Vega Thread

i like Vega-mitsu, if i would buy an alt costume (even counting the sf4 ones) i would buy that one.
the sf4 ones make me puke…

The only reason I bought alts in SF4 is because I hated getting confused by same outfit (plus Rose alt 2 color 7 was so sexy). Luckly we can make our own colors in this. Which begs the question, how the heck do we get more colors?

the colors are DLC… yep

@Jozhear- I originally thought about using cl mk from a chain as well to make it a frame trap for cr lp chain into cl mk into a link combo and to use other moves to chain into cl HP so I could get my full bread and butter combos, but the frame data for chaining moves is different. It has more lag, so you are probably - on block and you cannot chain from hit. Nevertheless for close meaty attacks cl mk is going to be one of the best to use.

Are you sure? Someone was saying in another thread that Cammy was + on block after a chain into MP. It might just be cammy cause you know she gets +2938742 off of everything, but it seems possible that Vega might get the same off of cl. mk. that would be sweeeeeeet…

PS I might not have made this clear but I seriously think it’s in anyone’s interest who wants to play Vega to learn how to dash cancel off of your normals using SHC charge dash. Soooo incredibly useful… it’s like in this game, Vega gets to FADC every normal he gets a charge for. Reallllly strong, if you’re a badass you can do chain ABC into HP, after storing a down charge, then dash out of it that way. That is tough and will take practice but I’d argue it’s worth the meter. Positioning is everything, Vega still has the best footsies most likely. (And he can punish just as well it appears - I can’t wait to learn frame data to shut down every Tekken character)

Hey guys, new to Vega. Just wondering what is Vegas best defense for dealing with Jump ins? Any Normals for AA?

Neutral jumping normals like HK, and HP are built for this. Jumping forward or backwards MP works too. Airthrow (and throws in general) are pretty bad in this game but it’s still something to try out once in awhile but not abuseable.

Sometimes I forget its SFxT and try to focus lolsadlol

I don’t give a F who mains Vega or the reasons on why they want t main him in this game as long as i get to see him used a lot in SFxT tourneys on streams im all good. :sunglasses:

I kinda hated to have to hope for a Vega player to show up on a stream to just watch a vega player fight.
But now if he’s good then he’s good i just want to see Vega more in the spot light.

You should test it out in training mode. See if you can chain into st mk, and then try to combo off of it. Try to chain into cl HP and then link afterwards as well. It just doesn’t work. If you look at the animation of a chained cl HP and a normal cl HP you will also notice that the chained cl HP is much slower when it finishes. Also you should not be able to cancel a chained normal UNLESS its EX.

video? :smiley:

Does anyone else feel like cross up jumping fierce is a lot less strict on spacing in this game? I haven’t tried it in a real match yet but I can get it 90% of the time in training mode on wakeup. You just have to take a tiny walk back after a sweep, maybe a tenth of a second. After Scarlet Terror bnb you have to take a little bit larger of a walk forward, i would say like a fifth of a second.

What are Vega’s good anti-airs? I’ve been trying to use cr.HP and Scarlet Terror with not much success.

nj.HK, LK ST (u kinda have to predict the jump), jump back MP, s.HK, airthrow, jump forward HP.

all of them are situational so you’ll have to go to the lab and see what works when. my personal go-to is nj.HK

Have you guys tried to do some of his SF4 safe jumps? I didn’t want to take the risk during a match so I haven’t tried…but yeah?

None of them work. The spacing/timing after a throw is different. And there’s also the forward row to think about.

One of the first things I tried with Vega but none of them work.

Yes I have been able to pull off JF HP in training mode against ryu pretty consistently, when he’s standing still. I haven’t been able to pull off his other crossups as well though, but I still did it.

I read the anti airs listed above but does he not having a strong standing normal?

[S]st.HK[/S] and cr.HP are probably the closest you are going to get as far as anti-air normals go, better options are neutral-jump HK, airgrab, jumpback MP, or just get outta da way

Ive been using his cross cancel ex cosmic heel move for anti airs. I cant seem to juggle a scarlet terror after that though, wsup with that? Can anyone help? I just thought they’d be more juggle potential or maybe i just havent found the right move =/