Vega Q&A: Ask simple questions here!

Thank’s guys, you’ve definitely helped to clear things up for me. Looking forward to practicing this later tonight.

I would really appreciate this since I’m better at following visual cues as opposed to reading and trying to execute.

My vega has improved alot. I got almost everything down.

However, the only thing I still struggle with (this may sound scrubby) is jhp sthp hp rolling crystal.

It’s really frustrating when I can do all his difficult links. Cosmic heel frame traps and whiff punisher. Reaction ultra. Awkward aa options… Etc… But I can’t do this stupid jump… Charge… Normal xx special…

I have tried the uf u ub b motion from the jump… Then hold back… Still can’t charge in time.

I really want to implement this into my gameplay. Especially from a safejump into a true block string (chip and corner push back).

Help.!!

If you got everything else down there is not much to tell you then, except to lock yourself into the training room for two hours and do nothing else - it relay is just a matter of routine at this point.

What you can do is to variate with clMK and crMK after a jump-in (esp. crMK is really useful) and clHP after Focus Dash - all that to memorize the longer charge for the RCF from different situations

after j.hp/j.hk, don’t do a hp straight away. delay it abit, after you hit someone, they have a enough hit stun for you to combo between the jumping attack and the normal attack. this little “gap” can be minimized when you can start charging faster once you left the ground, but at least you have a starting point.

Thanks guys… It seems for now I will stick to safejump clmk mp?lp? roll. Since I’m more consistent with it.

Back to training… Sigh.

question on Vega: what do if they focus dash cancel my flying barcelona attack? and can someone tell me few tricks & tips for Izuna grab? O:

sigh but only because it is work time i am wasting with this right now:

[Any tips on hitting Izuna Drop from the ground?

In short: Don’t do it outside of the corner anyway. If you use FBA, use only the EX one. If you are not able to hit confirm then at least with the EX Version you have two strikes to hit them out of focus(-dash) if they blocked your knee hit.

I don’t play Vega and I am not sure about this.
1 of my subscribers just pointed this out. Why does the Ultra bar meter go away and the Vega player has to start gaining ultra meter from 0?
At 9:51

Wow that Vega…

Anyway, he simply got knocked out of it by your jump-in. Notice the “reversal” he got for it. One stealth nerf for Vega in super was that his Ultra meter got activated as soon as he leaves the ground and not by the time he touches the wall like it was in vanilla.

Thanks for the heads-up.

A couple questions, as I’m still looking for a character to main. Vega has sparked my interest because he is more poke heavy than other characters and I think he looks freakin’ cool! Anyway!

  1. If you had to list Vega’s best normals (including airs), what would be the list? (A why would be awesome, but totally understandable if you don’t want do one!)
  2. What are Vega’s most practical and necessary combos/links/hit confirms? Any 1framers? I can handle 2f, but 1f…
  3. Kara-Throw. I know it’s the 2nd best, behind Ken’s, but how much would you say it applies to Vega’s game?

Thanks and major props to anyone helping a newbie Vega. :slight_smile:

Two things.

If you can’t handle 1f link, you will have a really hard time playing Vega.
And Vega’s Kara throw actually reaches further than Ken’s. Let me put this way: If Vega had no kara throw, he would never actually break a solid defense. So yeah, Kara Throw, or the fear of it, is what will allow you to hit confirm into EX FBA or Scarlet Terror for much more damage. You have to use it not only for the damage and the knockdown itself, but to explain to the enemy that the menace is there.

in order of range with pokes, 8f st.mk, 4f cr.mp, 6f cr.mk, 5f st.lk. special pokes includes cosmic heel (df+hk) and piece of mercury (df+mk). that overhead has the same range as st.mk, or further, i can’t remember.

for air moves, jump in hp breaks all normal anti airs except for deejay’s far.mp. jump hk if you have no claw, stalls you in the air for one frame. jump in mp/mk for far distance jump ins. anti air with neutral hk, jump back hp/mp/mk. the back mp is only if you don’t think you have enough time to anti air i guess. mk if you don’t have claw.

for punish combos
9f cl.hp x ex rcf (1f) cr.mp x ex fba
9f cl.hp (2f) cr.mp x ex fba
14f cosmic heel, scarlet terror or u2 (depending how awesome you are)
14f cosmic heel, cosmic heel, scarlet terror (incase you hit someone too close with cosmic heel, and your opponent goes behind you, making you lose your charge. that happens only if you do cosmic heel when he is too high in the air)
jump in hk, u2/u1 (from stun)

hit confirm
6f cr.mk (2f) cr.mp x ex fba
6f cr.mk (2f) cr.lp (1f) cr.mp x ex fba (same damage as above, but to use it if you don’t initially have any charge)
5f st.lk (2f) cr.lp (1f) cr.mp x ex fba
4f cr.lp (1f) cr.mp x ex fba (adding more cr.lp in the start does the same damage, but more stun)

kara throw used to make people tech from far ranges so you can frame trap with cosmic heel or st.lk. can also used to stand tech people

