View Full Version : CvS2: Vega - Advanced Strats and Tactics
eightysix
01-08-2004, 12:26 AM
Decided to update the thread since it's been a while and everyone uses A-Vega now.
Good Pokes: c.MP, c.MK, c.HP, RC LP Rolling Attack
Anti-Airs: S.HK, C.HP, jump back j.HP
Anti-Crossup: jump back j.HP
Best Grooves: A, C, P/N/K, S.
Whiff punishers:
- In general: c.MP, c.HP, c.HK
- Blocked Blanka Ball: c.HP, c.HK
- Blocked Direct Lightning: c.HK
- Blocked Psycho Crusher: c.HP
- Blocked Cannon Spike: c.HP or Red Impact
- Blocked Headbutt: c.MP (depends on range)
B&B: c.LK, Rolling Attack
Wake-up: RC Rolling Attack, RC Wall Dive (while in corner)
Favorable matchups:
- Shotos
- Sagat
- Non-RC Blanka
- Chun-Li (C-Groove)
Coin-toss matchups:
- Rolento
- Hibiki
Bad matchups:
- Bison
- Eagle
- RC Blanka
Knockdown Mixups:
Roll > c.LK, HP Rolling Attack/RC HP Rolling Attack
I'll go into the C-Vega vs. Chun-Li matchup if enough people ask about it. Also, I'll add more stuff if anyone gives me info.
popoblo
01-08-2004, 01:10 PM
P-groove vega is really dope, just watch makoto (P-kyo/vega/r2 cammy) play. empty short jump, crouching lk, standing lp x 1/2, red impact is badass.
and i read in one of buk's old threads that empty short jump crouching lk, standing lp, fp rolling claw combos against blanka.
eightysix
01-08-2004, 04:12 PM
Originally posted by popoblo
P-groove vega is really dope, just watch makoto (P-kyo/vega/r2 cammy) play. empty short jump, crouching lk, standing lp x 1/2, red impact is badass.
Yeah, Makoto's Red Impact setup is crazy. I've only pulled it off once in an actual battle since the timing is sooo tight.
The way I've seen him do it most of the time is:
Empty Jump > C.LK > S.LK > Red Impact
The timing between the C.LK and S.LK is easier than the two S.LP. And in the midst of that craziness, you have to keep your charge. I'll be practicing this a little more once my stick comes in. :cool:
eightysix
01-10-2004, 03:41 PM
I guess no one plays Vega anymore. :(
popoblo
01-10-2004, 04:20 PM
Originally posted by eightysix
Yeah, Makoto's Red Impact setup is crazy. I've only pulled it off once in an actual battle since the timing is sooo tight.
The way I've seen him do it most of the time is:
Empty Jump > C.LK > S.LK > Red Impact
The timing between the C.LK and S.LK is easier than the two S.LP. And in the midst of that craziness, you have to keep your charge. I'll be practicing this a little more once my stick comes in. :cool:
hmmmmm, most of the time i've seen the setup i described. but it's the same difference. i just like to do 2 standing lp's to make SURE i have my charge. then just HOLD standing lp and whip out the motion really quick. not too bad with a little practice, but you gotta have a stick.
vega with short jump is too good. short jump roundhouse is practically unpunishable on reaction because it's so damn fast.
best non-super combo is jumping roundhouse, crouching mk (seriously).
you can use standing mk to stuff low pokes because it has a good amount of priority.
i dunno, vega is a pretty simple character. bait whiffs and punish. and watch makoto and ricky to get some little vega tricks and solid gameplay strategy.
eightysix
01-10-2004, 06:37 PM
Originally posted by popoblo
hmmmmm, most of the time i've seen the setup i described. but it's the same difference. i just like to do 2 standing lp's to make SURE i have my charge. then just HOLD standing lp and whip out the motion really quick. not too bad with a little practice, but you gotta have a stick.
vega with short jump is too good. short jump roundhouse is practically unpunishable on reaction because it's so damn fast.
best non-super combo is jumping roundhouse, crouching mk (seriously).
you can use standing mk to stuff low pokes because it has a good amount of priority.
i dunno, vega is a pretty simple character. bait whiffs and punish. and watch makoto and ricky to get some little vega tricks and solid gameplay strategy.
Oh yeah, you can also add a PPP/KKK Backflip after the J.HK > C.MK for mixup purposes. It's enough time to keep charge and punish a whiff.
S.MK is also good as a meaty attack. Great for baiting wakeups.
This is one of my personal favorites against tall characters like Sagat:
Fierce Rolling Attack > Red Impact
Completely catches your oppenent off guard since they'll try to hit you back when you do the rolling attack. They have to be really looking for this to even see it coming. Neat little parlor trick of you ask me.
eightysix
01-16-2004, 07:06 PM
Short Jump > J.HK
I'd say this is probably gonna be your main offensive move in short jump grooves. It's great as it stuffs a LOT of poke attempts and has the bonus of going over fireballs and other projectiles. Well, maybe not really high stuff like a high Tiger Shot or Todo's wave fireball. It makes getting in SO much easier though. It's sure to annoy the hell out of anybody on top of his great runaway game.
You can low jump over a low tiger at max ducking mp range on reaction. And if you're charged then you can rol claw on reaction. No projectiles for sagat.
eightysix
01-20-2004, 08:26 PM
Originally posted by S4v
You can low jump over a low tiger at max ducking mp range on reaction. And if you're charged then you can rol claw on reaction. No projectiles for sagat.
Yeah, that's how I usually deal with Sagat. Max range C.MP is great for C.HP whores with Sagat. Oh, and up close S.LK does great for when you're close.
Yup. usually i just stay at max til they start getting antsy and rolling in. This bad news for vega so when you're close just use s.lk and c.mkhe'll wannna get back to his poking range usually. Then the game resets. P vega just makes this even worse. Long live Vega
eightysix
02-07-2004, 12:37 PM
I just started using this a few days ago. Seems to work really well on shotos, but I don't know about the rest of the cast.
Once you get your oppenent to the corner, stay with in max range C.MK and poke away with that and C.MP. If they try to jump out, Flip Kick or an early J.HP should do nicely. Obviously, if they try to roll, just throw them out of it and get them back in the corner. For RC happy people, try and bait it out and if you're sitting on bar, Red Impact that shit. If not, jump straight up and J.HK as you land.
eightysix
02-09-2004, 12:19 AM
Here's an anti safe-fall tactic. I've also seen it used as an anti wake-up against people with crappy or no wake-ups. After a knockdown, use Vega's rolling attack. LP version for the safe-fall and HP version for the wake-up. It does decent chip damage, but don't abuse it. It's one of those things you do like once or twice.
popoblo
02-09-2004, 01:19 PM
Originally posted by eightysix
S.MK is also good as a meaty attack. Great for baiting wakeups.
