Vega Q&A: Ask simple questions here!

Related to the “godly” walk up from half screen and throw is the ballsy dash up and throw at the beginning of a round. You wouldn’t believe how many people just walk backwards as you’re sprinting toward them, without doing a thing.

In my experience, most players like to sit back at the beginning of rounds and play cautiously until they figure out your play style or patterns. The dash-up throw is unexpected.

This is probably best employed after a couple games with your opponent; get a feel for what he does at the beginning of rounds.

Just a post to sum up what everyone has said about what to usually do after a df+rh connects. For some follow-ups I have added the damage & stun dealt while wearing the mask:

0/ Of course you just hit a normal attack to reset the opponent; for this I mostly use uf + fierce or ub + fierce. Or I use jab, and then df+roundhouse again to set-up a throw.

1/ Most obvious choice is RH Scarlet Terror if you don’t have meter (or don’t want to waste meter), it deals 240dmg & 300stun; and you can connect a super after if the opponent is cornered (but the timing is very strict)

2/ With meter, the other obvious choices are EX Scarlet Terror, which does 260dmg & 350stun

3/ EX Flying Barcelona Attack to Izuna Drop which deals 270dmg & 250stun; and prevents the opponent from quick-stand and thus opens the door to some “okizeme” game.

Most of the time, I stick with one the options already listed, but here are some less obvious follow-ups below:

4/ Another option is to slide. Opponents can’t quickroll after the slide; so like 3/, this is also good if you want to set-up some “okizeme” game

5/ You can also do a crouching strong, cancelled into (EX) Sky High Claw on the opposite wall; which can surprise the opponent

5/ So that next time you do crouching strong, you cancel it into a Flying Barcelona Attack on the opposite wall and then either slash left, right, izuna drop or escape

6&7/ Against some characters, you can walk a bit, hit jab and fadc the jab in order to dash under and cross up (works against vega, sagat; doesn’t work on blanka; haven’t tested against the rest of the cast); of course against these characters you can directly jab and fadc to stay on the same side.

8&9/ You can also choose not to hit and A/walk up a bit and df+forwad or B/ df+forward. Against an opponent who quickstands you’ll end up on the other side if you chose A/ and stay on the same side if you chose B/.

but when holding db to charge for EX barcelona, doesn’t vega sometimes do EX scarlet terror instead? since i use uf to make sure vega goes toward the wall opposite his back (towards the opponent). they’ll have the same input: (db, f) for scarlet and (db, u) for barcelona. should i just use (db, u)? i’ve tried using (db, u) instead of uf but sometimes vega goes toward the wall his back is facing (opposite the target) :frowning: what would be the correct input to get cMP, EX barcelona 100%?

thanks :slight_smile:

Db,uf comes out as exwall dive.Make sure that you Press all the way up and forward so you won’t get the flip kick or Walldive backwards.

Random noob question: Is Vega’s blond hair a Color costume or his alternate?

Color.

His alt is a fur coat and opera(??) mask

[quote=“Robocop719, post:705, topic:44674”]

Question: Wtf do you do about Blanka’s Rainbow roll or whatever. Backflip? Or which direction do you block?[/QUOTcharge focus then after it hits dash backward.

It’s color 10.

Hey guys, I’m still new to Claw, I’ve read everything I could find in these stickies, some really good info :slight_smile:

I was wondering about the Rolling Crystal Flash move, I see some Claw players use it against opponents who are just waking up, is this a good idea? Can’t they reversal dragon punch it? Is there any other use for this move outside of the cr.mp->lp RCF combos?

Also, how often do you guys find yourselves using the backflips? I don’t use them very much at all, mostly vs fireballs and random Ultras right now, should I get into the habit of using this to avoid jump ins? Or is it a risky move?

Thanks for any tips :slight_smile:

^^^
Yes. I use it liberally in these situations:

  1. Against (some) projectile-less characters as a surprise (Abel, Gief, Fuerte). They have to come to you, so that creates an opportunity to stab 'em in the face when they walk/dash toward you. In other words, mix it in with your long-range pokes.

  2. Against an air-fireball-happy Akuma. Depending on distance, do a LP or MP roll. It’s not entirely safe because he may recover if you do it too late, but what is anything safe with Vega?

  3. [EX Only!] Against fireballers. The EX version goes through projectiles, so if you time it right, you’ll deliver some nice damage. Don’t try this full-screen however; they’ll recover by the time you get to them.

