Vega Q&A: Ask simple questions here!

The 4th and 5th trial links are good for block strings and some quick attacks without crouching. You can walk forward and connect 2 lks into a cr.HP for some quick easy damage.

Cosmic Heel is very good. It hops over low attacks and has deceptive range. You can use it after a crumple stun to combo into a ST for some good damage. It also works as a decent anti air from a distance like in the video i posted in the combo and video threads (combos into ultra against Sim). The other use for it is a tick throw. After the cosmic heel you can cr.lp tick throw or just go right into a grab. Don’t do it too much, you’ll start becoming predictable.

I’m training my links right now, what i meant to ask does anybody really use those specific links in real matches?

Yeah this is how i use cosmic heel. Throwing doesen’t seem to work because everybody has throw in mind when cosmic heel is blocked so it techs, i need to use jab more. You have to psychic to hit it over low attacks, that’s what i meant when i said guessing games. Crumple stun is obvious.

Haven’t really used it as AA because my main training partner plays Akuma lol, i need to learn this option. Thanks for the quick response!

Killusion, I don’t use s.short > s.short > c.strong much in matches, but s.short linked to s.roundhouse is a winner… it’s easier to hit the link.

Remember in your cosmic game to mix up some neutral jumps… You can start with blocked cosmic to throw. After doing that once (or twice if you’re playing someone not very good) you can go for the jab to tickthrow, but I like to instead cosmic to neutral jump. You’ll watch them whiff a tech and can hit them with a neutral jump roundhouse on the way down which can start combos. Watch out against DP mashers, though. Bastards.

Best link off st.short is crouching fierce.

Air throw is one thing I have trouble integrating into my game. Usually I’m very skeptic about going air-to-air with someone by straight predicting a jump in and meeting them in the air. Against certain characters like Bison, Akuma, I get it a lot, but I prefer to stay on the ground and either dash out or anti air with st. rh. Like I said though it’s something I should use a lot more.

When I play against these Japanese players, they bait my air throw with Ryu’s “Double-Punch” medium punches in the air. They execute it right when they jump, expecting my throw.

= Ultra

Same with Dictator, as well

@Killusion
I havn’t played much lately, but when I was I def did try to link the lk’s a lot since you can keep moving forward and don’t have to crouch.

And you don’t need to be psychic to get over low attacks, most ppl have a low attack they throw at a certain range, like the shotos cr.mk. Just get into that range and punish.

yeah air throw is really solid against some characters and its too risky against others, I use it when i predict a jump because its his most rewarding AA.

The problem is with ryu and dictator is that their jumping mps have fucked up hit box that stay out very long, normally your jump puts you above someone and in the clear but their j. mps dont fucking take any of that, and as you said they lead to ultra.

if you can bait them to jump though st. rh beats the shit out of both moves. I like to neutral jump and throw a j.rh out occasionally just because it gets people thinking i might want to start an offense with a jump in.

yeah Ryu and Gouken’s jumping mp’s are pretty gay. They will beat out pretty much any air attack especially wall dives -_- My friend learned this with his gouken months ago making it nearly impossible for me to ever land a walldive on him :frowning:

You know who is impossible izuna because of their jump attack? Gen. Gen has a massive hitbox on his jump kick (i dont even know which kick). Not to mention that his jump is so fast so if he misses he probably recovers faster than you do. He hit me out of the air from so far away thats it rediculous everytime. I have never had so much trouble getting an izuna on anyone (except for maybe focus honda or focus sakura, or the impossible vega lol).

As a matter of fact, Gen was a terrible matchup for me. His jump was so fast and powerful, that I just couldn’t defend against it. That range on that kick was so rediculous.

yeah you have to try and zone him out. Gens either jump a lot or try to stay on the ground with pokes. He basically plays at the range most vegas want to be at, i think that’s what makes it feel weird.

need someone to check something for me,

I’ve been putting it off for a while.

Does c. mk go under Tiger Knee? Ryu’s does, and Vega also is really short during this move… The frame data even works in Vega’s favor, as Ryu’s c. mk is 21 frames and Vega’s is 19, so if Ryu can punish with an SRK, Vega could punish with an ST. Can someone please check this for me, I’ve gotta go to work.

Also, gg’s today kamisama.

