
This video walks you through the very basics of playing Vega, but also gets into advanced tactics and combos. Although some of it is in German, it contains English annotations. Watch ►
Movie by WWMajin
Speed and range, this version of Vega is most like his Super Turbo counterpart. His EX moves compliment his normal arsenal really well.
Vega's main problem is that his damage is on the low end, so you're going to have to hit your opponent a lot to finish them off. He also dizzies faster than most characters.
He lacks options to keep offensive pressure on his opponent, so most players lean towards a defensive style with him.
While Vega is considered to be one of the worst characters in the game, Street Fighter 4 is very balanced, so it's still possible to beat people with him consistently.
• Strengths •
+ He's very fast.
+ Excellent range on most of his normal attacks.
+ Leaping Kick (down-forward plus Hard Kick) is a great normal attack.
+ Not easy to anti air him because of the speed and trajectory of his jump.
+ Strong 'zoning' game and tons of pokes.
+ Crouching Medium Punch is still great and can be Canceled.
+ His Ultra is great against people who throw a lot of fireballs.
+ Nice range on his Focus Attack.
• Weaknesses •
- Low damage output.
- Has a low stun rating, meaning he gets dizzy quickly.
- Trading hits with your opponent is almost always a losing scenario.
- Losing your claw hurts your range considerably.
- Hard to get your opponent off of you in some situations.
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
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• Rolling Crystal Flash (Rolling Claw Attack) •
Does good chip (block) damage, and is useful to in some combos. Also you can Focus Attack Dash Cancel this roll to throw your opponent off guard who's expecting to have to block further attacks. If you catch them off balance, simply walk up and throw.
A alright trap is to repeatedly loop Crouching Medium Punches into a Light Punch Claw Roll. Chip damage is nice and you can bait your opponent into doing something dumb.
You can also Cancel the Claw Roll into Vega's Super move, which makes it difficult to counter. See the Super Move section below for additional information on this technique.
Also, the Medium Punch version of this move now causes more block stun in Super Street Fighter 4, which allows you to score more chip damage without your opponent being able to counter.
(when close)
• Flying Barcelona Attack & Izuna Drop (Wall Dive and Throw) •
You can also use the diagonal-up positions to execute this attack, he'll normally jump off the wall his back is facing, but pressing diagonally-up towards will make him jump off the other wall instead.
Executing this attack makes Vega quickly dive at his opponent after jumping off the wall. Press the joystick left or right and a Punch button when you're close to grab them. If you press Punch at any other time while diving, Vega will attack by spreading his arms.
This move is not as fast as it was in Super Turbo, so your opponent has more time to react to it.
To mix things up, fly over your opponent's head to hit them on the reverse side (their back) to "cross" them.
When you get your execution and angles down, you can time this so it's difficult for your opponent to correctly guess which way to block. And when they start focusing on blocking — throw them with the Izuna Drop.
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• Sky High Claw (Aerial Claw Attack) •
Vega's Sky High Claw is alright. There's a high risk, low reward factor going in most situations with this attack because the damage isn't great.
The Light Punch version makes you fly at about mid screen level, while Hard Punch will hit most characters in the chest if they're standing. Medium Punch is a mix of the two.
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*Armor Breaking*
• Scarlet Terror (Flip Kick) •
While this isn't as good as it was in Super Turbo, it's still a nice defensive move, especially against jump in attacks. Damage is also good (for Vega), so you'll want to bait jumps and connect with this whenever possible.
You can juggle with Vega's Flip Kick with a second one, but only in certain situations. Here's the breakdown.
To juggle with the Flip Kick, you need it to only connect one time, it if hits twice you won't be able to juggle with another one.
or
• Back Flip •
Vega flips away from his opponent. The punch version of this move lasts a little longer and causes Vega to hop further back.
This comes out very quickly, and is sometimes the best way to escape a projectile Ultra or Super. Not something to use frequently because it can be countered if your opponent knows you're going to throw it out, but it's still handy in certain situations.
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• Claw Throw •
This will make Vega throw his claw up into the air and it comes down and sticks into the ground. Once thrown, you have to walk over the claw to pick it back up.
The button pressed determines where the claw goes. Light Punch is behind you, Medium and Hard throw it in front of you.
There doesn't seem any reason to actually do this move, as it rids you of your claw.
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• Mask Throw •
Takes 50% of your Super meter and makes you throw your mask on the ground. This increases your attack power, but lowers your defense (stamina) until your mask is picked back up.