This is one of my personal favorites against tall characters like Sagat:
Fierce Rolling Attack > Red Impact
Completely catches your oppenent off guard since they'll try to hit you back when you do the rolling attack. They have to be really looking for this to even see it coming. Neat little parlor trick of you ask me.
i wouldn't really recommend doing standing mk as a meaty attack when your opponent wakes up. if blocked, vega is at -4, which is a sufficient time to insert a quick combo starting with a crouching jab or short, or a fast medium. which will most likely lead to a knockdown, and vega doesn't do well when he's knocked down...
do fierce rolling claw into red impact if you REALLY want to waste your meter. any decent opponent will know that vega can't be hit after a blocked rolling claw. it leaves him at +/-0 if you want to get technical. so they'll just sit there and laugh when you waste your super.
now something like fierce rolling claw, walk back a little bit, standing jab, THEN red impact is a little better, because your opponent will be so happy they're at a close range that once they realize you're not going to do a red impact, they'll try to punish the standing jab. *ouch*
ggpo
eightysix
02-09-2004, 10:38 PM
Originally posted by popoblo
i wouldn't really recommend doing standing mk as a meaty attack when your opponent wakes up. if blocked, vega is at -4, which is a sufficient time to insert a quick combo starting with a crouching jab or short, or a fast medium. which will most likely lead to a knockdown, and vega doesn't do well when he's knocked down...
do fierce rolling claw into red impact if you REALLY want to waste your meter. any decent opponent will know that vega can't be hit after a blocked rolling claw. it leaves him at +/-0 if you want to get technical. so they'll just sit there and laugh when you waste your super.
now something like fierce rolling claw, walk back a little bit, standing jab, THEN red impact is a little better, because your opponent will be so happy they're at a close range that once they realize you're not going to do a red impact, they'll try to punish the standing jab. *ouch*
ggpo
Yeah, I got a bunch of those little Red Impact traps that I came up with. I've caught some really good players with these traps which makes Vega more dangerous that he already is. I seriously think no one plays him anymore which is really a shame. Vega has a lot more going for him that people believe; with or without his bad matchups.
Gwai Lo ½
02-10-2004, 12:44 AM
How many hitting frames does vega's standing mk have? And what is the block stun? Is it possible to turn the -4 into a 0 or positive number if you time it right? Like how eagle's close s.rh can be like -1 instead of whatever it usually is..
Also what is the frame data on vegas s.roundhouse?
eightysix
02-20-2004, 04:16 PM
Is there no hope for Vega in this match? I have to turtle/runaway like crazy cuz of a potential (and lethal) guard crush. The only this that seems to work for me are J.HP/J.LK to stop random ass Psycho Crushers and max-distance C.MK. Any help?
I dont have a problem in this match on the basic level. The poke game is pretty much in vega's favor. Im gonna assume bison's c.mp, c.hp, s.mk, and s.hk all trade favorably or beat vega's main pokes. The prob is bison cant throw these out at random against vega cuz he'll be punished easily. Bison trying to play footsies walking back and forth is not scary at all cuz he loses his charge then theres nothing to worry about besides custom if he has it. I have no fear of bison unless he has that custom. And S-Bion is annoying kind of. Unless the bison player is just better than you I dont see how vega has to struggle,. Especially p vega
eightysix
03-15-2004, 08:41 AM
The only real problem matches I have with this is against an RC electricity-happy Blanka. I basically get fucked when I'm cornered cuz it takes away to actually hit back and triangle jump out of there. But by that time, I'm already dead or low on life. :mad:
mk master (503)
03-15-2004, 10:22 PM
I was told that you can do a standing jab , standing fierce puch cancel into red impact is it possiable?
eightysix
03-15-2004, 10:53 PM
Originally posted by mk master (503)
I was told that you can do a standing jab , standing fierce puch cancel into red impact is it possiable?
I don't think S.LP is even comboable into a S.HP. Hell, I don't even think you can cancel a S.HP into Red Impact. Anyone with the frame data book can probably confirm this.
Vigilante8
03-17-2004, 06:45 PM
Im having problems with vegas crouching Fierce at close range.I hit my opponet and then I get punished because they recover before I do!:bluu:
eightysix
03-17-2004, 09:59 PM
Originally posted by Vigilante8
Im having problems with vegas crouching Fierce at close range.I hit my opponet and then I get punished because they recover before I do!:bluu:
You shouldn't be using Vega's C.HP at close range anyways because it has MASSIVE recovery. Even as a poke it should be used sparingly. For the most part, it should be used as a whiff punisher. The only times I ever use it is when I'm punishing a blocked Blanka Ball or Psycho Crusher. And sometimes as a meaty when I'm far away enough so that I won't be punished.
If you're going to use a close range poke, you're much better off with C.MK. C.MP is also really good also, but it's best used at it's maximum range so you don't get punished by it. S.LK and S.LP (for those who can't duck it) should be used at close range if anything. Hope that helps.
Vigilante8
03-18-2004, 11:05 AM
That helps a lot.I found out that c.fierce can link into red impact and scarlet kicks super.So it will be more safe to use when i link it with a super.but il use mk,mp when i dont have a super.
ilikebeingalive
04-05-2004, 07:37 PM
the best form of punishment for a whiffed fireball is j. fk, c. mk
does j. fk, c. lk, s. lp, fp roll combo and do you have enough time to charge for it?
eightysix
04-05-2004, 10:47 PM
Originally posted by ilikebeingalive
the best form of punishment for a whiffed fireball is j. fk, c. mk
does j. fk, c. lk, s. lp, fp roll combo and do you have enough time to charge for it?
Yup, I love the Super Jump > J.HK > C.MK for the fireball whores. Vega's jump is so fast that he can hit people while they're recovering and can't DP you.
As for the second one, I'm not sure that'll work. I don't think there's enough charge time. Actually, the only variant of that that'll work is C.LK > S.LK > FP Rolling Attack. It only works on Blanka, Rolento, Geese, and other characters with large sprites.
eightysix
04-17-2004, 03:40 PM
Well, the reason I bring this up is because certain people with good rolls (ie: Iori) can be a deadly matchup for Vega. C.MP, which is Vega's longest poke, even at max distance is still at -9 while S.MP is at -3. Of course, you also have to take into account that S.MP only hits crouching opponents who are at 64 pixels tall (check Buktooth's CvS2 system guide). Don't get yourself into trouble with C.MP because roll-whores will take advantage of it. So in those cases, I would just stick to C.MK. Although it doesn't have the reach of C.MP, it does give you +1 and leaves your options open to try and bait out whiffs to punish.
Btw, check out JustDefend.com for more frame data.
eightysix
05-09-2004, 10:41 AM
Hm, here's a little trick for air-to-air attacks. If you find yourself duking it out with your opponent in the air, press forward for the parry and HP right after it for an air-throw. If your opponent jumps in empty, it'll still be an air-throw. Be careful of characters with double-hit attacks like Bison's J.MP (which can turned into a custom :( ) and Chun's J.HP/J.HK.
randomsuper
05-09-2004, 06:21 PM
i read in one of the earlier posts that vega has a bad match up to rolento? why? i can rush or turtle with k vega against any rolento i've ever played and done very well. in fact, i can't ever remember having a match against rolento that was in any way dominating. just wondering why.
Ouroborus
05-14-2004, 11:06 PM
Originally posted by randomsuper
i read in one of the earlier posts that vega has a bad match up to rolento? why? i can rush or turtle with k vega against any rolento i've ever played and done very well. in fact, i can't ever remember having a match against rolento that was in any way dominating. just wondering why.
cuz he can pressure the shit outta you. walk forward lp x n + scouter jump in mps and shit.
evilmelvin
05-28-2004, 12:29 PM
how the hell does vega beat rolento? it seems every second i lose my claw or mask cause of this basterd. not to mention the insane chip damage. he is constantly using my tactics against me(i try to push him around with pokes but he just pushes me back and rapes me with his chip damage)
eightysix
05-28-2004, 01:49 PM
Originally posted by evilmelvin
how the hell does vega beat rolento? it seems every second i lose my claw or mask cause of this basterd. not to mention the insane chip damage. he is constantly using my tactics against me(i try to push him around with pokes but he just pushes me back and rapes me with his chip damage)
This one of the few times I try and rush with Vega. I just stay on top of him with low-jump J.HK since his anti-airs aren't too hot. I guess you could also try to runaway, but that's doubtful if Rolento knows how to pressure. If anything, try not to get knocked down because that's when the madness starts. Also, for air-to-air, you have to use weird moves like J.MP and J.MK to beat out Rolento's J.MP crazy batons.
