Vega Q&A: Ask simple questions here!

I need mu advice vs Guy and Fei. Mostly Guy, but I keep running into strong players of both.

I think Fei is 6-4 us but if it’s any reason other than simply superior footsies I dunno it. tbh I don’t even know what particularly gives me trouble with him, it’s probably just lack of patience/stupidity.

Guy, though. I have no specific mu knowledge regarding him. If he starts up a safe slide or gets in I just have a really bad time. Most Guy players are ass so when I play these strong ones the habits the others let me get away with just don’t cut it and the whole show is over too quickly for me to learn much.

Also might be prudent to ask for gief advice too. I don’t have particular trouble with him but I’m supposed to play a good one soon and don’t wanna choke.

For fei, you can punish every blocked rekka with either cr.mp or if you’re closer st.hk. Use st.hk to beat chicken wing if he tries to get in with that. Instant overhead beats his dp. Vega outfootsies fei and makes it risky to use rekkas pretty much anywhere, that’s why vega has the advantage here. Fei is a very linear character so you don’t have to deal with that much ambiguous stuff aside from some of his jumpin setups. It’s by no means a free win but i don’t struggle in the matchup.

As for Guy, i’m no expert on that matchup since there aren’t that many highlevel guys, but if he cancels a blockstring into his bushin flip, just scarlet terror on reaction, it’s unthrowable and as far as i know he can’t get his elbow out fast enough. His run-stop is negative so most of the time you can also ST that if you’re fast enough, atleast i do it alot.

Gief: no real particular tips here. A far jump can be aa:d with st. hk or cr.hp depending on what normal he does in the air (risky though, use sparingly). If he does a lariat from fullscreen ex fba that shit, if you block a lariat wait a little and do cr.mk -> cr.mp -> ex fba or cosmic heel -> st. If the gief doesn’t know the matchup that well abuse the hell out of instant overhead, i think he can kara greenhand it on block, or focus dash it on wakeup but if he does an ex greenhand on wakeup it will whiff and you get a free throw. Try to anticipate his jumps with either jump back mp or airthrow.

Sorry if this was asked before, but in what situations should I take Ultra 1? The only use I’ve found for it on my own was as a technique against fireballers at mid range. Is it less situational than this?

Also, what is a good way to punish people like Ibuki or Blanka that just rush all day and make the wake up game a pain?

Ibuki and Blanka are way different.

I can tell you in general that Blanka “just rushing” is awful. He’s unsafe on his mixups, and you can prevent most of them with your superior buttons anyway.

Ibuki can be another matter. Again, in general, her kunai mixups tend to require you to just block and wait for an opportunity.

Both are matchups that specific matchup knowledge is very helpful for! But, you might wanna be more specific and do some research on your own.

It also sounds like you need to work on your fundamental defense if rushdown Blanka is giving you issues.

What are my options against Bisons headstomp and fake headstomp pressure?

Focus/bjMP/MK.

What fingers do you guys use to do Vega’s kara throw? I had to add my thumb to start doing the kara throw and its very uncomfortable. I use three middle fingers, index for the lights, middle for the mediums and ring for the heavy. How long does it take getting use his kara throw inputs?

I use the second joint of my pinky (between the proximal and intermediate phalanges) to hit the hk. i always rest my thumb on the lk button. my hand doesn’t move much when i play except when i’m plinking with the mk button, where curl my middle finger while simultaneously pushing the lk and lp with thumb and index. i also focus with just the middle finger, hitting the mk and mp with my joints. not so sure how long it took me to do the kara throw, but before i started doing kara,s i tried to find the most comfortable position to do it, and using your joints to hit buttons might seem hard at first, but in the long run, i reckon it’s worth it because you move less overall. i find it really cool to move very little while doing a lot on screen, like with c.viper using negative edge and what not

Thanks.

I’m finding that my play is really one dimensional, and I am 90% of the time comboing with EX FBA. What should I try doing to diversify my combos and make myself less predictable?

If it’s a punish combo, there is no point in being predictable or not : just choose the best one, and punish. Although, your could use CH^^HK-ST for biggers/meterless punishes. It has both knockdown and damage, but do not think of it as an EX-FBA remplacer as the farther an lower your target will be, the more it will whiff (that’s why CH juggle is the prefered starter with ST). =)

Otherwise, if you’re not in punishes situations, you can practice your LP-RCF pressure game. cLP LP-RCF (you can add 2 more cLP for hitconfirm/charge purposes), or cMK LP-RCF. That will show you the way to Claw’s FADC game : how to get fancy combos from little openings. ^^

Of course, you could just work out your links (sLK cHP, cMK cHP, slK sHK or cLP sHK), but none of them will end with knockdown nor frame-advantage. So sticking with EX-FBA, ST or LP-RCF as combo enders could be wise. =)

So, I’ve been playing Vega since Vanilla, but I could never, for the life of me, figure out how to implement CH into my game aside from throwing it out there randomly and hope it hits. What situations should I be using CH in? I’ve also never been able to consistently get a ST juggle afterwards. I either don’t hold down-back long enough, or I hold too long and whiff. Any tips on landing it?

