335 lines
19 KiB
Plaintext
335 lines
19 KiB
Plaintext
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While standing:
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Jab (and short) quick jab claw,
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strong(or forward) for counterattacking air
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Fiece damaging/Slow
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While crouching:
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The punch buttons will slash/stab, while the kick buttons will perform leg
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sweeps.
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The slash/stab's are more or less similar, but they vary in speed and damage.
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I personally feel that the jab and strong slashes are the best.
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The short and forward sweeps are rather quick, and vega stays in place while
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leg sweeping. The roundhouse sweep slides into the opponent, knocking thme
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off their feet. BEWARE! This move can be very dangerous to your health,
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because it has a _long_ delay after execution. If your sweep is blocked,
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look forward to getting thrown or something mean happening to you.
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In the air:
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Every button does a kick.
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Jumping straight up with a roundhouse kick does Vega's "stright-out" kick, where
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his leg is parallel to the ground - Firece will have the same effect. The
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other four buttons perform the kick which points down at the earth. Jumping
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in any direction and then attacking will perform the diagonally pointing kick,
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but if you are on top of your enemy (also in the air) and use strong or fierce,
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you will do some funky looking air-throw. From my experience, it's best to
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use fierce. It will roundhouse normally - and if someone jumps in the air to
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meet you, you may airthrow them also (without having to switch buttons *grin*)
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Special moves:
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O- O -O (sonic boom motion) with a punch button will do Vega's rolling claw
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attack (or rolling punch). If you are close enough to your enemy, you can
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potentially hit the opponent three tiems (but not enough to stun). This
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move can be useful in hitting opponents out of the air - _if_ the timing
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and distance is right. It is also possible to use it to _dodge_ under an
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arial attack (i.e., someone jumping in at you), and you can often recover in
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time to throw. ^H
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/ O / O
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O /or O \ (sonic kick motion - sort of, I'll explain)
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You have to charge this attack by crouching (any direction) for about 2 - 3
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seconds. Then, by pushing the joystick to _either_ corner of the controller,
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you will jump off the wall and perform the "screaming eagle attack". Pushing
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toward backwards flip will jump to the wall behind you, pushing the joystick
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the other way will jump to the wall you are facing. When you come off the
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wall, you have some control over where Vega lands. (Basically, you can land
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in the left, middle, or right part of the screen) Simply push the joystick
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there to land there. As you are coming down, push Fierce or Strong - You can
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use the others, but you don't want to, since Fierce or strong _will_ backdrop
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if you are close enough, otherwise, you will to the spread eagle attack
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(arms extended). The trick to the backdrop is to aim Vega to the _back_ of
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the opponent, and pushing Fierce or Strong just as you are descending upon them.
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Vega is somewhat vulnerable (about 1/3 second) afterwards (he bounces around
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after landing), so be careful if you are fighting against Zangief (he can
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spin you after you land).
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O- O O- (tap joystick left twice (assuming that is back defense) )
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or
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/ ! /
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O O O (d. crouch, crouch, d. crouch)
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or
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/
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O- O O- (b. defense, d. crouch., b. defense)
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All the above will do Vega's flipping attack. It is useful against flying
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attacks (like the Blanka ball, sumo torpedo).. but be careful about using it
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otherwise. A smart opponent will follow the flip and throw (or d. punch) you
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as you get out. Other than that, it is fun to use because it look so cool :).
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Tactics:
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General tactics:
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Master the "Screaming eagle back drop". If you master this move, you will be
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able to pull so many wins out of your ass. It's important to mix it up. The
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secret is to aim for the back of your opponent. If he goes into the air, the
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job is alot easier, but if he stays on the ground, _aim_ for the back and hit
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Fierce just as you are about to land. This is one of the most powerful moves
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in the game, and only a few characters have a great counter attack against it.
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(No, Guile isn't one of them).
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Mastery of the back flipping dodge is nice. I still haven't got this one down.
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But it is damned impressive looking and you usually get a throw out of it (if
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you dodge the right attacks (Sumo torpedo, etc.. ) ).
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The surprise throw can be effective in keeping your opponent honest. If he is
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just sitting there in defense. You might try walking up and throwing him.