Good rolento vs good vega is a very annoying fight for both. In the end rolento has the advantage cuz vegas strong point is the ground and rolento strong point is he never has to be pinned down. I hate the fight. Not more than sagat vs hibiki tho...
gig4ls
06-22-2004, 06:19 PM
Why is a j hk, cr. mk better than a j. hk, cr. hk? Does Vega not need to knock them down? I can't think of many instances where a combo like this would give enough time to charge a flip kick after the cr. mk (I maybe very wrong here), so why the mk?
eightysix
06-22-2004, 07:34 PM
Originally posted by gig4ls
Why is a j hk, cr. mk better than a j. hk, cr. hk? Does Vega not need to knock them down? I can't think of many instances where a combo like this would give enough time to charge a flip kick after the cr. mk (I maybe very wrong here), so why the mk?
It's really risky to go for the slide after the J.HK. If you miss, you'll eat a BIG combo. And if you distance/time it just right, you can combo a flip kick after the super jump > J.HK > C.MK.
REALPLAYER
06-26-2004, 07:03 PM
I think Vega's RC jab Roll Claw is pretty useful.
Although is does seem to have very short frames of invincibility, it's still has it's uses as a decent counter-poke and an incredibly WEAK ASS anti-air. haha
I like to use Vega in A-Groove cuz he can actually do combos in that groove, like j. HK, land, activate, CC.
Coupled along with his range, safety, speed and mobility, he's pretty good in A.
ilikebeingalive
07-13-2004, 01:34 PM
i lose to eagle and m bison, save me
i play a-vega, yes i can RC :D
Ookima
07-15-2004, 09:05 PM
just to add one thing,
you can also do empty low jump, low short, into standing jap into red impact...of course certain characters only...
I also have seen makoto or some other Japanese P groove player do low short , 2 standing jabs into redimpact...pick your flavor...
Anyhow, I never to that combo if I dont see the other char standing up, since red impact misses a lot again crouching characters (of course, vs Blank and Sagat is another story...)
Also, depends on your timing and character distance, a last second jump and hp air throw is pretty annoying as an anti air.
eightysix
07-15-2004, 10:25 PM
Originally posted by Ookima
SNIP
Actually, the point of the low-jump into C.LK yadda yadda is to mixup and get them to block high since it's the natural reaction to a low-jump. Once they're blocking high, you can nail 'em with the first C.LK and combo from there.
Master Chibi
07-21-2004, 06:08 PM
I find that people have an oddly hard time blocking his crouching kicks, it's just weird.
:D
lord sharky
08-01-2004, 07:53 PM
does cr. HP really link into any of vega's super?
i'd like to play a p-vega btw..:cool:
DeAdSpAcE
08-01-2004, 08:12 PM
I don't believe it does.
snakedizzle209
08-11-2004, 06:01 PM
In my book Vega IS top tier! Keep in mind that Ricky Ortiz got 2nd Place using A-groove Vega at Evo2k4. I dont play him yet, but I damn sure wanna' learn him. Does anyone know the CC that Ricky Ortiz used (if he used one)? I see ALOT of A Vegas in my area, but they dont seem to use him right. Anyways I wanna learn P vega and K Vega. Any advice? :confused:
popoblo
08-11-2004, 07:29 PM
Originally posted by lord sharky
does cr. HP really link into any of vega's super?
i'd like to play a p-vega btw..:cool:
link? no. cancel? yes. it has to be VERY close, like point blank range for it to cancel, because you can only cancel the first part, the initial hitting frames. not very useful in a match.
Originally posted by snakedizzle209
In my book Vega IS top tier! Keep in mind that Ricky Ortiz got 2nd Place using A-groove Vega at Evo2k4. I dont play him yet, but I damn sure wanna' learn him. Does anyone know the CC that Ricky Ortiz used (if he used one)? I see ALOT of A Vegas in my area, but they dont seem to use him right. Anyways I wanna learn P vega and K Vega. Any advice? :confused:
OMG, VEGA ROCKS DUDE! CHIKYUU WON B5 WITH RAIDEN IN CVS1, SO RAIDEN IS TOP TIER IN CVS1 ALSO.......RIGHT?!?!
sorry, i couldn't resist. but that logic is too flawed for me not to say something. but i do agree that vega is top tier. he's not uber top tier (like sagat/blanka/A-sakura), but he's top tier under the big 3. although he can't do one massive combo, he just whittles away and frustrates your opponent into making mistakes. yes, if ricky played A-vega, he used a CC. so here's the guide from www.video-opera.com
http://www.video-opera.com/forums/showthread.php?threadid=103
wanna learn P/K vega? watch makoto play P-vega. use (and abuse) short jump roundhouse and short jump fierce. learn how to combo crouching short, standing jab (x1 or 2), super.
peace
snakedizzle209
08-12-2004, 02:04 PM
Ok now I know he aint god tier, but he's still the shit. That was some good shit on video-opera. Thanx. It made my A-groove a whole lot better. BTW what are some good poking strings that Vega has?
popoblo
08-12-2004, 03:46 PM
Originally posted by snakedizzle209
Ok now I know he aint god tier, but he's still the shit. That was some good shit on video-opera. Thanx. It made my A-groove a whole lot better. BTW what are some good poking strings that Vega has?
try not to fall into poking strings. vega is a reaction character. somebody throws a fireball, you jump in hk. somebody whiffs a poke, you punish. vega doesn't have many safe strings to use, and even if he does, once he breaks your guard, he can only RH throw or sweep or CC (IF he has the meter).
if you really want to use poke strings, use close standing lk about 2 or 3 times, then go back to jiggling and playing footsies.
PS- counter hit crouching short links into standing RH for a 2 hit combo. so corpse hop and do crouching short.
peace
Higher-Jin
10-07-2004, 04:03 PM
Anti-Airs (in order of utility): S.HK, Flip kick, sometimes C.HP
how come you don't mention red impact as a anti air.
he's most likely mostly invincible by the time it hits at least as a deep anti air since the only grooves that it would be a bad idea against would be P, K, and possibly A groove (air activation but that's only when they have a full bar) i've tried it some and i haven't really lost out but i haven't experimented alot if you ask me it's a damn good anti air and a great way to get it in damage.
MadBoyManic
10-08-2004, 01:11 AM
As far as I've noticed It's a great anti-air, but it's a bitch to time, due to the preposterously low number of active frames, its really easy to throw it a little early and eat their attack. That may just be me though, if you ask me though, Just-defend-> throw or jab is a great way to deal with jump-ins...
MikOne
12-04-2004, 06:33 AM
^
True... good thing that as a level 3, Red Impact is given invincibility at startup... giving you some leeway for late execution. Otherwise angled jump-ins (say, Sak's j.RH or Vega's own j.RH) would be trouble. Just my two cents.
Gwai Lo ½
12-22-2004, 06:03 PM
Jump strong is a great anti air too..
lord sharky
12-31-2004, 04:31 AM
do you guys abuse vega's ch.down,up moves??
DVD:madZ
01-16-2005, 01:14 PM
do you guys abuse vega's ch.down,up moves??
