it should straight beat out any random cr.lk’s.

*I just started picking up and learning Vega about two weeks ago and I’m having some problems finding his anti airs that cover the space that stand Roundhouse doesn’t. *

with vega you will find that anticipating the other persons jump in is essential then counter with air throw, nj. rh, j. mp, etc. His anti airs on the ground are all situational. Those are cr. fierce(weird angle), st rh and ST. focus attack is pretty useful too although its risky.

You got a lot, a lot. It depends on the angle of the attack with respect to the X and Y axis. So you have a lot of variation on what you can use. For example Gief max range jf.hp loses or trades to cr.hp. But if he is just a bit closer to you, then cr.hp will lose, but an early st.hk will win. If you dont catch it on the beggining and passed the apex then nj.mk works, or if he is approching the appex jf.air grab wins.

i am going to pick vega up but how should i play this style of vega?

That’s a pretty big question. It’s best to consider his strengths and weaknesses, here’s just a couple:

Weaknesses:
Getting rushed down: Whenever you block an attack and the opponent gets in your face, you end up with a larger disadvantage than most other characters would. You have absolutely no invincible reversals other than Ultra2, everything you have starts up slower than most character’s jabs. If you learn Vega you will have to become a master of sometimes blocking and teching long strings of attacks and mixups without panicking, because you will have relatively few ways to safely get out.

Usefulness of Super/Ultra: Vega cannot practically combo into either ultra off of anything you can hit-confirm. Your Ultras are mainly deterrents and punishers, although decent ones. Its just that you won’t be able to pop anyone into a combo off of some invincible FADC move… at least not yet (I don’t know what’s in store for SSF4 Arcade). Also, you will almost never use your super because its extremely telegraphed and normally you will not have full super meter - although it’s decent if you want to make an all-or-nothing comeback, or happen to get an untechable knockdown in the corner while you have the 4 bars.

Strengths:
Range: Vega has ridiculously good ranged attacks. Ex-Walldive flies across the screen in an instant, your crouching and diagonal-jumping medium punch can keep pretty much every character in the game at bay. df.hk, cr.hk, st.mk, st.hk, j.hp, j.hk all have some exceptional reach that you will use often. Against characters that are strong when they are in your face, your first priority will often be to keep them exactly at claws-length. If you can kill someone with 1000 cuts, do it that way.

Throws: Vega has one of the best throw games besides the command-grab characters. Kara-throw on the ground is second in range only to ken’s kara throw, and your airgrab is second in range only to guile’s airgrab. In addition to this, Vega has the fastest possible walkspeed in the game. This is a fucking lethal combination, especially with Vega’s ability to hit from far away. Vega can easily put an extreme threat of throwing on someone when you score a knockdown, because you can be well out of range of their best tech and place a kara throw on them whenever you want to, punish their attempt to get out if you delay, and force them to hesitate.

Learn your pokes, learn your space. Learn to Kara throw, and that doesnt mean to just do it. Learn to use df.hk properly. Learn to use your specials. Learn that naked EX FBA is retarded and a waste of meter. Learn your one frame links. Learn when and how to use KKK flip. Learn your tick throws, your conter hit set ups. Learn the dynamics of RCF. Learn all your AA’s. Learn that back dash isnt the answer to every barrage. learn to FA. And for the love of god, dont use cr.mp as 90% of your whole moveset. And most importantly learn to block and defend without using cr.mp as your only defense.

There’s more, you can figure that out.

2nd behind guile and guy

man I suck more after not playing awhile. So no one uses broody high craw ahhahahahaha anymore?

EDIT: Apparently I can still pull off some links I guess I can probably kara throw if I develop the thinking for it. So is bhc THAT bad? I really like it for somethings in certain matches and cannot deal with change.

ya its pretty bad lol its only useful over splendid claw in a couple of matchups. i pretty much only use it in a few matchups. dhalsim, gouken, etc.

man it’s hard to give up a classic. The thing even wiffs if I time it wrong on jump in? how can you not love a move like that?

here’s the thing with SC. People are getting smart about it. Really smart. they only safe jump, they use meaties that wont get punished. Sometimes i wont land SC on smart opponents, in fact im not landing it much any more if at all. In 20 games 3 matches i only landed it 11 times. Of those 8 where punishment, and 3 where auto-correct. Once you wise up to it, as in, learn the match up. Its not a problem. Only time im landing it is auto correct on cross over, but they are wising up to that to. And this is getting me. If its not a safe jump, it means it can be back dashed safely. As opposed to BHC, with the new EX FBA cross ups, it can be used in this manner, and really its just a manner of learning to do it. And its a great counter cross up just like EX SHC, as long as you have the reactions for it. But BHC is inconsistent as well.

So at this point, the usefull ness of an Ultra (for me) is about Abel’s Breathless, who in turn is not the godlike Ultra everyone thinks it is. It just shuts down sloppy play, so why would you need that if you are playing people who try to play top notch all the time. I mean when i play this Rufus (easily the best I have ever played) he safe jumps me all the time, if he cant he doesnt. He approaches through the ground, which is more powerful than through the air. And puts him in the perfect to start his mix up game. So they both have evolved into punishment tools in my opinion. This also solidifies my opinion that Splendid Claw is godlike at the begginer and intermediate level, but at top level play, its OK. Look at top level Vega matches Cat-k or Makoto. They only land it

a)through punishment
b)opponent didnt know the match up fully, usally resulting in a mistake in which they punished them for it. Again punishment

So what to use?

But then again having the power to shut down sloppy play is great, but i dont want my opponent to play really smart, thats more work for me. Still its more useful than BHC just because it shuts down sloppy play, as opposed to BHC which should stop cross ups and punish real bad.