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THE COMPLETE VEGA -MMSF-

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un02...@wvnvms.wvnet.edu

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Feb 10, 1993, 9:34:06 PM2/10/93
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-VEGA-


Best Against> Dhalsim, Balrog, Honda

Worst Against> No major weakness

This Spanish matador combines three very effective techniques. A very good
distance game, good throw damage and excellent speed. Together these make up a
very potent and easy to learn combination. Below is a summary on how to handle
certain opponents.


Ryu: His spirit ball dragon punch pattern is your biggest problem here. When
fighting try to stay at a distance so that your ducking fierce stab attack
strikes him about mid claw. This allows you a fairly safe distance between
yourself and Ryu so that you can jump over his spirit balls and if you hold on
attacking should avoid his uppercut. When you do jump over projectiles and
attack try to tarket your kicks so that you hit Ryu in the wrist (start jump as
soon as he starts motion for spiritball or, or sooner if you can predict it,
from about 1 and1/2 to 2 body widths away) Another good way to put a hold on
his spiritball throwing is the off-the-wall attack. Usually it is best to go
to the wall opposite him and then try to recross over him and slam. (this helps
in messing up his uppercut timing and motion.) The best way to counter his
helicopter kick is to just block his hits and then slam him.

Ken: Handle very much as you would Ryu with the exception ofjumping in. With
his much expanded range on the uppercut he can usually hit you when you jump
over his spiritballs. (you can still jump over them just add about 1 more body
width than you would against Ryu. Or better yet be able to predict when he is
going to throw one.)
***Good air defense--- When your opponent jumps in a very good attack is the
standing strong punch but if they are close when they jump in or if you wish to
cause more damage it is better to hit them with a roll. If you have noticed
Vega jumps slightly foward when he starts his roll (this will lower your body
enough to sneak under most attacks). The key is in timing it so that you dive
into your roll just as your opponent is about to hit you. This will allow you
to hit them just as they fall through you. Sort of a hemoroid from the ground.
When your opponent jumps in you should have about three inches between you to
use this.

E.Honda: A lot of ducking strong punches will do best here. (fierce punches
will also work but are slow enough that you may get hit out of them.) An
occasional foward slide (need a safe distance here) is good to lure your
opponent into an attack that you can either roundhouse him out of or roll
attack him. Also if you get close enough a throw will work well. (some players
may consider this cheap so be warned). When executing a wall attack it is best
to cross over Honda and try to slam him from behind, otherwise he may headbutt
you out of your attack and take no damage himself. Another good way to knock
him out of his headbutt defense when you do a wall attack is to get about three
inches behind him and execute the cut attack. This will hit him in the butt as
he starts to headbutt of into the other direction.

Chun Li: Keeping her back and out of throw range is the best tactic here. When
jumping in do so that you are coming down just in front of her face and hitting
her in the waist. (this keeps her from walking under and throwing you).
Off-the-wall attacks are also good here. When staying on the ground use a
variety of ducking and standing strong punches. Finally if she starts using the
neck kick attack wait until she is just starting to peak and flip over you,
then jump straight up and air-slam her out of it.
***Key to good wall throws---Most experienced Vega players will know that the
best way to insure an off the wall slam attack is to get as close to directly
above your opponent as possible and keep wiggling the stick back and forth.
(this will make it much harder for them to either charge and or predict what
side your coming down on.

Blanka: Your crouching strong and fierce punches along with your well angled
jump in attacks do well against Blanka. When jumping in try to time your
attacks so that they just hit him in the face and try to hold your attacks
until you are fairly close (this will highly increase your chance of knocking
him out of the ball.) When attacking with the wall attack treat Blanka much
like Honda as far as avoinding his ball when you approach from the air. When he
jumps in on you the best defense is a walk under throw, or if he is to distant
for that to work just jumping straight up and roundhouse kicking him when you
reach the top of your jump should work well.

