Vega Q&A: Ask simple questions here!

lol. Poor crHP. That move would only start to dream of working against jiLK if Ken jumps further than stMK distance… which is where he does not need to jump… and if he did he should go for jiHP.
But, as I’ve always said, people do not know this matchup. They are jumping with that crappy jiHK of theirs since Vanilla.

Anyway, back to the subject:
Trade with njHK seems to be the most reliable option provided that you are not charging. While although it is 1f slower, bjMP have the best chance at beating it clean.
If you have charge, you can try to do a VERY early LK.ST and enjoy the trade/counter hit with EX ST. Provided the charge, you can also AA with U2.

Focus backdash can work if he is not reacting in time.
Same thing with slide under.

If Ken is using j. Lk early, bait it out by walking back and forth, and instead of trying to anti air, kara throw upon his landing. If I understand your problem correctly, the distance should work out just fine.

Empty jump kara throw punishes can be beat only if the person suspects you’re about to use it, which is a good indicator that you’re over using it. I’m not sure I’ve ever been punished using that technique because I use it sparingly.

Then you are not anti airing him. You are just trying to take advantage of a whiffed jump in. It’s a very situational tool, like focus backdash or slide under.
Don’t get me wrong. It’s not a bad idea. But he can a lot of things in this situation.
The first one is tech… but he can DP FADC Ultra. Even empty jump crMK can give you a lot of trouble.
bjMP/njHK are definetely better if you see it coming.

I know it’s risky but I mentioned it as another option because frankly, you answered everything and dammit, I wanted a say. Lol .

The more options you have at your disposal, the stronger your game becomes.

lol. ok.

When I read it was not edited yet, to me it seemed that you were giving an option that was safe and all. But like I said. It’s a decent option. One that I use a lot to be honest. Claw has the best walkback speed in the game for a reason.

Why do I have a hard time executing u2? I have 0 problems with any other charge ultras/dash charge ultras etc. but I get Vega’s u2 like 1 in every 4 attempts. My inputs aren’t exactly clean so is there less leniency with this ultra input?

I think this is an example of you answering your own question. Clean up your input first. If you still can’t execute the move, we can offer further advice.

Maybe you think he has a back charge instead of a down back charge?

Another way of doing the ultra is db,df,db,df

  1. Almost all of the charge characters charge timing is different
  2. vega had different charge timing between his move set
  3. Like Niah mentioned try using the bottom parts of the direction pad (db,df)
  4. There is a lot of leniency after the motion where u can delay pressing the kkk so don’t aim to hit fwd and kkk the same time

other than that, u suck :slight_smile:

can somebody explain how to link vega’s cr. jabs into ex izuna drop

i personally never link cr.jab because i find it unreliable, i use st.lk, cr.lp to cr.mp, or just do cr.lp to cr.mp. if you really want to hit them cr.lp, you could just plink with a select button. some people shift their entire layout one button right so that what used to be the lp is now the select button

^That’s me right there.

I gotta say: It’s wonderful. Best thing I’ve ever done SF related since I bought a Qanba Q4. My main offensive tool is confirms with crLP.

But it already was even before I was blinking it, the only thing is that now its much, much more reliable.
You can learn the timing to have a good amount of success rate without blink. Look at Zuz, for example. He manage to get A LOT of confirms from jabs.

tl;dr If you can’t blink you can still learn the timing and have a decent amount of confirms. If you want to pretty much never miss it: You gotta blink it.

But to give you an idea of the reliability of blinking the crLP: I can now use LP RCF FADC crLP crLP* crMP xx EX FBA as a combo if I need the damage that bad and the meter is available.

  • I generally put another crLP in there to make the charge and the confirm (if I nailed the FADC crLP or not) way easier.

If you play on a stick an you want to win tournaments. You HAVE to change your button layout to blink your jabs every.single.time.

Vega is my main so i really want to learn the timing for all his links but I will try the shifting buttons technique and see how that works but I feel I should learn the timing first so I can use that as a technique rather than a crutch you know what I mean?

What stick setup does everyone use for Vega? Im using a jlf with a 2lb spring and just added the kowal actuator… Its throwing me off a bit when going cosmic heel to scarlet terror and using bloody high claw but i think when i get used to it it’ll make me faster. Thought abut octo gate but i think square is good for Vega so corners are easy to find. One issue I’m having with the kowal is sometimes i go to back when i try to go down back in the pretzel motion…

Learned to ultra after focus… Does Vega have any other ways to combo to ultra?

Just a standards JLF with a standard spring is fine really. If you going to be good with Vega it is not because of your stick and vice versa. He is not a complicated character execution-wise. I had good experience with a LS-56 too (stiffer, closer movement), but no stick out there will give you a significant edge over the standard JLFs.

CH --> U2 is the way to combo into Ultra besides Focus. Also a good test for your stick. If you can do it vs a standing Ryu then there is nothing to improve stick-wise, as it requires fast and precise movement.

Edit: Also a deep HK/HP Jump-in and a traded EX-FBA will combo into Ultra, of course.

Can you explain that further? Wouldn’t trading attacks knock down andbreak you out of any sort of combo?

I’ll test myself with ch to ultra 2 later today… Doesn’t an anti air ch combo into ultra 1 as well?

Also are ultras a 42f charge or 60? I’ve seen conflicting data.

I know everyone says his super is a waste of meter but does anyone know a way of using it in which its not so easy to counter? Maybe directly after a hard knockdown and trying to catch them on wake up?

Only about two months (never played vanilla) in AE and i can l ST to EX ST and ch to ST nearly every time…

I meant if you got a trade out of the upward knee-hit, not on your way down. That can only happen if you do it out of a combo of course.

CH --> U1 also works in the same situations as U2 since v2012. Due to the more complex movement it is a lot harder to hit though.

FBA, ST, U1, U2 all have 42f of charge time. RCF is the only move for Vega with 60f charge time.

Regarding Super: The only set up that comes close to “reliable” is after a hard knockdown in the corner. Everything else is a matter of very good prediction (or luck) from you or of the stupidity of your opponent.

or after stun :smiley:

Thanks!

Regarding the two posts at the top of this page: Is blinking something different than plinking? I’m a noob and only just watched my first tutorial on plinking like a week ago; but I am picking it up quickly. I can kara throw pretty much every single time (because I sat in training doing it for about 3 hours straight)… but I thought that when you plink you plink downward (plink m when hitting h, etc) and there was no way to plink a light hit?

I’m ashamed to say that I used turbo to help me complete the cr. lp x 4-> ex fba challenge :-/(but never use it when playing real fights on or offline and don’t really get why it’s featured on most fightsticks).