Vega Q&A: Ask simple questions here!

Rhino,

I agree that his hard trials aren’t too bad, but I think trial five is still above average difficulty.

Claw throw is a mean joke played on Vega by the designers of the game. The only purpose that anyone has ever found is to reset your “claw loss damage counter.”

There is a special damage counter for Vega. When he reaches a certain point, his claw pops off. (This counter also counts blocked hits.)

If you throw your claw yourself and pick it up, then this counter will reset.

So in an ideal world that doesn’t exist you would notice “hey, I’ve taken some hits and blocked several others… my claw is going to pop off soon and I won’t have a chance to grab it again because my opponent will guard it. Oh no! Let me FBA whiff out of here to full screen, throw my claw and pick it up while the opponent doesn’t have a chance to punish”

Of course you can see how stupid and impractical that is.

Now Mask throw, that is a meaner joke.

I was going to make new thread, but i’ll ask here instead:

Vega’s backflips, how to use them effectively? Haven’t really used them much , i recently started upping my Vega and i though they could add a new layer in my game.

How do you guys use backflips? Situations, character specifics, anything helps!

Haha, wow, yeah that’s messed up. I think something awesome they should do for SSF4 is make it so Vega does chip damage when he hits with his claw, that would not only make sense logically but it would also make it so losing your claw actually meant something.

I just played played Vega online for the first time today and I can totally see why he is low tier. I still had fun with him though, so i’m gonna keep using him. Plus if I cared about tier, I wouldn’t be an E Honda main. Does Vega have any reliable reversal moves? And, what’s his best punish, when you catch somebody wiffing?

^^^

The first post is outdated and gutter trash. Can we somehow change it so questions like this don’t have to be answered for the 400th time and ppl have easier access to Vega’s basic stuff?

It means something - reach of your punches attacks.

That’s why i never liked these threads. The OP never actually stays and updates things, you just get pages and pages of the same thing being asked. No one wants to sift through all the pages. I guess don’t let the topic get stickied unless it is something from a very active user?

If you lose your claw you have less range and do less damage. If you lose your mask you do more damage and take more damage.

The backflip loses a lot of its uses when you get higher up because it is easy to punish. The main uses are:
-avoid full screen fireballs and some ultras (helps avoid the chip damage when your low on health)
-the kkk version is quick and can be used to avoid a wakeup srk allowing you counter or at least stay at a safe range.
-against another Vega’s walldive to punish with a cr.mp, ex izuna

Besides that there aren’t too many uses, if you use it too much you’ll end up eating sweeps and combos

the og poster has to change it and good luck getting him to do it.

Ok thanks for the info Shack. I figured they were garbage when i first started playing Vega long time ago. I thought they were pretty much useless in higher level but just wanted to make sure asking you guys if i’m missing some secret info about them lol. I feel the backdash is more reliable so i use that.

Seems to me that the only good use for 3K is playing wake-up games against scrubs.

(In addition to what Shack said)

I have noticed that if your opponent has a DP and is on death’s door (just one hit away from dying) after a knockdown and you quickly walk to their downed body then they are more likely to mash an unsafe DP out of panic. If you time the 3K right you’ll get to finish them off for free.

lol @ guttertrash. How many ppl here read that with a british accent. That’s what I’m msging my fallen opponents from now on.

I am new to this game and these forums so sorry if my questions are noobish and or are in the wrong section.

  1. Is it possible to backdash/ backflip/jump a zangief ultra after he inputs the command? If not then what about other special grabs like Abels EX grab thing.

  2. How do you defend against cammy’s EX jump grab thingy?

  3. Is it possible for you to NOT be able to defend against someone after you use a piece of mercury on someone who blocks. If so, then can I get a few examples.

  4. Same situation as 3 but with cosmic heel.

  5. Is there a list floating around somewhere that says every move with invincibility, and on what frames?

Thank you.

1)I was going to say no to the Zangief ultra avoidance, but it actually looks possible if the entire back flip is invincible. I don’t think back dash works, though. It should work on all of Abel’s throws.

2)Best defense is just crouching, although you could stuff it with a well-timed standing roundhouse. I don’t think she can throw you when you’re crouched.

3)Just about anybody with a 4 frame move or lower can punish you, according to the frame data. Balrog crouching jabs, Chunli crouching shorts, Zangief command throws. Normal throws probably work too.

  1. Only Zangief, unless another character has a 1 frame grab.

  2. Shoryuken wiki section has a frame chart for every character. You can use that.

Hope that helps.

  1. c.HP beat Cammy’s Hooligan every single time I tried it. Really easy.

  2. It’s -5 on block, I am pretty sure I have been thrown after having this shit blocked. Seriously I never found any use to this move. It’s -1 ON HIT!!

  3. -1 on block, pretty safe but still possible to reversal with a 1 frame move.

I realized recently what piece of mercury’s intended use is.

It’s just supposed to be used as a meaty on someone else’s wake up, that
A) gives you a frame advantage (which is essential for ANY vega rushdown as you guys should know, you SHOULD NEVER be doing stuff without a frame advantage to back you up)
B) puts you right next to them (something that is actually unique for Vega, as c. mk gives you great + frames on block but you’re usually too far away).

Like I said, c. mk does this as well but piece of mercury puts you right next to them. In this case, you can mixup throw with jump out fierce and throw, and also some shorts to keep up pressure / tick game if your opponent is really spry. It’s basically just a thinly veiled +2 for you to initiate close-range offense, which is something none of vega’s other moves do.

EDIT: I typed this under the impression that a blocked meaty Piece of Mercury would be +2, but actually at its meatiest it is -1. That is bullshit. Basically you should hope that they are trying to tech a throw, as at least when you use this and it hits you’ll be at +2. Meh. Not a risk worth taking. This move is complete garbage.

I don’t know about it being complete garbage. I’ve seen it go over a lot of low attacks with greater ease (imo) than cosmic heel. Plus, it seems to go over “medium” attacks that hit at a lower level, like Sagat’s low tiger shots and Dhalsim’s ranged fierce punches. It must have some practical use somewhere.

Just a quick question, Jozhear. How are you calculating frame advantage on meaty attacks (hit/blocked)? Knowing the methods would help a lot when I check frame data for Vega and other characters.

Edit
Nvm. Got the meaty frame data figured out.

@ Joz

I don’t see you airthrow much. Why is that?

@ everyone

What is your course of action when you notice your opponent has a strong tendancy to wake up mashing c.jabs?

On my wake up, block and react. On their wake up, punish outside of c. jab range, jump back fierce, etc.

@JDH
for crouching jabs I like to neutral jump or i think a meaty cr. lk MIGHT connect.

Cosmic heel, how big part of your game is it? I use it to punish opponents fails and that’s it, landing it otherwise is a guessing game.

Does anyone really use Vega’s hard trial combos in real matches? Especially corner links 4 and 5.

Space yourself so you can land df.Hk and punish.