View Full Version : CvS2: Balrog (Vega)
Mummy-B
11-18-2002, 02:46 PM
I didn't see this name up there on the list of CvS2 people done, so I am going to go ahead and start this one.
I am working on a P Balrog. I know his pokes are essentially c.mp, c.mk, sometimes c.fp, stand fp, and c.fk. His anti-air would be the somersault, but more frequently it should be stand fk. I know the cross up wall claw technique.
I also know neat little P Groove only tricks like, if you're Parrying any level projectile super, just Parry the first hit and KKK flip and the rest will whiff you, at any level. If you do this is a few other continuing supers, such as Kim's combo rushing super, if you Parry and PPP he'll back off and Kim will keep going leaving him open.
Can someone tell me the properties on the Wall Dive Throw? I try to get it, but it seems to only come out when people jump. Also, some combos would be nice, the whole poking thing is cool but combos are nice.
If anyone knows tactics against Cammy, Sagat, and Blanka it would also be much appreciated.
Original Geese
11-18-2002, 08:14 PM
That last post was so useless.
Setup for Red Impact:
hit with tip of c. rh, then super
whiff short Flip Kick, then super
blocked roll, then super
Okay, so this post was useless too. So sue me.
Mummy-B
11-19-2002, 12:15 AM
what last post? :confused:
kane_warhead
11-19-2002, 06:15 AM
I used to play with Vega(C), but since I switched to N, Vega became kinda weak. Against Sagat, low-jumping Vega is fine as long as you know when to low jump.
Blanka dies against Vega. Just jump around air-blocking things and try to throw Blanka around.
With Cammy, just stay in the corner and try to punish whiff moves.
cdaskillz
11-19-2002, 10:55 AM
The only thing i dont liek about vega is he doesnt have a really relayable anti-air. so characters like cammy and blanka can just cross up and jump in on him all day.
Original Geese
11-19-2002, 11:05 AM
Vega has good antiairs...s. rh, c. fierce, Red Impact, RC Flip Kick.
rallykupo
11-19-2002, 11:27 AM
Vega has a good anti air, charge <-- --> rh. Well, i know it isn't <--, but i think everyone knows what i'm talking about, his flip kick. Its good anti air and wake up.
Iceman
11-19-2002, 11:50 AM
Standing Roundhouse has more priority than the flip kick. P-Vega is the best Vega imo because the parry really boosts Vega's anti-air options, giving the flip kick some ghetto invincibility, and giving Vega a solid option against cross-ups. Throw in his great short jump game, good dash, and the little bonus of being able to hold a level 3 indefinatly make this the best. The biggest drawback is the short guard meter. For those characters who are already more than capable of rushing Vega down (BISON! and Cammy), you better be sharp with your parry chops with you or else it's going to be a long day for Vega.
mr fuck
11-19-2002, 02:36 PM
this wright here makes vega a monster in this fucking game CvS2 Red Impact Charge Bug Guide
By Majestros
The Red Impact charge bug allows Vega to store charge for the lvl3 Red Impact super. Apparently, the CvS2 system keeps track of charge separately for this super and Vega's other charge moves. This is probably because of the special condition for performing the Red Impact - Vega must have his claw. If Vega loses his claw while he is charged, he is able to reclaim his Red Impact charge by picking up his claw. He can then perform the Red Impact within the normal window of execution for a super move by inputting the remaining commands (F, B, F + P). If the super is not performed during this window, Vega's charge dissipates normally. The stored charge can only be used to perform the Red Impact super and not any of Vega's other charge moves. It doesn't matter which player is using Vega, what Groove is being used, how long it takes to reclaim the claw, or whether Vega meets the meter requirements for the super when he loses the claw as long as those requirements are met when Vega attempts to perform it. In addition, if Vega does any special or super moves that require him to use charge, he loses his stored Red Impact charge. Unfortunately Vega's combo ability is extremely limited so this video is not flashy at all, but it gets the point across. This glitch does exist in both CvS and CvSPro with identical properties.