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• EX-Rolling Crystal Flash (Rolling Claw Attack) •
This is almost the same as your Hard Punch Rolling Crystal Flash, except it's invunerable to fireballs. It has a long start up time though and damage is mediocre, you're probably better off using other moves.
(when close)
• EX-Flying Barcelona Attack & Izuna Drop (Wall Dive and Throw) •
Hits once on the way to the wall and then again when he's coming down. The EX version also has better throw range than a normal Izuna Drop.
This will probably be the main move you use in combos, because you can Cancel into it from several of his normal attacks.
It is not an effective anti-air move though, and it can be difficult to land the Wall Dive part if your opponent is in the corner. Works best when the other fighter is mid-screen.
But this does pretty good damage, and it's probably what you'll be spending most of your EX meter on.
Also if this trades hits on the first attack, it launches the other fighter up into the air and you can juggle them as they come down with pretty much anything.
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• EX-Sky High Claw (Aerial Claw Attack) •
The EX-Sky High Claw hits twice, and comes out a bit faster than the normal version, it also goes through projectiles.
It's effective at knocking players out of their projectiles when you do not have an Ultra meter to punish them with.
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*Armor Breaking*
• EX-Scarlet Terror (Flip Kick) •
(when close)
• Super — Flying Barcelona Special & Rolling Izuna Drop •
Unlike Vega's Super move in Super Street Fighter 2 Turbo, if you don't land the Izuna Drop (Throw) it still zaps all of your Super meter.
It does have better range than Vega's normal Izuna Drop, but the all or nothing nature of this move and the fact it doesn't do a lot of damage is a big turn off. You're probably best off using your Super meter else where.
*Armor Breaking*
• Ultra 1 — Bloody High Claw •
Vega jumps off the wall and does multiple claw slices to his opponent. You can control which wall you dive off of by ending the motion towards the corner of choice in the diagonally up direction.
Vega flies diagonally downwards from whichever corner he hopped off of — meaning you probably won't land this if your opponent is near the wall you jump off of. Also you need to hit the wall before you're safe from counter-attacks.
This move goes through projectiles and is a really effective attack against fireball spammers. Try to be inside of 3/4ths of a screen's distance to the wall, and if you react quickly you can slice the crap out of your opponent simply for throwing out a fireball.
His Ultra comes out very quickly, so you should know almost instantly if your opponent blocked it or not. Even if they block, you land at an alright distance away from them. You can still be punished, but it isn't easy.
In Super Street Fighter 4, this move has been improved by making Vega hit on the way up when he jumps to the wall. This makes his Ultra 1 MUCH better, as it can now be used as anti air. Some players claim that this is one of the best Ultras in the game now.
• Ultra 2 — Splendid Claw •
This makes Vega slide into his opponent, if he connects he'll do a series of attacks ending with a dramatic claw slice.
• Down-Forward + Hard Kick (Leaping Kick) EX-Wall Dive •
Nice damage on this, and all you have to do is connect with a Leaping Kick.
• Jumping Hard Punch, Crouching Medium Kick, Link into Crouching Medium Punch •
Easy combo and it doesn't require a charge.
• Jumping Hard Kick, Crouching Medium Kick, Hard Kick Flip Kick •
• Jumping Hard Punch, Standing Hard Punch, Link into Crouching Medium Punch •
• Jumping Hard Kick, Crouching Medium Kick, Cancel into Light Punch Rolling Claw •
• Level 2/3 Saving Attack, Dash Cancel, Down-Forward plus Hard Kick, EX-Wall Dive •
• Crouching Light Punch 2x, Crouching Medium Punch, Cancel into EX-Wall Dive •
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• Cosmic Heel (Launcher) •
Vega hops forward with his leg out. If this lands it launches your opponent up into the air so you can juggle them.
Really good move. Fast, and gives you the option to move Vega forward very quickly. Great recovery time, and you can juggle your opponent after landing it. If you miss entirely you can throw your opponent after wards.
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• Piece of Mercury (Overhead) •
In Super Street Fighter 4 this is now an overhead attack that must be blocked high.
Note this is not a complete list of all of Vega's normal moves, just the ones we think are noteworthy.
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• Medium Punch Claw •
This is still a great poke. It's very fast, the damage is alright (for Vega), and if you do it early enough you can use it to stuff (stop) other attacks. Can also work well when you're almost a full screen's distance away as an anti air move.
You can throw this attack out somewhat randomly and use it to bait the other fighter into Shoryukens and the like so you can punish when they miss.
And you can Cancel out of this attack into some of Vega's special moves, which makes it all the more useful. Plus you can Link into it after a Crouching Medium Kick.
