Vega Q&A: Ask simple questions here!

I’m not into this man’s movies or action movies in general, so I had no idea. Tnx. I wish it was made by Vega though :slight_smile: He is the only one that can leave permanent scars on opponents but Ryu is the only one that did it. Very stupid for a srk to leave that kind of damage on Sagat’s chest btw.

well first thing, bison/vega is a retarded matchup, at pro level it is barely manageable, at any other level when equally proficient players are matched the bison player will win 8/10 matches without the need to go away from the basic flowchart.

There is not much you can do about, cr.lk, cr.lk, cr.lk, cr.mk L.DKP, cr.lk, cr.lk, cr.lk, cr.mk L.DKP, it is not a true blockstring but the only things you can do about pseudo blockstrings are Ultra II, backdash, short backflip, and long backflip, the last two get hit anyway on recovery or by the restart of the combo, the first one has to be done very quickly to have a chance to work but will cause you to be back in block with frame delay so he can just restart the combo anyways. Ultra two works but you HAVE to place it as a frame trap for bison cr.mk, if you try on a cr.lk you’ll miss because the cr.lk will be cazncelled by ultra freeze and you ll land into a block, and you can t do it to frame trap the L.DKP

There could be some moves that work reliably if you are a machine like grab, I am not so I never found one that had a good enough damage output to compensate the damage i receive when i dont time it properly and get comboed into a situation reset.

Basically if the bison player wants to play it safe, he can score very decent damage and meter by just mashing this string into your block waiting for you to try to do something and score even more, there are only two options 1 - you die from chip damage, 2 - you can kill him with U2 and the damage you scored before he could settle the blockstring, or if you managed to miraculously get out.

but don’t get fooled bison footsies are VERY decent just like vega he walks lightning fast, has great range, great dodge, great grab range, and damaging pokes, he lacks a damaging long range trap combo like CH ^^ H.ST, but he has shielded advance with a frame advantageous focus I xx Forward dash, and he can bypass footsies by doing a DKP and then starts the blockstring.

You have to go head on in this matchup and score damage before he has access to a lot of meter, bison wakeup is pretty weak as long as he doesnet have meter cause his only option is teleport, which by setting up your okizeme properly you can pressure him and you have to, hopefully you can lure him into wasting his first invincible reversal EX meter square into a block by making it look like you are going to mindlessly bully him.

Once he installed the blockstring technically he won, but most of the time the player thinks he can afford to speed up the damage and he ll try to throw you, if you tech you have a good chance of getting away and maybee you can restart to damage him. eventullay you’ll have acces to UII and you can score that on him and try to reset the match from there.

what you ll want to do is play a bit farther from where you usually play, if you sit to charge he is in and you lose a lot of tactical advantage, if you are in poke range he can get in as soon as he has a charge, and he can shield your pokes with focus for free so you dont really have a huge advantage at that range and you risk heavy.

but if you are at max DKP range far he is in an annoying situation, where he can only hit you with DKP and slide, or patiently advance, if he advances he risks to be poked, if he focus he risks to front dash into a poke or worse under a nj, so you hover at that range come in, back dash out, come in charge focus backdash, come in nj, dash in CH etc until you baut him into coming in, when you are close to the corner you try to think about a way to invert positions, you dont want to be blockstringed in the corner.

That covers the spirit on the ground , in the air you outmatch him his only decent move to punish you in the air is ji.mp, and then he can ultra you, or juggle with DKP, learn to not jump into that and you are fine, if you can force him to jump it is a good sign it means you severly frustrate him on the ground, and in the air he is a lot more vulnerable. If you frutrate him he’ll be desperate enough to try to slide you or stop andvancing and charge his backdown, which means he is stationary so you don’t lose any ground.

For problem number 2 it is not a problem
what trias wrote works, but you can alo simply walk forward he ll whiff and land behind you opened for a grab or a combo, or front dash and do the same, you can block high then nj grab which can be countered by early devil reversed, which in turn can be countered by your cr.mk, he whiff over you and land on your foot and your subsequent combo.

If you mix those with what trias wrote, he ll want to avoid doing headstomp altogether outside of EX version (and even the EX version is not great against vega), similaringly you’ll want to avoid Wall diving him oustide of corner izuna drop loop if you can install it, cause he can just teleport slide you on reaction anywhere on the screen or devil reverse cross and punish your landing if he has a chargen, or even air counter with ji.mp^^mp ultra…

Overall with practice you ll make that part of the game cost him more health than he can score, it is on the ground that he’ll win the match unless you are a better player than he is.

