Vega Q&A: Ask simple questions here!

To beat a EX Lunge Punch without guessing one you can only use U2. Yeah, it’s not exactly easy to react to it. In this cases it would be **EXCELLENT **if EX ST was invincible. But it seems like either someone think that EX ST invincible would be useless or make Claw broken. Go figure.
So… “time guess it, asshole.”

I tried experimenting with playing close range against yun. Just inside my far mk range. That way I can pester him with pokes and all his normal lunge are either punishable or whiff. Problem with the startegy is that you need super human concentration to anti air his dives with cr.hp…

Yeah, I think staying right at the range where fs.lk hits is ideal in the Yun match up. At least at that range, we can standing jab out the non-cross dive kicks pretty much 100% of the time. With the shortened roll times, you can try stuff like fs.lk x2, cr.mp xx lp.roll which, on hit or block, will leave you pretty close to the range you started at. Also a good range for the kara throw mix up. Still have to watch out for getting blown up by up kicks and Yun’s new-and-improved cr.Strong.

Edit: Sometimes fs.lk can also blow up the dive kick at that range depending on which button the op pressed. S.lp is probably still better though. Going to have to test.

Why, when looking at Vega’s frame data, does it say that close standing LP, MP, HP, MK, HK and far LP, MP, and HK are all Super cancelable?

Clearly this is impossible considering the fact that the move with the highest total frames is 35 and you need 42 to charge, correct?

… What’s the point of making a move Super cancelable if it’s not actually possible?

If you can super cancel it, it doesn’t matter. You just have to have your down charge, immediately hit [x] button and do the input super fast for your super and you got it. So it is possible It’s just not practical, lol.
Keep in mind you can only do the super cancel on the first hit of close HP and the first hit of far/close HK[I think. I can’t red focus cancel on the second hit of St.hk, but I can the first.]

db, df, db, f, any standing attacks, uf, k. done.
another example that is a bit easier to do is hakans f+lk to that air grab thing. b, db, d, df, f+lk, uf, hk.
buffering son

So I haven’t played in over a year and am getting back into it. I forgot how fking frustrating online is. Any advice for dealing with all the randomness? I feel like I am helpless in most match ups. If I try to apply pressure on wakeups, they mash a reversal. If I mix them up with Empty Jumps or trying to bait a reversal, they rarely do it -_- . So any advice for keeping the momentum instead of always feeling like I have to back off after I knock them down?

Also, how does the Ultra change to cr.HP work to our benefit? Doesn’t the hit box still kind of suck? At least for anti airing close jump ins.

Can someone remind us why Vega’s 2-frame links were ultimately removed in Ultra?

What do you mean? Last time I checked all of them were still there, he even got 5 more with the new clMK?

(Yes I know what you mean, but I think there is no point in talking about it again)

Hey guys, basically new to SF. Started out playing Ken but its REALLY hard to kara throw on pad imo and thats a huge part of his game, been fooling around with my favorite cast member Vega. Im sort of confused and Iv had a hard time finding it online, as to how to use Vegas Wall dive or Flying Barcelona. I see people do it in combos and it hits on the way up, I think thats only EX right? So one question I have is, How do you control which wall he jumps off of? Also what combo ender do you use if you dont have meter? Lastly I was messing with his super…What are its uses? And I found that it hit on the way up in the corner but not midscreen…whats up with that. So basically Vega has a fuck load of unique attacks and the mechanics are super strange so some clarification would be sweet

Thanks a bunch

First of, with Vega you also need to master his Kara-Throw (with HK) to become good with him. So consider changing your button layout if you have problems with it. It is very well possible to play him on a pad, see PIE Zeus.

The hit upwards is EX-Barcelona (and Super) only, right. UB --> jump to wall behind you, UF --> jump to the wall towards you and hit the opponent with your knee. U --> Jump to the nearest wall (usually the one behind you). This applies for his Super too.

