Vega Q&A: Ask simple questions here!

yeah, my bad. my mind is a little off, i work overnight and haven’t gone to bed yet.:chat:

It’s really good, IMO. Big range increase.

Unfortunately, like any kara, it’s the sort of thing that you probably only want to use if your execution is 100% (which is why I don’t use it outside training mode). At least Vega’s HK is pretty safe if it comes out by accident, so I guess it’s not as big a deal as it could be, but still.

Can we create an Anti-Rufus thread?
OMG, I hate this as a match up for Vega with a passion.
No anti-air plus cross over dive kick is a bitch.

When Vega is in a corner, his even more screwed.
Need help on this. I got 2nd place because of this character.
Create a thread if needed.

NeoRussell

So there’s no reliable AA option? I keep losing to Shotos who constantly jump in with RH, FP, Shoryu. Sure I can stop the majority of their jump ins, but the couple that get through take off nearly my entire health bar.

You’re right, I’ve tried everything, and it’s sad. EX ST gets beat out too easily, so does EX walljump, I’ve stopped using those unless I know I’ll get the ST out soon enough. My air grab always gets stuffed too. Even my neutral jump RH and FP are getting stuffed/traded with their goddamn jumping RH spam, I throw them out fairly early as well. Does jump-back FP fair any better?

Lately I’ve backflipping out, or just sliding underneath these shoto jump-ins (though I still get caught with the follow up SRK if I try to cr.RH once they land), ideally I’d like to just reversal right away, but it seems no matter how I time my moves, they always have priority. Any time I try to get into a poking match they just jump right over and do their thing, so my pokes are useless.

I guess I’ll keep avoiding jump ins. It’s somewhat relieving knowing this is one of the hardest things to deal with when using Claw, cause damn, I’m out of ideas.

Don’t get me wrong, I’m still beating them more often than not, it’s just very frustrating losing to this crap because nothing I do can stop the damn jump kick. I guess I’ll just keep Izuna dropping the bastards until they learn to stay on the ground.

Again, thanks for the advice, I tested it all out and i’m definitely getting better, slowly :slight_smile:

Also, I’ve found a neat little trick, probably been mentioned somewhere already, but I thought I’d share. I’m finding great success in getting the Ultra off by Negative Edge-ing it off the 3K backflip. Essentially holding the db charge, 3K’ing (but not letting go), and mashing out the rest of the Ultra sequence + releasing 3K’s at the end of the flip. Yeah, noob stuff, but I’m still not 100% success rate with the Ultra ><

Sometimes. I know that’s not terribly helpful, but that’s the best answer I can really give you.

Be careful with this. Most characters have some sort of jump-back normal or anti-air that’ll beat walldives (claw or Izuna) if they know they’re coming. If you run into someone who routinely jumps back when you go to the wall (test them out with fakes now and again), it can be good to throw in the occasional jab SHC to keep them honest (it beats most jump-back attack attempts). Unfortunately, if you’re wrong, this can be extremely risky to do (but what isn’t?).

Have you tried the alternate motion? Charge db, then roll an off-axis half-circle from df to ub. It’s dramatically easier, IMO. Unless, of course, you want to Ultra off the far wall, but I really don’t know if doing so has any useful applications at all, so it may well be moot.

Yeah, I can usually get a feel pretty early on about how effective my air-game will be against a particular opponent. The Claw Walldives seem to be effective against these shoto-jumpers, eventually they’ll stop jumping and try to catch me with an SRK, but as soon as I stay on the ground they go right back to the jump ins.

As for the Ultra, I have been using the easy motion, yeah. I’m still not too used it, but I’ve found myself hitting the 3K early on occasion, the negative edge-ing is helping me with that, maybe it’s just a temporary crutch. shrug

Sucks about Vega’s AA game : / Thanks again for the help :smiley:

On a side-note, I just had my last 3 ‘wins’ disconnect on me… awesome.

I haven’t tried it but maybe KKK buffered into an anti air move would be better, since you’re dodging the first jump and anticipating the second jump which most definitely will follow?

Question: What’s the difference between me pressing short kick, forward kick, and roundhouse to use Flying Barcelona? I’ve never noticed it. I always use RH.

Yeah, I’m finding avoiding jump-ins alltogether is working out much better. Instead of trying to stop them with a neutral fp, or trying to time a ST, I just play run away.

Backflips, backdash, pre-emptive FA works sometimes, or just wall-diving away and coming down on them when they hit the ground, or catching their SRK whiff. These aren’t great players, so I’m willing to bet I’ll have to change up my strats once I hit the next BP bracket, hurray.

Going to try to incorporate some more FA into my game.

I have such a hard time beating my friend’s Dictator and my other friend’s Blanka with C.Viper, but I can stomp the shit out of them with Vega and I hardly use him. I can bust his ultra near 100% of the time because I alt Guile. I think the only reason I beat their faces in is because they don’t know how to respond to Vega’s shenanigans. I’m wondering if I should add Vega to my secondaries. I pretty much play C.Viper exclusively, with Guile and Chun Li mixed in for flava.

^^umm go for it.

Wait. Are you asking if you should pick up Vega so that you can beat your friend’s Blanka? If you didn’t already know, the matchup certainly is not on your side there. But yeah, go for it, could always use more Vega players on the board, just know that Vega is absolutely nothing like C. Viper, they probably couldn’t be more different.

As far as I know, there isn’t a difference. I could be totally wrong on this, but I’m pretty sure it’s all the same, seeing as you can steer him in the air. I’ll check on that though.

He is definitely easier to control than C.Viper, thats for sure. Control being the key term here.

I’m mostly a long time charge character player and I do dig his flair. I’m not sure If I was asking if i should play him, more like “hey vega players! I might be joining your ranks!” He is fun to play and I think he gives people fits. My friends absolutely abhor him, which makes it even more appealing to stomp on people with him.

He most definitely gives people fits, that’s for sure, and if it makes your friends mad that’s even better. Sounds like it’s a good choice for you then.

I checked in practice; IIRC, the differences I saw were strictly in damage. didn’t really seem any slower; RH did like 90 damage, Forward 80, Short 70… that seems a little low but I think its something like that.

Another question for you kind folk:

Assuming I block a jump-in from a scrub-ken, high block then low block, what’s a safe follow up to that? Too close for df.RH, and cr.mp gets easily beat by SRK’s. Should I be hitting them with a cr.jab before the cr.mp? Or is the best option to just get as far away as possible?

I’m not having very much success landing cr.mp, and it’s really hindering my use of RCF because I can’t combo into it. cr.mp either gets blocked, or punished by srks.

Still trying to figure this out, made it up to 2k BP, then lost a bunch and quit at 1800. :frowning:

If it’s a scrub-ken then your best bet may be just to block the inevitable Shoryuken, and go into a combo of some sorts on the way down. Most of the time I always throw a crouching jab in before the medium punch (usually is safe for me), but those Shoryuken’s come out quick, so it may just be wise to block and wait for a bigger mistake.

Thanks lucky. These are the 1500-2k BP ken-scrubs, so they’re somewhat reserved about throwing out SRKS after a jumpin. After I block, they usually go for throw, which I tech, and I’m far away enough that they do the jump in again. If I try to throw out the cr.mp, it trades with a last-second SRK.

I’ll try to link the cr.mp from a cr.jab, I figured that was the way it should be done, but it hit me after I stopped playing for the night.

Does EX-Sky High Claw go through Ryu’s Ultra fireball?

Yes sir