Vega Q&A: Ask simple questions here!

You know I have posted about this in my thead a while ago. I think you should take a look at it if you haven’t already done so. I posted alot of useful information there as well.

http://shoryuken.com/showthread.php?t=235867

How do you guys tech throws? Im finding it really hard, i normally just press it once when i anticipate it, but today i tried mashing it, but still get caught. Not sure why, i know im pressing it at the right moment. Its not the immediate throws i get hit by, its those late ones, the ones you can c.lk while there grabbing you. Also, i notice sometimes you can late tech, like someones grabbed you, the screen freezes, then its teched. How does that work? You wait for someone to grab you and counter grab somehow? lol

cheers dude i can land it now!, can’t get the ultra setup down but it doesn’t seem worth it lol.

Vegas so much more fun in super :smiley:

WHat does FA mean?

Focus Attack

Can anyone give me a few pointers on fighting Ibuki?
I can’t seem to punish anything with Vega. and i’m having a hard time finding data on the threads against Ibuki…

While I am unable to test exact punishment now, here’s some information. ALL Neckbreakers (Slide special) are -13 on block. This means you have time to do a c.MK or possibly even a close FP; if someone can test that, that would be tight. This is important, because scrub Ibukis are going to throw this out there in hopes of running their training mode oki on you, and one landed Neckbreaker is bad news for Claw. Punish this every time, and punish it hard. If by chance you block a Raida (the hit-throw with the flashy orb effect), the safest version is -14 on block which gives you the same punishment. EX Raida is only -9, so stick to cr.LP combos. (cr.LP cr.LP cr.MP EX FBA or whatever) Her Ultra 2 is mega punishable, should probably opt for j.FP cl.FP c.MP EX FBA.

As far as the fight goes, from initial speculation, I wouldn’t be surprised if this match was even. The match will come down to how does Claw handle and frustrate the Ibuki player, exploiting her poor normals / footsies game. The usual suspects (c.MP, s.MK, s.RH, nj.RH, etc) are all great in this matchup and you can get plenty of damage just preventing her from getting a knockdown. Again, make sure to punish any blocked neckbreakers hard; she shouldn’t be doing random necks in the first place. Be aware she has a command dash that can go through you, but I believe there is no invincibility on the move, so you can just tag her for it.

The one thing I REALLY need to test is punishing Ibuki’s reversal EX shoryu. While the normal one seems pretty easy to stuff with a meaty and whatnot, the EX one is a legit shoryu with the option to toss a Kunai. I figure since the kunai can’t focus break, the answer is either always prepare to do a Focus -> Dash with proper timing against both Kunai or No Kunai, or ideally if there is enough time to always land a Level 2 Crumple Stun, go for that. If any of you guys can test that, and the viability of close standing Fierce (2hits) into c.MP EX FBA after a blocked neckbreaker, that would be beautiful.

My fav match i had was on an ibuki when I had U2 stocked. It was the final round and we were both down to very little health and I did 2 full screen back flips on purpose to bait the neckbreaker and caught her with U2.

But you want to keep her away, poke and rape her wakeup until she gets EX (then get her to waste it on wakeup). If you get caught by the vortex you gotta try to block where her body is and rem that all her pokes suck and mid range, so you can out poke her easily.

Anybody uses Piece of Mercury (Over Head) at all? Can you even combo after it hits? Having to much with back j.HP, I even forgot the move even existed.

Gonna try to incorporate it into my poke madness, and lets see how it goes.

What is a good, safe way to use a cosmic heel?

PoM is neutral on HIT, you absolutely do not get a combo like most overheads in SF. Since it moves you forward, jumps low attacks and must be blocked standing, it’s still very useful and will win you rounds.

A good safe way to use Cosmic Heel is holding down forward and pressing the roundhouse button. Seriously. The risk reward for using the move is pretty much wildly in your favor. If you get hit, you’re likely hit airborne and with a quick attack, and not taking some big damage combo. On block it generally ranges from -1 to +3, depending on spacing, which means even if it leaves you in a funny position, it is always going to be safe. Most of the time you want to be Late OS teching their throw post-blocked CH (You don’t try throwing them), the theory being if they attempt throw you break it in time, if they attempt reversal you’re teching late so you just block it, and if they backdash / jump / attempt nothing you get a crouching LK which is fine. You can always Triple kicks/punches (kicks imo), backdash, neutral jump or cr.LP post-blocked CH, the latter two being pretty effective at max range since you’re at +2/3.

The move is great. I find it hard to believe that you guys don’t think to use it online when your fighting a charge character or someone who thinks they can just crouch block on vega all day. It also pretty fast and has great range which lets you use it after a blockstring or far poke

can trade with ex wall dive into any of the ultras?

You could do trade into Bloody High Claw in Vanilla…

Quick question: In Super, I was wondering if anyone else has had trouble doing (in corner) EX FBA > single claw swipe juggle > EX ST. I used to do it easily in Vanilla whenever I felt like showboating or had meter to burn. In Super however, I struggle to even land it in training mode, seems like I can’t get the EX ST out in time before they land.

I know it’s still possible because I’ve done it once or twice, but did some subtle change in Super make this much harder or what? I’ve even tried different strength punches for the claw and different combinations of kicks for the EX FBA, but it doesn’t seem to matter.

no trouble there deuy
still can pull it off normally like in vanilla

I find it alot harder. I think its because how juggle animation is now. I think they tweaked. Well they had to, so they could get rid of trade DP Ultra.

I’m suffering from Cammy fatigue and am playing Vega, its going fairly well (I always beat scrubs) but when a competent ryu pushes me into a corner its pretty much gg.

Can someone list all of vegas wake up options and just generally walk me through how to get someone off me. I know this is claws big weakness but its pretty hard adjusting to life post-cannon spike and I need some help!

what hand does vega wear his claw on?

When he swaps sides on the screen he unlashes and quickly relashes his claw to his hand with ninja speed. SO FAST, you don’t even see it.