Vega Thread

insta-combo 2 is a pretty good anti air. Given, it’s L.ST and it can get stuffed by jump-ins.
A bigger travesty is what they’ve done to cosmic heel, it doesn’t hit crouching opponents. And IIRC it got stuffed by a ryu cr.mk, instead of hopping over it like usual.
Well atleast walldive spam is kinda better since no more focus.

Yeah I’m learning to forget about st.HK as ANY kind of anti-air. I feel like air-to-air encounters in SFxT are a bit different than SF4 for sure. Seems like air normals last longer and have better range and priority across the board, no?

Everything to do with jumping in is different in this game compared to SF4. Jump ins are godlike. Thankfully Vega’s jump fierce has amazing priority for air to air encounters.

I also feel like negative edge is much more prevalent in this game as well. When I’m not warmed up I have to consciously remind myself to take my fingers off the buttons immediately or else I get the wrong special all the time.

Finally, I am really surprised to see that there are still complaints about Vega in this thread. There hasn’t been an iteration of Vega this good for 11 years. You can easily hit confirm 250 damage (conservative estimate) off of a ridiculously long range crouching jab. And for the people you’re playing against, god forbid you land a jump in, or even a close standing fierce. Because that’s 400 damage meterless with easy execution requirements. Also, I would even argue that Vega deals with pressure much better because of how relatively bad throws are in this game. Not to mention that there is an alpha counter in this game which obviously benefits vega more than most characters on the SF side due to his lack of a good reversal. The only character that I feel that straight shits on vega with pressure in this game is Rufus. I think that his weaknesses are very fair in this game, if he had an amazing anti air and sf4 style cosmic heel back he would be broken.

I swear people say the dumbest shit on this board. Vega’s damage out put is average in this game, nothing special at all and of course there hasn’t been a good Vega in 11 years he hadn’t been in a game till SFIV and he sucked in almost every version. His worse in this game if you ask me. At least in SFIV his air throw is good and he has a kara throw and safe jumps.

You’re giving way to much love to his neutral jump normals too. They aren’t that good. They get stuffed pretty easily by anyone with half an idea of what you are doing and since that’s Vega’s only anti-air options when he’s not charging d/b you better believe they will know what you are up to. Vega needs the same thing he needs in ever current iteration of Vega some kinda of freakin reliable antiair, old S. RH, old C, FP, old ST, just something that you know you can throw out and stop a jump in on reaction with.

Doesn’t help his signature slide has been crap in every current iteration either cause maybe if that was good ST would be on cause you could keep your d/b charger like in other games and still be able to poke and apply pressure.

Vega is a paradox. He is supposed to be played on the move using footsies. But, you don’t play footsies until you prove that you can AA. This means DB charge. Now you aren’t playing footsies anymore.

I took another look at the frame data so I’ll repost the same information which is more accurate and just putting together all the useful things we know about Vega.

Frame data:

  1. cl mk is now +6 on hit and +2 on BLOCK! This is his only move that is +2 on block!

  2. cr lk, cr lp, st lk, cr mk (startup is still 6!), are all +5 on hit, and +1 on block.

  3. POM is 22 startup, BUT is +4 on hit and +0 on block!

  4. lp RCF is -1 on hit and -3 on block. Mp RCF is +1 on hit and -5 on block. HP RCF is +4 on hit but -7 on block. EX RCF is +8 on hit and +3 on block! Mp RCF is 22 startup. HP/EX RCF have 25 startup.

  5. CH is -4 on block so it is useless outside of combos, and it does not hit low.

  6. Jf HP is now 6 frames which is the same as JF HK!

  7. LK/MK ST is 8 frames. HK is 5 frames. EX is 6 frames.

  8. St HP and St HK and cr HP are still - on hit and block. However st HP is the least - on block and on hit, and st hp crumples on counter hit against standing opponents. I think st hp was -1 on hit and -6 on block, and st hk was -4 on hit and -9 on block, and cr hp was -3 on hit and -9 on block.