Hmmm, that’s extremely interesting. The good things about that options is that they would turn against dictator the empty headstomp just in front of you + grab. If I’m not wrong about it, his headstomps have at least 4 fs of recovery, so dashing forward + cLP or cMK could leave him open to a nice punish if he attemps to grab. That’s real nice, Ajunta, I’ll have to try this. (^^)

I’m wondering if there is’nt a way out of this blockstring. According to my calculations, there is (11-1-10 = 0) no frame gap between a blocked cMK and a LK kneepress’s startup. However, LK-KP first hit is quite high and might whiff on crouching characters… so that could leave a 3 frames gap to escape, and then he has 4+17 frames of recovery. It might possible to backdash it even on the corner, depending on how much frames of invincibility Claw has on his backdash (7 fs would be perfect, if it’s 8 only better), and then having +0 to + 3 frame advantage to counterattack.

However, if this works, this could be beaten by heavier versions of KP. Just wondering. =)

The best thing you can do, I think, is wait until that combo chains end. After 2 or so lk. DKP he will get too far from you. He will either have to a mkDKP, which is -5 on block, or forward dash and try to reset the situation. So you have to watch how far he did get and punish accordingly.

It would depend on the pushaway done by the LK DKP I think, but you’re probably right. =)

What always gets me in this match up is his lp PC. He does that to come near me and I always think that “now he will recover and I will punish” but in a mere instant he appears next to me suffering no recovery and doing cr.lks.
The other thing is his j.hp. U2 is completely unable to punish it however you time it. Because while his hands are on your head, his feet are near the ceiling.
And the worst thing is when I neutral jump and he DKPs, it is very ambigious sometimes to figure on which side of him I will land. I practically cross up myself.

But no, he is not one of the worst. There was a time last year that I thought Blanka, Bison, Honda were the worst match-ups and I remember some people telling me no. Now I see that Blanka is one of the easiest. Honda is not even hard if you are patient. And Bison is easy if you watch carefully and don’t miss any punish as he lacks recoveries, and you will seldom have punishing situations.

I’ve seen his jHP beat shoryukens sometimes (Ken’s LP SRK, or when almost crossing up).

He has recovery on PC, althought it’s indeed not more than a few frames of advantage on block. But it’s enough to be always the first to land a cLP or even a slide (if he mashes a tech) on block, the problem being not to reset him (almost impossible). On whiff I can imagine it’s a nasty thing. ^^

But no, he is not one of the worst. There was a time last year that I thought Blanka, Bison, Honda were the worst match-ups and I remember some people telling me no. Now I see that Blanka is one of the easiest. Honda is not even hard if you are patient. And Bison is easy if you watch carefully and don’t miss any punish as he lacks recoveries, and you will seldom have punishing situations.
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It do not consider any of those MU to be good, personally. According to ranked stats I’ve got :
— 82.35% of victories against Akuma
— 66.67% success vs Ryu
— 48% vs Blanka ('cause I was so bad before I learnt the MU)
— Only 30% vs Dictator
— 30% vs Chun-li
— 25% against Honda =o (But I think that wouldn’t be true right now, it’s only I haven’t fought any Honda in ranked recently)

And lastly I’m having trouble against high level Vipers.

I’ve never ever had any trouble against Viper. I’ve fought most of the high point Vipers on PC. Maybe the PC Vipers suck, I don’t know, but I’ve never suffered from her. Everyone is afraid of her burning kicks cross-ups. Why? You can focus them and dash out as she is recovering. And I’ve never seen anyone focus them in mathces, but it does the trick for me. Her recoveries are terrible. Her normals are terrible. I don’t know. Maybe I haven’t yet faced a beast Viper. But I really would love that.

I’ve discovered those statistics now, thanks to you.
%73 Viper
%75 Honda
%70 Bison
%61 Blanka (I also learned the match up lately)
Dan and Yang somehow %100

How often are supposed to jump with Vega to close the gap and try combos? Or should I just walk up to my opponent to get near them?

Try Funeror. If you’re both connected I’ll invite you, he is really solid. =)

No fair. I gave my worse ones too. ˇoˇ

Yep. Ground game is safer. Against characters with good aa jumping-in would just mean leaving yourself open for a DP. =)

Funeror? Never seen him. If he is from EU, I would love to play with him.

