the srk coming out in 3 frame actually makes it an auto correct failure,since it gets impossible to time it late.
the only difference between sagat and the shotos is that the shotos can throw in a jump back hp guessing game.
Tested his Ultras.
U1 will not combo from LK.ST, Cosmic Heel, etc. It only combos from a jump-in attack and Focus Attack.
For Ultra 2, don’t even bother with neutral cosmic heel setup. It’s near impossible to combo Ultra 2 from a neutral Cosmic Heel, even if you hit it at the last active frames. You can land it off a CH which hits a jumping opponent, but you’re better off just doing a plain U2.
I believe U1 will be the better of the two, because the start-up time on U2 doesn’t make it a good anti-air.
I tested that the first day i got it and yeah…after ex wall dive trade, you could do ultra.
Can anyone give me an idea of the best blockstrings for Vega?
wear the laxstring
Not an anti-air?! Are you kidding me?! It’s like his best anti-air ever!! Think about it, what goes up, must come down…
Have you never heard of deep shoryuken?! well you have to do a deep U2…
Each ultra are useful in particular scenarios, as for me i prefer u2 because it’s and easier motion and won’t get mixed up with ex.fba…
FYI, I am able to pull off U2 from neutral cosmic heel…
Hmm… I know it would probably never really be useful in a real match, but I kind of wonder if you could now do a forward jumping U1 after an EX wall dive trade. Would be kind of neat to launch twice in a row like that. I haven’t tried it but I get the feeling that the U1 launch would hit and then the rest of it would whiff.
Hello everyone, I don’t know if this questions been asked already but I want to ask about Vega rush-downs. I noticed that I never really rush with Vega, and I want to know by your opinion of when you do so( If at all.) Do you have characters you never rush-down no matter what the circumstance (like Zangief)? Can you also give me your opinion on which character you think is the safest and the most risky on that tactic?
Thanks guys
Sup guyz. I haven’t bought this game yet, still thinking about it. Whether I buy it or not is highly dependent on Vega and Online play. I get bored quite quickly playing with the other characters… lol. I was once was an awesome Balrog, but took off my gloves for a claw!
Soooo what I want to know is, did they improve vega’s defensive game, as in will people be able to come up to my face and start spamming buttons quite freely, without me being able to do anything in return? Or does Vega have some invincible frames now??? Or better priority close up??? ANYTHING??
Im pretty sure its still gonna b near impossible to beat a blanka, and very hard to beat Guiles (although i beat most online :S). But people like Ryu, Ken, well all shotos, I want a more decent game against em.
Secondly, online play!!
How often do you play in an hour? Like in SF4 i would ONLY get the 5-10 games in… (only european people answer this plz). tht makes on average 100-200 seconds of play!
Have they got rid of the retarded Language option system and put in countries, or regions?
Finally, can people in europe play americans/ japs with atleast a 3 bar connection now?
Thank You in advance =)
Rush down remains pretty much the same as SFIV but its more effective now since you have a faster droping jump from a higher angle and a overhead. His basic poke strings are cr. LP–>slightly walk up–>cr. LP or far LK–>slightly walk up–>far LK. With that mix you can try to bait SRKs by slightly delaying your poke string and hold back to see how they react. If they are too paranoid you can add in a tick throw game with your kara (which has maintained its awesome distance) throw.
On wake up you can stand just outside a SRK range and poke with down MK or whiff it to pump fake then use POM which is now a overhead. If they have a reversal handy you can just wait and see what they do.
Cosmic heel can be used to start a block string–>tick throw or if you have good timing you can do a dash back to bait badly excuted reversals or reactions. Back dash still has that nice invincinbility time and speed.
His defensive game remains more or less the same. Some buffs he got for defence:
- His EX ST can no longer be grabbed from ground based grabs
- Ultra2 has invincibility frames
- Unless knocked down, Ultra1 makes Claw not free for jump ins.
That being said, the buffs he got is mainly for offensive.
For one, his overhead now forces Blanka to move more and can’t turtle you after spining you with chip damage. Its no longer safe for the green bastard to keep blocking and POM still stuffs most of his moves. If you know how to counter all his spins with Claw in SFIV this m/u will feel nearly 5:5.
M/u with Ryu is looking alot like 5/5 too. Uppers get stuffed or traded. Since Ryu’s srk does 2 hits and the first hit does crap damage, Claw has a favorable trade for once. Meaning the pressure for a potential srk on jump has decreased! Now that should theoretically give Claw players more confidence to begin jump offensives.
Sagat got nerfs on some of his speed with specials and unique normals. Also he got nerfed in damage. But the essential pressures are still there: Claw still has no reliable reversal unless its Ultra2, ST gets stuffed by w/e Sagat does in the air, a well spaced TK still screws him over.
But, Claw no longer loses claw and mask as fast now. If you were to no block for all 1000 of his HP, his mask would fall off when you get KO’ed depending on what you get hit by. Meaning Sagat can’t just recklessly rush in and expect a quick easy win. IMO it looks like a 6:4 in favor of Sagat
Sagats jump mp is much worse now too.