  4. Transition into Super. If you’re lucky enough to have a full super bar and happen to catch your opponent off-guard with a MP or HP RCF, you’ll have enough time to charge for, and execute, the super (RCF cancels into super). (I only tried this once and it worked because the opponent was in the corner and must’ve been pretty confused as to which way to block…so he just stood there and got slammed. Not really recommended, but flashy.

SixColt: Take a read of some of the previous pages. The backflip and its uses are pretty well laid out. Suffice to say, against knowledgeable opponents, it’s pretty risky because they’ll often just walk up and throw or sweep. Still, it can get you out of some serious cross up trouble. Also, I find it’s a godsend against El Fuerte.

Thanks for the advice, I’ll read through the entire thread when I get a chance.

Time to practice some more. I’m surprised I’m having this much fun losing lol.

So after losing nearly all my BP practicing with Vega (Can never find decent player matches), I’ve managed to get back up to a whopping 1000BP lol. I’m still getting used to different matchups since every match is a different opponent, wheras when I was going up the BP ladder with my first Main, it was all Ken/Ryus.

I’m still having trouble with the damn jump-in shotos, I mean, I’m winning, but it’s embarassing how close the rounds are. A Ryu stopped my EX SHC by spamming st.lp, ouch.

I read a few pages back that j.rh and j.fp are solid AA option vs jump-ins, but I’m finding they mostly trade. My Scarlet Terror attempts have all traded as well. Are all of Vega’s moves really low priority like this, or do I just need to work on my timing (most likely)?

I’m trying to start a lot of combos with df.rh, but it seems to get beat out by nearly everything, and they can usually see it coming. Any tips on when to use this most effectively? The only time I"ve really been getting it off consistantly is after landing a FA. Should I just be using more FA’s in my ground game?

I’ve also been trying to incorporate the backflips into my game more, but my opponents tend to recover faster than I do from the backflip, and are already blocking or jumping when I try to get a df.rh or cr.mp in. Sadface.

Anyway, sorry if this has been answered, I read over a lot of the threads/stickies in this forum, and these are the few probs I have encountered thus far. Thanks again for the help.

df+RH needs good spacing to be effective, because the startup’s fairly long. It’s not something you want to do at point-blank range. It is an important ground tool, though. Use it after pushing an opponent out with cr.MP, after jumping back, etc.

Dealing with jump-ins is easily the hardest part of playing Vega. You really need to anticipate jumps, and start whatever you intend to counter them with early. If they’ve already peaked and are beginning to descend while you’re still on the ground, block or backflip. You have nothing that will reliably win in this situation except occasionally an instant neutral jump RH or back-jump Fierce. And by occasionally, I mean unreliably. So we’re back to square one.

If you can spy out a jump early, you have options. Early Scarlet Terror (short and EX seem best for this) can actually anti-air, and you actually have pretty good air-to-air priority with both normals and the air throw. At some spacings, it also makes sense to backflip early into their jump and punish when they fall short.

But basically, the big lesson here is that you need to see the jump coming. If they’re jumping, you have options. If they’ve already jumped, you’re probably best off blocking and trying to GTFO, throw/tech, or counter-poke. Wakeups can be really hard to deal with for this reason, so try not to get knocked down (yeah, I know; easier said than done).

Also, as a general rule, try not to sit there in a crouch charge - you’re just letting your opponents space their jumps better. You can keep a charge while 3K flipping back, and your important direction (down) charges fast (42f). Keep moving, poking, moving, poking. Empty walldives can be a good way to move around also, especially since they can bait stuff, and you have a bit of time to check out the situation before you decide whether you need to hold back on the stick or whether you have an opportunity to fly in and attack.

As for jabs stuffing SHC, just wait until you see a Ryu stuff your wall-dive claw with c.Jab spam. That shit is infuriating. (You need to start your claw a bit early to avoid this embarassing fate).

Thanks for the great response rattlejaw. Glad to see people on the Vega forums are willing to help out the noobs :slight_smile:

I’ll try to keep all that in mind and get to practicing some more, wish me luck lol.

We’re all noobs. Some of us are just more seasoned noobs than others. :wink:

Should I even be worried about the HK kara throw? I’m trying it right now after watching a video on them, and I’m pretty baffled by it.

Additionally how do I control the height on the claw cannon.

I personally don’t do the kara either, but if it’s really as good as Akuma’s 3s kara, then it probably is well worth is, considering he had a damn good kara.
I assume you mean SHC when you say claw cannon. You control the height using different punches.

light punch is higher up. hard punch is closer to the ground. you get the picture.

anyway, i am seriously having a huge problem against blanka? his vertical rolls destroy my air game and i haven’t figure a way to counter his horizontal rolls. horrible match up.

Other way around.