Meterless combo enders depend on your combo: After a successful Jump-In: clHP xx Rolling Crystall Flash; As a whiff punish: Cosmic Heel --> (hard) Scarlett Terror; Dzring footsies if you land a sLK or a crMK you should end it with crLP, crMP and leave it at that, or end it will light rolling crystal flash if you feel brave. It wont connect due to push-back but you will be safe.

The Super has quite a lot of uses now I think. Every Jump successful Jump-In can lead to it now (either with RCF or after some training with clHP, crMP xxx SUPER, start inputting DF during the clHP and DB, UF during crMP. Awkward at first but not that hard.

Also every crLP can now be hit confirmed into super with crLP, crLP xx lRCF xx SUPER.

The last two combos are something to practice after you mastered the Kara-Throw at first though :wink:

Wall dive can be done up, then change direction with f or b. I would like to recommend doing the ex fba as ub+k, u, uf, f, df after canceling. Reason is that so you won’t accidentally do ex scarlet terror and also if you miss your link, i.e. crouch mp didn’t come out, you won’t jump into your opponent.

Thanks for the explanations guys.

Not 100% sure what you mean here. When you say to use ub + k and then magnetic blast motion (Marvel player here sorry), how would that ever give you a scarlet terror since ST will only come out if you hit forward (not uf or df, ONLY forward) after charging db? I am definitely noticing that when trying to combo, lets say cr. forward > cr. strong > ex wall dive, i sometimes get scarlet terror even if, i think anyway, Im going straight from db to uf. Also im confused about what you mentioned since you said to do ex fba as ub + kicks, wouldnt that give you the wrong direction for the hit on the way up?

Also if I map a trigger to jab+short for throw, that way I can kara-throw easier, how would people use kicks? As in for ultra? I dont see how people can play on pad so well lol fuck i wish my stick wasnt broken

i mean to NOT use the normal db to uf motion for the all dive because sometimes you might get a ex scarlet terror, like you already experienced. going from db to ub will NEVER give you a ex scarlet terror. you can change directions once you hit up and kk. you’ll have a few short frames to change direction. as long as the direction has a f (uf, df) or b (ub, db) in it, you’ll go in that direction. i end it with a df because i will stay grounded if i miss i link, and i will do the forward version of the ex fba. this works very easily when you cancel it from a normal. just try it out. cr.mp, ub+kk, u, uf, f, df.

like wise for u1, if you want to go to the back wall, i do db, df, db, uf+kkk, db.

as for kara throw, right trigger is heavy kick. plinking hk with lk+lp on a controller is super easy. no need to map shit. i’m sure your thumb can press 2 buttons at the same time…

Ok I get what youre saying now. You could do what you said; cr. mp > ub + kicks to get start up of ex fba > roll stick to uf to get the forward version of the wall dive (you roll all the way to df so you stay grounded if you miss the link). One thing I thought about is, if you charge using down instead of db wouldnt you also totally avoid getting ST (since ST can only be charged with db) and also not need to go ub before rolling to uf?

So I played a few matches online with a friend and I didnt land one combo into ex fba over like 10 matches, I kept getting ex fba into the wall behind me. So I went into training mode so see what was up:

So in the img you can see I jumped in with a heavy punch into cr. mp while holding db and into up forward kicks. That input kept giving me ex fba into the back wall… wtf

You have to keep holding upforward until Claw leaves the ground. It’s not the input that matters, it’s which direction you are holding when he finally takes out his ass of the ground (which occurs at frame 8).

So do upforward+KKK and, at least for now, HOLD IT UP THERE until you reach the wall.

If you are doing that and even then you keep getting FBA to your wall your stick is bugged somehow.

Yup did the trick thank you

that’s why i said hold df :P. nobody holds just d, most people will hold db. but i guess that you can do that too

1- Does he leave the ground at again 8 frames like all fba attacks for Super too? I can’t find the framedata for that anywhere.
2- And something I’ve wondered for years: at how many frames do our backflips (KKK/PPP) start? They can also never be found in any framedatas.