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Vega's jump kick does not have the highest priority in the world. His kick
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can be beaten by alot of other kicks, _unless_ you get it off after the other
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person kicks (depending ont he character, of course). Jumping into the
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opponent and pushing roundhouse immediately is quite effective.
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The rolling claw can be devestating, but use it with caution. It is quite
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vulnerable to counter attacks, a simple jab can stop it, and a dragon punch can
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really make you look bad. However, a good time to use it is after your
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opponent is down - walk up next to him and do it just as he gets up (before he
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throws you). You will knock of a little energy (hey, it's a free hit) if he
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defends.. If he trys to throw, you'll score three nasty hits.
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Walking under people and throwing works very well with most opponents (Vega
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is so damned fast!), and sacrifice throws work quite well too, however you have
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to be in close to the attack to throw (unlike Sagat or Zangief or even Ken for
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that matter).
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Vega vs Vega:
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The main strategy here is a) watching out for the screaming eagle attack.
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b) knock the other Vega's claw off first. If the other Vega heads for a wall,
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if you are charged and your timing is good, go for the opposite wall and
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meet in the air. Otherwise, head for the same wall and attack when the
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other vega hits the ground. If you are not ready for an attack, you have
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a few options to get away. If there is enough distance, jumping back with
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roundhouse will kick the other Vega down (usually), if not, try either
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rolling out of the way, or sliding out of the way. DO NOT JUMP! You are
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only making it easier to slam you. If the other vega heads for the wall
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you are facing, if you have time, try to catch Vega 2 in the air with an
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air throw (Vega when heading for the wall is vulnerable).
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The other important tactic is to constantly jab, jab, jab, roll.. jump in
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with roundhouse, jab, jab, etc.. (but mix up the number of each, to keep
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the other vega off guard). Once you've knocked off the other vega's claw
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You are in good shape. Walking under and throwing works well, as does
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sacrifice throws, provided that you are very close to the attack (otherwise,
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you will get hit with many stabs).
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Vega vs. Ken/Ryu:
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Patience is the key here. Pester Ken/Ryu with occasional jabs and crouchine
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and standing strong stabs - but keep it a surprise, or you can have your claw
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uppercutted. Occassionally, throw several jabs _short_ of Ken/Ryu to try to
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fool them into a dragon punch (for Ken, you want to jab alot farther away,
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since his Fierce dragonpunch has some serious range). Always be ready for
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the fireball. As soon as you see Ken/Ryu go for the fireball, jump in with
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Roundhouse then Strong, then jump back. If you get in fast enough, not even
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Ryu has time to avoid being hit. If Ken/Ryu goes into the air, use the
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standing strong to knock him back down (only if you have a claw). Be cautious
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about the screaming eagle attack here, only use if you can be tricky. One
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tactic is to jump at the wall behind the enemy (tricking him into a dragon
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punch) and come back and slam. OR, you can jump to your own wall and land short
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(provided you have enough space). Keeping the opponent off guard as to where
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you are going and landing is the key here.
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Vega vs. Honda:
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Use the stabs carefully, because they are easy for honda to hit. Perhaps jab
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a few times, kick and then retreat. If honda torpedoes, block, jump or dodge
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it with the backflip. If Honda tries to corner you with the 1000 hands, jump
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over him and throw (he can't stop the hands in time). As for the rolling
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claw, only use it from a long distance, or if the opponent is down (then get
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ready to jump away, since the 1000 hands can come out soon). Caution with
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the diving attack - Make sure you land _behind_ honda, or he can headbutt
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you out of it. If you land behind him, you should have a backdrop or a
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slash at the very least. The trick is to vary the walls that you jump off of.
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A good trick is to jump off the wall behind your opponent, and when he turns
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around, land behind him *grin*
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Vega vs. Zangief
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The trick here is just to keep Zangief away, with jabs and the strong upward
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slash. Vary the timing of your jabs, or Zangief may hit your arm/claw. If
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he spins, use the roundhouse slide. The rolling claw should only be done
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from a distance. For the screaming eagle attack - make sure you slam or
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connect with your attack. And use it sparingly, since Zangief can just spin
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around to hit you away. If you do not slam Zangief, he has enough time to
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SPD you.. owch. Otherwise, Zangief should not be hard.
