Capcom Versus SNK 2
Basic Vega (Balrog in Jap. versions) guide v 1.1

***What's new?
-some minor spelling corrections...(eg., take not that.....)
-tweaked the strategies sections
-added "Character specific guides"

Introduction:

	Okay. I pretty much suck when it comes into things like these. Besides, it;s
pretty much self-explanatory. Vega is (IMO) a top tier character from the
Capcom side (thanks to his speed and priorities) that almost nobody likes to
use (dang shoto scrubs...). I will assume that you are quite familiar with the
notations and stuff. If not, head to www.highervoltage.net or to the madman's
cafe.

Before emailing me, take note that I do not know:

-his bio
-his quotes
-his style
-his ending (when I beat the game, it was in Jap...and my Jap ain't that good
yet!)
-the official name of his moves.


...and lastly, I will only put in here the moves I commonly use or which
require special attention.

Legal stuff:

"What's mine is mine....what's yours is yours"

				Nuff sed.

Guide proper:

rating: the more stars, the merrier ^_^ (aka...good abuse material!)


+++Normal moves:

crouching strong (csp) *****
              -best poke he has. Has good range, speed, priority, and okay
damage.	
              -abuse this

crouching forward (cfk) *****
              -see csp.
              -mix with csp

crouching fierce (cfp) ***
              -it can be an "okay" anti-air. I don;t use this that much....
	
standing roundhouse/forward+s.roundhouse (srk/f+srk) (sigh...) no stars for you
bud!
              -utter crap. Don't use this/these
	

crouching short (csk) ****
              -see csp, minus a little range, and a lot of damage
              -use this with cfk

crouching roundhouse (crk) ***
                -a slide which may/may not knock the opponent to the ground
               -be careful...coz if the opponent blocks/you miss, expect a
Marvel vs. Capcom size combo afterwards...

standing strong (ssp) *****
                 -good standing poke. Lacks sfp's power. Only hits high. FAST
recovery and almost no lag.

stand fierce (sfp) ****
                -same as ssp, with slightly added recovery and lag time

jumping fierce (jfp) ****
                -great jump in. Has vertical (down) range and priority. I still
prefer jrk tho.

jumping roundhouse (jrk) *****
                -same as jfp, only diff. is that it hits deeper. Can hit
Zangief out of his lariat. Also seems to hit Chun Li out of her "3rd strike
cheap" standing fierce. hehehe.

kick air throw (duh! Air throw with kick button) *************
               -THE anti-air move of Vega. Abuse this to the max


(note: Vega can also leap "from the wall". Just back up into the corner, then
"jump into the corner")

+++Special moves

Flip kick (charge db, f+k) ****
               -a flip kick which mimics Guile's sommersault. Pretty good anti
air/wake up move. The charge motion still bugs me though,,,then again, the best
use for this is for "wake-up"...^_^

Rolling stab (charge b, f+p) **
                -all I know about this move is that it can hit while he;s
rolling. Other than that, I don;t use this

Wall leap/climb (charge d, u+k, then press punch for a claw slash or d+p when
you're near the opponent for a suplex) *	
             -advice for using this....DON'T. It's just plain predictable and
anyone with a decent anti air can nail you out of this. Use this on turtling
beginners or dizzy people

Flip (3p/3k) (no rating)
-I don;t use this.

+++Supers:

Claw stab (charge b, f, b, f+p) (lvl3) *****
              -THE Vega super...master doing this after a jump and watch
opponent's life bar go gone when they get suprised with this move ^_^  Has
almost NO lag time...and absolutely NO recovery (recovery is identical to s.
sp). Can be used as anti-air but be careful. Watch out since the move hits only
"high". You can use this move in ANY situation: Wake-up, poking,
counter-attacking...you name it, it can be used for it.


Flip kick super (charge b, f, b, f+k) *****
            -A better version of the Flipkick special.If you don't have enough
super meter to start the claw stab super, you can use this in place of the Flip
kick special.

Rolling Inza drop (charge db, df, db, u+k) **
            -see wall leap/climb special

+++Combos:

Honestly, the best combo I have is

jrk/jfp, csp.

           Although Vega is VERY fast, he doesn't have the comboability ease of
the Shoto clones. He relies more on powerful pokes/stabs.

+++Pressuring
	
"Pressure is the name of the game" -> My Bio prof. in UA&P ^_^

            Just remember that "corny" line from my Bio. prof. Vega's pokes,
priorities and speed are his keys to victory. When the opponent makes a
mistake, punish with a throw, sfp or the claw stab super. Rinse, repeat.

Common pressure tactic I use:

           jfp/jrk, csk (x2), cfk, csp, ssp/sfp

            You can skip the first four moves and replace it with a cfk. Works
best at corner. But IMO, if you can manage to tweak the pressure tactic that I
use, it can work almost anywhere in the screen.


+++What if I lose my claw?

