Yoga noogie.
Yoga noogie.
Well, for starters, the basic idea against vega is he has poor anti air. Most of the time he has to be VERY quick to his reactions, or even anticipate. Most of his reaction attempts to anti air you(instant air jump, neutral jump rh ect) can be beaten by throwing out your move early. In this case, I would probably throw out jump HP, because you get big damage off that IIRC air to air. That will hopefully shut vega up a bit then give you a chance to start jumping at him again. All of his ground normals suck at AA, all of them, I looked at the hitboxes. If he is beating you out, that is because you are not spacing out your jump attacks properly, mess around with using different attacks and throwing them out earlier, or later. Chances are if you are going against a vega planted on the floor, jump RH is a good bet. Assuming he is just sitting there ducking, he can use his flip kick, but that move actually has no invulnerability, most good vega's don't use it much as an anti air unless they throw it out very early. If you find yourself getting beaten by this alot, then when he starts ducking, walk back a bit, pop out a fireball (usually mp), then follow it in to take more space. Once you force vega to start moving, you know he doesn't have charge for the flipkick (which isn't that good anyhow).
On the ground, I disagree with mzo, chun li is one of the few characters that can give vega a good run for his money in the poke war. Stand mp works fairly respectably, as would a well spaced crouch RH. Many of vegas pokes can be beaten by counter poking (throwing out a high priority short range poke), although this might be difficult. One thing of note, especially with chun li, is against a lesser vega you can focus alot. His only way to break focus realisitcally is:
-Stand RH
-crouch mp cancel into some sort of special
-crouch lp x2 (or into crouch mp)
Stand RH and crouch lp x2 require you to be fairly close to vega, perhaps not in a range you want to focus TOO often. Crouch mp cancels require that vega hold a charge, which means that he cannot move in and out of your poke range giving you a big poke advantage. With chun li,because focus level 1 -> dash is +1, and vega's fastest poke is 4f (chun has many 3f moves), feel free to just throw out focus level 1's, dash in, and continue pressure. Vega can also crouch mp cancel into backflip to reset to situation (my favorite thing to do because it looks cool), but I haven't seen any vega's outside of myself doing that, so I wouldn't worry too much.
On offense, vega has one tool which really stands out, df RH (the hopkick that launches you). If the vega is good, he will mostly be using this move when he thinks you are trying to avoid his throw (it beats low throw breaks, standing throws, backdashes and jumps). Its only problem is that it is -1 when used too close, which is most of the time, and it has a fairly slow startup. A good vega will walk out of your crouch lk range before he throws this out, so mix up a bit of crouch mk on defense if you find your crouch lk's not getting the range you want. Outside of this excellent move, vega doesn't have too much. His crouch lp is +1, but since his move is 4f, it sets you at neutral for the most part. His stand lk (the move where he hits with his knee), and the crouch mk (looks like a slide but isn't) are +2, but a bit slower. He also has a fairly good kara throw.
When rushing down, you should have able to spot his command backflips and hit them with some sort of combo, or at least a sweep to reset the situation. Optimally speaking you could probably land something like mk hazanshu, crouch lk ex legs ult 2, but maybe something simpler could just be crouch mk ex legs (i think crouch mk is cancelable?), or stand hk ex legs. Most good vegas will stay away from this move, as vega has a VERY good backdash, similar to chuns. There isn't too much you can do against this move, same offense strategy's as normal, stagger your offense (don't do all of your pokes as soon as possible, sometimes wait just a tiny bit), and throw in lows when you think he is hitting back for his backdash (hitting back means they can't be hitting downback). If you know a backdash is coming, mk hazanshu is perfect, but if you can't execute the combo afterwards, sweep might suffice.
Vega can also do off the wall bs. This shit generally sucks when you have a feel for beating it. Against, jump HP is a great answer for all the damage you get, but neutral jump HK is also a solid option, as is last second ex bird kick. If you find a vega is being annoying with this often, switch to ultra 1, on block all his off the wall moves are punishable with ultra 1, and if he just whiffs against the wall to build meter, you can dash forwards into ultra 1.
Lets see what else, Vega's ultra 2 will anti air almost everything, but it will only anti air well if you throw out a move in the air, if you jump at him while he has ultra 2 and you don't do a move, it has a very hard time hitting you (i have never landed it, even in training mode). The problem with this is you leave yourself open to any other anti air move he wants, so there is a bit of a mindgame going, but quite frankly, just knowing the mindgame puts you 1 million times ahead of most players.
Hope this wasn't too complicated, I can explain anything that might be confusing.
Edit: All blocked rolls are punishable by super.
What options do people have to beat Vega's Super other than teleporting far out of range once he's set his jump arc? The triple Izuna seems to have a goddamn ridiculous range of success (and does retarded damage to boot).
I know because I use it all the time, it makes people so mad.
If I'm Abel I roll. If I'm Ryu I jump back and hit MP. If I'm Hakan I do his special duck.
So now you fuck ducks? Dude you need to get laid for real.
anyone still on the fence?
$30 on Amazon.com (PS3) and gamestop.com (360 and PS3), gogogogo!
At Gamestop you also get a $10 gift card.
$30! So worth it!
So much better than 90% of the games coming out right now.
Whens that tournament mode DLC due out?