Vega Thread

lets not jump the gun here…

anywho a majority of us should feel at home with adapting to a few changes…at any rate im gonna play some theory fighter here

Vega/Law, Vega/King, Vega/Hworang

im looking to pair vega with a tekken char for stability…what are your “Day 1” teams?

My day one teams are:
Vega/King, Vega/Poison, and Vega/Yoshimitsu

Vega/Rolento for my vega team so far.

Frame advantage has nothing to with cancelling. You have to look at the hitstun. c.MP is -1 in SFIV btw. And the hitstun is… 16, I think. so as long as the super has a start-up of 16 or less, it will combo from c.MP, give or take a frame.

Way to early to say so, Juri had a safe light kick pinwheel and all her divekicks hit overhead before she got nerfed just before Super was finalized. Remember all the European beta testers saying pinwheel was an amazing do everything move and that Juri was the new Rufus and a rushdown beast? Also Claw himself got his balls cut off during the SFIV loketests.

Ok… The bad news is that I couldnt use my pad and I’m horrible at stick
The good news is that they had a PS3 pad
The bad news is that I havnt used a PS3 pad since Vanilla
The good news is that I was able to sorta adjust to the button input
The bad news is that it took a long time (aka many tries) to try out some of the stuff I wanted to try
The good news is that I only lost 2 matches the entire night (1 on stick and 1 to the short dumb banned cats) so I got lots of playtime.

So here’s the results of what I could do. I was trying to try out much more but I just ran outta time and I’m not familiar with the controls.

  • Properties of normals, command normals and specials:
    From what I observed, they mirrored SF4 pretty heavily. cMP is unsafe on block. Links work like normal (except more links), hitboxes in general (not just Vega’s) have been greatly increased. Slide is safe at the same range. His footsie game is so godlike that he made me with shitty footsies look like a pro. With the absence of focuses, his poking game is unbelievable. 1 thing I forgot to try out was claw and mask removal. But his damage output is extremely nice. Almost everything will link into anything else and you can get some wierd funky results. I tried all night to try to pull off CH to ST and couldnt get it. I’m convinced that one “nerf” he got was his charge time requirement. It’s been upped a bit. FBA and EX FBA even with it’s reduced speed isnt that bad. It’s still dumb to just throw it out but on opponent’s wakeup it’s still useful. Although it could be just because it’s a new game with different timings that the grab appears to be harder to land on grounded opponents and easier on aerial opponents. His backflips are still something to use sparingly. RCF is godlike. and SHC causes a wall bounce on hit. One thing I found that sucks tho is that EX SHC doesnt go through fireballs. I got nailed twice for it in a row. Backthrow to jMP and izuna to cMP jHP/jHK still work as a safe jump on most of the cast. CH as stated the other day does not hit crouching opponents and will leave you as a sitting duck. I personally never got punished for CH on block, but mine were always spaced at max range. Also both CH and PoM will not corpse hop the opponent. ST is a good anti air because the hitbox was vastly improved but there’s still no i-frames on it. I got hit out of it on wakeup almost every attempt. His air to air normals seems to always trade on me. Never won out and never lost. Another thing I noticed is that regardless of where he is on the screen there’s a definite difference between the wall dive heights for button presses. In SF4 if vega is close to the wall there’s not much difference. In this game he goes pretty damn high.

  • Kara Throw
    I tried this all night. I tried all 6 buttons. He didnt move at all. I even varied the timing from plinking speed to almost linking speed. Nada. if he has a kara throw it’s well hidden. I didnt notice any kens using them either. Vega’s regular throw range is above average though. Not quite as far as SF4 but maybe 3/4 as far which will still outdo most characters in range.

  • Comboability into Super Art and Cross Art
    Couldnt test this do to execution problems. If i had been able to use the pad in my pocket, I’d have been able to test.

  • Move notations
    All his moves are the same except a couple small but key differences. You cant use PPP for EX SHC because that gives you BHC. which itself is still weird because it’s just charge down then press up + PPP.

  • Normal Anti Airs
    cHP, sHK, sMP all are decently solid anti airs. cHP ended up becoming my favorite.

  • EX/RCF Loops
    I attempted these. doesnt work for 1 of 2 reasons or both, but i cant tell which
    charge time
    startup

  • Tag cancel out of Izuna and comboability after
    I had 2 chances to try this and tried tagging but nothing happened. was able to tag after landing though. May have been a fault of my own or just simply not possible.

  • Launcher into BHC/SC (doubt it’s possible because of launcher recovery)
    Tried this a couple times actually but whiffed because it was late. I didnt do it at the earliest time though but from the looks of it, unless you’re cornered it aint happening.

  • BHC invincibility
    Never got hit out of it, but no opponent ever tried. That shit does put you pretty far away on block… a good 2/3 to 3/4 screen distance.
    Other:
    I’d estimate that a good 1/4th of the people there had Vega on their team. I’d look at the stream screen and see a Vega, look at the station beside me and see a Vega, every 3rd to 4th match… i’d be playing a Vega. When i was walking around between matches… at least 2 visible stations had a Vega playing at any given time. He’s really really good. He’s not broken (any more than any other character is) but the combination of his range and damage and walk speed make him deadly. As for Gems, I personally like the attack gems. The meter gems were sorta ok but what made that loadout suck was the auto block gem on it. So although I took less damage I actually almost never had meter. The speed gems really didnt make a difference either. And as normal heavy Vega is he’s almost guarenteed to have 2 gems activated at some point during the match. The matches themselves are also much much longer. 1 match in this game is about the same amount of time as 2 matches in SSF4 just because there’s 2 life bars to go through. So you end up more often than not finishing the rounds with under 20 sec left.
    I wanted to get damage numbers and play around a bit in training mode but I didnt really have a chance. If you have any other questions feel free to ask. I tested out an extensive amount of stuff and I’m sure i’ve forgot something.

