Vega Q&A: Ask simple questions here!

Well. HK ST is actually bad to beat regular jump ins. (its good against dive kicks though). EX ST and LK ST are more suited to deal with normal jump ins.

Maskless LK ST on counter hit juggled into EX ST do nothing less than 259 damage.

On wakeup it will almost always be block.

Nuetral game heavily depends on spacing.

Air throw is fastest move. I should probably use it more.

Nj.Hk is second fastest and imo more safe and easier to use than airthrow because it can be used against almost any jump in.

Jump back hk, mp, and hk can also be used if they are in your face and jumping in. This would be an option if they are just blowing you up reaction wise. The attack you choose will depend on opp jump arc.

Ultra 2.

Jump forward hk is the most risky because its slow compared to other options and the hit box sucks if the opp is at a higher point in their arc but after hit you can dash under mixup throw or cl.hp against lesser players.

If you are worried about getting in and anti air at the same time use d.hk to slide under the jump in its the most mindless and easiest thing to do when opp is in your face.

Focus attack absorb the hit and back dash or focus attack absorb hit let off focus attack then back dash to punish non invincible option selects typically sweeps.

Long story short.

People are generally not fond of searching forums it seems. =p

Does U1 have inv frames on start up? I’ve gone through two fireballs in the past two days weirdly.

Nope.

It’s not invincible to physical attacks till you’re on the wall. However,it is invincible to projectiles from the very first frame though. =)

A question about Vega’s neutral game. When I’m playing footsies with the opponent what are general things I should be doing/looking for? I feel like I’ll use st.MK or cr. MP to punish or poke moves but will be generally be moving back and playing extremely defensive. When I watch the good Vega players, they will be walking opponents down the screen with their pokes and kara throws instead of a more defensive approach. Just wanted to take a step back and examine my play, and make sure I had Vega’s general gameplan right.

You only walk your opponent down the screen if they let you.

You have to keep in mind projectiles and or special moves that move them forward, like cody’s down kick, bison’s scissors, or just any fireball in general, as you walk forward you have to be ready to block instantly. You need very fast reactions and in a lot of matchups just naked walking in without frame advantage is stupid, viper, rufus, the twins, cammy, adon. :]

Ok so basically instances that can setup your walk up game is, your safe jumps, rcf, them jumping in and whiffing, their moves that put them at a frame disadvantage, meaties, you focus absorbing their jump in and dashing back, or your jump in. A lot of the scenarios I just listed don’t put you at a frame advantage, just in a position that doesn’t require a lot of walking so they are risky.

I have found the safe jumps to be the most effective to start walk in pressure because you are always at a frame advantage and well duh they are safe, even ghetto safe jumps, even if you are not at a frame advantage.

Let’s just use Izuna Drop j.mp safe jump as an example because it’s my favorite. So you Izuna drop take a step back whiff st.lk and j.mp they block and you land full charged with a frame advantage great so now what… walk up and throw. Then you perform the forward throw mixup until they get out of it or you make an execution error.

So now you get another hard knockdown and you use a meaty cr.mk then you start to walk up and throw but your opponent throws out a poke and hits you.

So in the next circumstance you have frame advantage and want to walk forward take a step and use cr.mk and counter hit their poke and continue walking forward. Once you get closer far st.lk is a better poke option then cr.mk. If you are in range that clst.lk comes out you are to close.

Or option two is stand still let the poke whiff walk up and karathrow or cr.mp EX FBA the whiff.

You are basically conditioning your opponent not to press buttons so you can walk up and throw again.

Ok so now my opponent isn’t pressing buttons but is teching all my throws, alright now you mixup throw with st.lk - cr.lp -cr.mp - Ex FBA combo.

In circumstances where your opponent is just mashing and whiffing like crazy once you are in position to walk in just use CH-ST or cr.lp - cr.mp - EX FBA as punish combos.

If you are just going to walk in with no safe jumps or circumstances that put you in position like outlined above start with st.mk, work your way to cr.mk range, then st.lk range. Let’s just say they are a player throwing out their long pokes while you throw yours, switch st.mk and cr.mk to cr.mp. If they are going to try and focus your pokes switch to st.lk -cr.mp combo

The key to walking forward is when they are on their recovery frames for fireballs or whiffed normals. Let them push a button first, anticipate when hey will push a button, know the ranges of their moves. Three easy steps, whiff, walk, karathrow.

Or if they are just conditioned not to push buttons or on stun frames walk and throw.

Always always be mindful that when you are throwing out a poke they can just jump in on you and you are at a frame disadvantage so be ready to airthrow or nj.hk, also keep in mind that you can jump in on their whiffed pokes as wel… l just randomly NJ in between pokes will stop them from jumping in on you usually.

This question is basically going to be “How do I maximize my payoff from time spent in the training room?”

Specifically, I need advice on how to use the dummy. The most advanced thing I’ve really used it for so far was corpse hop setups on Honda. I didn’t do it as well as someone else may have. I didn’t know how to set it up so he’d always reversal out if he could.

I learned the setup anyway, but I am at apoint where I really need to be able to use that dummy well.

So, basics on using the dummy record /playback feature?

Valuable situations to recreate and master?

The second part of my question revolves around OSs. I need to learn and incorporate them and I’m going to start with the cr.lp cr.hk cr.lp one.

If I sub cr.hk for df cr.hk will the os work with a CH?

What other option selects do you consider favorites or must knows?