I feel like I need to start a discussion about those advises - the forum is quiet anyway :slight_smile:

YET… if the announced Ultra Changes remain then he will have all his mostly used 1f links replaced by 2f links. Of course this will produce new ones but the one you need for hit conforming (crLP crLP and crLP crMP) will become much easier and will playing him on a decent level become.

No. Ken has the farthest. But Vegas second best in combination with his far superiour walk speed makes his the better one.

What exactly would you punish with that combo? This only works after a NEAR jump in/focus and costs you 2 bars with a reasonable risk to fail the 1f link (since you can’t muscle memorize but have to visualize it) Much more practical Punish combos after a near jump in is clHP, crMPxx EX FBA (crLPxx HK ST without). More often than not you would be too far away anyway for clHP). If you can land a focus punish you might as well just Ultra him or do the always available CH --> ST bnb.

So if someone new to Vega asks what his punish combos are then the only answer should be CH --> ST and maybe clHP crMPxxEX FBA, nothing else.

Actually depending on if you can catch you op mid air (SRK, Rainbow ball, Headbutt) then it is really not that hard if you spend 1 hour in the training room and conditioned yourself to it. At least compared to:

Imo this is much harder to land (in v2012 at least, in Ultra this might get easier due to the reduced start up) and not worth the risk. Again, If you score a jump in just do clHP, crMPxx EX FBA And if you have time just focus --> Ultra. Almost the same damage and fool proof.

This might just be me, but I always need a second crLP for hit confirming. I can’t do a crMP without the EX FBA from just one crLP alone. But this just might be me and/or the online environment.

And you forgot (counterhit) crMK (1f) crMK (2f) crMP xx EX FBA. (xx lpRCF without meter) Works for hit confirming as well as for frame trapping.

Nah. Vega’s Kara grab has 1,36 of range. Ken is around 1,30.
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Advanced_Techniques

Also, clHP xx EX RCF crMP xx EX FBA punish a lot of things, like SA point blank from Cammy, Sakura EX DPs and a ton of other moves for a really big damage.

Counter hit crMK into another crMK is a 3f link.

You’re right, in USF4 Vega will be less dependent of 1f links. The only one worth mentioning will be EX RCF crMP, but that is easily plinkable.

And jiHP U2 is actually easy. Its just a different kind of input, but its not hard if you give it time in the training mode.

Ken 0.92 + 0.4126 = 1.33126 I stand corrected :wink: I mixed the normal throw range with the “frame data” one from eventhubs. Vega has 1.07 not 1.0 default range.

Anyway, that’s the only thing you draw from my long ass post?

Edit: Oh, you did:

Well at least a few and very situational (point blank Apiral Arrow?)- still nothing to mention as the first punish option for a new player.

Wat? Counter hit gives you one additional stun frame doesn’t it?

But you need to hit it 100% of the time or you lose half your life. For ~150% of the damage you could get otherwise with a lot less risk. Anyway that might be a matter of preference here.

Actually, no and no.

1,36 is still bigger than 1,33.

And I actually said much more things after I posted. Press F5 and they should appear.

We need a chat :slight_smile:

“I stand corrected” --> you are right

And medium/hard counter hits give you 3 frames of additional hit stun. The more you know…

Oh, didn’t saw the “ed” part of “corrected”, my bad.

The thing with jiHP U2 is that its way faster then FA3 and it does even more damage. Sure, new players should go for the BnB, but its totally possible to have a 100% sucess rate on jiHP U2.

Spiral Arrows from point blank come from dropped combos. That isnt exactly “rare”. It happens once in a while.

Well 100% train room and 100% in game… If this would be that easy it would have been used far more often. The charge is always there because of the jump and range is no problem. And I never once saw it in a match (not even from the recent Makoto who does this rather often) where a Lv. 2/3 Focus wouldn’t have worked either.

I am not saying nobody ever jumped over a fireball and ultraed ftw. I’m just pointing out the difference between doable and practical. Whereas training yourself to Ultra every time you caught someone mid air with a CH is_much_ more doable and therefore more practical.