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• Slide Sweep •
A low attack with a lot of range and it should be safe if blocked as long as you hit your opponent at almost the very end of the animation. Use it sparingly to keep your opponent off guard, and to slide under jumping attacks and throw the other fighter when they land.
• Kara Throw •
The range on this Kara Throw isn't exceptional, but it's not too bad either. It's roughly the same range of Akuma's Kara Throw in Street Fighter 3 Third Strike.
(In the air)
• Air Throw •
Vega's Air Throw has good range. Use this whenever you can anticipate a jump.
Contributions to this guide by UltraDavid, Sev, Reno, Jinofcoolnes, Nagata Lock II, Pat the Great, Chocolate Sausage, Bebop3000, BrentoBox, Sambo, Ryodragoon, Som*, Arlieth Tralare, Gadgetxguy, SFilp and Tatsujinken.
To make Vega balanced, they have to:
1)Give him more combos in addition to a combo-able ultra.
2)Take away his "throw claw/mask" move and give him something else.
3)Make his super less predictable. (I think make it hit on the way up would be great)
4)Give him chip damage on his normal moves when he has his claw on.
5)As someone said before, get rid of his wall dive glitch.
@ nocturnal
Gief, blanka and Sagat. Gief spams his lariat, blanka spams electricity and sagat is just hard to beat lol.
Gief and blanka are typically easy. Sagat can be beaten if you're patient and can block well.
For me
Dhalsim (really sux trying to chase him around the screen)
Honda (ochio throw pisses me off there)
Gen (I still havnt figured out a reliable strategy vs him)
a close 4th is chun li. (most chuns can footsie very well.... which is my weakness)
yeah chun li is really painful! i hate her neutral jump high kick especially. it covers such large area. and the down+forward+high kick move being spammed drives me crazy.
but mine are: number 1 Blanka of course. When i see my opponent is Blanka i say "Ok i have lost" and i do... I don't know. I play fairly well guess. But i am totally helpless against blanka. I mean he can make his rolls constantly and you cannot counter without you also getting hurt which is more painful than what he gets. If i block the straight roll and i dont have ex meter there is nothing to punish him also.
number 2 is Balrog. I sometimes cant get him off me and that buffalo head move drives me crazy with tons of priority.
and 3 is Guile. sonic boom sonic boom sonic boom. if you barcelona, air grabs you before you izuana. if you jump over the sonic boom toward him, he flash kick. and that crouching high kick!
For Blanka see my above post like 50 or so up. (stay offensive)
Rog.... standing hk is your best friend. it stuffs everything except the headbutt which you should be blocking. Don't poke and you should do well.
as for jump happy people like guile. you have to be able to correctly predict his next move. take at least half a round to study him and his habits. if he likes to air throw bait it and nail with a LP version Sky High Claw. eventually he will stop. after that wall dive till he starts air throwing again and repeat. Go into training mode and practice the timing for izuna on flash kick. the key is to fly over and come back. if he izuna he's nailed. if he likes to cHP you (uppercut) only try the ex FBA (if you miss dont try to land izuna. just try to land the 2 hit claw attack). look for patterns in fireballs. guiles sonic boom has stupid fast recovery.ultra him if you are 100% sure he's throwing one you hear the "S" sound in sonic just go.
i meant if he flash kick he's nailed. sorry tired again.
oh and for cHK, you got a lot of options. block hit 1 focus hit 2 dash and nail (probably throw). or you can (timing is moderately strict) cMP xx EXFBA (if close enough). or if you wanna be tricky you can Piece of mercury or cosmic heel over it and nail. (one of the few times PoM is sorta useful except it's unsafe on hit. It's just a mix up option.
oh and also.... if he starts round 1 with a sonic boom. start rounds 2 and 3 with an ex RCF.
if he blocks ex fba (or if anyone other than sagat for that matter) never ever come back if they nail you once for it. they'll be lookin for it and sittin all over it. use the opportunity to get distance (and bait the hell outta that jump).
since i'm here anyway....
for blanka (as stated above) you have more priority than him. IMO it's one of the few 6-4 matchups. blanka balls get stuffed by almsot every normal (including jumping normals) they get stuffed by air throws, ST, slide (cHK), the only things that dont stop it is SHC and FBA. then on the other side it's punishable as hell on block. EX FBA at minimum, ultra is standard. his ultra can be air thrown, his slide can be Focused, his electricity can be jabbed (cLP) through. RCF stuffs almost every wake up option he has cept ultra and ex up ball (which doesnt stop me from doing it again since he just wasted meter). about the only thing blanka can do vs you is jump at you. in that case just be ready for air throw or block. he really doesnt have many if any options.
