Super Street Fighter 2 Turbo/Vega: Difference between revisions

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==Combos==
==Combos==
Crouching MK, link crouching MK, link crouching MP
Jumping HP, crouching MK, link crouching MP
Crouching MK, Flip Kick (HK), juggle with Flip Kick (HK)


==Attack Info and Frame Data==
==Attack Info and Frame Data==

Revision as of 02:38, 16 January 2009

Profile

Vega is the self-proclaimed most handsome fighter in the world. He wears a mask in his fights to help protect his beautiful face and a claw on his hand to slash down opponents with ease. He also features a nifty snake tattoo that covers much of his torso and one arm.

Vega, from Spain, is sometimes known as the Spanish Ninja because of his blending of the matador and ninjitsu styles.

--Vega 15:54, 6 February 2006 (CST)

Color Options

New Claw Colors

To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.

--Raisin (April 30, 2007)


Old Claw Colors

Old Claw's input code is LRRL. Pressing Short simultaneously with Jab or Fierce will give you the alternate color.

--Raisin (April 30, 2007)


Move Analysis

Normal Moves

Command Normals

Throws

Special Moves

Rolling Crystal Flash - Charge b, f+p

Flying Barcelona Attack - Charge d, u+k

Flying Barcelona Drop - Charge d, u+k, p when near opponent

Claw Dive - Hit p after performing Flying Barcelona Attack

Flip Kick - charge db, f+k Vega can store the charge for his Flip Kick. You must first charge db, then you as long as you're holding back, hitting forward and kick will perform the move.

Single Backflip - Press all 3 kicks

Double Backflip - Press all 3 punches

--ST Vega 04:25, 19 April 2007

Super Move

Rolling Izuna Drop - Charge db, df, db, uf+k. Hitting any punch when next to the opponent performs the super. Otherwise, he will just do the Claw Dive.

Vega can not whiff his super. It will only come out if performed correctly.

--ST Vega 04:27, 19 April 2007 ST Vega

Remixed Changes

This section refers to HD Remix (360 / PS3)

New moves:

          Wall Dive Fake = Charge D for 2 secs, then U + Kick, then press Kick
                           again to drop without attacking.

Modified moves:

               Claw Dive: No longer knocks down opponent. If positioned right
                          you can combo after a successful dive.
               Defensive Backflip: Command changed to LP+LK for small version;
                                   MP+MK or HP+HK for double flip version (old
                                   commands of KKK and PPP still works).
               Offensive Flipkick: Can no longer be charged straight back (must
                                   be charged DB).

--added by: _MJ_#R

Strategy

Advanced Strategy

Combos

Crouching MK, link crouching MK, link crouching MP

Jumping HP, crouching MK, link crouching MP

Crouching MK, Flip Kick (HK), juggle with Flip Kick (HK)

Attack Info and Frame Data

Match-ups

Blanka

This matchup gave me trouble too for a while. Once you learn it though you'll get better at it.

Charge back/Walk backward the whole round. If he balls, you can either flip kick through it, try one of the other counters suggested, or block, take a small step forward, standing fierce. Sounds basic, but this one strategy of stting there with Vega is good enough. Eventually, especially if you have a lead, he has to try something to come to you.Funny, cause doing anything else can be trouble with Blanka. Wake up balls or electricity can stop cross over wall dives. If the Blanka is good at wake up balls, it can stop doing meaty Claw Rolls on top of him. Just keep him out and wear him down. Don't go into his meathouse.

In the original everything ST thread DSP broke this match down pretty good [1] and it helped me out. See if you can find it somewhere. (CapMaster)
---
Claw VS Blanka is a funny match. Most struggle with it at first, but once you learn it it can become a free win for you.

Sit back. Any blocked rolling attack is a free standing fierce for you. You catch them with this a few times, they may try to do a jab or strong ball into throw/hop/whatever. Watch for this, then sweep it. You can flipkick balls too of course. Use crouching strong to keep him away. be careful going for wall dives, as both rolling attacks and electricity can beat it. Sit back, and by never let him get into his cross up short range. That's where this match is lost. Keep him out of that range and you will whittle him down. (CapMaster again)

Chun-Li

Chun has one zone where she can jump in at you, thats when she is near you and you're not charged, too close to jump straight up and fierce and if you're not charged you cant flip kick which is the only counter at this range. What does this mean? dont let her get you in that range. Stay close and charged, if she fireballs, jump at her. poke with low strongs. Slide to move in on her and sometimes hit her as she tries to fireball. Basically you play close turtle style if possible. Imo its advantage vega that matchup. (Graham)
---
I like to be ready to pounce on any kikoken she throws. I go for wall dives from across the screen when I see one, or if in close if she throws one hop it and go for a combo. Without a\ having her upkicks charged, chun li has trouble stopping a jumping Claw with her ground moves. I play this match by being aggressive and just going at Chun. Her air moves beat yours, even though jump strong sometimes is effective. She also has some trouble stopping wall dives shenanigans, her upkick has to be perfect. Stay on offense. You lose this match if Chun can press you. (CapMaster)

E. Honda

When I play this match, I usually go either one or two ways. One is to get a lead, and run away/turtle. The second is if you get a knockdown, go for cross up wall dives until he stops it. By cross up, I mean change his direction that he's facing so he loses the charge for his headbutt, which will very much stop your wall dives. It's not inflailable, he can sumo smash out of it (you won't always get hit though) but it's in your favor going for this.

For the turtle method, a well timed jump back fierce will stuff a headbutt if he trys it. Otherwise, try to keep your flick kick charged to get fierce headbutts. You do this a few times, sometimes Honda may try to a jab headbutt to make you flip kick on reaction, then punish you as you recover. Learn to recognize this, and slide him as he's landing from the jab headbutt. When you get the lead, Honda eventually is gonna HAVE to come at you in some way or form. Just be ready to counter his offensive options. If Honda gets you in the corner and he's close, you're probably gonna lose. Try to stay a little outside of the range of his fierce hands. Vega (Claw) can win this fight. The challenge is that Honda just has many more ways to do so.

-CapMaster

M. Bison (Dictator)

I still am struggling with this match, but here's what I can tell you. Bison has no reversal outside of super. So everytime you get him knocked down, that's a free claw roll or wall dive attempt for you. Bison's kicks (scissors, standing forward, crouching forward) will give you major trouble, and his jump strong will neutralize your air attacks. Have your eyes ready to try to flip kick any scissor kick or psycho crusher so you can get that all important knockdown.To me, this match goes the first one to get a knockdown wins. Keep Dictator on the floor. (CapMaster)

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups

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