Vega Q&A: Ask simple questions here!

It his HP that cancels not MP. You cancel before the second hit.

Cancel the first hit of st.hp with hpRCF, not before or after. You’ll get it down pretty quick

I’ve been meaning to mess around with Vega with the release of Super SFIV, but I’m completely clueless on Vega.

Does he have a kara-throw? Is it worthwhile?

What are his anti-air options (besides Scarlet Terror)? To be more specific, are there any normals that Vega can use to reliably anti-air?
With the AA Scarlet Terror, is it best used early or late?

@ windbreaka: Vega does have a kara throw, some (most?) say his is second to Ken’s kara. I feel once you get the kara down it is extremely valuable to Vega’s game (in combination with his very fast walk speed, this can really mess with an opponent). Vega’s kara is performed by canceling standing roundhouse with throw.
As for Vega’s AA options many of them are distance dependant. The ones I use the most… st.RH works in situations, cr.FP has been serving me fairly well in super so far, neutral jump RH works very well most of the time, jump back or forward MP/MK/Fierce and air throw… all have uses IMO. And concerning Scarlet Terror as AA, I rarely use it for AA purposes but I swear I get better results from it in super than I EVER had in vanilla. It does feel like it’s beating/trading stuff alot more consistently than I remember it doing before, but maybe that’s just me.

Just noticed that Splendid Claw doesn’t require a clean forward as the last input.You can do it just by sliding the stick on the bottom row.So Charge db,df,db,df KKK works.I guess it’s like that because it requires a shitty strict down-back charge.

I have been using this (well when i was playing) to hit more crossup attempts with splendid, staying ducking really helps you to go the correct direction.

Moreso that this game is just super lenient on input motions. The method you posted is the one I use. I always get SC to come out by using db, df.

anyone nailed someone with auto correct SC?

I have. Won the round off of it.

It was beautiful.

RCF cancels are harder because:

  1. 60f charge time as opposed to 42f for ST.
  2. You need a F motion, DF doesn’t work.
  3. Pressing UF will result in SHC (ughh).

A Vega newbie here, and I’m not sure when to utilize Vega’s U1.

I like U1, and I would like to know when are some good times to activate it.

I feel that it’s much like El Fuerte’s ultras, i.e. use to punish mistakes, rather than to combo into like, say, Ryu or Sagat.
Except, it seems to have no invincibility when going to the wall, so I’m not sure how it can be used.

You’re right about Ultra 1 mostly being used to punish mistakes. There’s not really a reliable way to combo it outside of a Focus crumple (you can combo the fwd launcher after j rh or fierce, but it has to be a really deep jump in and doesn’t seem too practical).

Here’s a few situations to setup or land Ultra 1:

-through fireballs, including air fireballs as they land

-after a focus crumple

-after a deep j rh or fp (fwd wall)

-if opponent jumps in at you from unsafe distance (back wall or you could get stuffed)

-if opponent jumps at all (full screen neutral jumps, etc). Dhalsim has a really floaty jump and is easy to catch, you can even punish his j fp on hit

-if opponent focuses or dashes out of focus

-some people like to sit fullscreen and do stupid shit like spam cr jab, focus, or build meter with empty moves

-bait Zangief’s lariat with walldive, steer away at last moment and punish with ultra

-punish blocked blanka balls and Ultra 1

Just a few off the top of my head, there are other setups and punishments for certain moves. The main reason I’ve moved almost exclusively to Ultra 2 is that it can do pretty much all this punishment stuff just as well, with the insanely good added bonus of giving you an invincible gtfo move. Splendid Claw is a much better AA and rushdown deterrent.

Thank you very much, Deuy!

Situations you’ve listed are great insights, and I will give U2 more practice per your recommendation.

So like the first day I played I was fighting against a sakura who jumped at me and I coulda sworn my cl.mp anti aired her. I do not know if she went for an empty jump of if it actually beat her air attack. Anyone else seen anything similar? I was like OMGOMFG we have a valid anti air, then tried it in training mode a bunch of times with no success. It just popped back into my head not and I thought i’d throw it out there in case someone else wanted to experiment with it.

Have any 360 pad players got Cosmic heel to scarlet terror/ultra 2 down? Having trouble landing it with the anologue

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ima 360 D-pad player & i can do the cosmic heel to scarlet terror & ultra wit ezzzz…

it getsz to the point where alot of people ask me how THE HELL can u play wit a 360 controller lolzzz

At the moment I’m still a pad warrior too haha :'D
But I plan on switching to stick soon. Been playing fighting games for way too long on that shabby controller.

Wow, didn’t know you’re rockin the 360 pad. :wink:

I used a 360 controller for the first two months or so…it’s not hard. Nothing is hard if you practice alot.

i could have sworn the input of the last direction was rather strict… i’ve recently started executing the move by doing near semi circles before pushing forward and Kx3… it works very well.

on another note… i pulled off the jump deep in feirce + U2… not that reliable to attempt in a fight that matters. and not worth the mere 10 points of additional damage 460 as opposed to 450. when you factor in the likely hood of it being blockable (due to it’s strict window of opportunity + ihow hard it might be to even jump in so deep).

still having trouble with CH => SC… can do it if they’re jumping (like in the trails) but not if they’re standing… help?