Abusing them gets you killed...gotta use them sparingly...(actually, just the kick one...)
XtRaRiCe
01-23-2005, 08:57 PM
Is Vega REALLY a good anti-Yamazaki? particularly at C-groove.
Please elaborate this matchup pls?
Mickey D'
02-05-2005, 08:42 PM
I think that vega could beat C Yama pretty easily. Yamazaki has hard time's anti airing him. Not only that, but Yama seems to be a character where you sit back and relax (kind of like Vega). Fortunately for Vega, he can switch play styles from either poking, to rushing down. Of course this mainly entitles that K,P,N would beat C Yama.
IMO The key into beating Yamazaki is to stay on top of him with running pokes, or low jump attacks. C and A Vega's also win against Yama because of Vega's great jump. Once you anticipate Yama's Saaa's, you can jump over it and punish accordingly with some sort of knockdown. After the knockdown, Vega can go into other mixups while keeping on top of Yama.
All in all Vega has him beat because of the fact that Yama has a really hard time playing when people are on top of him.
Alphastorm
02-15-2005, 03:08 PM
PS- counter hit crouching short links into standing RH for a 2 hit combo. so corpse hop and do crouching short.
it's doesn't have to be a counter-hit. It links normally.
popoblo
02-22-2005, 12:34 PM
it's doesn't have to be a counter-hit. It links normally.
yea, you're right, it's a 1 frame link without the counter hit, but i can get it pretty consistently w/o the counter hit for some odd reason.
SArge10k
02-22-2005, 01:25 PM
I play A-vega and i need some help against C-guile...ne suggestions? the beginning of this thread said that vega was a good match-up against him so i was curious...
Ben Lee
03-20-2005, 03:56 PM
if i was facing guile i would limit my air attacks and play the ground game because vega has a long reach use the medium crouching punch its faster and pretty affective tactic. A groove set up is a little bit more difficult due to guile loves crouching.
Onikage
04-04-2005, 01:51 PM
I'm having trouble against a cross-up happy Blanka. I get knocked down, then jumed over repeatedly until I get sad and cry. How the hell do I get him off me when he's point blank crossing up?
Alphastorm
04-11-2005, 04:00 PM
yea, you're right, it's a 1 frame link without the counter hit, but i can get it pretty consistently w/o the counter hit for some odd reason.
I believe links from light hits to hard hits are easier than vice versa. I think sak's is also a one frame link and I have alot more trouble doing it then vega's.
I'm having trouble against a cross-up happy Blanka. I get knocked down, then jumed over repeatedly until I get sad and cry. How the hell do I get him off me when he's point blank crossing up?
You can air throw him. It really depends on what he does after the crossup. But I am pretty sure he can't just crossup over and over and not get punished.
Onikage
04-12-2005, 03:26 PM
crossup, couple c.lk, sometimes s.lp, elec sometimes. If he gets point blank, basically yah he does just crossup over and over until one hits then elecs or sweeps to knock down and start the process over. Only time I manage to get out usually is if they go for a throw, which 9/10 i can tech.
Alphastorm
04-12-2005, 03:33 PM
What groove are you in? you can just roll or JD or parry or dodge...
Onikage
04-13-2005, 12:03 AM
A-groove. I probably rolled a couple times and got punished b/c I did it at the wrong time, so I stopped. I also ALWAYS forget about roll with Vega. I generally try to forget roll exists. Probably a mistake. Thanks for the help, I'll try it out this weekend.
Alphastorm
04-17-2005, 02:46 PM
Actually JDing and parrying can be hard for that. I think you can roll and like I said before, I've seen players jump and throw him. And I agree, vega's roll isn't so hot. But it does give him a good RC.
Onikage
04-17-2005, 07:03 PM
I tried out rolling away for the point blank crossup, works perfectly. If the jump in is too close for s.HK to beat, then roll away. I also switched to N-groove, I'm sick of dropping customs. =D
master akuma
05-23-2005, 12:23 PM
I´m not sure if this is the right place but:
Does someone can post some good strats/pokes, etc.. against Vega? --> characters using against Vega: Sagat, Cammy, Blanka, Sakura and Honda (all using C groove against Vega on C groove)
So if someone could post good strats with Sagat, Cammy, Blanka, Sakura and Honda (C groove) I would be thankfull.
atothex
05-29-2005, 04:18 PM
Hey how do you RC the rolling claw? Double tap jab+short as you go from back to forward?
Onikage
05-30-2005, 03:37 PM
I put my whole index finger flat on jab+short (that way I hold them down and don't get negative edge BS) and then slide my middle finger onto MP or my ring finger onto HP. Now I get RC charge moves very close to 100% doing it that way.
atothex
05-31-2005, 12:29 AM
what about jab version? i dont think double tap jab+short works here cuz kicks override punches or something. well, i keep getting flipkicks. is negative edge the way to go? or should i tap jab after the rolling instead? neither has worked very well for me so far btw haha
Alphastorm
05-31-2005, 05:46 AM
Use middle finger and thumb for the roll then brush your forefinger on the jab.
cam347
05-31-2005, 04:02 PM
is this combo possible
Jumping HP, crouching LPx2, MP, Claw Roll
Onikage
06-01-2005, 12:37 PM
nope. Basically none of that combos at all.
cam347
06-04-2005, 11:15 AM
anyone got vids of good Vega players, including this "Makoto" guy you guys were speaking of on the 1st page
is this combo possible
Jumping HP, crouching LPx2, MP, Claw Roll
Sure. Gamefaqs combos are the best combos. Do you have anymore?
---------
A newbie mistake to never fall into by the way is to try and trap the other guy in the corner using RC crystal flashes. At midscreen, RC crystal flash is pretty decent as a DP-style move, but whenever I see people use this move when they have the other guy cornered (a lot of less experienced players make this mistake unfortunately), they're just asking to be killed by a roll behind. Just d.LK, d.LK xx crystal flash as the other guy gets up or be patient and wait for the other guy to swing, roll, or try to jump out first is infinately superior to ever using a RC crystal flash by itself.
Some players RC just for the sake of RCing I suppose? Well, my tip if anybody wants to listen is to don't do that. It's hurting your game and good players are going to punish you hard for it.
cam347
06-05-2005, 01:15 PM
Sure. Gamefaqs combos are the best combos. Do you have anymore?
---------
A newbie mistake to never fall into by the way is to try and trap the other guy in the corner using RC crystal flashes. At midscreen, RC crystal flash is pretty decent as a DP-style move, but whenever I see people use this move when they have the other guy cornered (a lot of less experienced players make this mistake unfortunately), they're just asking to be killed by a roll behind. Just d.LK, d.LK xx crystal flash as the other guy gets up or be patient and wait for the other guy to swing, roll, or try to jump out first is infinately superior to ever using a RC crystal flash by itself.
Some players RC just for the sake of RCing I suppose? Well, my tip if anybody wants to listen is to don't do that. It's hurting your game and good players are going to punish you hard for it.
sorry for aksing a simple question, not that I go to gamefaqs unless I need codes
ph!Lop!a
06-29-2005, 09:08 AM
useless vega combo:
c.lk > c.mp > stab you super.
vkuwabara
07-18-2005, 06:05 PM
I´m not sure if this is the right place but:
Does someone can post some good strats/pokes, etc.. against Vega? --> characters using against Vega: Sagat, Cammy, Blanka, Sakura and Honda (all using C groove against Vega on C groove)
So if someone could post good strats with Sagat, Cammy, Blanka, Sakura and Honda (C groove) I would be thankfull.