I’ve been searching about the Ryu matchup (again), and in this thread:
http://forums.shoryuken.com/showpost.php?p=6793126&postcount=774
from the “new dance with the claw” Bebop talks about options vs Ryu.

The one that cough my eye is to reversal his cr.mk and cr.mk xx hadouken.
I was messing in training mode and once i get caught and block the cr.mk i can’t do nothing but block the hadouken, and i can’t punish him after the hadouken.
And if the cr.mk wiffs because i’m too away, the hadouken won’t come out, so i don’t know what’s the meaning of this.

To me, ryu’s cr.mk xx hadouken is the ultimate poke. Hits low from far away, deals damage and so far i know it’s unpunishable and pushes the opponent away.

With that poke and jumping forward mk or hk (nearly always hit me or trade with my anti-air)… ryu is my worst matchup in the game.

Ryu is tough for me… I’ve played so many people where I RAPE their Gouken/Akuma/Dhalsim/Sakura/Dan/Bison and a few others but when they lose they switch to Ryu. (Have you guys seen this a lot? People switching to Ryu after losing a round?) Once they switch to Ryu, I have a lot of trouble with them and sometimes can’t beat their Ryu.

Like yesterday for example. In a first to three I RAPED this Akuma 3-0. They switched to Ryu and I lost… had a real tough time. It’s pretty obvious that the developer’s had a soft spot for Ryu.

On the air throw discussion, yeah, Ryu and Bison’s double hit air moves fuck you up. Don’t forget to mention that air-to-airing Chun Li is suicide and Guile’s air throw will turn you into a little bitch…

But if fucks some other characters and feels so damn good to land on predictable players. I land a very large number of airthrows… thus my tag “airthrow manwhore”

I tried it out a few times. Couldn’t get it to work. Maybe that’s just me, though.

Do you mean avoid the TK? I don’t think it does. Ryu’s cr.mk avoids a lot of attacks including some jump ins. I dont think vega’s has the same “gayness” to it

I’ve tried that a long time ago, it doesnt work.

bah, what bullshit. typical ryu being tim the fucking tool man with every possible option in the game and something that actually makes sense for vega not being able to work

GGs Jozhear.

Today I did alot of testing with many of Vega’s moves and strategies (I didn’t try this anti air strategy against you Jozhear, but I tried to show you some other cool things like the back dash in the corner counter). I believe that most of us Vega players probably don’t feel at a disadvantage when going against Ryu on the ground (not saying its easy cause he is quite good on the ground), its just that his jumping in attacks give you guys problems. I know that it has been suggested before as an anti air but Im going to bring it up again. Cr Fierce punch.

This might be the one thing that can save us from retarded jump ins which is generally the problem with Vega’s matches. I have been testing (for several days) basically what to do when an opponent jumps in either to cross you to attack or to not cross you and attack. If they jump and attack it appears that cr fierce is pretty dam reliable. However the hitbox appears to be like the area close to his head thats 45 degrees towards his face (assuming 90 degrees would be his face perpendicular to the ground) and its really far extended along his arm to where his hand is. If they go to cross over and attack, then you should be able to shut them down with a cr fierce (which looks so awkward cause it looks like you don’t even hit them) or at least trade. If they jump but dont attack its actually kind of difficult to hit with, or if they are too far, which is why I specify the alternatives.

If you dash through or get behind them really far, then use st fierce kick and it will hit, they also will have like a frame of lag or so, so you could hit them right when they land to get both hits in.

If they jump behind you and are NOT going to attack, then use st MP (just does more dmg, and it has less lag at the end, with about the same reliability), or st fierce kick.

So to sum it up

-Close crossup jump in attack= cr fierce punch

-Far cross up jump in attack= st fierce kick

-Close OR far crossup jump with no attack= st MP or st fierce kick

-Jump in Close attack that does not cross up= Working on currently, but cr Fierce punch seems to be working. This one is a little difficult to time.

-Jump in FAR attack that does not cross up= Working on currently, but cr Fierce punch seems to be working, but also fairly difficult to time, if not then you could always back dash or jump away.

As I practice it I should get a lot better at it, and then I can tell you how reliable it is. Oh yea against gen it really messes him up alot.

To add to the above list, you could try jump-back forward kick/strong punch or jump-back air throw in some situations. I need to try the crouching fierce on cross ups. Seems interesting.