  9. Cr HK is now 9 frame startup (as opposed to 8).

  10. Izuna drop is 1 frame startup and 2 active frames. FBA claw attack is 4 frame startup. Grabbing with Izuna drop is most effective against the front of the character.

  11. All his throws (not including izuna drop obviously) are 7 frame startup including air throw.

  12. BHC is 6 frame startup and has full body invincibility until you hit the wall.

  13. Forward dash is 19 frames and backdash is 22 frames. Jump is 4 frame + 34 airborn frames.

  14. SHC is -13 on hit and -7 on block which is weird, but w/e.

  15. Cross counter is 16 frame startup and -4 on block.

If anyone has any other specific frame data questions, then just feel free to ask.

Does anyone even have a “-16 on block” move that we can punish it with cross counter? How are you supposed to make this move hit? Does it have any invincibility that we can cut through moves? Like will I hit Zangief while his Green Hand is in its active frames with this?

wait wait wait. his air grab is bad?

Cross counter deletes all block stun upon activation. Thus any move with 16 frames total of recovery should be countered. So yes you will hit zangief.

Ryu and Ken’s cross counter is 5 frames startup lol. That’s very powerful. Ibuki’s is 7 frames.

If it makes you feel any better, Zangief has 7 frame startup on his jump and his SPD are 5 frame startup now. EX Green hand is not invincible anymore.

Yes his air grab is significantly worse.

Today while online I noticed that Vega’s st.lk tends to beat jump-ins as reactionary presses…idk maybe we should check his st.lk out as an AA in this game…

Relax is not as bad as it sounds…it does have invul frames…and i’ve seen it being used to beat jump ins kinda like U2 in SF4…it is also very easy to combo into out a cmk or cmp just like the super…i’m actualy surprised it is 16 frames start up cause it looked faster to me than the old U2…

You can’t combo into cross counter. What are you talking about? And if you could, then that would be a waste of meter. If you are talking about the launcher then no it doesn’t have upper body invulnerability and shouldn’t work as an AA at all.

Cross counter is when you press F + launcher DURING hit stun.

Sorry…My bad…i was confusing it with the cross art…you know splendid claw…i´ll go die under a rock now…by the way do you have data on start up of the cross art?..and is clstHP safe on block?..i just got the game today and CPU is to dumb to punish unsafe stuff anyway…

No problem man. I wasn’t trying to attack you or anything. I just wanted to clear the confusion.
I vaguely remember the frame data on those two attacks since I deemed it unimportant.

Cl hp is safe on block, but I believe it is +1 on block and +6 on hit, although I could be wrong. I just remember that cl MK was +2 on block making it the safest move to do during matches unless you do a hit confirm into Cl Hp. Combos from cl mk are pretty good as well since it is +6 on hit.

The cross art should probably only be used during combos but the startup was 9 frames iirc. I will check these two out the next time I get the chance.

Ex-fuckin-actly. It’s like the developers forgot how to make him as a character.

you can combo into it lol

sleepy, personally i think that youre delusional but u reserve the right to your opinion

damn Rufus/Bob…There has got to be a way to put these fat tubs of filth down…

I might drop asuka for raven…her beauty just isn’t in sync with mine…

so are we bashing vega now?..foolish imps…

Alex says you can’t :confused:

I want them to release this game for PC at once!

Who is alex?

You can combo into it from:
Close Standing Fierce
Crouch Strong
Crouch Jab
Crouch Forward
MK ST
Anti Air ST (any)

probably a lot more

@thebox- Cross counter or Cross cancel is a weird type of special move that is only activated upon pressing f+ launcher DURING block stun for all characters across the board. It requires 1 meter to use and has a ton of i frames. You are probably thinking of cross art which is QCF + MP + HP.

If you attack Vega with a move that has 16+recovery frames, then Vega can cancel the block stun from the attack and hit you with the cross cancel AKA cross counter. His cross counter looks like an EX version of Cosmic heel that hits low and does 120 damage. It has 16 frame startup and is -4 on block.