OK. Guess my worst win rate. Don’t bother, you can’t. Because it is the easiest match-up I have the worst win rate: Hakan. That grab where he does running motion in his place and then jumps on you, that is sick on my wake up. His j.somefuck does huge blockstun and then he goes for some grab. That man is a nightmare, I don’t know. If there were more Hakan players maybe I could figure things. But as for right now, he seems underrated to me.

He is a frenchie, just like the fries ! XD

Ahhha, I wanted to have the rate ! =D

Nevermind, Hakan is indeed underrated, but he has very few defensive options : you must only care not to jump-in when he has U2 charged, and not to be grounded when he has meter. I never had much trouble against him, but that’s 'cause I do not underestimate him.

And his airgrab thing is indeed a nighmare vs backdashes, no wonder you have trouble. ^^

What do you do against Makoto*? *She applies more pressure and block strings than Cammy,Yun,Yang, and Rufus combined. She is able to close the gap between herself and Vega in lightning speed. Whenever she jumps in I try j.HP but she does this one thing where she kicks downwards(don’t know what it is) and it always beats me. Lastly, she can punish U2 without even trying, that’s bull.

TL;DR: How do you defeat Makoto? She’s tooooo quick.

I think your statements on blanka and bison lack seasoning,

these are characters that against vega are very efficient at flowchart level, once we mastered the tricks to make them pay being predictable and mashing the probabilistic and common shit we feel like we made the matchup even…and by lack of good competition we think our game has reached a new level (it has improved but is that enough ?)

this is just blisseed ignorance, soon or late you ll run into a player that is really your level, blanka has tons of gimmicks very strong defensive game and a long range zoning game that vega can’t really punish, but even when you got that away, you think you can glide on that match and then you’ll play someone decent and you ll see blanka also has safe mixups, excellent okizeme (against vega), safe close range->long range blockstrings, and decent footsies capabilities, but you just never met anyone before that had to articulate that around the basic flowchart ( and could ) to overpower you.

Bison is the same everyone knows he has excellent footsies and pressure game and a few I win counters, but he also has lots of gimmicks, safe option select okizeme and a very decent defensive game which you are not prepared to tackle because you rarely see it at all as most player just manage to maintain a status quo by merely mashing the pressure blocksting/tick throw, the invincible EX reversals and the air counter ultra. or they can’t beat you with that they get frustrated and quit your lobby.

honda is manageable if you are patient and vice versa, basically it is a life lead game whoever has it can sit on his ass for the rest of the round with great odds of success, both characters have very unrewarding attack plans compared to the retaliation potential of their opponent. so whoever is forced to attack is forced to make unfavorable bets to win back the life lead.

i still stick to my opinion that Blanka is easy considering I play Blanka players at tournaments that are pretty good. Does this mean i never lose to Blanka? No but the Blanka player HAS to work way harder than me to get that win. Vega has the natural advantage in this matchup

You sure do not know what a fully powered Ajunta is capable of. ^^

whizz

+1

High level Blanka don’t like Claw’s versus 'cause they don’t have safe options to get in. However, when a good Blanka is in… it’s a pain
to get him off you. =D

Yeah but you only need to get a knockdown to turn the match around real fast

Sent from my HTC Evo 3D using Tapatalk 2

Lol having a little trouble against Dudley’s JHP. any tips?

What were the odds you making a video on how to specifically defeat Makoto? Anyways, I was going to ask what ask how to use Izuna vortex but I see you made a video on that as well. Thanks.

You’re welcome, Vegeas. =)

And for the videos, I did against Makoto & Gief 'cause they are among the match-ups which could change the most if learning them. Makoto with her wall of godlike hitboxes, Gief as a grappler. Both are peculiar. :wink:

Are you sure it’s not jHK ? (the first one below).

Either way, Dudley’s jump ins have very strong priority for hitbox reasons. You have some solutions, but it won’t be easy.

— bjMP/bjLP if you’re early enough to be at same heigh, will beat or trade
— Airthrow if you’re above him (earlier than bjMP)
— Block, only reasonable way if you’re late… and of course at wake-up.

sHK, all ST, and cHP are useless against jump-ins with that much priority. =)

For the real jHP (which is more air to air designed), early LK-ST or well spaced sHK (not too close) should do it.

You should take a look at this thread.