Vega Q&A: Ask simple questions here!

maybe from where hazlan comes from, they call it blinking :D. to plink light attacks, you can use the select button. people like hazlan shifts their layout to the left and make what used to be the lp button into the select button. in the arcades, you can use the start button. i personally will not rely on unplinkable lp links and just go for far.lk, cr.lp, cr.mp instead, it’s all up to you on what you use really, i’m just perfectly fine with using far.lk as my main footsie/hitconfirm/bastard move

Blinking comes from b-link, which comes from “back link”. And “Back” is the same as “Select” in Xbox.

So blink is a plink done with select.

I know it is mostly not relative, but for those who main with Vega who is your second? I was using sagat but since I’m not too deep with him i was considering changing to gen or Chun li , mostly because they fit my play style a bit better.

There are no other characters in this game besides Claw. They just keep adding more and more training dummies in every new version of the game.

what’s the importance of cr.lp hit confirm when one medium hit will do more damage in one less frame than two lights? Unless you’re meterless then cr.lp to scarlet terror since medium pushes away too much… I’m still a rookie but i usually use cr.mp > ex fba as my main combo and add a j.hp and/or cr.lp before it when i can…

i usually hit confirm with cr.mk as well. i only use cr.lp only when i am a bit too close to the opponent to push them away, or to confirm. i do a lot of cr.mk to throw or cosmic heel frame trap, but using cr.lp once in a while throws off their teching a bit.

i use fei long to counter dive kicks i you wanted to know. i also have bison and chun, but they share the same weaknesses, so i oped in for a counterpick. not really working though because all i know is vega…

It seems there is a slight misunderstanding about the term hit-confirm and combo.

With crMP you can’t hit confirm because you will do the same thing on hit or block - an EX-FBA. The term means that you only use the move you intended to do AFTER the hit-confirm. In this case you use the crLP to confirm that your crMPxxEX-FBA will hit. If the crLP was blocked, you would alter your game plan to another crLP or an RCF or a throw or even a backflip. Yu woudn’t use a EX-FBA on a blocked opponent because it is a waste of meter and may even be punished by a lot of characters.

crLP, sLK and crMK all serve this purpose and all of them end in an crMPxxEX-FBA if you have the meter.

Thanks that’s actually very helpful… I still feel like i can at least SOMETIMES see the block animation starting and not follow thru but maybe its just a matter of prediction. But basically what you’re saying is any move that cancels into another is not hit confirming because you have to execute before knowing if the hit was blocked?

I was trying to use purely TIMING to link cr.lp without great success… Last night i started watching the hit animation to help (the glowing scratch or tear that appears) as a guide and I was able to 4 hit combo cr.lp twice… I don’t know why it took me this long to think of that

Yes that’s it. The timing of the crLP is strict (1 frame link) but manageable, but I am afraid never up to a 100 % consistency. That’s also why almost all of us cried a lot when
the crLP, crLP and crLP, crMP being a 2 frame link was removed from the early Ultra changes list.

So I was vaguely considering switching up my button layout in order to “blink” the crLP… But I thought that might be somewhat counter-productive as I haven’t fully mastered the timing of just a 1-frame link yet; I’m not looking for a way to win more matches faster, I’m looking for the option that will make me the best possible player long-term.

So, I’m in a strange sort of limbo: If I plan on being competitive, I will need to alter the button layout, so I may as well just do that now as I’ll have to adjust to the fact that my buttons are in different positions; Yet, on the other hand, I’m pretty new to Street Fighter so I feel like I should attempt to master 1-frame links without plinking (and keep developing basic gameplay/strategy) before doing something like this.

You can do both at the same time. But if you want to be “competitive” as in “win tournaments”, I suggest a more solid character.

Why would you use Vega if you do not think he is a “solid” character?