rog... bait that headbutt. sit all over it and nail with a minimum of ST. i'm tellin ya standing HK is your best friend. when he gets into headbutt range just stick out jabs in random amounts. try to stay outta the corner. if it costs you half your health to get out it's worth it.
above all else you MUST know how, what and when to block.
thanks. these will be helpful but demands real practice :) i want a friend to fight again and again but people just do one match on player match. computer is stupid. real practice should be with a tough blanka player but cant find any to play constantly.
you press the PS button, go over to create message and type in poonray as the recipient and ask him when you can do a player match. You tell him VegaMan sent ya and he should respond pretty soon. Or... you can go to www.up-your-game.com and click on chat(IRC) and do player matches in there. there's a couple good blanka's in there
Hi everyone,
I need help on how to play against Rufus. I never can get away from him and he just keeps jumping and then quickly attacks me and he does this repeatedly saying "hey". What can I do to counter attack him or get away from him?
Thanks in advance
@chesszealot
Go here for your help on all your bad match-ups =)
i need a way to stop Ken and his annoying jumping combos as vega while i'm charging. does anyone know how to help me?
1. dont charge while your opponent jumps.
2. use air throw on ken when he jumps.
3. when he stats air tatsuing to counter your air throw, nail with ultra or SHC
4. Neutral jump + HK or LP
5. Focus backdash
6. dash under him.
7. slide upder him.
8. wall dive in reaction to him.
9. if all those options fail.... block.
Thank god vega can chain to his ultra, even if its situational its still better than nothing like before.
i have another question about how to beat a spam
how do you beat Zangief's arm spinning spam? i try to dodge out of the way but he moves forward also, even if not very far, just enough to hit me. i also want to know how to get past it because every time i try to i just get knocked away
thanks in advance X3
for Lariat, just hit him on recovery.
for vega in the corner it depends on who you're fighting but chances are you're screwed. Block and wait for a mistake. then cLP into far wall ex Fba. if you don't have meter you're really screwed unless the other guy really f@cks up. stay outta the corner.
he can now link crMP then EX charge down then up+kk perfectly and easily and anywhere!!! yesterday i managed to link his combo outside the corner easily:
dnMK, dnLP, dnMP, EX charge down up+kk
his f+mk overhead is better now, the game is now faster which helped him now, his ultra 2 can punish ryu after blocking ryu's dnHK, can reach honda and blanka after their charge back forward+p recovery, to bad his scarlet terror still the same weak priority and should be used carefully, focus into ultra 2 links without the need of the dash after hitting with the focus :)
i think what you mean is cMP into EX FBA works at any distance the cMP can connect at.
his Piece of Mercury is now an overhead
the game isnt faster Vega just has faster startup on a lot of his moves.
blanka balls could always be punished on block by ultra, but i did notice punishing honda on headbutts i didnt do in sf4.
and you can focus ultra in sf4 without dashing. no change there.
Blanka vs Vega is now easily 4-6 and probably 3-7
overall he is the same but only since he can now combo cMP into FBA ex in any distance, then it will be more fun to play with him and win more games.
Did no one fckin realize how much the damage output on vega has changed?!
he's not only faster (i've beaten balrog to a punch!}, his combos not only connect easier and perfectly consistently, but he can do real good damage, three hits from his bnb combo and you pretty much lost.
this list on event hubs needs to be changed, some off the stuff on here is just wrong. and there needs to be a new video tutorial. vega changed alot.
find me on psn. mojoworld
I only play vega
mask remove only takes 1 bar now. needs to be fixed on guide
Speaking of mask removal, by How much does it increase his attack power? and if you pick your mask back up does he still keep the extra attack power?
Also doesn't getting rid of your claw make your EX moves take up only half a bar?
where am I supposed to complain to get this vega entry fixed? event hubs, you need to fix this thing, alot of the information on this page is wrong, or half correct now that super street fighter 4 has come out. I'd like to see this information fixed and vega re-evaluated.
Anyone found any combos into Bloody High Claw/Splendid Claw that don't involve Focus Attack/AA Cosmic Heel?
Woo had some login issues here but the admins rock ;)
Heres some of my Claw replays to kickoff SSF4 on my channel
vs SDS CHRONIC (C Viper) http://www.youtube.com/watch?v=4k5dFI...
vs XOXCSTONEX (Blanka) http://www.youtube.com/watch?v=wwYVWL...
another vs XOXCSTONEX http://www.youtube.com/watch?v=UyFSF_...
vs TooSicc510 (Boxer) http://www.youtube.com/watch?v=UyFSF_...
a bunch more here for those who want to see vids
http://shoryuken.com/showthread.php?t...
