Hey what up guys!! I’m just starting out with vega . Was a cammy/akuma player in s1 and s2. All the tutorials I’m finding are outdated. . Just a few questions. I land frwd st.hp CC a lot in matches, what’s the best thing to do after this? I just stand there or dash up usually. Is there a good time to do fbas?? Seems like all mine get stuffed , even ex. Thanks!!
I’m only gold but I’ve been playing Vega almost exclusively since launch and I can answer your questions: With Buster Claw CC you can follow up with another Buster Claw – that has the furthest range and it does good damage/stun. You can also follow up with a cr. hk sweep but it doesn’t have as much reach as Buster.
After a crush counter sweep it’s a safe time to immediately follow up with a M. FBA. Most people I see tend to go for the grab vs. a quickrise in that scenario but I tend to try for a cross-up, st. hp (claw) xx stance switch, grand izuna b/c the damage is nice.
edit: one thing I wanted to mention that you may have missed: when it comes to EX FBA, if you press punch immediately after launching off the wall your speed increases, but you lose some distance and control on trajectory and you can no longer grab. Against a cornered opponent it can be hard for them to react in time (bouncing off the wall behind them), and in some cases you can also bait an anti-air (bouncing off the wall behind you). With all of this said it’s generally considered bad practice to throw out YOLO EX FBAs frequently.
Thanks I never tired another buster claw! Ive tried sweep but it usualky whiffs. I had no idea you could increase the speed on ex fba, thanks! I’m sure this has been asked a million times but how do you deal with constant close jump ins? Just lost to a super gold ryu who had turbo jabs and lk jump ins from close range non stop. I try to slide under but I’m old and can’t react like I used to lol.
One of the most important ways to improve your Vega is to know how to AA well, which isn’t easy because they’re so situational. When you allow jump-ins as Vega, blocked or not, that’s when things usually go south. The slide can work but isn’t a deterrent like a good AA.
>The most reliable AA is c. hp (no claw) but that limits you to one stance.
>St. HK is amazing because it’s a crush counter and you can follow up with an EX FBA for example, which can lead to more damage and options. st. HK is my personal favorite, the caveat is that it has 11 start up frames and hits at a specific angle so timing and spacing are a huge factor.
>H Aurora Spin Edge is another AA and is tricky as well. It has 12 frame start up, but 6 active frames, it covers an area closer to you compared to st. HK so you basically have to anticipate the jump-in. It has juggle capabilities similar to the CC st. hk. I don’t use it as frequently b/c it’s hard to land but you’re welcome to try.
>cr. hp (claw) is another solid AA but its range tends to be further out, similar to st. hk, and it’s just a single hit. I find it tends to be more reliable, trades less, against Zangief’s jumping hk at a distance
>neutral/back jump air throw is effective against cross-ups and close jump-ins, it’s another one you have to anticipate but if you’re opponent gets cross-up happy it’ll counter that.
>jumping mk is a nice air to air. Jump back mk is my go-to in mirror matches against people that like to wall dive a lot
My personal preference is st. HK against distance jumps, which people tend to approach that way out of fear of pokes/sweeps. Air throws against cross ups and close jump-ins. Walk-under or slide as a last resort against a close jump-in. Crouching hp (no claw) for reliable AA that is less likely to trade against those who get jump happy. Crouching hp (claw) against Zangief.
There’s other less conventional AAs like the v-skill (hold), L crimson terror with the right timing, and cr. lp (no claw) but I don’t recommend any of those unless you want to play around or you just happen to get lucky.
If you use the H. Aurora Spin Edge you can follow it up with an EX FBA. If so desired, you can combo it into EX ASE.