Vega Thread

After doing some testing with SHC I have come to several conclusions.

  1. SHC is pretty much safe on hit and block from probably most the cast as Tatsu said. Not even Ibuki’s super could punish it.

  2. However if you do SHC on the opposite wall (as in behind the opponent) and the opponent dashes toward you, he will take the hit but you land next to him with -13.

  3. SHC can be countered easily by a jump attack, but if the person is jumping then you can fake that into FBA for some really good damage using claw attack combos. Dont use SHC mid or light because if you miss, then it is just way too easy to punish.

  4. The most efficient way to counter SHC would be to use a ground move with good priority which I assume most of the cast will have. The cool thing though is that if you hit Vega then it does NOT count as a CH but if you mess up and Vega hits you, then you get the CH wall bounce.

Vega can counter it with st HP or cr HP pretty easily. But he can also use K flip for invincibility and just punish its ending lag. Don’t use this against other Vega players.

Additionally don’t use this against Ibuki because her AA move is godlike. It gives her 11 frames of upper body invincibility AND is heavily comboable without even needing a counter hit. Vega’s claw will go right through her face COMPLETELY and then you will be countered by this move (b+mp).

I actually just bought the guide so I have all the actual frame data here.

As for jumping data. The jump squat believe it or not is actually equal to and in some cases even worse than it was in super. Mostly every character has a 4 frame jump squat startup just like in super. Dhalsim who used to have the best jump squat being at 3 frames startup now has his at 4 as well.

Characters like Zangief and Hugo have a 7 frame jump squat startup though!

And as for Vega’s frame data. It’s true that it’s not the best, but it is pretty good just not that great up close unless you hit with cl mk. He doesn’t have tight strings except for the first move after close mk, but most of his good attacks have +1 on block and at least +5 on hit while having excellent startup. Cr lp, cr lk both have 4 frame startup and is +1 on block, +5 on hit. So at least you have 3 frames of frame trapping. The beautiful thing about Vega is that you don’t need charge and you don’t need to be close to do good damage anymore. At the range Vega can fight freely at without fear of other people outpoking him is awesome. Then you can use POM from far away which can also combo.

Cr mk for example is +1 on block, +5 on hit, but a 6 frame startup. Most characters can’t even compare. The average for lk is around +2 on hit and -2 on block, mk is like +0 on hit and -5 on block.

If you really want to see some bad frame data, look at Ken. ALL of his crouching attacks are either negative on block or +0 at the most. His cr lp is -1 on block and has 4 frame startup. His crouching MP is +0 on block and 6 frame startup. His cr mk is both negative on hit and on block (-1 on hit, -5 on block). You can punish his cr mk with cr mp easily.

If the person is literally just blocking and not pushing buttons at all, then I can just dash in and throw or walk up and throw. Throw or the threat of the throw will force him to push something eventually to tech it. Throws have to be used very very rarely though since it is so slow and has no range at all. Additionally Vega is not the best character to use from up close since he is vulnerable to 3 frame attacks, but not from far away which he can combo easily.

If you don’t want to take that risk you can always press st HK and tag cancel which is safe on block and easily comboable on hit, OR if you want to do some chip damage, then you can cancel into lp RCF which is a true block string in this game and switch. Then you can use a partner who has ridiculous pressure like Ibuki or Chun Li. Or you can do an FBA claw strike combo into switch which is safe on block.

Lastly, the reason why I think that Vega is so great is because the engine suits him perfectly. It’s true that holding block is pretty effective since his throw game is exceptionally weak and his overhead is great but not super fast, but after reading some frame data I really noticed that alot of the cast have very weak throw games as well and completely horrible low game and not great overheads.

This means that Vega can walk back while blocking and escape alot of pressure forcing more low attacks which many are punishable on block and not comboable on hit except for chaining which is punishable on block.

The Tekken characters have fast overheads or tricky things that they can combo with but are usually very very punishable on block.

@ whoever wanted cl hp frame data. Cl hp is 7 startup. +7 on hit and +0 on block. Cross art is 9 frame startup and has 10 frames of invincibility. Everyone’s cross art pretty much has 9 startup frames and 10 i frames.

so Vega’s gameplan in this is mash c.MP and spam SHC all day?

I’m ok with this ^^

Lol tell that to Heihachi, most braindead character I’ve seen in a while.

Heihachi is…really good in this game.

Though if we dealt with Yun in AE I’m sure we can deal with him lol

Awesome post by alex. I’m also happy to hear cr.lp-cr.lp is not a one frame link anymore. There are things I’m curious about:

  • The start-up of lproll
  • And Ryu’s SRK start-up and inv. fra?. It may seem irrelevant but I want to know if it’s still 3 fr and has inv. frames while our ST is even slower than before (HK-5 fr) although it was the major complaint of Vega mainers in SSF4.

Checked in training mode: The frame data says that PoM is +4 on hit, which is true if the opponent is standing. Otherwise, it’s +2 on crouchers.

this is a pretty crucial detail btw

i don’t really know all of the details, but the point is that stuff like cr.jab x2 used to keep people locked on the ground for combos if the opponent held up during the blockstring like a moron, but in sfxt this will result in an air reset

4 frame jump startup or not, test this in both games against the average character and you will see what i mean

not being able to punish people for holding up during vega’s blockstrings is a glaring weakness that should be addressed

Hey DrgnAK…are you sure is not the other way around?..I mean if they are crouching POM should hit in one of the later active frames isn’t?..

dammnit the kazuya infinite works on vega…fuckin stupid.

Yes, I am positive. I can only combo after PoM on standing opponents. The only way I’ve been able to combo after PoM on crouchers is on counter hit.