CH into ST is an important part of Claw’s arsenal, so if you’re really interested in the character, you’ll have to master it. Spend a bit of time each day in the training room, and you will progressively become more and more consistent with it.

A good tip Ajuntalee gave me once, is to master LK-ST into EX-ST first. It a bit easier, but it’s the same principle of re-acquiring your charge as soon as your move has started. And then, CH-ST will be easier.

As for CH itself, it has been heavily nerfed since super, to be at best +1 on block, which isn’t enough to frame-trap 3 frame-jab/reversal characters. So I personally do not consider it as a reliable core of offense, more as a punish tool, a dash alternative, and possibly an interesting whiff punisher. =)

^As said above, I like using it as a punish or as a long range approach since its hard to punish at MAX RANGE on block. But you should almost never use it outside of max range, because you will be punished for it hard.

To do CH-ST, I like to watch the enemy’s falling animation. Its kind of hard to explain, but when you see the juggled enemy’s body right above vega’s feet you can start the ST. It’s all personal methods for the most part, spend an hour or two in training mode and you’ll get a better feel for it.

i use cosmic heel as a frame trap. the first 6 frames moves your hitbox backwards, avoiding a lot of pokes and blows up crouch techs. you can mix up with kara throw or walk a little, cosmic heel. people tech when they see you walk forward a bit. still risky though as the space people will tech is the space where cosmic heel is unsafe :frowning: so use with caution! for chun li, you need to be a bit closer because her cr.lk shrinks her hurtbox, so you’ll whiff and get ultra’ed :frowning:

Hey guys, I was reading another thread here and came across this os video I’ve never delved into the whole concept of os’ing since I pretty much just play to have a good time, but I’d like to start implementing them into my play style. (for use with Vega or any char for that matter)

Basically my question is how the hell does one execute an os? I know, pretty noobie question but this is the q&a thread after all… In the aforementioned vid I noticed prior to the os demonstrated he showed the inputs “2lp - 2hk”. In my mind I’m processing this as, “Ok I would have to input 2lp then 2 hk?? but if he’s sliding shouldn’t the input be d hk?” I mean I’m grateful for the video and all but it would’ve been more helpful if the inputs were shown or at least a brief description as to how he’s doing this.

Anyway, so for the ones demonstrated how would I read this execution wise:

2lp - 2hk
Lk - Hk
2Lp/5lk - Hp
2lk/2Mk - U2

I’m guessing the hyphens and forward slashes determine what to do… Sorry if I’m just over thinking this, I just want to fully grasp this concept.

it means to hold in that direction from the first player side. look at your keyboard numpad and you’ll see it. its just easier to type out directional inputs if you’re using no standard way of inputting certain moves. don’t know why this guy spd it though…they don’t look too complicated. those 2 should be a 1 though, always charge and block!

slashes means this move OR this move. hyphen means from this move TO this move, in near quick succession

Does anyone have any tips for consistently landing fa crumple air throw?

Also I was playing around in training and noticed you can juggle ex scarlet terror if you anti air someone with lp rolling crystal flash. It seems quite effective vs akuma if he throws a nj air fireball. It has tight timing but can be used to hit neutral jumpers from 3/4 screen away and if it trades and the opponents juggled you can usually still juggle an ex st.

It’s not that much a noobie question. I don’t see a lot of Claws OSing on GFWL, so I am planning to do a tutorial video planned about it, and it’s not exactly aimed at beginners.

The trick is there is normally a freeze when your normals do hit or block, that slows down the game so that you must wait freeze + recovery to time your link. However, there is no freeze if you whiff a normal. So there is a timing where an input would get eaten by the freeze (hit/block), or would came out otherwise (on whiff). It is at the end of your normals, so it depends on their lengh, timing is just a bit earlier than a link.

So a good training for it is to train against a dummy with repetitive links, such as cLP :
cLP (OS cHK just before it links) cLP (cHK) cLP (cHK) cLP etc. etc. : once you’ll be at the 5th, you will get out of range, and if you inputed your OS correctly, a cHK will come out. However, if you inputed it too late, it will come out before you are out of range.

That will help you find the timing. =)