Vega Q&A: Ask simple questions here!

this assuming you know (with a reason for knowing) that they are going to throw you on landing, your options are:
ST (gets you out of corner)
Backdash (worst option of the 4 because you give up space and opponent will recover first
Tech (buys you a little space)
Neutral jump (risky)
however if you press a button during your jump you will be subject to 3-4 landing frames where your only option is to tech or block.

Thanks.

The other day I played an opponent. Now apparently he was very ‘random’ and supposedly not that great (himself speaking) until he did the following ‘trick’ or strategy or whatever. Here: I was quite shook up when he was winning, he would just walk backwards a bit, sit down and guard (down back); and let me try and kill him whist he just killed me. I thought you were NOT on a life lead (me) then you would have to do riskier things to get ahead?

Now I’ve started to do less risky things when I am winning because there is less point to putting yourself out there. How do I beat his strategy? I mean I saw some guy on YT analyse Gooteck’s video and his rose was walking back and just defending and poking after the life lead- but just plain sitting there and holding db just invites distaer so I’d think? It really stumped me - I though his was extreme - perhaps I should be doing what Gootecks does or something? WHat am I doing wrong?

Thanks guys and girls!

ok first of all you have to understand why when you have the life lead that your opponent has to take a risk. When you have the life lead supposed you hold down back and block high teching throws as necessary. Your opponent HAS to take those risks because if they decide to just sit there on down back then when time runs out they lose. Thus, you should be able to anticipate “risky” things from your opponent. Plain sitting there and holding downback isnt as bad as it seems if you’re good at blocking… (hint hint). The problem with this though is that it gives up momentum and gives the opponent free offense. Which, depending on match up can be a good thing or a bad thing. Against someone like Seth with 3 bars (or anyone with a command grab really) you probably don’t want to do this if he has a history of loving command grabs. But against most opponents this isnt a problem. The main reason you dont want to just keep walking back is because every step back you take puts you closer to the corner and closer to giving your opponent a comeback. By holding your ground you at least make them take that space from you. That doesnt mean you should never walk back. but it shouldnt be the first thing you do or the thing you do the most.

But to further answer your question, if you have the life lead and your opponent just sits there on down back, get 3/4 to full screen distance and start building meter. That usually provokes a response pretty fast. If not, then wait for the timer to run out.

(1), Given the chance should my punish ALWAYS be (if I have meter) cr.mk, cr.mp into EX FBA? I always use CH into ST if ever someone whiffs an SRK (and save the meter for a bit later)? (2), Also should I start adding cr.lp into the aforementioned combo? I mean I use it for the TINY meter build it needs to turn that empty bar into a full ex meter - however it will not always connect depending on the cr.mk distance. (3) Should I add it for hit-confirming purposes then? Thanks.

  1. Depends on your position during the fight and what you want to do. c.mk, c.mp will do more damage and put you in an adventitious position, while CH, ST does less damage but nets meter. Personally for the first round I’d probably try to CH, ST but to end the round for sure I’d bread and butter.

  2. If you can constantly do it then sure, but I don’t like adding more links than I need to. The degree of difficulty for Vega links are usually bad enough. But it’s useful in a few MU where the c.mk, c.mp actually pushes the opponent too far away for the EX-FBA (ie: Rose and Chun)

  3. I guess I answered #3 as well.

cr.MP cr.MP x EX.FBA is a fantastic punish but there are better punishes in some situations when you are closer to the opponent or have more time to react. If I remember correctly, adding a cr.LP increases the damage very slightly in short combos, but accidentally dropping the combo because of a 1-frame link isn’t worth it unless you have >95% accuracy with cr.LP cr.MP. When I do add the cr.LP its because it was a walk-up combo and I need the extra time to be fully charged for the EX.FBA.

Also, cr.MK cr.MP takes long enough that you should be able to react with the cancel into EX.FBA when the combo is connecting. Adding cr.LP gives you +12 meter before the EX.FBA (EX requires 250 meter).

My whiff punishes are almost always CH to ST mainly because cMK is so godlike that I land it a lot during the course of a match which being easy to hit confirm usually saps my meter pretty well. If I have spare meter I go for sHP cMPxx Ex FBA or even a jump in

Sent from my HTC Evo 3D using tapatalk.

lol why is Rufus’ dive kick too good??? It has a wierd range, one min it crosses up, the next it doesn’t… I have the same problem with Cammy… I was wondering if anyone can tell me how to deal with this crap? Thanks! xD

St.mp and st.lk are your best options against rufus and the twins. Not sure about Cammy’s,
If you are psych then you can air throw them.

