Vega Q&A: Ask simple questions here!

1- I suppose that Super has the same startup/hitbox than EX FBA. Regarding it’s startup… it should be 8 or 9. I never bothered to test it.
2- They doesn’t have startup since no thing ever starts. They don’t have hitbox, just i-frames and the hurtbox from the recovery that succeeds it.
KKK is invincible from frame 1-32 (42f total) and PPP is invincible from frame 1-57 (65f total) and they can’t be used as reversals, you have to time it right to avoid meaties.

And if you accidentally Kara the flip with hk or hp, you’ll get counter hitted…

Yeah, I now realise it has been there in srk wiki all that time, the invincibilty start-up. I’ve never seen it because it says “slash” and I always think of izuna’s claw attack as slash. Thanks.

So my friend plays Cody and I pretty much get bodied. He has really good frame traps that I always get counter hit out of. Usually I just try and block everything until it stops and I get an opening to link a cr. mk > cr mp > ex wall dive etc. But like I said, I usually get counter hit. The other thing he does is if he has me in the corner, neutral jump fierce…all day. Block stun is too high to jump and grab him, any version of ST will just get me punished. Vega seems to have no vertical AA, idk any help? I need like Kens cr. fierce or something

I really like the Kara throw in this match up because Cody has a godlike focus attack and they tend to spam it. Try jump back mp/hp/air throw. All of them beat most if not all his air to airs. Abuse his wakeup its pretty trash; try to bait out ex zonk knuckle if possible. Focusing attacking is terrible in this matchup imho, he just has too many quick armor breaking specials.
Play patient footsie him and abuse Kara throw. Air throw any predictable jump ins or Cr fierce. Abuse his wakeup with meaty and safe jump setups. Be careful with the distance on cosmic heel. With this advice hopefully it’s a bit easier; I find this matchup personally to be 6-4 Vega.

My advice (for what it’s worth) is to change your gameplay when it comes to Cody. If you’re stuck blocking while he is frame trap assaulting you, you are too close. That’s is definitely not a range you want to be in, and it is very hard to punch/kick your way out of it.

My advice; block, and escape when you see the chance. Use backdash, FA-backdash, walk back, backjump to escape. Try for example to block the two/three first attacks (usually jabs), and then backdash out of the forth into safety, and see how he reacts to it. A lot of time Codys will end a blocked combo with that tornado punch, and while it does some chip and leaves Cody safe, it pushes you back into a safe distance, so you can restart the neutral game.

Most importantly, during block: don’t mash the buttons! A lot of time people who get counterhit are mashing light punch/kick during block.

Codys neutral jump HP is a pain. It has very high priority and beats EVERYTHING Vega has (short of U2). Quite frankly, don’t try to challenge it, you can’t beat it. Vega has no such AA. You just have to block.

With that said; I can’t stress this enough; don’t mash the buttons during block! Because if you are, that puny low punch/kick that you throw out steals away time you could use to escape. If Cody does a well timed Njump HP on your wakeup, you just have to block. If he interrupts an attack string to do Njump HP to reset everything, you can now escape, for example slide under, FA, jump airthrow, etc.

All in all, if you get caught in his frame trap strings, you’we allowed him to get too close and are at a disadvantage. Block and escape to get to your preferred range.

You have to play footsies and keep him at your long poke range without allowing him to get close. Use pokes, kara grabs and punish whatever mistakes he does. Now and then, Cody will try to dash, slide, jump, FA etc in (because there is no way he can win against Vega playing long range footsies) so you really have to be ready with a backdash, FA, backjump, etc.

It’s hard, but not allowing Cody to get in is how you win. That’s pretty much how you win against most characters with Vega, because once they are in there is no reversal to get them off.

i like to use kara throw tech on cody. get’s them frustrated. he can only break it with a cr.lk cancel into tornado, but that’s commitment he needs to make unless he has 2 bars. cr.hp his jumps, it’s trash

What do you mean by kara throw tech? like just kara throw after a grab tech?

stand tech with kara.

Hell everyone, I am sorry to ask such a dumb question but I am currently training with Vega and I find myself having trouble with something very stupid. It isn’t kara throwing, it isn’t getting his tough link cr.lp cr.mp or other 1f link.

I have a big problem with hitting ex flying barcelona in the good direction. The problem is that I really don’t understand why I suceed sometime and why I fail sometime. At first, I tried to slow the movement to actually look more carefully about the input I made but it was really a down back - forward jump. I tried some weird thing to see it there was a trick like doing down forward mp instead of down back mp to do down forward - forward jump but even when I do that, I sometime find myself doing ex barcelona in the wrong direction.