mr fuck
11-19-2002, 02:37 PM
got any good rush downs shit with this sexy bullfighter
cdaskillz
11-19-2002, 02:42 PM
what im sayin is i know he has anti-airs, but not very good ones..he has the charge one but you have to sit there for 2 seconds, and his C. fp and s. rh arent that good unless you have a certain spacing. if vega is in the corner its very hard to get out for him when your opponent is super jupming and jumping in on you. what i would liek to know is how do some on you deal with this type of situation
Iceman
11-19-2002, 04:07 PM
mr fuck: Yes and no. For most match-ups, you won't want to get close with Vega and do things like blocked links into blocked 2-in-1s for pressure such as what Bison, Cammy or a shoto might do. Against most characters, you'll want to do your pressure from near Vega's max short jump roundhouse range. From here you can use your pokes (c.strong, s.strong, c.fierce, s.fierce, c.forward, slide, I don't want to explain the uses unless I'm asked. I'm sleepy and still need to do kitchen chores) to annoy/pressure your opponent. Mix in a helping of low jump roundhouse w/follow-ups and the occasional empty low jump to throw.
cdaskillz: Vega's anti-airs really don't need that specific of spacing. Standing roundhouse will get people who jump from an acute angle, even if they are slightly above Vega's foot. Ducking fierce is more leaniant than I realized. It's a great long range anti-air. Flipkick sucks ass :mad: Vega doesn't have much of an answer for people jumping at really steep angles on top of his head. Thus, I think P-groove is his best groove because he can either try to parry, or try to jump, (opitonal parry) and air throw. But I'm a lazy wuss who plays K-groove :lol:
Mummy-B
11-19-2002, 05:30 PM
If I feel weary about anti airing, I do a KKK flip while they are deep in the jump and c.lp or something.
I don't fully understand the Red Impact glitch. This is the way I understand it, and I am not sure if I am right - Balrog has claw and is charging, Balrog loses claw, Balrog walks over and as soon as claw is picked up, do f,b,f+p and Red Impact comes out?
CapMaster
11-19-2002, 10:15 PM
Vega is one of those magical characters who you can almost use in every groove. Damn do I love him. However, being a Vega player since the game's release, IMO, his grooves from best to worst: K, P, N, C, A, S
K- I feel K is the best because JD gets rid of his defensive holes. Since Vega doesn't hit very hard, so the rage is very important to him. His run is very good and you get his fast low jumps. Vega doesn't super often anyway so use your meter for the rage as it really helps him.
P- Parrying gets rid of his defensive holes too. There's no run in this groove, but Vega's dash is great so it doesn't matter. I put K above P just because of the power boost in K which I feel helps Vega immensely.
N- He can roll in this groove, and he gets a small power boost, but any power boost for Vega is important. He can also battery for other characters because he really doesn't get a lot of shots to land a super. He also keeps low jump.
C- Again he can battery here. Vega is one of the best batteries, if not best in the game. His dash is terrific again so the loss of run doesn't matter that much, but he loses low jump. The air block kinda helps him out...He can also take advantage to sit on his Red Impact. (Can be applied to P too)
A- His customs suck. I use him in A, but only as a battery. His keeps his great dash and again here he can roll. I think Vega can somewhat work well in A because while his customs suck, he can take advantage of the other options and build meter and he can fend for himself while doing so.
S- Just don't see anything special with him in this groove. Maybe abusable Level 1 wall dive supers...
Time Mage
11-20-2002, 10:47 AM
I've not seen this discussed here, so I'll go in:
Best jump attacks are: Fierce for air to air (beats if timed correctly Bison/Vega's air Roundhouse), and Roundhouse for jump-ins, although both RH and FI are good in both tasks.
The wall dive grab was a little tricky at first, at least for me, accostumed to do it in Zero3, where it had a great range.
You can grab grounded opponents, it's just that you have to be very close; Vega's head has to be around the opponet chest level.
Now, a question... Does anyone find any use to the wall dive supers?
Kyori
11-20-2002, 12:18 PM
The easiest way I've found to do the Izuna Drop is to press forward and punch at the same time near the enemy. It doesn't usually work for me when I hold forward/back and press punch, but it works 100% of the time when I press them simultaneously.
In regards to Rolling Izuna Drop, I haven't really found a good use for it, other than having fun.. heh.
Just a couple of notes on counter characters.
Vega works great against Yamazaki and Hibiki IMO. He's okay against Sagat. The match isn't in his favor but it's not a landslide. Same thing with Blanka but I think they're probably 50/50.