<P>Ok so your first question is amazingly tough to answer correctly. </P>
<P>The dummy can be used to train all sorts of stuff, but the training dummy also has alot of limitations. </P>
<P>The 2 best ways of using the record function is training for setups and move counters/punishes. </P>
<P><STRONG>1 Major warning on the record function, all other settings to the dummy dont apply anymore!!! So lets say your trying to punish certain moves you recorded,  you need to have been blocking after that move in the recording~!!</STRONG></P>
<P>This is especially important when trying out ultra punishes, you need to record something and actually record blocking a couple of extra seconds , to account for the ultra freeze animation.</P>
<P>Say your playing online and some setup gets the better of you all the time,  you have the replay channel to see what they are doing and then recreate it with the dummy and find ways to deal with it with your character! The trouble of this is controlling characters you do not regularly play, so sometimes you might not know if your doing it correctly.</P>
<P>You can also let the dummy jump in at you with various button timings and see what AA works best for you.</P>
<P>Seeing wich normal works best against the opponents normal is undertrained, you can let the dummy empty neutral jump and do the normal after landing. This way you know when the normal is coming so you can experiment with timings also. </P>
<P>This way you would find out certain things like Juri’s c.mk ducking under c.mp and some other normals,  wich makes c.mp much worse to use as a poke in this matchup,  but still a great whiff punisher.</P>
<P> </P>
<P> </P>
<P>As for option selects,  vega is actually a pretty terrible character to regularly option select with IMO,  i would recommend only doing it when you spot a backdashing habit wich annoys you.</P>
<P>The reason his option selects suck is because the moves he can option select with are slow to start up and incredibly unsafe if impropely done. Some characters with long invincible moves, will let your option select come out and subsequently be beaten by the invincible move (like balrog’s ex headbutt).  And cosmic heel option selects excist, but the move starts up in like 14 frames or something, so it would only catch the slowest of the slow escapes.</P>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I had a question regarding how to fight Vega. Ive never seen good vega players use Flying Barcelona to mix the opponent up after knockdown. Is this due to the fact there are easy escapes to counter it? I’m wondering cuz I played in casuals recently against a really good vega player who realized pretty quickly that I was a scrub, so he went to town on me with that move. I would like to know what I’m supposed to do (if it isn’t character specific) so I can nullify that option in the future.</span></font><div><span style=“font-family: Arial, Verdana; font-size: small; line-height: normal;”><br></span></div><div><span style=“font-family: Arial, Verdana; font-size: small; line-height: normal;”>tl:dr how do I not get Izuna dropped like an idiot all the time </span></div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/28765/RichHobo">RichHobo</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I had a question regarding how to fight Vega. Ive never seen good vega players use Flying Barcelona to mix the opponent up after knockdown. Is this due to the fact there are easy escapes to counter it? I’m wondering cuz I played in casuals recently against a really good vega player who realized pretty quickly that I was a scrub, so he went to town on me with that move. I would like to know what I’m supposed to do (if it isn’t character specific) so I can nullify that option in the future.</span></font><div><span style=“font-family: Arial, Verdana; font-size: small; line-height: normal;”><br></span></div><div><span style=“font-family: Arial, Verdana; font-size: small; line-height: normal;”>tl:dr how do I not get Izuna dropped like an idiot all the time </span></div></div>
</blockquote>

If you backdash when the Vega is trying to avoid a DP and still grab you, often the worst thing that can happen is you get slashed and not grabbed. The slash is a soft knockdown and lets you get up way faster than before Vega is on top of you again. Vega can grab a backdash too, but he has to push the button slightly later which puts him in a spot where he might be more easily DP’d focused or blocked. It’s a guessing game based on fractions of a second and mere inches of position. Dragon Punch, late dragon punch, backdash, cr.MK (duck), block, focus attack, cr.HP (or other anti air) are all options that could possibly work but could also be possibly be grabbed, but Vega cant cover everything at once. Its tough because obviously Vega usually knows his game better, but a grab is only so much damage. When Vega guesses wrong, you have to show him he will PAY for his mistake. When you DP or punish Vega, get him to take a lot of damage and pressure. If you do that, even if Vega can land the grab more often than not, it wont be worth the risk to him if he wants to stay solid.

hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s vega’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.

Vega’s kara throw is still Standing HK. Any information you find about it from Vanilla till now should still be correct, since it hasn’t changed.

miscellaneous info (nothing unusual):

  • The correct timing to press throw is 1 frame after st.HK (this is the typical “plink” timing)
  • My understanding is it’s the second-longest normal kara throw in the game after Ken’s.
  • There is no “close” version of st.HK, its always the same and will come out anytime the stick is not held in an upward or downward direction. Just be careful if you have a charge and press forward+HK, a Scarlet Terror will come out instead.
  • The kara throw hits on the 4th frame (1 frame of HK plus the three from a normal throw)
  • St.HK is the only notable kara throw. Vega can actually get a tiny kara off of cr.MK and cr.MP into throw, but it’s stupidly difficult and barely makes a difference in range.

There is a clHK, actually.
It changes the hitbox of the move. Nothing else.

"Vega can actually get a tiny kara off of cr.MK and cr.MP into throw, but it’s stupidly difficult and barely makes a difference in range."
wait, do you mean it has MORE range than his kara hk?

no he means it barely makes a difference in range from his standard throw :slight_smile:

oh, okay.
dunno how i misunderstood that.

so I’ve been looking around at videos and stuff and cant figure out how to get a 2 hit from the FBA. Either I’m not searching hard enough or I’ve been doing it wrong this whole time. Can anyone help me out please?

You can only do it from an EX barcelona.

…If you are close (not Izuna close but close) and don’t touch the stick while pressing any punch.