Vega Q&A: Ask simple questions here!

well, the way i bait them dp’s is with fake jump or walk into the opponent when they’re down and have 2 bars. but if you have to CHOOSE if you want to waste their meter, would you?

Never

Fuck their meter, if they can be punished for a missed DP then do it. Everything else is what-if theory fighting. I rather see my op lose with 4 bars than win with a fraction of health and no bars. If you know that they will reversal why not evade and deal damage while you can since that it what matters in the end.

Strange question, really. The right question would be how to know when they will mash a DP :wink:

in that case, i’ll just keep playing as i will then, haha. yeah, it’s a strange question, but there are times when i’m playing against people like sagat or whatever, without meter, they’re just sitting ducks

Oddly enough, you can hear some ultras coming. Specially when the opponent is just sitting at your side. ^^

More seriously, there are circumstances where you could predict slow mix-ups, such as DP FADC, where KKK flip could beat both DP or throw (specially command throws). Aside of that, flipping in front of a skilled player is just opening yourself for half a second. I’d rather focus or backdash then CH than open myself with an unecessary flip in front of those players. =)

another strange question, have any of you guys ever comboed off the overhead in training room? theoretically you can with counter hit on and it you hit meaty, but i can’t seem to do it…does a medium overhead give +3 advantage?

PoM’s frame advantage does not increase with counterhit. Dunno if it’s another « just for Claw » feature or if every character has this limitation, but you can’t get more than +2 from our overhead (and only if perfectly meaty). =)

son of a bitch…hhaha

Exactly. A comboable PoM would have been awesome, as Claw’s pressure would have been just as great in PoM range than at Kara’s.

We can still use it as a frame-trap though ; and maybe get hope for some buffs in Ultra ?

ken’s f+hk, -1 on hit, can combo into lp super (2f) or lp/hp dp (3f), so it’s +4 extra on counterhit
yun’s f+mk, +2 on hit, can combo into st.mp (4f), so it’s +2 extra on counterhit
fei long’s f+mk, +1 on hit, can combo into cl.hp (4f) so it’s +3 extra on counterhit…

what is this…

If you look at some characters normals advantage on block/hit, it becomes even funnier.

For example, most claw’s hit advantage (+4 for cLP), hit is 3 frames better than block (+1 for cLP). If you look ats Oni’s fsHP, it’s +0 on block… and +9 on hit. Okay… X_X

And to think we were almost cryinf of joy for +1 hitstun on cLP or CH… -_-

oni’s f+hp is -9 on block and 0 on hit!! if it was the other way around, that oni BROKE. imagine f+hp to ultra, haha

adon’s cl.mp, +6 on hit, -6 on block, man, i reakon that’s one of the most bs normals in the game, it’s an all or nothing normal, HAHA

but my point was that everyone’s overheads get’s weird frame advantages on counterhits while vega gets none…i would of thought it’s a universal system were all counterhit values are the same

flip to bait
1 they whiff their dp - punish
2 next time you can possibly go for a grab or get dp lol
3 stand and block

or if they’re smart they will jump when they expect you to flip :smiley:

Its supposed to be. Lights +1 on counter hit Med/heavys +3 on counter hit. Going by that PoM should be +3 on counter hit. Trias, how do you know Vega is +0 on counter hit?

Oh oh, Trias, we may have to take away you teacher glasses for spreading wrong information!

i would agree it being either 0 or +1 as i have tried doing it meaty on counterhit and still can’t connect with a cr.mp, no matter how much i tried. even hitting the meaty very deeply giving vega +2 still isn’t enough. not to mention the little experiment i did above, everyone has weird frame advantages

quote=“Niah;8514866”]oni’s f+hp is -9 on block and 0 on hit!! if it was the other way around, that oni BROKE. imagine f+hp to ultra, haha
[/quote]
Oops, indeed, my bad. ^^

I know 'cause I have teacher glasses. 8)

Or, 'cause I have a teacher calculator : PoM is +0 point blank, and has 3 active frames. Si if you do it meaty, you hit 2 frames later with the same stun, so you’re +2. If PoM had regular counterhit bonus for medium attacks (+3), it would then be up to +5, meaning easily comboable into cLP or even sLK.

And… it isn’t, so it matches with the thought of PoM having no counterhit frame advantage I’ve read here sometimes ago. Dunno who said it though, maybe it was Haztlan, or maybe Meteo2. =)

They do come off quite often actually, if I make too much mistakes. But beware, my jokes become 10% saltier without the glasses. =p

I’ve been playing vega on and off for a few years now and have unfortunately been perpetually mediocre with him.
I’ve noticed that I have 3 major problems when playing him:

  1. I’m really reliant on Ultra 2 and 3K flip on wakeup, and use them more than I should. How can I get around this bad habit?
  2. The only practical, consistent link I’ve found that yields any significant damage is cr.mk-cr.mp-EX FBA. Are there any others I should use/can use without putting myself at risk?
  3. I have trouble opening people up (aside from some small POM damage here and there) when they block properly against corpse hop shenanigans and cr.mk. How can I fix this?
    Any help is appreciated. Thanks!

Quick before so with more insight comes along :wink:

  1. You are not alone. You know that block is the only right answer but it won’t get you out of pressure, so you think “i know this prob. get punished but maybe i can get lucky”. Just try to deactivate the R2and L2 button. seriously, at first you will feel very ambutated but it will help you to think more and play with less autopilot.

  2. Equally important (I think) are his cr Lp cr MP and sLK, crLP/MP links. Because with them you can start a combo out of a moving position (without charge). Esp. stLK, crMP, hit from very far away and is easy to link. It doen’t lead to much, but it is fast and safe.

  3. Only Capcom can :wink: this is the point of so many discussions here. You should use your kara-throw for that. But against very good players there is only so much you can do and there we are why Vega can’t have nice things.

If your opponent turtles then you are already showed him that your footsies are superior. The next step will be to let them guess if the need to tech (you will whiff punish them) or to block (you will throw them and reset the situation). All in ranges where their pokes and throw attempts are out of range and yours are not.

For the reliable damage, you should as well consider CH into HK-ST, if not already mastered. Otherwise, there are more powerful combos (clHP cMP EX FBA, clHP HP-RCF, FADC combos), but they require more care and training. =)

As for corpse-hop setups, if you’re doing those right, you should be frame-trapping them with your first attack. Meaning that if they’re blocking it’s that they’re not pressing buttons, meaning you can start mixing up throws. For example you can cLP tick throw, or cMK into kara throw. Against big hitboxes, keep in mind that instant overhead (bjHP) will hit them guarding low, so it becomes a juicy 50/50 mix-up for you.

=)