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.