A few pages ago someone asked about dealing with cross-ups as Vega. I was gonna offer some pointers earlier but forgot.
You've probably found some answers by now but here goes:
(In order of most effective to least effective)
- Don't allow yourself to be put in a position where you'll have to deal with a cross-up. I know, probably sounds like I'm trying to be an ass or easier said than done, but with Vega you really want to avoid the situation as much as possible. Get comfortable with Vega's AA tools despite their mediocrity in order to prevent yourself from being put in a cross-up situation (ST, air throw, st.RH, nj.RH, cr.HP, U2). Of course you're going to get knocked down and have to deal with cross-ups, so...
- Block, play solid D, and work your way out when you have the chance. Still not the magic bullet you're hoping for I'm sure, but being able to play solid D and not get anxious and do something stupid is vital when playing as Vega. Do your best to tech throws and watch their patterns in order to find your opportunity to get out of that danger zone. Again, patience is key. You're going to end up hurt really bad if you try mashing back dash or back flips. Also pay attention to whether or not your opponent tries to punish crouch techs. Act accordingly from there.
- Close Standing LK. During times when your opponent goes for a cross-up, and you aren't knocked down, but are in a position where your above mentioned AAs won't help then you can slightly walk forward to make the cross-up a little more pronounced and hit cl st.lk in order to AA it. The move is actually surprisingly good in this situation and will beat most cross-ups clean. Obviously this is risky depending on the character and/or their jumping normals. You also have to be on your toes after it hits as it resets your opponent right in front of you. Plus it doesn't do much damage so don't expect it to scare your opponent from doing them. :lol
- Ultra 2. Again, if your opponent goes for a cross-up while you aren't knocked down (Or a non-safe cross-up while you are down) you can hit him/her with Ultra 2. And if you fail to get it going the right direction then you'll at least be moved to safety. Be careful with this depending on your opponent. For example, if you whiff U2 trying to punish an Akuma cross-up Tatsu then you'll eat a Demon as it has the range and speed to chase down and catch you.
- Back flips and back dash. Either of these will get you punished depending on how scripted they are, especially the back flips. With back dash you obviously have to be wary of OSs and certain specials. So try and read your opponent and use it accordingly. Back flips you want to use even less. One of the biggest problems people learning Vega have is an overuse of back flip. PPP flip can generally be followed and swept and KKK flip is heavily punishable as well. And if they get you knocked down then you're right back in the same situation. These should only be used as a last resort and only when you have a reading on your opponent that will make them a tad safer. You basically want to use them so infrequently that they somewhat become useful cause your opponent isn't expecting them. :lol