Or just visit to my YouTube channel (see above), I don't want to spam more links anymore.
In any case, Vega is noticeably more competitive and that makes me happy :). Not well-rounded by far but that is what makes him so interesting!
When you're fighting against Ibuki, beware. Kunai stuffs EX Sky High Claw and Bloody High Claw (if you're going for the Ultra as an anti-air). I don't particularly understand the EX SHC, as it can go through plasma, fire, and ultras. Watch out for those lil' pieces of metal.
Splendid claw is a Wicked ultra. While it doesn't do as much damage as BHC, it can go through fireballs on startup and can catch jump-ins pretty well. It seems to come out pretty quick too.
@779 and 780
i think you only take 10% more damage now without mask.
@782
SHC is an AA. you only have 3 ways to combo into it. via Focus, lk version AA ST, or trade with your back in the corner. and yes it's still unsafe on block and hit.
@786
some wierd things stuff kunais, i think my ST or a normal stuffed it once.i'll hit the training room to figure out what it was.
@788
i find equal uses for either ultra. U1 is invincable to fireballs all the way until recovery. U2 is only invincable on startup. if U1 gets stuffed before flash you lose ultra meter. U2 doesnt reach full screen. basically i have it divided like this. on tall people (gief, sagat, vega, thawk) and on people who like to jump a lot (mainly ibuki, guy, ken, bison, rufus, akuma, viper, dhalsim, and seth) i'll use U1, on people who tend to stick to the ground (mainly ibuki, guy, ryu, gief, dudley, makoto, abel, balrog) i'll use U2. yes i know i mentioned some people twice and some not at all. for the people i listed twice, i used whichever ultra i see as default (U2 for guy, U2 for ibuki, U1 for gief etc) until after i see how the other guy plays. I'll adjust next time i see him if needed. for the poeple not listed i take the most common move they use and see which ultra would be more effective as a counter.
i strongly PREFER U1 over U2 for the simple fact that it does more damage. i'm sure you've noticed major damage scaling when your opponent is almost dead (yes damage scaling not only applies to number of hits but also, the amount of life guage left. at 1/4 life you can really see the difference between U1 and U2 in damage. U1 rarely doesnt kill and U2 rarely kills.
Hey guys, anyone have tips for common Cosmic Heel (df.HK) setups they use? Cosmic Heel is one element missing from my fighting style and I'm experimenting with how to apply it effectively.
A few setups/situations I'm starting to use CH in:
-starting bigger punishes for things like wiffed DP's
-neutral jumping barely at the edge of opponent's poke range and then throwing out CH upon landing to try and catch their poke
-throwing out CH after they block or get hit by a far poke of mine (like cr.MP, st.MK)
So far it's been tough to randomly react to an opponent's wiffed pokes with CH. Does anybody have success doing that?
@Doppler
What in particular with those matches vs Ryu and Chun gives you the most trouble? What is the most frustrating? It's hard to answer without knowing what the problem is.
@Meteo2
Well my vega partner,I dont know if you have bad times with those that I mention before, but in particular is to safe when the ryus is only cr.LP and then jump to the other side and do a MK to cross up me.
I try to safe from it using my Scarlet terros but is useless because it dont have good priority, so thats my problem.
For chun lis is almost the same thing, but with ryu is most the problem cause his graet priority in almos all of the atacks, I need a good tactic with those
When you think a Ryu is going to jump up near you, you should maybe try to jump as well and airgrab him. Depends on the situation. Learn to block well and tech throws. Watch good Vega vs Ryu videos (I have my channel linked above) and try to play a bit like those Vegas. Some good Vega players are Ujiki, Makoto, Cat-k, Kubiwa, Ranbo, Yamasan, Hakaba Poemer, Wasa Beef
also a few more good Vegas know of: Da Assassin jaY, Jozhear as vega, KentaroFA, X Knucklez X
Meteo
i pretty much use cosmic heel to cover distance or to hop over low pokes (usually cMK). if you zone it right you can use it as AA on neutral jumpers then combo into Scarlet Terror or U2
yeah for some reason people either completely freeze up after CH and you can throw/combo them(they usually know throw is coming so they are succeptable to n jump), or they come ready with a reversal and 9 times outta 10 they whiff
ModInside's(Guile Player) XBL Online Stats 7:18 http://www.youtube.com/watch?v=FS0xFY... 118 Streak ended by a Vega Player xD
The Vega match http://www.youtube.com/watch?v=UZZbfV... 5:10
I'm glad a claw player could stop his streak but honestly that Vega was pretty horrible. Anyways not gonna hate congrats to him on his win, heres a good video of me, also if you check the rest of the channel you can see more vids of me with more like every 3 days
http://www.youtube.com/watch?v=D--kgp...