I also need help, and a LOT!!! :sad:
I just get pwnd by a C-Vega all the time. My friend is just annoying with him, he throw a lot, always jumping at random, and if he is losing, he starts to turtle
Onikage
07-19-2005, 02:01 PM
check buk's 'ask me something' thread. i thought i saw somethng about fighting vega in that.
vkuwabara
08-14-2005, 06:06 PM
nice, there're really some good advices. but ppl stopped with "Vega" talking.
How come Cammy is good vs Vega? I get pwnd worse with her than with Blanka
I also need help, and a LOT!!! :sad:
I just get pwnd by a C-Vega all the time. My friend is just annoying with him, he throw a lot, always jumping at random, and if he is losing, he starts to turtle
Hhauahuhauhauhauhau!
I do not turtle, dumbass!
And I throw you ever I´m able to do it.
But you are in the good way. Continue in this serach, young Padawan.
In the end, you all with realize that the best charater to beat Vega is... I´ll not tell, hauhauhuahua!
Onikage
08-18-2005, 02:23 PM
I don't really think Cammy is all that great against Vega.
I don't really think Cammy is all that great against Vega.
Me too.
Now, seriously. I think good counters to Vega are: Rolento, Iori, Balrog (c.HP is wonderfull), Sagat, Blanka (these two, of course...), Mai (Speedy as Vega), King (Very good c.HP priority, as Balrog), Hibiki and Mr. Todo.
Because I play Vega and theses are the good ones. They were good matches.
Others like Ken and Ryu are damn good too, but very common attacks and well known characters are not so usefull...
C-chun-li´s and Bison are not good because they jump very very high, the "speedy spanish" can avoid it very easy. But not only for their jump, but because they have no good anti-air for Vega.
vasAZNion13
09-06-2005, 11:56 PM
for vega's GC custom:
would doing jab ball(2 hits blocked)xN better than doing fierce ball(dunno how many hits)xN in terms of guardcrush, chip damage, or both?
vasAZNion13
09-08-2005, 01:05 PM
KCXJ:
i got this from your journal thing.
Vega RC crystal flash as a meaty attack when you're cornered- Terrible... Why didn't you do wait d.LK xx crystal flash instead? Taking a total guess and going for crystal flash as soon as the guy gets up loses to people who roll on their getups (or mash on roll) for free, and your Vega's going to get hurt bad from the back. With Sagat, I actually have time to WALK up and close s.HP xx combo you.
1)how do you get cornered, and still be able to do a meaty crystal flash? (maybe i read that part wrong) some expansion on this would be apprieciated.
2)why not do RC jab crystal flash against their wake up, if they roll on wakeup, it's not exactly free(i think)
3)if you do c.short xx crystal flash, you [may] lose to people who go for reversal supers/DPs. imo, i think more people rather go for reversal super/dps than mash on roll on wakeup.(the only person that i see that really uses roll on wake up is mago's sagat)
Ouroborus
09-11-2005, 07:08 AM
rc claw roll is ultra buff
after a knock down off c.hk from a distance, roll into:
-c.lk xx hp claw roll aka the ricky ortiz special.
-rc jab claw roll, which beats dps, pretty hard to get thrown out of, and since vega is considered airborne, most super only get partial hits. also goes thru fireball supers irc. the only few supers that can beat it and get all hits in are level 3 rush supers like kims, hibikis, and a few stationary supers like ryus hurricane kick super.
Duy Nguyen
09-12-2005, 11:21 PM
What are my option when I'm getting rushed down?
Especially by K-Kyo and K-Geese.
RC Crystal Flash?
Flashkicks?
popoblo
09-13-2005, 09:43 AM
any tips with RC'ing the jab roll claw? that shit is so buff, i just wish i could do it.
Hail And Kill
09-17-2005, 12:09 PM
allen - I use hp ball roll for the GC CC. cancel on 4th hit.
I use the double tap method to RC the jab roll claw.
i roll on DB, and then go to forward and tap roll. so basically its:
db, roll, forward, roll. just practice it, i know you've probably heard that a million times, but thats the key to it, practice.
vasAZNion13
09-17-2005, 10:51 PM
any tips with RC'ing the jab roll claw? that shit is so buff, i just wish i could do it.
i double tap the jabs only
just for more details:
db, roll(middle finger on jab and thumb on short), f+jab(index finger)
it works pretty consistantly for me, so hope it helps out.
Ben Lee
09-19-2005, 01:04 PM
I rarely Rc with vega it all depends on the situation. if im going for a c.short or jab into the ball i dont bother, they block one they have to block them all. if im going for the rc ball i would use the jab. in my opinion vegas ball is the most important special move he has because of the guard crush ability, great push to the corner, and you are neutral after the ball, so that can lead to great zone distance and red impact bait ( if you see the guy trying a move after the ball)
corner options after the ball and charging for the next move
red impact if you see the guy trying to hit you after the ball
if he rolls throw
if he's jumping filp kick
or CC (a groove)
with vega, throwing is a great tactic because he has a fast walk and a fast hopping dash (cap grooves only)
vega has great pokes use them
vega does have good anti airs standing roundhouse and crouching hard punch (must be at the right distance and the right time or you could be in deep shit)
vega backup dash is very useful if you want to get away from someone
vega's izuna drop is great. can be a cross up or not its up to you, and if the guy blocks throw his ass
my picks for vega grooves' best to worst
A groove best groove to use vega
C groove my groove
P groove
N groove
K groove
the S groove
this might not be for everyone but i thought i would give my opinion since i use vega
post more vega stuff so it will improve all our games peace
Onikage
09-19-2005, 04:25 PM
i double tap the jabs only
just for more details:
db, roll(middle finger on jab and thumb on short), f+jab(index finger)
it works pretty consistantly for me, so hope it helps out.
This works really well, thanks.
Ben Lee
09-19-2005, 04:52 PM
I also need help, and a LOT!!! :sad:
I just get pwnd by a C-Vega all the time. My friend is just annoying with him, he throw a lot, always jumping at random, and if he is losing, he starts to turtle
this maybe isnt as easy as it sounds but tech bonus him. also bait him ,wiff out a few jabs and when he jumps even if its random, counter it trust me after the bait you'll see it. (must be great anti air move). DP works just fine. there are still many ways to defeat this.
Ben Lee
09-19-2005, 05:02 PM
I don't think S.LP is even comboable into a S.HP. Hell, I don't even think you can cancel a S.HP into Red Impact. Anyone with the frame data book can probably confirm this.
you can c.hp into red impact
Hail And Kill
10-02-2005, 08:42 PM
i believe you can link c.lp into c.hp i did it once, but maybe it was on a counter hit? Dont think so though, so if you can pull it off, c.lp, c.hp, red impact.
Ben Lee
10-06-2005, 02:21 PM
i wasnt able to but who knows weird shit happens
Southtown'King
10-28-2005, 12:31 PM
U know how blanka has c.lkx2,c.Hk block string im looking 4 something like that for vega masive lockdown? help
DVD:madZ
11-20-2005, 06:05 PM
U know how blanka has c.lkx2,c.Hk block string im looking 4 something like that for vega masive lockdown? help
I'm confused, would you mind explaining?
Although if you mean a 100% safe block string, I don't really think there is such a thing, unless you RC with Sakura...
vasAZNion13
11-20-2005, 07:48 PM
U know how blanka has c.lkx2,c.Hk block string im looking 4 something like that for vega masive lockdown? help
c.short, s.short, c.fwd, c.strong, jiggle around and look for stuff to counter-poke with c.rh.