Thanks for the info Vegaman, did you notice if CH works has an anti air and do you think ex fba or st will combo from the wall bounce of SHC?, thanks again for the write up.

Thanks for the infos. I’m pretty sad that he most likely has no kara throw, so all other buffs just make sense, because a big part of his SF4 gameplay just fell apart. And now they finally accomplished what they tried in AE, CH only useful for punishes, I’m also sad about that.

What I’d like to know is how the combo system works with his cr.jab. So you can chain after it, with what and how can you finish except for launch? Can you still link cr.jabs and does it feel like its still a 1framer?

you have a valid point…

Despite his nerfs he’s seems really good in this game. I hope he can still combo into rcf as easily in the final build. With tech roll and universal counter I can see him being very irritating to play against. I bet HP RCF tag cancel will be great for corner pressure

thanks for the info Vegaman, i hope Vega won’t be mainstream tho… i like him being stronger but not used by everyone :confused:

about my team i’m really doubtful, i guess i’ll wait for the whole cast to be revealed… i wanted Vega/Alex but looks like he won’t be in :frowning: maybe i’ll go with Vega/King cause i love Tiger Mask anime lol

CH works better as an anti air in SF4 than in this. The hitbox has shrunk a lot. I’m confident that something combos after SHC wall bounce but you may have to start with lows and combo into ST or EX FBA. Every time I landed it i was so suprised from the wall bounce that i forgot to try something after.

Just because his kara throw game is gone and CH was nerfed, doesnt make Vega weak in this game. His other buffs far more than make up for it. I’d venture to say he has the best normals in the game. and unlike in SF4, 1 landed hit leads into big damage.

to answer the 2nd question pretty much every combo you can do with Vega in SF4 you can do with Vega in SFxT except CH to ST (which may be possible but the charge time is definitely much longer). cLP will combo into the usual buttons (cMP, cLK, any version RCF, ST, EX FBA etc) and will chain into any button higher (cMP, cMK, sMP, sMK, cHP, cHK, sHP, sHK) but it does still feel like a 1 frame link when linking cLPs. but the timing isnt the same as SF4. It’s slower, probably because everything has more active frames which increase the total frames for pretty much every move. I couldnt get sHP cancelled into EX RCF to work but RCF (all versions) is comboable after on hit (unsafe on block for HP RCF though). Pretty much for the most part you can finish any combo with EX FBA for a knockdown, but you still have the meter requirement. Meter building from what I observe is a tad bit slower in SFxT than SF4 even with the whiff normals building meter.

He is. playing AE after playing SFxT is almost depressing. There’s soooooooo many options he has in SFxT that when you go back to AE you just feel so limited. Tech rolls are dangerous if the opponent is looking for them and Vega has more than enough tools himself to nail those. I couldnt tell if i was hitting the opponent during the tech roll or as soon as they were getting up but it’s a free combo or at a minimum a free EX FBA. If you spot it soon enough it can be a free BHC too. HP RCF is unsafe to grapplers and Ryu on block, so a tag cancel would make it safe but still leave the incoming character a sitting duck, unless you did it hella early. I havnt gotten the tag cancel mechanics down well enough to see how that works tho.

That’s actually a pretty popular team. Actually, now that I think of it, it’s the most popular team up with Vega I saw. The next most popular I saw was Vega/Poison, and then my own team Vega/Gief. I dabbed into Vega/Hugo a bit and holy fucking shit. You put attack gems on hugo and it feels like I’m playing Gief vs someone with Seth’s health in SF4. Hugo’s damage output is rediculous. I also tried Vega/Raven, but i dunno anything about Raven so that kinda… just sucked lol. From the looks of it though Vega’s probably going to be main stream. People kept telling me “I always wanted to use vega in SF4 but he sucked. Now that he’s good I’m going to use him.” I heard about 4-5 people say that last night, usually in response to me saying “Man, so many Vega players tonight.”

But yeah… SFxT will definitely be my new main game. It may look like he got nerfed but it’s more of a he’s just different type thing. Vega’s biggest weakness though will probably be strong zoners because he doesnt have many ways to get around fireballs like in SF4, and it’s not something you’d want to use meter on anyway. But his ground game is amazing

lol i mistyped, i intended to say “maybe i’ll go with Vega/King cause** i love** Tiger Mask anime lol”

weird that it’s a popular team, i wonder why :slight_smile:

about fireballs, i read somewhere (maybe by you) that EX SHC doesn’t go through them, what about EX RCF?

I’m loving all this news. Now I’m worried he’s going to get nerfed…

Sent from my SCH-R910 using Tapatalk

NO!!! I LIKE OUR TIGHT LITTLE BULL FIGHTING GROUP!!! NO TiER WHORES!

not many fireballs were thrown enough to see it. So i cant answer

He’s not gonna get nerfed. The game went gold

This is my worst match up in sf4. Heres to hoping it’ll be a bit less salty on the sfxtk boat against this character lol.

I don’t know if anyone has mentioned this yet, but something really cool happens in this http://www.twitch.tv/capcomunity/b/307373094 a bit past the 15:20 mark. From the looks of it, he can cancel out of the hit from ex wall dive or something which I guess makes sense…sorry if this was already known, it just looked really cool.

So if Guy is buffed the worlds gonna end because both my sfiv and super mains will be good. Then again its always amazing what seems best when when the test/game comes out. Preview builds nobody played wesker!!! and seth is very good at picking top tier (thor), his ssfiv top tiers were pretty good too.
…Team Vega/Guy? anyway