Vega Q&A: Ask simple questions here!

1: Any way I can set up the Ultra without it being blocked? What cancels into it etc?

2: What are the main advantages I should be trying to push when using claw?

Are you trying to say that you don’t have to charge it? DB,UP then a kick?

No no no, charge it, but I mean when you press the stick UP, instead of tapping it UP, you press it and hold it UP against the corner that you want Vega to travel to.

Ohhh ok yeah lol I found out about that while I was playing last night lol you can pretty much control how far you wanna go with the wall jump xD got a lot of wins after practicing with vega yesterday and got about 700 bp today lol

This has probably already been mentioned, but I wanted to add something “positive” to the grim nature of Vega’s super and ultra game:

Vega can SORTA store his super during a rolling crystal flash and cancel the first connecting hit into it.

Charge DB, press towards and punch, DB, UF/UB and press kick all in one quick, fluid motion. The reason I say it’s a store is because you can go through the motions above from fullscreen with a fierce punch crystal flash and the super will still cancel on the very first hit the roll connects (even though you finished the super motion way before, it still counts it).

Of course that situation is basically useless. However…

It could possibly be useful after a throw or slide knockdown (no quick roll) if you time a Jab crystal flash so that only the very last hit connects meaty with your opp. Then you cancel into super in the same corner your opp is in. Still not something guaranteed, but somewhat tricky, which is all we seem to have to work with in this version of Vega.

If you want to EX wall dive after a cosmic heel, you can keep the stick in down/forward while the leaping kick comes out, wait a moment after it hits then press up/forward and two kicks. I’ve had the move come out much more reliably after I started inputting it like this. Down charge means holding down/back, down OR down/forward.

If you want the flipkick to come out after the cosmic kick though, you need to be holding down/back the instant after you hit RH.

**1. I don’t think it cancels out of anything, and if it did it wouldn’t help much unless someone had you backed in a corner. It’s pretty much automatic from a mid-screen or closer charged up focus attack. With anything else, you just have to look for whiffs (at least in my experience). It only takes 1 or 2 frames to hit after he lands on the wall so you just have to bait something. One way i’ve been landing it is using it as a sort of bootleg cross-up. After a knockdown that can be tech’d, i’ll have it charged and be heading to the opposite wall. If they wake-up with anything (and they will definitely get the urge to try with you flying over them like that) they more than likely get hit. Needless to say it’s a big risk. Use it sparingly though because people will get wise to it and start walking/dashing toward you to make the screen scroll over and put that wall out of reach, letting you do it so they can block it (or jumping over it if they’re quick enough. Takes 3-4 frames to jump in this game iirc so sometimes they still get hit). Once you train them to do that, you can fish out a mistake in other ways. Aside from what’s already been said in here, that’s all I have to add.

  1. His strengths for me are in the mind games and the options you have with a few EX bars. His pokes are still good and safe for the most part and his air throw is REALLY good. You should be tossing the opponent pretty much whenever they jump. The reach on his focus attack is good so make your opponent aware of that also. Removing the mask/claw voluntarily makes this interesting too. A lot of people fight Vega differently and you have some people that will DEFINITELY try to crowd your claw so you can confine them to a space that way. When your stuff gets knocked off, remember you get a damage boost when the mask is gone. So if your claw gets knocked off and you can’t afford the damage decrease, taking the mask off helps with your damage output (and I believe it even fills your ultra gauge faster when you take hits) until you can get your stuff back.
  • EX Sky High claw has been VERY good to me.

  • Be mindful of your execution when going for a combo into EX walldive. There have been times where I got an EX flipkick by mistake.

All this comes from just a week of playing with a friend that has a solid Sagat and another friend that uses Chun Li. Plus online matches with a handful of SRKers. So take it with a grain of salt. Hope it helps some.**

The only real advantage Vega has in a real match is that he is the sexiest mother fucker alive and bitches love his haircut. And if they don’t, fuckin skanks.

Pretty much :rofl:

ABUSE the long range. ABUSE IT.

I was playing against a a Ryu last time, and I did a jump in with j.HP and somehow pressed the wrong button and got a df.MK instead, in other words his “overhead”, and Vega jumped behind Ryu, Ryu was crouching. So what I am trying to say here is that df.MK goes behind your opponent if you are close to them and they are crouching, I know for fact that this doesn’t work on big chars like Zangief.

This may not have a high level use, but just wanted to share with you how I tricked a few players doing this, you need every trick up your sleeve I guess.

Hm, I’m curious if I can combo this:

:uf: :hp:, close :hp: , :d: :mp: (well, to this point it surely works, I’m certain)
cancel into :lp: claw roll or EX Izuna? Haven’t tested it yet, but I’m not sure, because you :d: :mp: slightly at max range.

The combo isn’t too hard. :d: :mp: is EASILY linkable from close :HP:

Only one thing to add, gotta love those invincible frames in his backflips, saved my neck in many fights, go Claw go

vega’s df.mk is faster than df.hk right? if so it should be good to cross em up maybe?

dont bash me if im wrong

the roll will connect, but I’m not sure about the EX Izumi, maybe only on certain characters.

I wouldn’t say linking cMP into clHP is EASY, I miss it a few times =P

Also Dreadz, does the dfMK even go far enough to cross up? I don’t THINK it does, but i’m pretty much on the same boat as you, so I don’t know.

Errr, not cMP into cHP, the other way around :slight_smile: (cMP after Dual Slash)

btw.: for mind games, jump over the body with dfHK and charge SA3. Most ppl online are eating your scare and stay still. Juggle, Juggleaction and cross him up with EX High Claw. Ahh, gotta love that stuff =)

btw.: my tests:

:uf: :hp: -> close :hp: -> :d: :mp: -> does less damage than a simply BnB (jHP, cMK, HK Flip Kick) - thats sad. die :d: :mp: isn’t able to followup with any attack (claw roll -> too far away, ex izuna doesn’t connect, jumps over) in that combo, or am I wrong? Not even SADC works as a followup (would be awesome, imagine the juggle afterwards, awww.)

Sorry, that’s what I meant, actually. clHP into cMP, i mess it up occasionally. Though I did only start using taht link yesterday. Maybe my timing will get better over time.

Claw’s jump toward or back instant fierce punch makes me happy. That is all

The framedata from SRK wiki says that df+MK is 19 frames startup vs. df+HK’s 14 frames. So it loses in frames and it’s not even an overhead : |

Yeah, only thing d/f + forward is good for in my experience is doing it at point blank range to average-sized characters. He’ll end up on the other side of them, but it is slow and you can get smacked out of it. I just do it every once in a while for the variety. Vega can’t afford to be predictable in this game.