Hail And Kill
11-24-2005, 09:20 PM
Ok, so i see that BAS does this a lot: slide(blocked at a safe-ish distance), slide again.
Is this a good thing to do? I think he's trying to set up a counter hit in his favor. The opponent trys to punish vega after that slide with a short/jab or medium, and the slide has priority over it, and hits them. Otherwise, why would you do this, right?
I also tend to jump straight up with vega often, is this a bad thing? its hard to punish.
Ben Lee
11-28-2005, 05:06 PM
alls i can say is vega owns
J-ride
11-30-2005, 06:52 PM
What are Vega's best options for punishing a blocked Bison Sissor kick? It never seems like I can't poke him with anything before he blocks again. I'm a Vega noob.. :(
Hail And Kill
11-30-2005, 07:26 PM
1 hit or 2 hit?
I'm assuming you mean 2 hits. If its hella deep, obviously punish with c.lk hp ball. if its out of C.lk range(which it really shouldnt), just try for a c.mk. That should work fine.
ragnafrak
11-30-2005, 07:37 PM
HK flipkick should also connect
Hail And Kill
11-30-2005, 09:16 PM
yeah, i think a very unused, GOOD combo is c.lk hk flipkick. Knocksdown, and you can do a CC afterwards. It doesnt even really matter if the damage is scaled because vega's CC sucks ass anyways and does ass damage, so i say, get anything you can out of it. right? yes.
Vega_Red
12-01-2005, 03:46 AM
Use c.MP instead of c.MK to punish scissors from further away, it comes out faster (4 Frames, as fast as his c.LK) and has more range.
Hail And Kill
12-01-2005, 03:49 PM
wow. didn't know that, thank you.
mk master (503)
04-18-2006, 12:41 PM
1 how often are u able to pull of a 5 hit redimpact combo c short x2 st short redimpact?
2 does it only work on certain characters blanka etc?
Hellion
04-18-2006, 02:25 PM
If they are short enough they can crough that move, as for how often well he's mostly seen in A now a days so you probably wouldn't see him do it often.
Gumbercules
04-26-2006, 06:53 PM
I use Vega in C and I'm really frustrated because red impact can be crouched by half the fucking characters, so I have to rely on it as anti air or randomly catching someone who tosses a fireball too close
Hail And Kill
05-11-2006, 11:50 AM
Vega is only good as a battery. Only use red impact as anti air.I rarely ever use his super as something else, Kick super on wake up if im feeling juice.
Gumbercules
05-14-2006, 09:57 PM
yea I get a little crazy with red impact sometimes and just wind up losing meter for no reason, so I'm trying to kill that habit
Hellion
05-15-2006, 09:18 AM
Lot's of people feel a need to burn their meter when they got it. Just gotta fight the temptation and work on setups a little more. Think of it like an orchestra, where you're the composer and the other guy's dancing to your tune
popoblo
05-15-2006, 10:37 AM
Vega is only good as a battery. Only use red impact as anti air.I rarely ever use his super as something else, Kick super on wake up if im feeling juice.
empty jump, low short, standing short/jab, level 3. that's the hot shit.
vega is for pussies:annoy:
Hail And Kill
05-31-2006, 08:18 PM
Comboing J.hp, C.lk, HP ball is hard. Someone help me.
That combo above is even harder!!
I'm actually really thinking of replacing my sak from my team with vega. I'm not sure.. Anyone have any suggestions? I can use sak better though cuz obviously ive worked with her more.
IGP-Slipgater
06-03-2006, 01:16 PM
I get more success using mp ball than hp ball in that combo. It doesn't seem like it should matter but it works for me. I also only seem to get it when I sj.
Gumbercules
06-04-2006, 10:39 PM
yeah I can't get that combo either, and the weirdest thing happened today while fighting the cpu, cpu vega connected c.jab into c.fierce and I went to training mode and it was just not linking, anyone know if this works? or was the cpu fucking with me
Hail And Kill
06-05-2006, 03:15 PM
Its counter hit, if not 1 frame link.
IGP-Slipgater
06-06-2006, 03:13 PM
oh and I use c.lp instead of c.lk for that combo too.
AiRiC
07-17-2006, 05:10 AM
hmmm ive been thinking about picking up vega for a while now.... what do you guys think who should be my first character N groove ?,ryu and r2 yama..
noodleman
07-18-2006, 08:43 AM
Comboing J.hp, C.lk, HP ball is hard. Someone help me.
I haven't REALLY confirmed, but i believe you HAVE to sj., and then when you land, wait a split second before hitting jab to fully utilize the block stun from the sj.rh to fill up your charge.
wepeel
08-08-2006, 06:35 PM
I haven't REALLY confirmed, but i believe you HAVE to sj., and then when you land, wait a split second before hitting jab to fully utilize the block stun from the sj.rh to fill up your charge.
Actually, you wait in between the c.lk and the rolling attack. For reals!
Just to re-iterate...sj. fierce or roundhouse (use fierce), very very slight wait, c. lk, slightly longer wait, rolling attack.
It's kinda hard to get used to at first. But yes...the important delay is in between the c.lk and the rolling attack.
eightysix
10-22-2006, 07:22 PM
Eh, I got bored and updated the first post. If anyone has more info they'd like to add, tell me plzkthxgoal.
Bad Recovery
04-04-2007, 01:16 PM
Can you do any wall dive cross up shenanigans in this game?
Sure you can, but if you fail (the opponent successfully block), you'll have to wait for a BAD RECOVERY, you may know it better than me. Ironic, hehe... Claw bumps in the ground. You can get punished real HARD.
Also, for the next wall dive, because of the bump, and also because of safe falls, if you try to wall dive again, you are already late for a good cross up.
And you must know that the wall dive is pretty different from ST. In CVS2, wall dive draws like an big arc after Claw touch the wall, while in ST it is almost a descending line, and in CVS2, it is slower.
reddozen
09-14-2007, 02:28 PM
I mainly only use K Vega, and have for years. feel free to ask me anything... I've been hording my knowledge for years.
Gnawsa
09-17-2007, 09:08 AM
i use Vega as my R2 in K-Groove and good strats against the top tier? ex. sagat, cammy,blanka, etc.
reddozen
09-17-2007, 10:47 AM
i use Vega as my R2 in K-Groove and good strats against the top tier? ex. sagat, cammy,blanka, etc.
Honestly, abuse your range and speed. With blanka you have to abuse him after blocks. If he does a roll attack hit him with a HP etc.
Someone like Cammy or Sagat, you have to keep them from pressuring you. You can't turtle or it's over. A lot of times I'll "just defend" when I can to build bar and use the invincibility of a super to catch them when they attack wildly. Someone like Cammy has a hard time surviving a full match when they take a red impact on a counter.
This kind of goes back to why I keep my Vega a R1 during normal matches (Unless the player's good that is.) I never however push him above a R2. Vega is my primary, but my main objective with him it to act as a battery and pull down the other players moral and take as much out of his starting chars as possible before bringing in Bison to finish things up.
I've run up $38 in wins at the arcade with a R1 Vega on a $0.25 machine. Not to say that all the players were noobs, but when you use him well, there is a way to easily stop most chars. You'll need to develop a lot of situational tactics. You're not going to really succeed trying to have a single way to fight all chars.
Those are just some of my observations from using nothing but Vega as a primary since SF2. If you have anything more specific to ask I can do my best to answer, but your first round of questions were just a little too broad.