Vega gets killed by Bison and Cammy. Cammy's jump short counters everything Vega does and Bison's guard crush capabilities are devastating.
Mummy-B
11-21-2002, 12:21 AM
Yeah that is pretty much true. Cammy's j.lk owns him in the air. I was up against a Balrog and I was worried for a while, but then I realized he really couldn't get in on me safely.
Anyone can explain the Red Impact glitch question I had earlier?
redwiz
11-21-2002, 01:51 AM
Originally posted by Mummy-B
I don't fully understand the Red Impact glitch. This is the way I understand it, and I am not sure if I am right - Balrog has claw and is charging, Balrog loses claw, Balrog walks over and as soon as claw is picked up, do f,b,f+p and Red Impact comes out?
That's right.
http://www.sonichurricane.com/media/cvs2vegaglitch.html
Mummy-B
11-21-2002, 03:08 AM
Thanks alot. That is pretty sick.
GUINNESS
11-21-2002, 10:15 AM
That media file when clicked on brings up a huge computer text file with nothing in it. And when right -clicked it says save as text file so there is no WMV file there, or am I missing something?
Edit-My mistake, it says Text file but really isn't, Amazing technique, now I'll be even more feared with my Vega, thank you.
mr fuck
11-21-2002, 12:46 PM
when i tire to ruch down i use s.strong and c.mk
mr fuck
11-21-2002, 12:48 PM
that bug is sick
is there any move vega has in the air that beats out giefs jumping wp?
having trouble with c-groove vega against n-groove gief
No defence
12-01-2002, 01:54 PM
Originally posted by znzf
is there any move vega has in the air that beats out giefs jumping wp?
having trouble with c-groove vega against n-groove gief
Dam I though I was the only one who knew about Zangief's jumping (wp) It beats alot of shit. Try to turtle, and sit on a level 3
wait it out. The match is in your favor. Dont fake on grief. He's more than just "ROLL 360".
What's the best time to do the grab super? If an opponent has good AA it's kinda hard to land it; especially if they get caught with it once:D If they roll I think you can still grab them, is this correct? Also are there any good uses for the wall dive during competitive play? I can lock down opponents with the claw dive and when they try blocking I'l just throw them; I doubt this wil work during competitive play, but it works at the arcade most of the time.
What are some good uses for the vega roll? I use the jab roll to pressure but can the other versions be used safely as well?
As for AAs, I know his flip kick is pretty good, but which version is the best to use? (ie most priority; not so much range)
Finally, are there any good pressure traps or sequences that are useful for when you corner an opponent?
Thanks:D
imaginihs
01-28-2003, 12:00 AM
I'm guessing that Vega is my best character.
When using the Flipkick as anti-air, you'll find that it's actually quite the superior anti-JUMP move, not so much anti-AIR. Here's a long example for ya! ^_^
I must be one of the few Vega players who rush down according to the replys so far...
Okay so, if I start a pressure chain, something like j. HP c. LK c. LP bf+LP c. MP, I can do numerous things, like poke again with a c. HP, c. HK, run in and poke (pretty much ALL his ground moves are pokes), hop backwards and abuse your range with tiptoe c. HKs and other walking fakes, blah blah.
Or, you can simply sit there and wait.
If you keep rushing your opponent, they'll get used to getting pinned in the corner, and if you're doing a good job on the rush, eventually they'll get sick of it and start trying to get out.
So now you've established somewhat of a mind game with your opponent. You've got your Vega sitting in crouch block about a Vega c. MP range away, and your opponent is anticipating for you to continue with a poking string. Now, you can do the safe thing and simply sit.
Of course, if they start trying to rush YOU down, you can counter with pokes of your own to screw them up, then just sit back down again or continue rushing.
Getting closer to the corner now...
They'll probably try to get out in two ways, one being the roll, easily punished with something like c. LK or c. MK followed by a bf+HP (c. HP Red Impact if you have the meter :D), or they can jump.
If they jump, the Flipkick is fast enough to knock them out of the air before they start an attack.
The thing about the Flipkick is not that it is a good anti-air, because it, in fact, sucks ASS as an anti-air device. It does not have good priority and most good jumping attacks will just eat it alive. All it does is attack the opponent FIRST, before they're able to perform their attack.
On the HK version, Vega's trajectory is so high that anything trying to jump over you will get eaten by his feet. The added bonus of it is that it is two hits, which can be deceptive against P/K-Grooves, but I find that I'm using it more as an anti-jump device than a true anti-air, as the speed on the thing is just crazy...
If you want anti-air, try a long distance c. HP, c. HK upon opponent landing (works VERY well at a distance), s. LP in some situations, s. HK at a closer range.
Or just do the smart thing: Parry, JD, or Red Impact. ^_^
But yeah, don't really use the Flipkick for anti-air unless you're either feeling brave or you're using it on reaction to your opponent jumping from a spot right in your face.
You've gotta be real fast to beat stuff like Blanka small jump HK or something, but it's possible.
On the topic of Izuna Drops...
They're funny as hell to play around with on players who don't know how to combat it. When doing the Izuna Drop, you have a few things you can do.
A cross-up is the most effective drop... the FIRST time you use it. If you connect with it, a fun thing to do is to Izuna Drop AGAIN right when your feet touch the ground and go for another cross-up, or fake one and then go the regular way. Or, hell, they're expecting you to attack; why not throw them?
Since some questions have been asked about how to throw them, here's how I do it:
When I go for an attack, instead of hitting the button when I can score a hit, wait a little bit longer, and push Vega into the side of his opponent so that their chests meet. Hold down+forward/back depending on which side you're coming in from, and hit punch.
The Rolling Izuna Drop works when you spend a lot of the match attacking with your regular ones, because you can just as easily use the throw option when coming in for the attack (which is more guaranteed damage).
Of course, if your opponent stops one of your jumps the first or second time, stop using the drops. But, if they don't catch on, or they seem frustrated by trying to stop you, do NOT stop using the drop...
You'll be surprised how much damage you can get off of these alone with the 3 attacks you have (those being cross-up, fake the cross-up and go front, or throw). The super version is pretty much just for fun, but if you can get your opponent into the habit of blocking your dives, then you can probably land the grab.
Omar, the lamer
01-28-2003, 04:01 AM
Ok here's my 2 cetns with vega.
Basic combos:
c.sk, s.sk, Rolling claw *my fav*
c.sk, s.sk, s.sk, Red impact *it's all in the timing*
c.sk, s.hk, red impact *not as hard as it sounds*
I think these will be your hardest fights
Against cammy:
Cammy will most likley try to overwhelm your with standing hk and standing hp. You can fight these with a timley standing strong. People should also use vega's foward- mk, it hops over low hits like chunli's standing hk and very affective if cammy throws out random crouching libms against you. Play very safe, and look for her to jump then do an early flip kick or standing hk. Always watch out for cannon drill, you can stop it easily with standing mk. or you can hop over it with foward- mk. but the normal standing mk is better scince it beats it clean. Sitting on levels will also put the match in your favor. Just don't let her run over you, always keep her at a safe distance and you'll be fine.
I recomend using a groove that allows you to sit on a super.
Against blanka:
This is a challenging fight. you'll want to stay on top of him as much as you can. Vega's foward kick is usefull to hop over his slide punch. always use ealry flip kicks against his jump ins. your best poke here will be c.mk and c.mp. Also small jumping against him is very affective, and can also keep you on top of the match.
Try not to annoy him to much, instead you should try to keep him pinned down. He's very hard to stop once he's all over you. but if you can control pace of the match then you can win it
This match is easiest fought with A/P/K groove vega.
jreinert13
01-28-2003, 11:34 AM
Is there really any hope for Vega against Cammy? I'm asking because I don't use Vega but as a Cammy player it has to be one of her funniest fights. If Cammy is in P, K Groove or even just a lvl 3 it seems like it's game over for Vega..
RagingStormX
01-28-2003, 01:20 PM
A neat little trick is to do Vega's rolling attack, see if your opponent try to attack right after. The next time you do it charge immediately, and when done with the move do the red impact. It's sure to catch them by surprise, make sure they can't duck it also. As for his grab super, it's shitty, only use it on a dizzy opponent, and some opponent who recover VERY quickly from stun cough*Geese*cough*, it won't get them. (unless the idiot tries to counter)
Originally posted by imaginihs
I'm guessing that Vega is my best character.
When using the Flipkick as anti-air, you'll find that it's actually quite the superior anti-JUMP move, not so much anti-AIR. Here's a long example for ya! ^_^
I must be one of the few Vega players who rush down according to the replys so far...
Okay so, if I start a pressure chain, something like j. HP c. LK c. LP bf+LP c. MP, I can do numerous things, like poke again with a c. HP, c. HK, run in and poke (pretty much ALL his ground moves are pokes), hop backwards and abuse your range with tiptoe c. HKs and other walking fakes, blah blah.
Or, you can simply sit there and wait.
If you keep rushing your opponent, they'll get used to getting pinned in the corner, and if you're doing a good job on the rush, eventually they'll get sick of it and start trying to get out.
So now you've established somewhat of a mind game with your opponent. You've got your Vega sitting in crouch block about a Vega c. MP range away, and your opponent is anticipating for you to continue with a poking string. Now, you can do the safe thing and simply sit.
Of course, if they start trying to rush YOU down, you can counter with pokes of your own to screw them up, then just sit back down again or continue rushing.
Getting closer to the corner now...
They'll probably try to get out in two ways, one being the roll, easily punished with something like c. LK or c. MK followed by a bf+HP (c. HP Red Impact if you have the meter :D), or they can jump.
If they jump, the Flipkick is fast enough to knock them out of the air before they start an attack.
The thing about the Flipkick is not that it is a good anti-air, because it, in fact, sucks ASS as an anti-air device. It does not have good priority and most good jumping attacks will just eat it alive. All it does is attack the opponent FIRST, before they're able to perform their attack.
On the HK version, Vega's trajectory is so high that anything trying to jump over you will get eaten by his feet. The added bonus of it is that it is two hits, which can be deceptive against P/K-Grooves, but I find that I'm using it more as an anti-jump device than a true anti-air, as the speed on the thing is just crazy...
If you want anti-air, try a long distance c. HP, c. HK upon opponent landing (works VERY well at a distance), s. LP in some situations, s. HK at a closer range.
Or just do the smart thing: Parry, JD, or Red Impact. ^_^
But yeah, don't really use the Flipkick for anti-air unless you're either feeling brave or you're using it on reaction to your opponent jumping from a spot right in your face.
You've gotta be real fast to beat stuff like Blanka small jump HK or something, but it's possible.
On the topic of Izuna Drops...
They're funny as hell to play around with on players who don't know how to combat it. When doing the Izuna Drop, you have a few things you can do.
A cross-up is the most effective drop... the FIRST time you use it. If you connect with it, a fun thing to do is to Izuna Drop AGAIN right when your feet touch the ground and go for another cross-up, or fake one and then go the regular way. Or, hell, they're expecting you to attack; why not throw them?
Since some questions have been asked about how to throw them, here's how I do it:
When I go for an attack, instead of hitting the button when I can score a hit, wait a little bit longer, and push Vega into the side of his opponent so that their chests meet. Hold down+forward/back depending on which side you're coming in from, and hit punch.
The Rolling Izuna Drop works when you spend a lot of the match attacking with your regular ones, because you can just as easily use the throw option when coming in for the attack (which is more guaranteed damage).
Of course, if your opponent stops one of your jumps the first or second time, stop using the drops. But, if they don't catch on, or they seem frustrated by trying to stop you, do NOT stop using the drop...
You'll be surprised how much damage you can get off of these alone with the 3 attacks you have (those being cross-up, fake the cross-up and go front, or throw). The super version is pretty much just for fun, but if you can get your opponent into the habit of blocking your dives, then you can probably land the grab.
Yeah, the wall super is hard to get, but it's sooo fun seeing the opponent's reaction when the get grabbed:D Neways thanks:)
Originally posted by Omar, the lamer
Ok here's my 2 cetns with vega.