That’s not what I was asking. It may be harder, require more patience and finesse, and an absurd amount of training – but it’s certainly not IMPOSSIBLE to win tournaments (at any level) with Vega. Technically speaking any character in the game should stand a reasonable chance if used correctly… or the person in charge of the “rebalance” patches should probably be fired.

Because he is the one that I find the coolest?

Hello, three questions really:

  1. On which characters does the ST -> whiff-karathrow -> J.HP work on (safe/crossup)? M.Bison(?),?,?
  2. On which characters does the Izuna -> f.dash -> delay -> J.HP work on? M.Bison,?,?
  3. Why do I see ppl whiff a normal/throw while jumping forward after landing a ST? How many frames does it alter by doing/not doing it?

Someone else will probably have better answers for you but in the meantime:

  1. No idea. None of my safe jumps are set up. I eyeball all of them. The only giveaway you’ll get from me is the occasional Makoto step. or slide delay x-up EX FBA. I’ve also never heard of this set up.
  2. Never heard of this set up either.
  3. Again no idea. The only time I whiff air throw is to try to throw off the opponent trying to grab me on my landing frames. The only time I intentionally whiff a normal is when doing the crossover CH in the corner.

I can’t wait to have a normal cross-up and a somewhat useful super!! Only another week…

A tip to any noobs such as myself that may not know: If you back up a full screen’s length so that you’re as far from your opponent you can be – Forward Dash, then take a single step – You’re now in a perfect position to Cosmic Heel right into a kara throw. This scenario itself may not be extremely useful but it’s a good way to get a feel for that spacing. CH > Kara throw is a very useful tick for the Claw.

Hey guys, new Vega player here. I have his footsies, anti-airs, spacing, and punishes down decently and now I’m trying to learn hit confirms. Should I be practicing very basic hit-confirms first (such as cr. mp > ex fba), or more “standard” bnb hit confirms (specifically cr. mk > cr. mp > ex fba). I guess the really question is, should I be able to hit-confirm with everything that is hit-confirmable, and what’s the best way for someone w/ little to no experience hit confirming to start practicing?

EDIT: To be clear, I mean practicing the reaction of hit-confirming, not just doing the combos themselves.

I think cMK > cMP xx ex FBA is a pretty decent hit confirm to start with! I’d also put some time into sLK > cLP > cMP xx EX FBA since it’s an important one to get the wall dive without already having a charge.

As far as frame traps go, cLP > cMK > cLP (any of these into cMP if you confirm a counterhit, and if they’re pressing pretty much anything in between you’re gonna get one) is my meal ticket and is absolutely worth practicing. They’re all + on block which leaves loads of safe gaps for them to press buttons in, and like I said any of those buttons hit-confirm relatively easily into the exact same combo so you don’t have to do too much thinking.

Also, now in Ultra, clMK > cLP > cMP is becoming a factor, too. Practice off of a crossup for max tastiness.

At any rate, go into training mode and turn on “random block” and have at it. For the frame trap one, do random block and counter hit to random too. Then just look for the CH indicator as you’re going!

Hit confirming cMP is more of a thing to do in real matches I think, because you’re going to be basically training it as a footsies tool – you’ll be cancelling it into ex FBA when you know you’ve hit, like when you’re counter poking.

Hey, what can I do to deter yolo lunge punches from Yun?

@Poombybear: In addition to what Jambell mentioned, you should definitely learn the cr.lp 1 frame links. Getting the rhythm for cr.lpx2 (or x3) > cr.mp xx EX FBA down is essential to playing Vega. At the very least, learn cr.lp > cr.mp. far.s.lk > cr.lp > cr.mp is good, but the FBA can miss on smaller characters depending on where you hit the fs.lk. fs.lk > s.hk and cr.mk > s.hk are both pretty good as well since you can get them without charge and now can RFA cancel the s.hk to hit em with ultra.

As for deterring lunge punches, best thing to do is bait them out… since you’re not gonna hit him out of it :frowning: . Neutral jump and come down with mk or hk, jump back fierce/roundhouse, or just blocking works for me.