Gnawsa
09-18-2007, 07:48 AM
Hmm, i usually fight against R2 Sagat. i have a hard time fighting against them because these guys dont rush down when they fight my Vega. they just turtle wait for me to jump in so can snuff my sh*t at the last moment with a DP. They just Counter hit my ground to ground game with that deadly fierce alot.
Any Strats or Tips fighting against these kinda Sagat? Should i be doing something kinda of mix up/mindgame when they are waking up? Also, what are some good pokes i can use that are safe, pokes that i can use to bait , pokes i can use to beat out some of sagats move, and/or pokes i can use to punish their moves (ex. they throw out crouching fierce and i can counter hit it with c.Roundhouse).
Other info you might want to know: i can JD their Dp when i jump in Half the time. Does Vega have Short hop combo? would the combo matter if they were crouching or standing? example. short hop mk, C.short, S.short, into that roll attack. i try to Short hop Roundhouse ,but even if i hit them they would just throw me right after.
Side Note: i was playing against a good C-groove chun last night. She kept getting me into the corner and destroying my Sh*t. i didnt know what to do while in the corner. i couldnt anti air because she jumped to high. i also tried jding when she jumped hoping i can get some +frames so i could throw out a poke to stop her but she'd just jumped again. Anything i can do to get out of this situation.
Also wanted to know what kind of general strategy i should have in mind when i play against her. Sometimes I would wait for her to jump in cross over then i could hop back and S.Hk. it seem like it was working...but i dont know for sure.
and last do you know any good moves to fight chun li with her Air to Air game?
reddozen
09-18-2007, 12:36 PM
Hmm, i usually fight against R2 Sagat. i have a hard time fighting against them because these guys dont rush down when they fight my Vega. they just turtle wait for me to jump in so can snuff my sh*t at the last moment with a DP. They just Counter hit my ground to ground game with that deadly fierce alot.
Any Strats or Tips fighting against these kinda Sagat? Should i be doing something kinda of mix up/mindgame when they are waking up? Also, what are some good pokes i can use that are safe, pokes that i can use to bait , pokes i can use to beat out some of sagats move, and/or pokes i can use to punish their moves (ex. they throw out crouching fierce and i can counter hit it with c.Roundhouse).
Other info you might want to know: i can JD their Dp when i jump in Half the time. Does Vega have Short hop combo? would the combo matter if they were crouching or standing? example. short hop mk, C.short, S.short, into that roll attack. i try to Short hop Roundhouse ,but even if i hit them they would just throw me right after.
Side Note: i was playing against a good C-groove chun last night. She kept getting me into the corner and destroying my Sh*t. i didnt know what to do while in the corner. i couldnt anti air because she jumped to high. i also tried jding when she jumped hoping i can get some +frames so i could throw out a poke to stop her but she'd just jumped again. Anything i can do to get out of this situation.
Also wanted to know what kind of general strategy i should have in mind when i play against her. Sometimes I would wait for her to jump in cross over then i could hop back and S.Hk. it seem like it was working...but i dont know for sure.
and last do you know any good moves to fight chun li with her Air to Air game?
I'll have to get back with you on chun li, it's been a while since I had to fight with her. I usually saved her for Bison and just stomped her face in by over powering her. It's a really close match up between Vega and Chun. If you can win 50% on her then you know you're at the top of your game. Like I said, I'll get back with you on Chun.
As far as Sagat... I consider him similar to a shoto, and shoto + Vega = dead shoto. It's a little different game against Sagat, but it can still be done fairly easily. Remember that Vega falls like a rock. If their throwing fire balls to bait you just sit there and JD them to show them they're going to have to come to you, or time a high jump so that you can get an attack in as punishment for throwing such an obvious move. Never leave yourself open buy just doing a jump in. keep them in that middle range with J HP, LP, LP, MP. The lights and meds will generally push and keep them out of their own range, but just inside your own. The LP, LP, MP will not really combo. it's just used so they'll block, tack chip, and stay out of range of hitting you back.
If you're having problems with them attacking back after them attacking you, play more of a knock down game. It can be hard to say without actually seeing what exactly the player is doing. Just keep in mind that Vega has one of the longest trow ranges in the game. That may help to, but that gets a little tricky counting pixels. You're really going to watch him to see if he has any kind of patterns or if he likes to throw a single move too much. If that is the case then there's your opening. The easy way to beat Sagat is to play a punishment game. You have to abuse his openings.
As far as a short jump combo... not very likely. There's really no time to charge with a short jump.
Gnawsa
09-18-2007, 03:12 PM
ok cool. i'll try fighting turtle with turtle. havent tried that, so go ahead and give it a try. :lovin:
i usually fight a K-Groove sagat...so i throw out random pokes and he JD's it..my questioin is wouldnt he be able to jd(getting +Frames) and counter hit me with a fierce or something?
cuz i dont know if all of my pokes are jd safe. maybe at max range, but sometimes im a lil close them after jump in or short hop.
As far as a short jump combo... not very likely. There's really no time to charge with a short jump.
Hmm was afraid of that. was asking a similar question in a different post. they said you can actually combo off of a s.hop ,but the timing is strict and to get the s.hop roundhouse to connect w/ the c.lk the round house has to be really deep into the jump(I asked if you can s.Hop, roundhouse, c.lk, s.lp, Red impact in "ask me something" thread) I thought a s.hop mk or mp or w/e would be easier to combo then a fierce or roundhouse. ooo wells. maybe i'll empty short hop to broaden my mindgames with vega :wgrin:
reddozen
09-19-2007, 08:28 AM
ok cool. i'll try fighting turtle with turtle. havent tried that, so go ahead and give it a try. :lovin:
i usually fight a K-Groove sagat...so i throw out random pokes and he JD's it..my questioin is wouldnt he be able to jd(getting +Frames) and counter hit me with a fierce or something?
cuz i dont know if all of my pokes are jd safe. maybe at max range, but sometimes im a lil close them after jump in or short hop.
Hmm was afraid of that. was asking a similar question in a different post. they said you can actually combo off of a s.hop ,but the timing is strict and to get the s.hop roundhouse to connect w/ the c.lk the round house has to be really deep into the jump(I asked if you can s.Hop, roundhouse, c.lk, s.lp, Red impact in "ask me something" thread) I thought a s.hop mk or mp or w/e would be easier to combo then a fierce or roundhouse. ooo wells. maybe i'll empty short hop to broaden my mindgames with vega :wgrin:
If you're worried about JD then you'll need to mix up your high and low game so he'll have a harder time with JD. If he's a JD whore and you know he's going to do it a lot s. jump in without attacking and just throw him. Throw him a few times and he should back off on the JD. That should also confuse him a bit.
I remember in one tournament I had to play my friend in finals so he knew most everything about how I played. it was a tie breaker match so it was a R4 vs R4 match. I chose bison cause I needed a powerhouse. 3/4 of the way through the match I threw in a teleport and he just stood there looking that the screen dumbfounded as I had never in the years of playing him used teleport I killed him while he stood there gawking.
Moral of the story: When you change your game in an unexpected way against someone that "knows all your tricks", they usually don't know how to react to it and will panic or make a mistake. Basically it completely breaks their ingrained strategy against you. In psychology it's called classic conditioning. It's where an organism instinctively associates one thing to another through repetition of occurrence. He's more or less trained to always fight you the same because that's how he always has. Mix up the game and you'll confuse the hell out of him.
As far as a red impact combo keep in mind KISS (keep it simple stupid) for CVS2. high combo is usually a bad thing in CVS2 since the damage diminishes so fast. Vega is no exception. Your best bet is to keep him in a 3-4 "move" combo.this can be any combination of normal hits, specials, or supers.