Where is Tatsu?

hmm… never thought about this. I will have to try utilizing this in my gameplay when facing Rufus or the Twins. I will just have to figure out a strategy for Cammy. Thanks man!

dive kick never crosses up. You always block it the normal way. The only thing that changes is the side he lands on. Cammy is similar except that it can rarely cross over. You’re still better off always blocking normal. Just like rufus though she can mix up what side she lands on.

I don’t think I’ve asked this yet…but a friend told me he partially knew what I was doing because he could hear my joystick inputs. (1), is there a way to disguise this? Thanks.

Also, when should one start playing ‘risky’. I mean, when your in the corner, or when your at 25% health and they are at 100% maybe?

To answer both questions:

When and if you suspect someone is listening to your inputs you press the 2 no function buttons on the joystick…it if you use all the buttons then slap the stick beside the buttons with an exaggerated movement to bait out something from them. Or do like me and use pad lol

For the 2nd question, there’s nothing wrong with taking risks. The key is to be smart with your risk management. If you know your opponent isn’t hit confirming and is sloppy with their blockstrings, then maybe it’s not a bad idea to attempt a reversal or mash out throw. However if your opponent is intentionally leaving gaps in their blockstrings then maybe it’s not. You have to pay a attention to your opponent and what they are trying to do. Something stupidly unsafe can be low risk if your chances of landing the move is high.

The other part of the equation is that there are times when you have no choice but to take a risk. Namely, when you don’t have the life lead and have quite a ways to go to even it up. Your opponent can sit on down back all day and let time run out and you have to make the move making your risk attempt extremely predictable. This us when you have to hunker down and play solid not doing anything unsafe unless you know your opponent isn’t paying attention. You know, like walk up to point blank and block. Or cMK then block to see if he reversals and if he does punish accordingly. If not then you now have permission to frame trap unless you suspect that your opponent doesn’t think you’re going to block this time. Since your opponent knows that you’re going to do something risky, you have to make sure they don’t know when.

Sent from my HTC Evo 3D using tapatalk.

I see what you mean. Thanks for the advice! :slight_smile:

Fairly off-topic but…VOTE FOR VEGA!

http://www.capcom-unity.com/brelston/blog/2012/02/27/monopoly:_street_fighter_collectors_edition_poll

Hi guys… new player here. Or rather Ibuki player that wants to be a born-again new player. Im interested in learning vega - i currently have 4k bp with ibuki, but i went about learning her the wrong way. I learnt all the fancy stuff before i learnt the fundamentals (only been playing about 3 months).

I’ve developed so many bad habbits with her i think it’s time i start fresh and pretend i just got the game. Is vega a good idea for this? I know most will say pick ryu/ken but i don’t want a shoto (sorry!) and vega seems like a good character to pick up as he will teach me a solid defense and good poking/footsies game (correct me if i’m wrong). One day i will go back to ibuki - once my basics have improved no doubt - but in the mean time im looking for a fun character to “start from new” and hope i’m in the right place.

Could some experienced players point me in the direction of a tutorial or give me a list of things that i should learn (in order) in order to get better?

For example, with ibuki - i think one of the first things i learnt with her was the vortex and unblockables. I didnt even know a basic BnB that wasnt a target combo until like a month after playing!!! :frowning:

Anyway, any help would be appreciated… i hope you guys understand what im sort of asking. (and yes i’ve read all the posts in the nooby dojo - It’s putting it all into practice i guess i have trouble with? Too many bad habbits on my auto pilot ibuki)

Cheers

Hi, Evil Scrag

Claw and Ibuki are very different (almost nothing in common ^^), and the first one is among the hardest characters to master. Specially 'cause he lacks anti-airs, as well as invincible reversals (ultra2 put aside) : you’ll have to defend yourself the hard way, by guessing and blocking right. By learning match-ups rather than dragon-punching everything.

Obviously the first thing you should do when picking a new character should be :
— Learning basic combos (and I suggest sticking with 2 or 3 hits combos at first, most of Vega’s links being much harder when going further).
— Learning basic strategy (in Vega’s case, how to stay at the range you want to be, and fireball escape)

Maybe a few sites would help you :

— The trial mode of SF =D
Eventhubs
Dancing with the Claw
Who is Alpha’s guide
WwMajin’s guide
— And Neorussel’s combo vid

Claw is hard to master, but also one of the most satisfying characters to play once you’ve done it. So, good luck. :wink: