Vega Q&A: Ask simple questions here!

RAGEQUIT!! lol

Hey I have two questions I have been meaning to ask, and it seems I accidentally got drunk and am only remembering one of the two. If vega is right next to the wall, and does ultra, how long does it take to execute? I wish I remembered the second, it seemed important at the time.

I’m not entirely sure, but I think it might be 6-7 frames, and that’s IF you’re right up against the wall.

Yeah I figured you would have to add frames being further from the edge of the screen, but even knowing what moves can be countered from the corner is fairly useful. 6-7 frames is pretty fast for an ultra, especially considering the range. Thanks bebop.

^^^

Ack! I meant to say that it takes 6-7 frames to get to the wall, and about 1-2 frames for your ultra to activate. My bad. :sweat:

So, all together, it’s probably a range from 7-9 frames. I’ll make sure to test this on Thursday (I’m getting a console on Wednesday)

I don’t have a console anymore =(. 7-9 frames is just normal ultra range, oh well, no fun moves I can prevent with that.

^^^

Yea, well… It’s Vega… :sad:

I remember sitting down with the console one day trying to do low foward into a linked ultra (in the corner of course), but after 30min straight of trying just that, I gave up. Oh… oh Vega…

SUPER STREET FIGHTER 4 TO THE RESCUE!!!

+5 on that, yeah that would make sense, but reversals are so easy on special moves you should have given up after like 10 minutes if it didn’t work. I tried to find some buffer to link ultra in case I hit a high df RH, but it seemed the df RH was too slow for the ultra buffer. Oh well, would have looked pretty cool.

Hi everybody

Today i was messing around in practice mode, trying to improve my df/hk game and mixups.
I usually mix between df/hk (blocked), grab and df/hk (blocked), jump back +hp. If they throw me or tech the expected throw, the jump back + hp will hit them.

The sad thing is that i realized that no matter what i do after a blocked df/hk, all shotos and all fast characters can just mash crouch.lp, or mash shoryuken and they can hit me no matter what mixup i do, (except if i block or backdash or kkk, but those don’t lead to anything).

I hope my usual enemies don’t find about this, or else i lose another weapon vs them, but…
…is there really anything i can do after a blocked df+hk if they mash c.lp ??

Other than trying to get away, there isn’t really anything you can do. Remember, after a df.rh you are at -1 frames. Technically, anyone with a 1 frame startup move can punish you (Gief Ultra).

So, basically, if your df.hk is blocked your best (safest) bet is to just try and get away (jump/backdash)

Saw those new videos of yours bebop and was really impressed by your clean style. Especially the spacing - and it made me wonder, what is the optimal range to zone from against different matchups?

I understand that it depends not only on the character but on the player you are up against, but I’m bad at figuring out this stuff (and Street Fighter for that matter).

Pedo said “c.lp max range (without claw)” in his thread but in your videos you hover around 3/4 away, outside even c.mp range. Two different playstyles or is one just better?

I am sorry if this has been answered before.

Just as you thought, most of Vega’s zoning is character specific. But, for the most part, you want to be slightly inside or slightly outside of Vega’s cr.mp. The reason for this is because A) Vega’s best poke is cr.mp, B) lots of other character’s best pokes are slightly outside of this range (great for counter hitting!), and C) it’s much easier to avoid or counter jump-ins from said range.

Most of the time, if I’m a good distance outside of cr.mp range it’s because I’m trying to bait my opponent to come at me. It can be good to just sit there sometimes and defend your ground (not pushing yourself into a corner), but there are also times when you want your opponent to jump/walk/dash/etc. at you. This is a concept primarily applied to the art of maintaining your life lead.

Basically, once you’re ahead in life, you generally want to force the opponent to come to you (unless you’re playing Sim or Fuerte). The reason why this helps to extend your lead is because you force the player to press buttons and make moves to regain the lead (Try to compare this to when people play checkers and they never move their back row :rofl:). The great part about knowing this, is that it will help greatly in reacting to your opponent’s next move.

Controlling your lead is part of the psychology in Street Fighter (same with meter management and such). Forcing your opponent to make a move means that they’re more susceptible to taking damage because no matter how small, they have to take some sort of risk to approach you. Knowing this, and using it to your advantage, is very important.

How to apply this concept:

Once you have the lead, start looking for your opponent’s advance. ALWAYS consider every single option your opponent can utilize, then narrow those options down to what he will most likely use to attack you. Narrowing down options helps significantly in how quickly you will react towards a particular move. Also, paying attention to patterns, such as jumping or dashing to close distance, helps to narrow down options. If you’re having trouble stopping a particular jump-in or special, go into training mode and workout your best options against said problems. Also, remember not to give up footing when you don’t have to (try not to corner yourself).

Cornering oneself generally happens when the player forgets to fight for his ground (to protect from character advancing). If your opponent begins to simply walk forward, instead of risking the jump-in/dash-in/special, then try your best to push them away with your normals. If your opponent wants in, YOU MAKE HIM WORK FOR IT! :nunchuck:

So, in closing, applying these strats will improve your gameplay dramatically. Don’t get frustrated if it takes a while to hammer this down; it took me a good while to understand them and even I still forget at times! But honestly, all this advice is pretty much everything Edma, Alex Valle, and Combofiend imparted to me, so you can be assured it’s SOLID! :lovin:

Good stuff bebop!
Making your opponent come to you and work for his way in, is something I have really been trying to implement in my gameplay, lately. Far too often I’ve found myself stuck in a corner trying to get out with the knowledge that I put myself in that situation, and as we all know once Vega is stuck in a corner, with heavy pressure, it can be a pain to get the heck out!

Ah, that makes a lot of sense. Thank you bebop!

I just lost to blanka ball spam,

how to counter?

[media=youtube]30L8A60MyUU[/media]

Skip to about 5 minutes into the video to the section on Blanka, he’ll demonstrate a few different options on how to punish blanka balls that can be done with a bit of patience and practice.

In fact, watch the whole video, it’s really good. My best tip against Blanka is simply to not get frustrated. Cheese, I know, but losing your shit vs Blanka is a recipe for pure instant death. Keep your cool, keep your distance, and you’ll find yourself doing not so bad.

Against Blanka you can punish horizontal balls with;

Dash up c. st
Walk up (very small distance) sweep
EX FBA
Ultra

You can punish vertical balls ON HIT with:
Sweep
I’ve seen someone do it with EX FBA, never gotten it to work myself

The best thing to do against Blanka is apply pressure with c. lk, throw, kara throw, constantly baiting up balls, then just keep sweeping them… free knock downs for you if he does lots of special moves. keep doing this and push him into the corner.

i dont know if this has been asked or discussed before but is ther a list of which characters i can slide under after my ST? or is my timing just fucked and u can do it with the whole cast?..i was practicing againsed the computer and i couldent get it to work with fuerte so it got me wondering

Hi all. New to this thread. If this has been asked before, I apologize in advance. Please just refer me to the response, if you would be so kind. Thanks.

OK. Here’s my problem. I want to know the timing of c.mk c.mp ex-knee izuna drop. Linking c.mk and c.mp is not a problem. Linking c.mp and ex-knee is also not a problem, except that maybe 1 out of 10 or 1 out of 15 times the ex-knee hits the opponent (Ryu in training mode), and most of the time, Vega just flies right over his head and miss by a little. Is this a timing issue or a distance issue?

The ex-izuna has to come out right after the c.mp. Also, make sure the spacing is correct. Can’t have him too far because that’s why he’s going over Ryus head.