@#799
You cant look at it as priority. it's all about active frames and i frames. And no... his "Priority" isnt terrible. it's pretty good actually. Standing HP beats wakeup DP free. SHC beats honda's headbutt. almsot every normal vega has beats blanka at everything. you have to learn you cant always press buttons. you gotta block sometimes too.
@800
sim.... i can't help you there. my 2 worst matchups are sim and gen. let me know when you find something that works there.
for cammy. downback man.... downback. it beats everything cammy has.
Anyone know how to approach a chun-li matchup?
god that bish is vega's worst matchup, i swear
#801, I don't get into the game as deeply as plotting out "a" frames and "i" frames, all I know is I just lost because my EX SHC got beat by a Gen normal. IMO, anybody's EX should always beat anybody's normal.
And thanks for the tip on blocking, I hadn't thought of that. /rolleyes
@#804
well..... as you can see sometimes it doesnt always work out that ex beats normal. Honda's U1 loses to a normal. By your opinion it's shouldnt happen, but it does.
If a gen normal is beating your ex shc you might not wanna use shc in that situitation. Gen is my worst matchup so I cant offer you much specific advice. The only way I can beat Gen is by blocking really well and countering the things he's - on block with. It took frame data to get decent at that matchup for me. you don't have to learn frame data, but it helps.
and sure anything for the blocking tip.
All vega players should also master how to Izuna drop focusing opponents. Although it could be hard to grab smaller characters like chun, sakura, gen, etc...you should be able to izuna drop standing opponents like 4/5 times (maybe) to prevent them from focusing your wall dives and make them do something stupid like jump(lol)
Trying to Izuna drop sakura is a bad bad bad idea....... cHP stuffs everything
ok its been about a few weeks.. anybody wanna share some new things about their ssf4 vega.. thanx to his buffs and fixes and the damage nerf that was done to the whole cast my win percentage has gone up drastically vega is waaaaaaaaaaayyyyy more deadly now..
@808
just fact that c.MP to ex-FBA hits crouching opponents better and at longer distances(i don't think it misses now)
the best tip for vega players is to learn the CORPSE HOP (ie using cosmic heel or pierce of mercury to cross up an opponent while they are waking up.
1. after a scarlet terror- quickly dash forward, cosmic heel, c.LK to ex fba
2. after an izuna drop - quickly dash forward, cosmic heel, c.LK to ex fba
3. after a sweep - cosmic heel, c.lk to ex fba
4. after a sweep - POM (cosmic heel goes too far) to instant over head (j.HP)
the good thing about this is you can mixup what u do after you cross up. Like grabbing after c.LK, etc
to sorta repeat and add to #809 (good info btw)
cLK scales damage. Use cMK. also.... if you do nothing but low hit exfba they gonna catch on. especially if vega mirror. like #809 said, you have to mix it up. throw a throw in. or n jump. also.... don't always use cosmic heel or PoM. use lk version Scarlet Terror. that builds meter and crosses over. jHP is good but be cautious. you can be punished on landing or before. the recovery on instant jHP is fast so.... use it sparingly.
another tactic i use is cross over to safe jump set up. and i'll loop it for as long as i can between mix ups. when they finally figure it out i usually turtle and wait for the ultra to whiff and finish them off.
Has anyone noticed that you can't combo your U2 from a Scarlet Terror? It's weird because it would work out so well if you could.
U2 only combo's from FA on Counter Hit or after aerial hit of Cosmic Heel. I've heard rumors from jump in HK/HP but i cant pull it off.
U1 only combo's from FA on counterhit. Same rumor above applies here.
comboing into your ultra with vega is useless. damage is already scaled anough from health alone. add hits before it and it U2 does the same damage as a standing HK.... which can be comboed into easily.
I speculate that you can combo into ultra 1 from cMP but.... I havnt been able to pull it off.