        It is inevitable that in one of your matches, you will lose your claw.
Your best bet is to get it back since it plays a BIG part of your
poking/pressure game. But if the opponent is good enough not to let you get it,
you can still poke him with his kicks, csp, sfp and/or jfp....although don't
expect all of them to outprioritize your opponent. Anti-air is still not
affected since you got kick-air throw and the flipkicks. You can also use the
Flip kicks/Flip kick supers if you can manage to squeeze them in. Just
remember, get that claw back if you have the chance!

+++Hit and run

           As the name merely implies, you nail the opponent with any of the
ff.: csp, sfp, jfp, jrk. Then you retreat. Rinse and repeat. Trust me. This'll
annoy people a lot. This is very effective against most grapplers.


+++Rationing

	Whatever you do...DON'T put Vega in ratio 1. If you can deal with his puny
damage and defense, lucky you. I can't. Ratio 2 is okay if you want a balanced
team. Go for Ratio 3 or 4 if you want a good challenge/game...depending on your
pt. of view ^_^

+++Groove

                   Use N groove. A level 3 super at the cost of 2 levels ain;t
bad for Vega. Besides, you get to run, roll and high jump. If you feel
comfortable in the other grooves, fine, use 'em.

+++General strategy

                   Poke. Pressure. Poke. Pressure. Poke. Pressure. Poke.
Pressure. That's the two words that Vega's strategy is all about. Fire ball
traps are handled through rolling/hitting them first with csp. Grapplers are
handled by jumping around (*carefully!*) and nailing them with jrk or jfk. And
absolutely counter *EVERYTHING* with the claw stab super. Nuff sed.

                     If you can't seem to poke and pressure them, fear not. You
can also opt to do the hit-an-run tactic. This will test their patience, and if
you're patient enough, this will make them commit mistakes, which you can
counter freely.


+++Character specific guides:

                    *Yamazaki - I don't know why people don't like to use him.
He's one of the stronger characters in the first game, and he's better now,
since his supers are now easier to do. Vega's best bet in fighting Yamazaki is
to read his mind. If you jump in, he has the options to do the
taunt-and-counter move, the qcfx2+p super, or his upwards aim backfist. The
latter two can be easily handled with Vega's superior speed and priority, while
the first one can be a pain in the a**. I consider Vega to have a pretty weak
defense, so don;t even find out the hard way which one is he gonna use, since
it is going to be *very* painful. Since his counter move DOES NOT counter low
attacks, this is were the cfk can save you. Poke him with cfk. Of course, you
jave to deal with his backfists. They all have a frame of recovery which Vega
can capitalize on if any of them misses. Just be patient and evade them. If the
chance to hit him hard comes, do it fast! Your best bet of course is to throw
him....since most people view Vega only as an effective "poker". Just remember,
Vega is faster than Yamazaki! Use speed to your advantage.

Sidenote: Back in KOF98, I was able to counter Saisyu's qcfx2 super with
Yamazaki's taunt-and-counter move (hcf+k). I don't know if Yamazaki can still
counter supers in this game....

                     *Geese - this is going to be a tougher fight, since Geese
can counter ANY physical attack if he can read you (I read somewhere in
gamefaqs.com that he can even counter the Shinshoryuken back in CvS1:pro
edition.). His only weakness is his ability to guess which counter to use.
Let's review his counters (I used to be a Geese user in the 1st game.....^_^)

           "High counter" - He raises his arm up. Can counter ANY non-normal
(aka, specials and maybe supers) physical attacks and jumping attacks.

            "Mid counter" - Arms at torso level. Counters standing
attacks/mid-hitting ones.

            "Low counter" - DUH! Attacks which are oftenly done crouching can
be countered in this move.

             Raging storm - the dreaded of all his counter moves, especially if
you jump in at him, since this move can take out HUGE chunks of life.

             If you;re fighting the CPU, he tends to be predictable, so no
problem in that. Watch out if he has a super ready though....CPU gets
unpredictable with his raging storm. If you're fighting human players, you can
worry less about the raging storm since it's pretty difficult to use...unless
if they;ve been practicing it for years! Now that's where it gets scary. Since
his counter throws can counter ANY physical attack, mixing up your attacks can
make a BIG difference. Don't just use csp, also use ssp and jrk. Jumping in
without attacking can be okay, just watch out for his cfp (uppercut), which can
be swatted with any of Vega's attacks.You can tell when he's gonna use his
counter which since his counters have a short frame when he can counter (unlike
Yamazaki's, where he can counter  as long as he's sticking out his tongue).
Watch out for his jumping hard kick (the one which looks like his sweep). That
move of Geese outprioritizes almost ANYTHING in the air, save some of Vega's
moves (like the kick airthrow....I have to research more on this to find out
which other moves can counter this though!)

Bottomline: Play the guessing game with him. And remember that you're STILL
faster than Geese!
	

Any comments? Tips? Hints?
 em@il me at

onibushi@edsamail.com.ph

or at

aztecogre@hotmail.com

The edsamail addy has a bigger chance for a reply tho ^_^