It seems that Vega can back flip in between Heihachis f.lp>mp or hp strings and he can also back flip from Hugo’s lp>palm breaker

Vega’s best antiair seems to be jump forward medium punch right now. Out of all the antiairs I tried, this was the most consistent.

BTW Shout outs to ST [media=youtube]vUrMhCl3ans[/media]. Someone told me if I was gonna complain so much go play ST but I already had. :smiley:

Yes it appears that drgnAK is correct. Good find. POM will combo on crouchers if hit on the last frame or if hit with a CH.

@ Tatsu- I actually did test it and was unable to prevent jumps with cr lp when I have one frame advantage, but here are the moves that will trap them and allow you to combo consistently (with 1 frame advantage). cr lk, st lp, st lk, cl lp, cl lk, st hk, cr hp. The beautiful thing about it once again is that w/o charge you can get a combo with over 300 damage meterless from hitting with any of these moves from anywhere on the screen.

I really am trying to see other strategies that you could use with him seeing as you are correct about his mixups. I don’t like to rely on FBA tricks/ or SHC too much, but it does appear that they could work as viable tactics in this game. Like one strategy you could use would be to go for izuna loops buffering the tag, so that everytime you hit, nothing happens, but when izuna misses and the claw comes out, then you switch to your partner so that you are safe on block and if it hits, then you get a 350+ combo. Additionally you could throw out SHC every once in a while.

Another possible useful tactic that you could use would be to NJ HK/ jumping normals or cr mk that whiff because whiffing normals build meter in this game and he does it fast enough. Maybe you could use this to pressure your opponent into trying to attack you or you build meter for free while time runs out. Then you could switch to a partner who really uses meter well.

@ eternal blaze- You actually don’t want to use cr mp often because it makes you very very prone to getting jumped in on without being able to do anything. Cr lp or st lk is going to be the way to go mostly with a mix of cr mk and the occassional long range moves like cr mp, st mk. You should be using moves like POM and st hp the least. cr mp is excellent for combos and for punishers though.

Also Heihachi has so many moves being negative on block. Plus he is really slow, plus he has alot of slow startup moves. He does have a few normal moves like cr lp that are + on block. But all his mixups are slower and are negative on block.

@ Gross indecency- lp RCF is 10 frame startup and -1 on hit/ -3 on block. Don’t use it ever unless your using it to tag out or ending a match by chip.

SRK is 3 frames- lp and HP version both only have 1-2 i frames though. MP has 1-4 i frames. EX is 5 frame startup and 1-18 i frames.

Don’t use ST ever unless you are hitting with it. While blocking if you want to take a chance to throw out a move to get away from pressure it should be st hk into partner switch which is safe on block, or cr lp (or any other 4 frame move that combos) into lp RCF into switch which is also safe. OR you could use backdash, super, cross art, cross cancel, or launcher (only low invincibility though)

After seeing how hard it is to trap someone when they try to jump, makes me realize that that could also be a viable tactic for Vega against alot of characters. Believe it or not, there are many characters who don’t have a move with 3 frame startup, and sometimes not even very good moves that have 4 frame startup.

Walking back also works great since Vega walks back really fast and not many characters have good low attacks to prevent him from just walking back.

@ sleepy zero- Yes that AA has been working really well for me too.

Last night I started to notice that jumping forward lk beats a lot of air moves, I also noticed that I could juggle my opponent into st cl hp whilst they were landing. I thought I would be able to land a cr mp but I didn’t seem quick enough.

Going to start with the shc spam once I get back from work!!

People may be overlooking his neutral jump mk as a tool (70 dmg, 6 startup, + 16 on hit, +5 on block). Ugly, yes, and I am not sure if the hitbox is the leg itself or elsewhere, however it can come down nicely on top of heads to verify your next action. And I am stil trying to test it in neutral air-air situations.

For some reason I am not liking the animation or feel of his neutral jumping hk. Does not seem to hit as nicely as previous titles. Feels like something is missing. And the animations/hitboxes on his other neutral jumping moves are hard to place easily on an airborne or grounded body.

I find Vega to be a unique character. He has the range and speed advantage in almost every matchup, that puts the ball in his court and he should dictate how the pace goes. Vega is a character that can train opponents to do what he wants them to do.

What I like about Vega is the ability to play outside the “box” and still come out on top.
What I do not like about Vega is his claw/mask toss actually counts as 2 legitimate specials…That in itself feels like a slap in the face.

Godlike or top tier? No. But that is part of the allure of Vega and what brings us to choosing him and sticking with him… The thrill of finding ways to win, and the pride it gives when you do.

im sorry dude but WTF is PoM.

not to single you out but damn. is NO one speaking in notation anymore? do I need to memorize the fucking guide to get these character discussions?

PoM is Pieces of Mercury…Vega’s overhead…down fordward+mk…you know that poorly executed axe kick…

If you want to know your SHC’s from your FBA’s, you can just ask. And yes, looking at the movelist and seeing what moves correspond with abbreviations IS a viable alternative.

PoM = Piece of Mercury = df.MK
CH = Cosmic Heel = df.HK (sometimes ch. is also an abbreviation for counter-hit)
FBA = Flying Barcelona Attack (the “Walldive”)
SHC = Sky High Claw
RCF = Rolling Crystal Flash
ST = Scarlet Terror
BHC = Bloody High Claw

im sorry but that’s retarded. especially with so many characters.

its not a coincidence that this is only an issue with sf4 players. I dont know what is wrong with that group of people but they started this retarded trend.

edit: thanks to vagabond

OK, it’s obvious Capcom is making fun of Vega players. Throughout SF4 series we have cried for ST to become better, either to give it a better hitbox (a diagonal one), or faster start-up or inv. frames. And now they left the hitbox same, gave no inv.fr. and made it even slower while their poster boy remains with the retarded 3 fr inv. srk.

ST is officially (even more) useless now it seems.