Vega Q&A: Ask simple questions here!

I’ve been looking at forward throw again. Position at the end of it is max slide distance and a small step forward puts you in max CH distance. That distance makes it really easy to hit confirm into ST and also allows the short ST -> EX ST combo against Blanka (just to show how good the range is). Meaty CH would lead to frame advantage of somewhere around 0 to +3 or so, if I’m calculating the meaty data correctly.

If anybody cares about it, both izuna drop with the opponent towards the corner and back throw with the opponent towards the corner give you time to safely toss your claw or mask (lol) and charge in anticipation of a counter measure from the opponent. Izuna seems to keep the opponent on the ground longer, so it’s much safer than back throw. However, back throw is usually more common so it can be used.

Edit
Forgot to mention that, like Ken, Vega has kara focus. It’s not a huge amount of range, but it does make his FA reach even longer. He can also kara into jab RCF, but I really don’t see any real use for this. Your spacing should already be perfect before you use it. >.>

Edit
Slight mistake with the forward throw. The position after is not max slide distance. One step back after the throw is max slide distance. Sorry about the mistake.

You’ll have to get the focus attack data from each character section and compare. I’ll try to make a table or something on the main wiki SF4 page if I have time.

I’ve started to use kara focus lately
You go really far
during fireballs, you cover a lot of ground in no time by karaing through one and jumping over the next, usually you can punish or just get in

question, which move is flying barcelona attack? and which one is flying barcelona strike?

which one if done close (ex moves) that will hit as vega goes on the wall

I like to call it like this:

Flying Barcelona Attack: Generally speaking the attack where he flies to the wall, then can either grab (Izuna drop) or claw slash (Flying Barcelona “Strike”).

The move you’re talking about is the EX Flying Barcelona Attack.

Hey guys I’ve been really pissed off for awhile about Vega’s hard trial #2.
I’ve been at this damned trial for months now on and off and I cant seem to nail it, and its frustrating the hell outta me, I’m desperate for any tips…

I usually can do the first 3 hits but Dan ALWAYS blocks the light scarlet terror… :frowning:

Start by practicing crouching light kick canceled into lk ST.

Due to negative edge this is actually pretty easy, but you don’t have to use negative edge.

(Negative edge is where the game reads an input for you pushing the button and then a second one for releasing the same button.)
If you’re not familiar with negative edge, I don’t recommend learning it just for this trial… get it down later if you want to use it, but I don’t really use it myself much.

So charge downback, then hit your crouching light kick and as fast you can move to the forward position and hit the light kick again.

Practice many times right up next to Dan. (You can only cancel if your lk actually hits Dan.) Also remember that the instant you finish this input you need to snap back to downback to start charging the EX ST, but I’m sure you know this already if you beat Normal Trial 4.

It sounds to me from your description you’re trying to link the ST after the crouching light kick instead of canceling the light kick into ST.

My problem with getting cr.lp cr.lk consistently is not the link itself (just cr.lp cr.lp cr.lk is easy), but the jumpin. J.hp sort of messes my timing up because depending on how deep you’re hitting, the link “feels” different. I’m not talking about the trial itself, I can do the move 6/10 times, but that just isn’t enough since I wanna be using this link all the time even in a real match.

Thanks! I got that part down now, now to nail the last EX ST…

Is the input pretty much the same as kara throw? I love kara throw!

Ya exact same deal
good way to practice is to kara focus dash in, kara throw and see where the max range is
Lets you practice both techniques in the same process too.

There is a buffer that lets you input a move early when landing from a jumpin, that is probably messing up your timing on the second link. Just jump hp into crouch mk! Then you have a 2f link.

Yeah, that one is pretty easy… but the options aren’t as great, are they?
With cr.lp cr.lk I can hitconfirm into roll or kara throw if blocked. Cr.mk on the other hand is pretty hard to hitconfirm into kara or roll…

On some standing opponents, you can cancel crouching mk into strong punch RCF. Also, crouching mk after a jump in can be hit confirmed into crouching jab/crouching strong cancel EX FBA on all opponents, whether crouching or standing.
On another note, a successful back throw puts Vega in max slide range. Only bad part about it is doing a meaty slide from that isn’t as easy as one from forward throw, imo.

False.
But anyways, I was talking about the options when blocked. If it hits it’s quite natural that you would do a cr.mk, cr.lp or cr.mk, cr.mp on some characters (where the hell did you pull the info that it works on all chars? that’s not true).

I main boxer, and currently looking for a secondary cause I can stand not having someone as a back up. Been going through characters and I feel like claw is a nice fit. Im used to fast pokes like boxers and claws feel like second nature.

So i’m trying to learn some tactics and watching videos and combos. My biggest problem right now is dealing with cross ups. Im used to relying on boxers s.MP and cr.HP to stop people from jumping in or over me. I try using Scarlet Terror to punish jump ins but i think either my input timing needs work or ST is just not a great anti air

soo yeah, pretty much what are vegas best options for stoping wake up jump ins/cross ups

Scarlet Terror isn’t a fantastic AA. Sometimes if my opponent is getting predictable with their jump ins I’ll do a short backflip into Fierce Scarlet Terror just to avoid their attack at first.

If you’re really good at predicting jump ins though, you could try intercepting with an air throw.

What kind of jump are you dealing with?

  • Regular jumpin? st.rh/air to air fierce beats everything when timed correctly. There are also a lot of other air to airs for specific stuff, for example backjump mp for a shoto rh, or cr.hp from far distance. What’s more: airthrow.
  • Safe jump? Dash under -> punish or tap focus. You can even df.rh under the jump arc.
  • Crossup? Focus -> dash, jump up rh. Even flipping works for some guys.

ST is better in the corner because a lot of people try to neutral jump to escape the ground / tick game and reverse it quickly. ST is a great anti-air because even if you only get one hit out of it, you can do another of any kind and get the hit back. The only problem is you can’t rely on it as a direct antiair because it loses to a lot of stuff. ST is better if you predict a jump in from jump in distane, and use it as soon as they take off from the ground. Nobody rellay times meatys to beat an ST like that, and if you expect them to have to do that, alternate with air throw. Both of these methods are much better when you predict jump ins as opposed to reacting to them, so if you are surprised by a jump in, you can try air-to-air or some anti-air normals but they don’t always work. One good option to avoid a jump in is simply to backdash as well. This way they don’t have the jumping start on offense that is so essential to saying goodnight to Vega. Good players againts Vega will constantly jump in / cross up you after you are knocked down. For the most part you need to learn how to hold the fort after they’ve jumped in.

nj.rh has awesome priority BTW.