it depends on if the claw is willing to commit to db. DB = tiny hurtbox
Josh, how you deal with his kara throw ? Just get used ?
On meaty : Close MP, stand LP xx HP works on Vega but you need to be as close as possible. Cr.MK xx HP Elec doesn’t work, cr.LK xx HP elec works. Overhead to cr.MK/Stand LP too.
Elec pressure can works with HP Elec but it’s weird, the close LP comes out at a range where i expect the far version.
Vega’s kara throw is only scarry if the opponent mixes in df+rh. but df+rh aint as good as it was in super, so vegas are less likely to throw it out. Also, if they use the df+rh at roughly kara throw range, I think blanka can punish with standing jab (1 frame window). It would be tough, but possible.
As is, you can usually tell when a vega is gonna kara throw. Maybe its me, I play vega, but I see his throws as super fricken obvious.
When u see that nasty bastard go for the kara throw, anticipate and push away with the jab. Though if he is ocming right for you, and u smell the throw, just throw him first. His jabs are slow enough where its likely better to counter throw, rather than crouch tech, because if he does go for the jab, his ass is thrown first. Of course, this whole thing cant just be copy pasted in play, you need to feel out yer opponents playstyle, and sense if he is willing to us df+rh at all, or how they approach for their kara throws.
Also, if you see the kara throw coming, you can always jump at him with mk, may even get a punish. Frankly, jumping is really necessary in this match (i might have said the opposite before, but so goes the life). jumping when you anticipate vega pokes really stops his offense, as he is forced to block, leading to elec frame traps. Of course, if you get predictable, you get air thrown, but if you expect the air throw, you can do your jump attack early and smack him in the face first.
I understand now the nerf of his df+rh and i see how he is less scary, he can be at +1 at max range but you can obviously see he want to do that at this range, if he’s more close, it’s must be the kara throw and if he df+rh here, stand LP can punish both maybe ? I will test that on training.
blankas standing light punch is just far enough to be further than kara throw range (im going on gut instinct, but I bet im right.)
if timed right, might also beat df+4h (that has like an 18 frame startup, but i think his hurtbox is kinda pushed back, so the df+rh may tag the recovery of jab, but more bad luck than anything).
bl standing jab is pretty good against low jp and far lk, other common pokes vegas like to use.
I think the big thing is to remember that vega cant do tick damage to you very well. In other words, you can really block him all day, and if he is too close, you can jab/defensive escape options. patience is the key here.
OK thanks. And just an other thing : the best way to counter his Rolling when he try to chip you? You use what personnally?
depends which one. If its lp roll, I think all you can do is ex upball. Any other roll, Im pretty sure you can jab to interrupt. if yer really having difficulties, just have training mode do low mp~roll, and low mk~roll, and use each roll type and see what interrupts. Also, for the mp and hp (not sure about lp) you can just jump away (you should be never tested it, but seems probable). I dont really worry about the roll stuff though, just cuz they lose momentum, and if the vega is spamming the roll, its predictable and easy to deal with.
I got out footsied by a yun, felt bad. Low profile cr.kick, something buffered into shoulder, st.hk and neutral jump were really giving me grief.
Use cr.jab/low forward more, and be aware of times he can hit st.hk and beat your options like after blocked shoulder. St.jab gets low profiled really easy so you need to make him be aware of what he gets for attempting to low profile(st.fierce/low forward), while you work in st.jab again.
vs. neutral jumps you can approach them different ways. If you have charge obv upball, if they are too close you can walk forward st.strong, a bit farther out where you’d have to block a divekick but can’t aa, just whiff a jab or cr.short and buffer an elec and if you see the divekick just push lp or PPP and blow him up.
Yeah the problem was I was mashing after blocked shoulder. Tx man
Yeah in normal AE when shoulder left him closer it was actually possible to punish with a jab, but with the new spacing he gets way more options.
Also a good option is to just not block shoulder. If you see the cancel into it, just ex upball him for his troubles, or backdash.
Oh yeah will do!
I switched to U2 vs adon just to remove his ability to do that off the wall move. I did ground version late and hit beats all versions. I think
vs. Yun, blocked HK upkicks if they are done somewhat close can be punished with overhead, this gives you enough time to get charge for ultra.