Zangief: The usual ducking strong punch will work well against Zan also. Don't
become to predictable with this attack for he can airplane punch you out of it.
Try throwing in a ducking short kick or a standing jab (this may lure him into
an airplane punch that you can then roundhouse slide him out of.) When using
the of-the-wall attack try to hit him at an angle (don't get to close or go for
the slam to often because he can headbutt you out of this. Headbutt= straight
jump and strong punch as you hold up.) Another good way to knock him out of the
airplane punch is the roll, but don't try this unless he is very close.

Guile: The best attacks against guile are air based. Ground attacks allow him
to much oppurtunity to either throw sonic booms or axe you. When jumping over
his sonic booms use the roundhouse kick just as you start to come down
otherwise he may kick you out of the air before you land. Or if you are close
enough (just behind is best) throw him when you land, but not if you kicked and
he blocked because it is cheap. (if you don't care about cheaping this works
well). If he starts throwing sonic booms and luring you into the pattern
discussed under (Guile vs. Vega) do your best not to use the wall attacks it is
very hard to out time him here, the best attack is to just jump over them.
***Good wall fakes---Once again most Vega die hards will know about this but I
shall mention it. When you come off the wall you can pull the stick back in
the direction of the wall and call your wall attack short. This works well
against Guile if he has an axe-kick charged.

Dhalsim: Your ducking strong and fierce punches will hit him out of most ground
attacks. When jumping in do it from a fairly close range (about 2 body
widths) this will allow you to jump over his leg attacks. If Dhalsim stays on
the ground hold your attack until late, if he tries to jump up and hit you
use the attack early. When using the wall attack try to go off the wall that is
nearest to Dhalsim because if you come from a distance he can jump backwards
and roundhouse kick you. Also watch his standing jab punch, it has an uncanny
knack of knocking you out of wall slams. So try to attack from behind.

Balrog: Your Crouching strong and fierce punches along with a roundhouse slide
if he uses a charging punch will work very well here. Throw in an occasional
wall attack and combine that with a nonstop attack at times and Balrog should
go down. The key to beating Balrog with Vega is to never give him a chance to
rest and think about what to do. Vega's speed are your biggest advantage so be
quick to use his quickness.

Sagat: Handle both like you would Ryu and Guile. When he throws tigers jump
them following the same guidlines for jumping Ryu's spiritballs. (if you don't
mind getting hit aslo you can, if within range, use the ducking strong or
fierce punch to hit him as he throws the tiger. If it is a high one you will
hit him in the chest, or in the case of a low one in the face. You should
start your attack just as Sagat starts his motion. When using the wall attack
treat more like Guile for you can knock him out of his uppercut unlike Ryu.
(only his arm is the dangerous part.)

Vega: When fighting yourself you must firts figure out what kind of opponent
you are facing. (either ground or air based) If ground based use the jump in
roundhouse kick about midway through your decent. This will usually counter his
standing strong. If he uses jumps as a defense try using your attacks a bit
earlier. Also if you can get close enough so that your jump lands sort of throw
him you can easily slam him into the turf. If he is air based a good defense is
the standing strong (good at distance.) If he gets close enough walk under
throw. Or if coming from a medium range the back flip foolowed by a roll, wall
attack or throw if close enough is highly effective.

M.Bison: Wall attacks and jump in throws are best against this opponent. Use
the jumpin roundhouse followed by a roll or some jab punches. Like Balrog a
non-stop attack style is good here. If he does get you into the torpedo pattern
you can either switch directions of your block as he passes through so that you
will have a wall attack charged, or execute the backflip just before he hits
you. This should take you through his torpedo and if your opponent isn't on the
ball he can easily be slamed after you recover.


Known Combos:
Vega to the best of my Knowledge has no true combos although he
does have a few minor ones.

1)jump in ROUNDHOUSE KICK, followed by several crouching JAB
PUNCHES.

2) jump in ROUNDHOUSE KICK, followed by ROUNDHOUSE SLIDE.

3) jump in ROUNDHOUSE KICK, ducking SHORT KICK, ROLL.
this combo will sometimes stun and does decent damage, its
major downfall is that the roll can be blocked.


Closing Quote: "I am Vega, hear me squeal!"

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