Vega Q&A: Ask simple questions here!

It shouldn’t be any different than grabbing them when they are just standing idle. It doesn’t seem any different to me at least.

how do you fake his wall dives? Where he jumps off the wall but falls down right away…

Just don’t steer him anywhere, keep your stick pointed in the direction of the wall you went off.

this aint remix

I’m surprised how people can say his walldive didn’t get nerfed.
"It’s not as fast but now you can steer it better"
That’s not even true man. Controlling walldives is not easier or better at all imo in SFIV. And the fact that steering is about the same doesn’t compensate his lack of speed.

Well, for me his walldives are just different…

Thats it, this is a “new” vega, treat it as that and learn him.

Oh btw, any tips on turtling balrogs? recently i have been playing against a lot of them, and while i can win against unexperienced ones, the veterans will turtle all day long…

Without a life lead vega has a hard time trying to evade that evil headbutt into ULTRA!

how are you supposed to combo standing m kick into a roll? I’m using a hori tips pls

You can’t. Standing MK isn’t cancellable. Use crouching MP or MK instead.

turtle rog can be a bitch, the nice thing is you can get a life lead pretty quickly because most rogs like to sit on db charge and throw out pokes. you have the range to beat his pokes out then get your life lead, from there you can sit back and poke him to death. all of his dash punches can be punished by kkk flip timed perfectly and then cr. lp cr. lp cr. mp xx lp RCF. his turnaround punch can be cr. lp’d into a combo before he gets his punch out.

try to stay out of his cr. lp range, once he gets there you are stuck getting nailed by block strings with no punishment options, it sucks and you dont want it, so when he gets close use jump back fierce to get out.

I may be saying the wrong annotation but I’m trying to do the first part of vega’s 4th normal trial which is: jump heavy kick, medium kick, light roll

Ah right, that’s close MK, which can be cancelled. Normally when people say standing MK they mean the one where Vega’s leg takes up about half of the screen.

Try this thread: http://forums.shoryuken.com/showthread.php?t=176084. Basically you need to charge back as soon as you jump. The combo itself, like a number of others you have to learn for Challenge Mode, is pretty useless in real matches.

how do I beat constant Fei-Long jump in/cross-up lk>c.lk c.lk c.lk bullshit?

I can get airthrows if I guess right… dash-under sometimes…
ST gets beaten… but mostly have to block… then get frustrated and stick something out and eat super/ultra/w.e…

this thread should stand alone to its original topic and consolidate part of it to match up guide.

No it’s not, and I don’t think you actually ever used it yourself. It does chip and isn’t even that unsafe and eveb if would be, I’m not sure about you, but if I concentrate, I can hitconfirm it.

From what I’ve from other players, other combos without meter are
j.hp -> close standing fierce punch -> cr.mp

If you’re not going to cancel the cr.mp you can get more damage by linking cr.hp, but you get worse frame advantage slightly.

But why close standing MK? If it all connects, it’s not bad, but with a minor change it could be more useful. If you use c.MP you can jump in from further away and still combo. Or use c.MK to hit low in case they’re still blocking high. I use j.HK c.MK LP roll in matches, it works fine for me. As you say, decent damage, safe on block and does chip.

Also, why would the fact that I never use it matter? I’ve never used his combo from Hard Trial 5 but I know it’s pretty useless outside of challenge mode. Not that the two are on the same level of pointless but you know what I mean.

edit: Redbeard, that’s true but the link is even tighter plus c.HP whiffs if you aren’t standing right on your opponents toes. Again, if it works for you though, go for it!

Do standing HK then input the grab right after.

Edit: Did you delete your post? Now you’re making me look crazy, answering questions that no one else can see.

You know, there are some guys who simply can’t pull it off, and just because of that, call it a bad combo. I was saying it in case you were one of those guys.
Oh and please don’t go telling me stuff about Hard Trial 5. I’ve never ever seen that in matches. May it be good or bad, I’ll never use it because it’s simply too hard.

Btw, I use cr.mk too, cr.mp however is risky because of the chances that, depending on the positioning and how far away you are, RCF doesn’t connect with the first hit.

How do you position your hands for the kara throw? On my arcade stick, I have to stretch my pinky out for the rh and index finger and thumb for the throw.

Punishing turtles with Vega.

To me, turtling players are the most annoying thing out there. Its probably been talked about before but its like finding a needle in a haystack.

Here are some strategies I use to get a few hits on them.

[LIST]
[]Bait lp or lk spam and punish with c.mp (Using your range to beat them)
[
]Try to confuse them by crossing over with wall dive
[*]Throwing doesn’t always work because they like to spam lp/lk or dp when you get too close
[/LIST]

That’s all I know. Can anyone else help me come up with more tactics for this situation?