@VegaBisonAbel, I agree with you bro, I play Vega as my main and am lucky to have a friend on the same playing level as me to train with (dont get me wrong Im not amazing but competent) however he uses Chun Li as his main and knowing the tricks we're both gonna pull and all varied mix ups makes it a tense fight, I work so bastard hard at beating her! but have only ever won one match against her so far out of loads -_- so frustrating, dunno what im doing wrong, any other character i go against gets mangled up hard lol so yeh any tips on beating Chunny would be ace! HELP! all you Vega Pros! I know in reality his beauty wouldnt fail him :P
@IzunaGhost
Don't be scared to do jumpins especially when she doesn't have an ex bar for and ex hurricane kick.
also chun's tend to end their block strings with a hazansho or sweep, it's up to you to read if they are doing either one and focus attack to counter.
also try to focus attack at max distance to bait a sweep or a walk-in throw
also... be careful of standing MP into hazanshu. dont do like me and focus the MP. 90% of all chun's have lots of footsie experience.... about the only reliable way to beat her is to have better footsies.
thanks for that bro, gotta admit using the focus attack effectively is something im still getting used to with most characters not just Vega, seeing how players better than myself play, all use the focus... atm for me learning it well will be the key in upping my game, but yeh ill be sure to try out your advice ;)
Blanka is no longer a bad matchup against vega..
and neither is cammy and other characters who like to or mostly have to jump at you to start a crossup combo or to get a combo period... i've been doin some testing for the past few weeks on his U2 to see the PRACTICAL uses of it.. and i gotta say.. its his answer to alot of situations that in vanilla made it tough for him.. Blanka Horizontal ball is punishable by the ultra. Cammy is VERY punishable by it..
Me personally still prefer his U1 cuz i took the time to get close to mastering it.. but BECAUSE its vega dont try to combo into either of them, we need that brutal damage. if you can learn to predict and get timings down then ur winnings will increase solely on ur ultras.. also U2 combo's from a counter hit FA for the same damage without having to back dash and stuff..
some may already kno this just sharing with those who are interested..
my biggest problem with vega is overhead attacks. because most of his moves rely on crouching charge i am always crouching, balrog and ryu in particular have some decnt over heads and always give me problems, plus abel gives me problems because as far as i know vega doesnt have the tools to take out the guy.
can someone gave me some pointers for those 3 matchups?
@821
well the obvious solution to your problem is to not crouch all the time. to be a good vega you need to be moving all the time and not staying in one place where opponents can just jump in all day.
just saw tatsu with ssf4..best vega in america
http://www.ustream.tv/recorded/7407375
@ 24:00
Vega Hitbox Data
http://shoryuken.com/showthread.php?t...
And for a little fun... Claw Mindgames :P
http://shoryuken.com/showthread.php?t...
A BUG/GLITCH of Ultra II failing versus Zangief's lariat:
http://www.youtube.com/watch?v=VKM_cg...
Another crap-tastic miss with Ultra 1
http://www.youtube.com/watch?v=3l5_wG...
@#821/akillyz:
Vega, like Blanka, has moves that can propel him forward or backward while still holding down. Use his back flips, unique attacks, and slide (carefully, of course) to stay mobile while charging. This is especially useful if you're looking for a chance to land your Ultra. But keep in mind that frequently you'll just have to stop charging and try other things, otherwise you'll get too predictable, and a predictable Vega is easy as pie to take down.
I'm not a pro at Street Fighter like u guys but I wanna be able to own my friends with Vega. I do, jump in Hp,standing HP (2 hit), crouch Mp and Ex Flying Barcelona Attack and Izuna drop. Basically I wanna know if anyone has a combo with Vega that does more damage than this. My dog who always plays with Ryu totally hates Vega now, lol. Any combos will be greatly appreciated.
nope, that's basically vega's most practical damaging combo, but as you may know now, vega's main strength isn't in learning damaging combos, but in poking, landing izuna, and kara-throws
backflips are typically a bad idea. pretty much for every instance you can think of where backflip is useful, i can think of 9 more that it's not useful in... and probably discredit the instance you're talking about.
as far as combos.... vega isnt about combos. he's about zoning, footsies, poking and mobility (pretty much what 827 said). most combos suck with vega. 3-5 hit combos are average and more than adequate. just try to save meter for fireballs, block well and know when to press a button.
@ 806
sakura's crouching HP can be gotten around by crossing to the opposite side she's facing, right before hitting the attack button... it'll usually result in a slash on he back - similar to what it does with guile and his flash kicks.
but yeah, landing the izuna drop is tough to accomplish on players who anti air like that with her.
You check this channel got some videos of myself on here
http://www.youtube.com/watch?v=MbGQ37...