Do you think it is because I do the input too quickly and I miss it? The other thing that bother me is that when I look at my input, they are correct, the game show 1mp 9lkmk.
Should I do it from a pure neutral down? I though that maybe because I did down back MP, even if I inputted forward jump after that, the game made Vega jump in the wall behind him.

Thank you for your attention, it is stupid but this type of mistake really keep me from having a cleaner/safer game.

I actually just asked this a couple weeks ago so I’ll spare all of the already helpful people from answering a second time.

First of all his FBA has a property which let’s you give the game the inputs for getting the attack started and THEN input the direction you want the attack to go. So charge down, down back, or down forward (you’ll be holding down back 99.9% of the time) then hit ANY version of up to get the attack started. Once the start up frames happen, you have something like 8 frames before Vega actually gets off the ground. They give you those frames from start up till he’s actually off the ground to input which wall you want him to go to. Up - closest wall, up back - wall behind you, and up forward will give you the version that hits on the way up towards your opponent. So now why youre messing up:

So what you might be doing is charging db then hitting uf and kicks but you’re letting go of the uf input during those 8 frames where the game is looking for a second directional input, and so it defaults to the closest wall which is in most cases the back wall. So just hold uf till he’s off the ground completely

As Niah told me, there’s another common mistake where you can get an ex ST if you were charging db and then accidentally hit kicks on the forward input instead of uf while you’re sweeping the stick. You can just be more conscious of when you hit kicks but a nice work around is using ub as the first input to get the start up of FBA, then within the 8 frames before Vega leaves the ground, hit uf to get the forward version of FBA

I just read the previous post, thanks a lot for your answer. God, it seem so simple now that you explained it. I will try this right away, thanks you, will do my best.

Yeah I dont think its a dumb question at all (esp since I asked it lol) because theres no where in the game that explains all of that

Hey, new Vega player here. Just wondering what Vega’s worst matchups are (say around 7-3 or worse). He seems to be a character that generally goes even with a lot of characters, but it seems like characters with strong okizeme give him a hard time, due to his lack of invincible/mashable reversals and poor anti-air in general. Is this true? Thanks.

Abel bends Vega over backwards and there is almost nothing you can do about it. 7-3, potential 8-2. Rufus was bad and got worse with Ultra, I consider Rufus-Vega 5-5 until Rufus knocks you down, then It’s more like 7-3 imo.

I’m having trouble with double ultra with Vega. Even though I know I’m doing the correct motions for U1 the game refuses to recognize that I’m doing U1 and keeps launching U2.
drives me nuts cuz most of the time this happens I’m launching U1 to punish something on reaction like a fireball toss or jump or something where U1 is the more proper ultra over U2 situation-wise.
but I’m doing the motions really quickly to punish shit on reaction. but doing it correctly.
its like the game goes and asks itself
"hmmmmmmmm. downback…downforward…downback…forward plus something or other…what does he want again? U1 or U2? hmmmmm. fuck it i’ll launch U2. hope this was the Ultra you were wanting."
(-_-)
its like
when the joystick goes from downback to upforward the motion has to be robotically pinpoint precise in execution where the stick cannot experience anything but downback, neutral, upforward.
if it even gets a hint of down after downback …even if the next motion after down is upfoward it wont register it as upforward.
ay yah yay.

sometimes I think I should be doing db>df>db>u instead of db>df>db>uf just to make sure the game doesn’t wanna read the motions I’m doing as U2 motions. thats if db df db u even works :confused:

am I the only one here having trouble with Double Ultra?

Ending it up is the best option. After up, you can decide forward or back later

Hey guys I’m just getting back into the FGC now that i have a car and I’ve been having some issues doing some of vega’s bnb combos. Mostly cr.mk>cr.mp>EX FBA. I have a video on twitch of me practicing and I found a few ways to try to remember it. I used to just do the mp twice but i feel like that is going to give me bad execution in other games and i don’t to relearn old bad habits. I’ve found that looking at Vega’s feet and hitting mp right when his foot returns to his thigh works and looking at when the opponent slides to a particular distance also works but I feel like both of these will be unreliable in a real match. I’ve been thinking about using sound as a way to remember the beat of the combo because I’m a musician but the only issue is that the frame for that combo(mostly cr.mk>cr.mp of the combo) is very tight. Also can I plank the cr.mp or is it one of those moves that can’t be planked? Any advice. I will of course keep practicing but just looking for more insight. Thanks. Stream is below.

Ok im having a hard time linking attacks to myFADC’s. All he just dashes forward and does absolutely nothing.

I used to have this problem too - mainly, it’s an issue about input timing. Something that helped me was to doubletap mp+mk before inputting f,f for the dash.
Otherwise, you’ll have to train yourself not to input the dash motion before seeing the attack come out.