That sounds awesome. I was sold at “Claw has a favorable trade for once”
Blanka feels like 5:5… I find that really hard to believe, I was in G1, and these blankas woooped my arse left right centre. But that was one of my poor match ups, il take your word for it i guess.
Nice to know Sagat got nerfed. That was my favourite match up! I dominated the whole match against most all of them, but i would lose 50% of the matches, always ended in the same way. That one combo, into ultra… 70% of life vanished before my eyes :looney:
Just need the answers for online play now, and I might end up buying this over priced expansion. (I bought Vanilla for 30 on day 1, and this is 25!!!)
Thank You
Hey all. Vega newbie here. I wanted to know what are some good punishes that I can use with Vega. Can someone list some that use a charge special and ones that don’t? I don’t really know any and I usually grab, but sometimes it gets predictable and gets teched. I need ways of punishing whiffed SRKs and Juri dive kicks!
Also, I know charges can be started on jumps and while crouching. Can they be started while Vega is knocked down, meaning can I wake up special? Also, do moves have different charge times or are they all the same?
Yes, you can wake up special, but don’t do it. Unless you’re playing a low-level opponent it’s a really bad idea.
The one exception to this rule is EX scarlet terror, and I’m not even sure if I should tell you that. Wake up EX-scarlet terror was a bad idea in SFIV, but in Super his EX-Scarlet Terror received a buff so now I think it beats throws, but I am not even 100% about the frame data yet, so take this with a grain of salt.
Two simple punishes a beginner should get down are EX FBA (will punish almost anywhere on screen!) and standing hard kick. EX FBA is quick and if you land the drop afterwards, it does decent damage, and great damage for a half, 3/4s screen punisher.
Standing hard kick does decent damage for single normal and has a quick startup meaning it will be able to punish a lot of whiffs, but be cautious on using it against Ryu’s and Ken’s whiffed light punch shoryukens, because they have stupid good recovery. If Ryu whiffs a light punch shoryuken next you, hopefully you were already holding downback, so the the easiest answer without risking any links is to hit a crouching jab cancelled into jab rolling crystal flash if you have no meter, and crouching jab cancelled into EX FBA if you do.
These of course are not the best punishes, but if you’re new and not familiar with Vega’s links and the risks that come with them, these are good starters.
Sups guys, just bought this game, a few matches with Vega and I can tell he has become a very good player. Here are a few things i noticed:
- Bercenola jumps much higher off the wall, giving you a much better attacking game ( i know every here already knows that)
- Scarlet Terror has become a good anti air… been using it like Guiles flash kick, working great at the moment.
- Ex ST has become a good counter. Not losing to spams anymore, although havent been stuck in a corner yet, so can’t say how effective it is yet. Also has become a great anti air.
- Izuna Drop has become so much easier to perform.
- Vega has gone more powerful overall
Anyone else notice this with ST/ex ST ? How bout Izuna?
EDIT:
Just noticed there is a Vega changes thread lol. This forum has become a little messy.
Has turtle Vega become more viable? Cause I happen to do it invuluntarily, and I notice alot of my matches boil down to generally counting whatever the opponent is doing, and living and dying by C. mp into EX-Wall dive when they do something I can counter.
I don’t want to make a new thread, but I think I doin it wrong.
I’ll answer you this way:
Turtling, or playing defensively, is a good place to start and is a necessary skillset for all players, definitely including Vega very much. Eventually you will need more than simple reaction-defense, but just keep playing to win however works best. So long as you are seeking out good players, your “turtling” game will expand on its own as you learn new skills. Post about any difficult matchups or situations you get into!
Well, I main Deejay and played alot of Guile in vanilla. Love charge characters, but I always had Abel as a secondary. I like the faster trickier characters to keep people off balance, and with replays, Team and Endless, its important to have a change of pace.
But with Vega, versus using someone like Adon or Abel. It’s hard to keep the pressure on all the time once the abuse of the wall dive is figured out. I like cosmic heel, and piece of mercury, but I’m worried about it getting stuffed because Vega usually lost out on alot of moves in vanilla and I tried him for awhile there to and didn’t have half as much success.
I guess a good example of why I turtle with him more then I should is with T. Hawk. Who is 3x easier to counter, then he is to pressure. If I make a significant mistake, then I’m dead. But if I wait for him to try to get in and attack and carefully use Vega’s speed to move in and out of his throw and dive ranges, much safer win.
I guess I’m trying to ask, whats the next step in a n00b vega gameplan?
you’ve never tried that? thats automatic for me. yea, splendid is gold on trade. and hilarious
what does everyone see in U2? I’m asking because I want to know, and believe that its a buff for Vega. Though I’m not so sure. The combo potential seems minimal. How are you guys setting up your trades into U2? Is everyone comboing into it ? or just randomly throwing it out there. yeah it works as AA if you time it right, but cant you just empty jump and block it and punish.