Vega Q&A: Ask simple questions here!

OK, time to leave the keyboard and get the Arcade Stick.
Now, Sanswa or Seimitsu?
I know it comes down to personal experience, but which you guys think its better to play with Claw?
After some research, I am thinking of a full Sanwa with octogonal gate. Or maybe sanwa buttons with seimitsu stick?
I never used neither of them and I don’t know where I could give it a try. So I have to rely on your opinion to make the right call.

not much of a stick player but I personally prefer a stock HRAP with a bat top… If i have to pick a stick that’s my choice

Just wondering…I’ve been doing counter hit cmk > sweep in tranning room and even managed to land it a couple of times in matches…well…sweep is 9 frames start up and ch cmk is +8 so…how is this possible?..

Sweep has 8 frames of startup.

Sorry…my bad…thanks for the quick answer…

You play with controller?

dual modded Hori Fighting Commander 3 Pro.

How does one read frame data? I mean like SO I KNOW how to punish certain moves? For instance C.Viper’s Air Burning kick has +6 on block http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/C._Viper)** (1)** does this mean it’s impossible to punish her? (2) Don’t values recovery change if they hit you too close like Vega’s CH hitting way too close (which we all know can be punished easily)? (3) Can frame advantage be accrued/built up (to a certain degree)? E.g. Vega doing two FAR st.lk’s (+2 on block) - would that then give me +4 frame advantage?

(4) Different question how does one stop fight back against frame-traps? Aren’t you supposed to just SRk, but as a Vega playerwe have no invincibility frames? Thanks in advance guys.

I’m going to assume you’ve read this page already.

  1. Aerial moves are slightly different than Ground based moves on it’s safety or not because it depends entirely on when in the air they perform the move, and on what active frame they are on when the move hits you. Going from High to Low, if it’s too high it whiffs completely and is possible to punish. If it is done at Vega’s maximum height and hits on the first active frame it COULD be possible to punish it, as that is the most unsafe the move can get. If the move is done at it’s lowest height and hits on it’s last active frame, then the move probably cant be punished since that’s the safest the move can get. If it’s done too low she’ll land before the active frames come out. Sorry but you cant get a straight answer for a move like that. But I can give you a straight response for that specific move. Block it, or occasionally focus it.

  2. yes. all the frame data you see is as if the move is done at point blank range. Depending on what active frame you hit on (which is changed by doing meatys or changing the distance) you will gain more frame advantage if the move hits on the later active frames and less if it hits on the earlier. Just like how a meaty slide or a slide done at max distance can be at +0 frame advantage instead of -12. The reason this happens is because each move has a specific amount of block stun. that block stun does not change regardless of what active frame you hit the move on. So to maximize your frame advantage, you want to space yourself and time your moves to hit on the later (last is best) active frames.

3)No. block/hit stun restarts when the next move hits.

  1. Walking beats blocking
    Poking beats walking
    Blocking beats poking

frame traps = poking.

reversals should never be your first choice unless you know for a fact the move is unsafe AND can actually be hit by your reversal.

How do you beat those cr.lp spamming Ryu/Akuma/Balrog/every other character in the game? Seriously, whenever I get the KD on wake they just spam cr.lp (I swear they’re using turbo that’s how fast they’re do it) grabbing becomes useless and its nearly impossible to get in. Please and thank you.

Jump in HP or HK will both beat jabs on wake-up.

Then when they start trying to reversal you on wake-up, do a safe jump, and punish accordingly.

Poke them out with your long-range normals (cr.mk; cr.mp; st.lk; st.mk) out of cr.lp range - easiest way. Then there is kara-throw, frametraps(which you can achieve with the first example, actually) and etc.

Im sooo tired of jumpy opponents i.e DJ…in the middle of my pokes they just randomly jump and it doesnt seem there is enough time to recover from a cr mp to punish…maybe its my reaction time that is lacking however it leaves me guessing if they’re gonna jump so i can react as early as possible to connect my retreating J. mp/Throw…I was playing Hakan for some weeks now and one of his problems is dealing with neutral jumpers but ihakan employs and interesting concept where we wounld do safe slide>tap up> then finish 360 with throw…what happens here is that once the opponent jumps during your setup hakan atomaticly jump also giving him time to air throw…If the opponent blocks the safe slide the 360 will come out after…

So now im trying to use that concept to help my anti airing with vega but i dont know the math…Similar to the way we use this idea to slide back dashers (J. Mp>Buffer slide)…So basicaly its st lk tap up and it it wiffs (ie someone mashed back dash, invincibility frames or jump evade) then vega should jump also and easly connect some air throw…

Can someone throw me a tip here with the frame details… like what is the frame difference for vaga on a connected normal and a wiff normal…i know the difference it makes on our opponent but never rely considered how much frames are saved when we wiff a cr.mp …also how much frames are we vulnerable for on wiff cr. mp…

it’s hard to tell by eyeballing it but i’d say about 4-6 frames. And that’s only for standing LK.

the problem with employing something like this is that you lose charge… and with it… damage output potential if the opponent does not jump. making your poking rather useless (unless you intend to nickel and dime them to death)

your primary poke shouldnt be cMP anyway. It should be cLP, exactly for this reason. cLP allows you at at least block (and in some cases react to) a jump in, where cMP and cMK may not. You need to be expecting your opponent to try to jump over your pokes. Especailly if those pokes have been working. You use cMK and cMP a bit more liberally AFTER you’ve established the 'do not try to jump on me" mindset. Until they start trying to jump again

btw… this concept you’ve stumbled on is called an Option Select

I do this but…trading hits is not Vega’s forte.

You are doing it wrong then(too close - my guess). Vega’s pokes have lots of priority and range not for nothing. And even if your cr.mk/mp is trading with a jab i don’t see how it can’t be in your favor.

This is something I’ve NEVER understood about SFIV, and that is how focus cancelling works. Okay I can see how cancelling from an SRK into ultra can be used, I mean their hanging in the air for a while and you can ultra. ***(1) ***What I don’t understand is how it works when you cancel Vega’s lp RCF at the end how many advantage frames does that give me - if any at all? I see combo vides and they cancel it and run up and do 2x cr.lp, cr.mp, FBA etc - was that becuase the person didn’t see the cancel and didn’t block OR did this actually combo?

It combos. You are + 4 after FADC

Sent from my HTC Evo 3D using tapatalk.

How does one “Safe Jump” - it’s NOT an OS right? I say that because I’m not sure whether I’d like to incorporate OS’s into my game…

Vega doesnt really have many OS’s I doubt at this point it’s something you should worry about anyway for now.

a safe jump is where you set up a knockdown that no matter what option the opponent picks, you are safe. Either you block the move, they whiff the move, or they get hit (counting blocked hits as hit)