@830 ey man yer prolly the best vega here, just wanna ask what 's your mindset going into a match? like for me, my whole mindset is to find ways to land the cosmic heel to I can start my mindgames/mixups.
http://www.youtube.com/watch?v=e2OWG5...
a post of me and my vega.. nothing super fancy just some solid play let me kno what you guys think.. some feedback is always aprecciated
turtle blanka? well I rush him down and try and keep him in the corner as much as I can. In the corner, vega can shut down all the blanka balls. U don't want to turtle with vega against anyone, but that's just me.
http://www.youtube.com/watch?v=8-xCTD...
http://www.youtube.com/watch?v=zqdD_w...
videos vs a pretty good fei long.. this was a really good match..
Blanka is always gonna be the one that stumps vega players cuz it seems like Blanka can do what vega does except better. Blanka's moves aren't safe on block. his df hp is very punishable as well.
Options for punch slide (df HP): on block you can ultra II. You can also cr. mp ex wall dive. Very unsafe but still trips people up.
Vertical Ball: You can ultra II this. You can stuff it if you see it coming with st. HK.
One of the things I heard in the forums is blanka is a very reactionary character. IF you don't give him something to react to you can focus on punishing his unsafe tactics. Good Blankas are gonnna be like Good Chun-lis, Ryu's, etc. They're hard to beat cuz they got their character down. So either way you look at it you will have to adjust because a good opponent will adjust as well.
I mean you can ultra II horizontal ball on block :-/ I haven't tried the other balls yet.
sorry me again.
you can Ultra II the rainbow ball on block, and you can even Ultra II a whiffed vertical ball (as long as it doesn't make you switch sides). A lot of things can punish the rainbow ball on block, such as cosmic heel (vega's launcher).
A good blanka will be crossing you up with KKK leaps as well as j. MK, lp into electricity and use good normals to stuff you. A lot of grab and tic throw shenanigans as well. It is so hard to have a blanket strat for when they are at high level play. A good blanka will never random ball, but for the ones that do you'll have a few tips to punish it.
http://www.youtube.com/watch?v=L2UJPJ...
http://www.youtube.com/watch?v=ozqDXC...
first one is guile.. he was pretty solid with his block strings and other ways to play agaisnt a vega.. but yeah.. still came out on top
the second one is a VERY solid hakan.. from this video there may be hopes for the turkish wrestler..
@sakanade
you have a very very low level vega to be honest with you, you mostly just spam wall dives. no poking game whatsoever and you spend 90% of the fight across the screen. didn't see 1 kara throw set up or even just a tick throw. You will be so free against people who know how to get around wall dives.
I dont see how its spam... Its no different than a ryu or a sagat playing keep away with their fireballs.. its a part of my strategy.. i dont have to play the way EVERY vega plays to win. if they kno how to shut it down then i move to something else.. i play the way i want to and its working.
there is no set handbook how to play ur character. just becuase people say you shouldnt use sumtin cuz of how unsafe it is doesnt mean youshouldnt use it. the absolute only way to get around that would have been to focus it. but if they started doin that then its just easy izuna's for me. i have my gameplan and i'm sticking with it.. so ur saying im a low level claw cuz i dont poke or kara enough? claw's pokes in themselves are a keep away game so whats the difference between that and chun's legs or blanka elec? none.. the only characters that doesnt work on are sim bison seth and other vega's cuz of backflip.. i kon the weakness and strength's of my style. If you cant see that then ur the low level one here.
umm i watched yer guile vid...and all you did was WALL DIVE! back flip the crap away then WALL DIVE! then back flip the crap away then WALL DIVE! you spend like 3/4 of the fight all the way the other screen, waiting to make another wall dive...yeah I used to play like you that's why I know it's very very low level.
Also your definitions of "good players" is low level at best. I'm not trying to hate, just pointing out that your game could use some variety because your attack is very very one dimensional
I agree with sakanade that it is a strat and it is up to the opponent to learn how to counter it. If the opponent does the same thing it elicits the same response from you (so long as it is the winning strategy).
That said, exploiting a player's weakness for a strategy pays off in the short term but VBA has a point that it can make bad habits should you fight someone who can counter it. Good players will adjust but it will be harder to adjust to a strategy you are less familiar with. Or perhaps those are more my words than his.
plaease cowboy, let's not say that spamming wall dives is a "strategy", just like chucking fireballs for the sake of chucking fireballs is not a strategy.
well shotos in personal is not a big problem
Now I hate those bison, chunlis, cammys and rufus, and well still some ryus
did you guys know some move to safe when they do only croosups or those dive kick kind atacks?
I know vega dont have a Get the hell out of me, but thats my weakness
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