His most damaging normal combo is something i've never really seen anyone else use, and I guess I might as well share it at this point.
jump and immediately charge down away. HP mid to deep while still in the air, and when you hit the ground MP and negative edge to forward HK. this will land you 4 hits and really good damage. try it out in training and let me know what you think. It's one of my BAB combos, and it's a knockdown allowing you to get out of the way.
simplified: J HP, da. MP, (NE) f. HK (flip kick special)
For a red impact super, just negative edge from a da. HP. and you can combo it just like the flip kick combo I posted with a HP jump in.
Try all that out and get back with me.
Gnawsa
09-19-2007, 09:39 AM
jump and immediately charge down away. HP mid to deep while still in the air, and when you hit the ground MP and negative edge to forward HK. this will land you 4 hits and really good damage. try it out in training and let me know what you think. It's one of my BAB combos, and it's a knockdown allowing you to get out of the way.
simplified: J HP, da. MP, (NE) f. HK (flip kick special)
Dope i'll give it a try later today. lemme see if i understand this straight
jump in Fierce, C.mp, HK flip kick?
what should i be Negative edging?
should i be holding HK during the c.mp animation then negative edge the HK ?
reddozen
09-19-2007, 01:42 PM
Dope i'll give it a try later today. lemme see if i understand this straight
jump in Fierce, C.mp, HK flip kick?
what should i be Negative edging?
should i be holding HK during the c.mp animation then negative edge the HK ?
From the time you jump you want to start charging down to away, so know your jump distance. You're going to be interrupting the MP right as it hits them it ensure that both hits of the flip kick connect. thus you'll negative edge from the down to away c. MP to the forward HK.
And yes, you have the correct combo.
Gnawsa
09-19-2007, 10:02 PM
OK, cool. i was trying it out at the local arcade a lil bit but couldnt get it off. i'll keep trying it out. get back at ya later tho. thanks again for the strats and tips helped out alot.
Gnawsa
09-21-2007, 08:14 PM
Reddozen. i cant get that jump in Fierce, C.mp, HK flip kick
combo out. Can you put a up a a clip on youtube of you doing the combo please? i cant seem to get it done. does it matter if the enemy is standing or crouching? does it matter if character is big or small?
Another Question. i was watching some of ricky's videos on youtube and im wondering. . . when he knocks down the opponent why does he whiff the jab and then throw? wouldnt it be better if he c.short? why dont the other guy just throw or dp him when he is so close? are they afraid for the RC?
vkuwabara
09-22-2007, 06:56 AM
you guys are doing it wrong, c.mp is not cancelable, you have to use c.mk in order for it to work.
and he uses s.lp because is 1 frame faster that c.lk or s.lk.
the other guy doesn't dp because he knows it's very risky. His chances of landing a dp are low, Ricky can RC, step back, roll or block. A missed dp means death
Gnawsa
09-23-2007, 09:49 AM
you guys are doing it wrong, c.mp is not cancelable, you have to use c.mk in order for it to work.
and he uses s.lp because is 1 frame faster that c.lk or s.lk.
the other guy doesn't dp because he knows it's very risky. His chances of landing a dp are low, Ricky can RC, step back, roll or block. A missed dp means death
okay. cool. c.mk sounds more plausible. im going to try it out later today.
and he uses s.lp because is 1 frame faster that c.lk or s.lk.
the other guy doesn't dp because he knows it's very risky. His chances of landing a dp are low, Ricky can RC, step back, roll or block. A missed dp means death
hmm ok that makes sense. wonder if i can apply that to K-groove..
reddozen
09-24-2007, 03:18 PM
you guys are doing it wrong, c.mp is not cancelable, you have to use c.mk in order for it to work.
and he uses s.lp because is 1 frame faster that c.lk or s.lk.
the other guy doesn't dp because he knows it's very risky. His chances of landing a dp are low, Ricky can RC, step back, roll or block. A missed dp means death
Sorry, but you're wrong. You can cancel the C MP into anyone of his specials or supers. You need to go back into training mode a little longer. You're right in that it wont cancel normally. That's why I said you have to negative edge the attack into the special.
I'll post a vid later if I can / get time to.
EDIT:
http://www.diviniaro.com/kosmos/docs/cmp_combo.wmv
I wiffed the jump in hit, but the point was just to show that CMP does in fact combo. It's all in how fast you are into the special and using negative edge.
reddozen
09-24-2007, 04:17 PM
delete double post
vkuwabara
09-24-2007, 06:38 PM
Sorry, but you're wrong. You can cancel the C MP into anyone of his specials or supers. You need to go back into training mode a little longer. You're right in that it wont cancel normally. That's why I said you have to negative edge the attack into the special.
I'll post a vid later if I can / get time to.
EDIT:
http://www.diviniaro.com/kosmos/docs/cmp_combo.wmv
I wiffed the jump in hit, but the point was just to show that CMP does in fact combo. It's all in how fast you are into the special and using negative edge.
hmm it's true, my bad. However you can cancel c.mp only when at close range and in the first frames. With c.mk you can cancel it later and at max range.
reddozen
09-24-2007, 08:29 PM
hmm it's true, my bad. However you can cancel c.mp only when at close range and in the first frames. With c.mk you can cancel it later and at max range.
I'll look into that tomorrow, but I don't think it's as much damage.
I remember one thing I always liked to buffer with bison that usually made people's draw drop was to combo MK to MP. I used to do 6~7 hit setups to a super psycocrusher till I found i could just combo MK MP for more damage. it's hard cause you have to abuse the standing frames while maintaining your charge.
so you'll basically do a down to away MK roll the stick back to away for the MP then end with a charge move of your choice. It's even more fun when you try to start it with an away LP. anyway, this is the Vega section XD.
vkuwabara
09-25-2007, 07:58 AM
if you take a look at the frame data, the c.mp has 2 instances, just like d.hp of many characters: cancellable in the first frames, not cancellable at the later frames
with Bison is nice doing: crossup j.hk, d.mk, d.lp, s.mp, scissor knee, activate
reddozen
09-25-2007, 11:44 AM
if you take a look at the frame data, the c.mp has 2 instances, just like d.hp of many characters: cancellable in the first frames, not cancellable at the later frames
with Bison is nice doing: crossup j.hk, d.mk, d.lp, s.mp, scissor knee, activate
the advantage to using MP is it removes the chance of whiffing the flip kick from negative edging. By that I mean the attacking coming off as a med attack instead of a hard. I just find it less risky to use MP since it's easy to simply execute a move quickly to catch a frame buffer.
vkuwabara
09-25-2007, 12:01 PM
there's no problem, just hold down the mk
reddozen
09-25-2007, 01:51 PM
there's no problem, just hold down the mk
Then you end up with a M flip kick for less damage. I think you misunderstood my statement.
Gnawsa
09-25-2007, 09:49 PM
oh dope , thanks for putting up the post. i gotta try that for sure now. question tho, does that combo matter if the opponent is crouching? do you have to throw the jump in fierce early or late or does it matter?
thanks again reddozen for that vid, helps alot
reddozen
09-26-2007, 10:34 AM
oh dope , thanks for putting up the post. i gotta try that for sure now. question tho, does that combo matter if the opponent is crouching? do you have to throw the jump in fierce early or late or does it matter?
thanks again reddozen for that vid, helps alot
no, the opponent's positions doesn't matter, I just whiffed it by attacking too early.
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