Basic combos:
c.sk, s.sk, Rolling claw *my fav*
c.sk, s.sk, s.sk, Red impact *it's all in the timing*
c.sk, s.hk, red impact *not as hard as it sounds*
I think these will be your hardest fights
Against cammy:
Cammy will most likley try to overwhelm your with standing hk and standing hp. You can fight these with a timley standing strong. People should also use vega's foward- mk, it hops over low hits like chunli's standing hk and very affective if cammy throws out random crouching libms against you. Play very safe, and look for her to jump then do an early flip kick or standing hk. Always watch out for cannon drill, you can stop it easily with standing mk. or you can hop over it with foward- mk. but the normal standing mk is better scince it beats it clean. Sitting on levels will also put the match in your favor. Just don't let her run over you, always keep her at a safe distance and you'll be fine.
I recomend using a groove that allows you to sit on a super.
Against blanka:
This is a challenging fight. you'll want to stay on top of him as much as you can. Vega's foward kick is usefull to hop over his slide punch. always use ealry flip kicks against his jump ins. your best poke here will be c.mk and c.mp. Also small jumping against him is very affective, and can also keep you on top of the match.
Try not to annoy him to much, instead you should try to keep him pinned down. He's very hard to stop once he's all over you. but if you can control pace of the match then you can win it
This match is easiest fought with A/P/K groove vega.
Those combos are kinda hard to do for some reason; I guess I have to work on the timing for c.short, s.shortXXspecial......
What do you do when Vega gets into the corner? The flip kick usually trades a lot and I'm usually stuck waiting for an opening to get out of there. Also, what's more useful, the PP flip, or the KK flip? Thanks:)
JustinW
01-30-2003, 07:01 AM
Originally posted by Omar, the lamer
Ok here's my 2 cetns with vega.
Basic combos:
c.sk, s.sk, Rolling claw *my fav*
c.sk, s.sk, s.sk, Red impact *it's all in the timing*
c.sk, s.hk, red impact *not as hard as it sounds*
I think these will be your hardest fights
Against cammy:
Cammy will most likley try to overwhelm your with standing hk and standing hp. You can fight these with a timley standing strong. People should also use vega's foward- mk, it hops over low hits like chunli's standing hk and very affective if cammy throws out random crouching libms against you. Play very safe, and look for her to jump then do an early flip kick or standing hk. Always watch out for cannon drill, you can stop it easily with standing mk. or you can hop over it with foward- mk. but the normal standing mk is better scince it beats it clean. Sitting on levels will also put the match in your favor. Just don't let her run over you, always keep her at a safe distance and you'll be fine.
I recomend using a groove that allows you to sit on a super.
Against blanka:
This is a challenging fight. you'll want to stay on top of him as much as you can. Vega's foward kick is usefull to hop over his slide punch. always use ealry flip kicks against his jump ins. your best poke here will be c.mk and c.mp. Also small jumping against him is very affective, and can also keep you on top of the match.
Try not to annoy him to much, instead you should try to keep him pinned down. He's very hard to stop once he's all over you. but if you can control pace of the match then you can win it
This match is easiest fought with A/P/K groove vega.
UHHHHHH NOOOOOOOO ur strats are GARBAGE. LOL
DevilJin 01
02-05-2003, 09:39 PM
Well, well...if it isn't the master himself J-Wong. Well I'm surprised. You don't even decide to give any help after you trashed the other person's tips. Oh well. If you're gonna be on CVS2 EO for Xbox Live (I've already got it on pre order) I'll catch you on there in a few days. If not well, I'll see you at some tournament or something if I ever get that good at this game.
Well any ways (can't wait for Wong to come in here and trash my post) but, the main thing to do with Vega when you're in the corner is basically to get out of there as fast as possible. The great thing about Vega is that he is a very fast jumper. He can use this ability to quickly get himself out of corners. Though probably his best asset for getting him out of corners is his ability to wall jump. A simplistic tactic yes, though IMO it's essential for getting yourself out of a corner. If you see someone coming with a jump in, do a short backflip to make them whiff their attack and then jump off the wall to safety. Or just plain old wall jump off the wall and get to the other side. Quick and easy way to get yourself out of a corner.
I really haven't had much practice against other competition so I can't really give a whole bunch of tips on Vega though he's one of my favorite characters and I do hope to learn a lot from this game on Xbox Live and also hope to play some of the best in the west (and east) in this game. Good luck to everybody getting it and well...you better go get it for everyone that hasn't planned on doing so yet.
J-Wong, you're on my "To get schooled by" list.
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