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Vega vs. Dhalsim
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HAHAHAHAHAHAHA - Good practice for your Arial backslam. This is the easiet
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match for Vega. Occassionally, his headbutt can knock you out of the air,
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but the timing is hard, and if your opponent gets good at it. Aim your landing
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far behind him and slash instead, this will keep your opponent honest about
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using the headbutt, then it's back to backslams from the air again.
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Vega vs. Chun-li
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Stay away from her 1000 kicks, or you will lose your claw quickly. If she
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jumps up and down, get in close, then run under and slam her. He is one of
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the very few characters who is fast enough to do this. If she goes up in the
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air, jump back if, possible, otherwise block. You cannot counter attack her
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from the air. As for arial slams, just make sure you get behind her, and you
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will usually be okay. Otherwise, she can jump straight up and kick you out
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of the air. Keep her busy with jabs and strongs when she is on the ground,
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occasionally jumping in with the roundhouse or using the rolling claw. Make
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sure that you use the "run under-and-slam" technique whenever she jumps up
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into the air.
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Vega vs. Balrog
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Keep attacking with standing strong, and if you see the opponent coming in with
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a charging punch, knock him down with roundhouse. If he jumps in the air, use
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the upward slash (standing strong) to knock him down. If you go for the air
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slam, make sure you land behind Balrog, or he can clock you out of the air,
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and boy, does that hurt!
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Vega vs. Guile
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Guile is tricky, because he will keep you honest about throwing constant jabs
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and strong claw attacks. The key here is to be very patient about attacking.
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If he uses several medium kicks or the 360 kick, try to sneak in a sliding
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roundhouse. If he throws a sonice boom, sometimes you can jump in and annoy
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him a little, but he will usually block this. However, with the screaming
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eagle attack, you can fake most Guile players out of their blade kick. Bu
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By jumping on the same wall, and landing short, many times a tense guile will
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release his bladekick, allowing you to walk up and slam. Or... you can head
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for the wall behind Guile, and if he doesn't turn around, air slam. If he
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does, land short and slam if guile doesn't do the blade kick.. With this move,
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you have a definate advantage - sometimes, you can jump off the wall without
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attacking and just slam the opponent when you land next to him, but it's
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sometimes risky..
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Vega vs. Bison
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Your first move should almost always be a strong slash - it will keep Bison
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from torpedoing or even doing his Blitz-kick. Keep the strong slash up,
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varying it with the roundhouse (jumping) kick. If you get it in right, you
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shoudl ususally kick Bison out of his flaming torpedo. If he is a ways away
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and he does a torpedo, you can a) kick him out of it... b) do the screaming
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eagle attack and backslam him as he gets out of the torpedo. If you aim for
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the location _behind_ him, it is VERY hard for Bison to counter it. However,
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if you see Bison start up another torpedo, direct yourself do a safe spot to
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land in.
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If he does the torpedo and you block, if you are within an inch when he reaches
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the corner, use the strong throw to slam him, otherwise try jumping away, or
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just blocking. (I recommend jumping away..although perhaps back flipping may
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work)
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Vega vs. Sagat
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Argh, this is a very tough one. Having high and low tigers makes it hard to
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time when to come in and attack, and one of Sagat's hits takes like 10 of yours
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to make up with. You cannot keep stabbing, because a) you may get hit with
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a tiger or worse b) You can get hit with a tiger uppercut. If you have
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alot of distance, you may try jumping off a wall and landing way short to
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draw Sagat into a tiger uppercut. If you can time it well, jump over the tiger
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and use a roundhouse kick, then strong hit, then retreat again. Or, if you
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are very fast, jump the tiger and slam Sagat, but this is risky. A good
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Sagat can give you problems, because that Tiger uppercut is much more deadly
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than Ryu or Ken's (hell, all his moves are nasty).
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Vega vs. Blanka
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This is a bad matchup for Vega. Blanka wins in the air almost every time,
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unless you jump early with roundhouse and he jumps in at you to attack, in
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which case, you will hit. But he can also jump straight up and fierce slap
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you, or do a standing fierce (claws up) to hit you. His ball attack can be
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stopped by kicking it, but that is risky. Don't even think about doing the
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screaming eagle. Blanka seems to be _very_ good at defending it, and at best,
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you will just land safely. Continuous thrusting of the claws means getting a
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ball in the face. On top of that, Blanka does heavy damage per hit, and
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you will find yourself incapable of matching that damag easily... really, its
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like 10 hits of yours to one of his, only Blanka is alot faster than Sagat.
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The best option here is to sacrifice throw _alot_. This means getting Blanka
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to jump up, and taking the roundhouse hit and then slamming.
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Well, that's most everything i've learned so far. One cool trick
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though - If you know your opponent is coming in for a tick. Do the rolling
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claw. 3 hits that will make him think about ticking next time *grin*.
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BISON:
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Flaming Torpedo - Guile sonic boom motion (jab - short distance, fierce -
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long distance). 4 to 6 hits if blocked using fierce.
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Scorpion (head stomp followed by rounded punch) - Guile whipkick to start
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flying into the air, followed by a kick button to stand on
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the opponent's head, followed by fierce and a push of the
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joystick toward the person for best results.
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Double foward kick - Guile Sonic boom with a kick button (again length of
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flight is dependant upon the kick button pushed)
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Those are the majors, the slide is roundhouse and the throw is the same as
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other character's throws......
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VEGA: (personal favorite)
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"Screamin' Eagle" - Guile whipkick (corner to corner) to fly and scream, fierce
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to spread eagle. (followed by backbreaker can sometimes stun)
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NOTE: If you crouch left and sonic kick up to the left corner then you will
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jump off the left wall, if you crouch left and sonic kick to the right
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corner you will jump off the right wall.
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Claw roll - Guile sonic boom from crouch to forward with any puch button.
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Highly effective if close. It can hit 3 times almost like a
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Blanka ball.
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Bison Buster - regular jump kick when Bison does his torpedo.
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All other moves in the air are jump kicks, even punch buttons, on the ground
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the opposite is true, all buttons are stabs, including kick buttons. The
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backbreaker is like Guile's. You can throw an opponent out of the air but
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timing is critical!
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SAGAT:
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Tiger Uppercut - Ryu uppercut albiet harder.
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Tiger fireball - Ryu fireball with punch to get the high ones, kicks for low
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ones.
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Tiger knee - Guile sonic boom with kick button.
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Throw - Toward an opponent with fierce or strong button.
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Nothing else a major factor with him to learn....
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BALROG:
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Turnaround Pause punch - hold down the three top punch buttons and then release
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must be timed correctly to work. For a faster punch,
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hold down for three seconds, release, push them again,
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release (hold for 1 sec the second time).
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Charging punches - Guile sonic boom with any button. Balrog will slide and
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punch but be prepared to be tripped.
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Headbutt - Push joystick toward opponent and press strong or fierce. Highly
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effective if the opponent doesn't shake it off
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because he will keep doing it for as long as they
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don't touch anything.
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Obviously anything he does takes off mondo damage but he is the most
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ineffective character in the game due to the fact that he gets hit quite a bit
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and cannot retaliate.
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Now for other "improvements"
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- the game is definitely faster with little slowdown whatsoever
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- Ken has a wider arced uppercut that covers half the screen, and a twice as
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fast hurricane kick which does little damage.
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- Ryu is almost unchanged except for faster fireballs.
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- Zangief can move with the spinning punch and has a faster SPD.
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- E Honda can move with his wipe on wipe off hands and can torpedo faster.
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- Blanka got deadly! He can do repeated balls and get his electricity off 10x
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faster now. Also he doesn't have the double ball claw move anymore, yeah!
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- Chun Li has a bird kick that can hit an opponent on the back of the head with
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her knee in a "bird kick" plus she also has a push away kick.
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- Guile has one new thing, instead of a stationary knee he "flies" with the
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knee or as we call it "cheezyknee"
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- Dhalsim can now spin twice as fast but that's about all. He does shout
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"ooga" everytime you noogie someone though.
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"Arguments with furniture are rarely productive."
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-- Kehlog Albran, "The Profit"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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