Dance with the Claw: Vega Match-up Guide/Discussion

i rather use that to avoid grabs, then do cl.hp x ex rfc to punish the whiff grab :smiley:

It’s not that it’s a bad idea to do U2 against empty jumps. It’s that most smart opponents won’t jump unless it’s a safe jump

True, once you have U2 that is.

Until that, people tend to repeatedly jump-in to pressure you. But I wasn’t referring to that, but to neutral jumps in fact. Claw lacks answers against them, and if they’re empty that means that opponent can block from the first frame of landing. So that makes U2 choice to anti-air that even more unwise. =)

Why is vega hitbox shit he trades with everything and long recovery compare to the rest.

cause capcom

Really? You want speed, range AND priority?
Isn’t that a bit too much?

Anyway, crLP and stLK have good hitboxes. You can use to stuff a lot of moves.
Also, dont you dare come with that “aaaaaaah, crLP’s hitbox doesnt even go until the very end of the claw” nonsense.
Every damn character have something like that. Hitbox doesn’t match the graphic representation since SF2.

Vega only have fast walk speed both back and front, normals speed is laughable

Any one ever found a use for sky high claw L and M.

“normals speed is laughable”.
If you are talking about startup, then you are completely lost in this world.
If you are talking about total frames, then you must be really new to fighting games.
If you whiff some shit you should get punished, dont whiff your shit no matter what. End of talk.

I agree with Haztlan. The thing about his lights and medium normals is that they can be used both at point blank, and at long range, and their relative speed varies in function of that.

For example, you go for a point blank cLP. It’s 4 frames startup, not chainable, recovery and point blank hitbox are weak. At this range, it’s indeed shitty compared to other’s characters.
Now, it you do it from nearly max range, you get comboable 1,4 range at 4 frames speed (which is very fast compared to what others chars can do at that range), along with a frame-trap and a powerful hitbox (given that you will hit with an invulnerable part of the hitbox).

So Claw is really fast, but only taking his range in account. =)

You can catch in the air people attempting to escape by jumping away.

Look Claw isn’t that easy to use. You should accept his close range/anti-air weaknesses. If you can’t do that, considering to choose others chars might save you a lot of frustration. =)

I like to play around with people who know they can air to air FBA. If you do a few FBA’s to your wall in seeming desperation for a hit you’ll see them react and jump back. If they do that you can throw out the Sky High L. It’s a risk, but, that’s Vega.

it’s good against people like me that know how to beat wall dives.

LP/MP SHC is good agasint KKK Flip?

Or you play another character?

I take a more offensive approach to beating wall dives. I’ll beat them until they show me I can’t… THEN I’ll avoid them.

Well, KKK flip to avoid and punish with crMP xx EX FBA all day. If they run away… just EX FBA or EX SHC for style.

There is no risk involved, not to mention that its MUCH better than air throw air another air to air.

Depends on situation. Sometimes air throw/jMP is best. Sometimes a reaction wall dive or SHC is best. KKK flip is last resort for me as punishes are less guaranteed due to spacing. However every air to air option (except U1) I use gets beat by an LP or MP SHC timed properly.

Thing is… this doesn’t just apply against Vega but against almost every other character that tries to air to air wall dives. KKK flip isn’t going to do much against those, particularly since most instant air normal on reaction to your wall dive.

gonna try this SHC idea, i don’t like haveing to waste meter just to punish stupidness

You can’t do this full screen. This only works when there’s a gap behind you and the opponent. You condition them to you doing a wall dive and instead you do LP or MP SHC (depending on timing and opponent’s jump height). If they jump on reaction to the wall dive they get hit. Particularly if you go behind them.

Also, one more thing. That’s 90% of the purpose of having meter as Vega. To punish. To use it for anything else other than evading fireballs (also technically a punish), you’re not using it effectively.

oh, i was thinking of using shc to counter wall dives instead of using kkk flip and ex fba, but i see what you’re saying. i don’t bait with wall dives at all, maybe i should…hmm…

Well, I’ve been thought the two ways of countering wall dives. Even if by airthrowing you get 160 meterless damage, one should not forget that airthrow grab box is aimed under you, so that you’ll only beat opponents being at the same height or under you. So if the opponent is fast enough, he’ll beat your move. Same goes with njMP, even if hitbox is above you, due to startup length. And those would open you to the SHC mindgames you described.

So personally I prefer to flip and to burn one bar to get a guaranteed punish, than saving meter a give a chance for the opponent to get in. Flip and EX FBA are the two reasons why a random Claw should be afraid of whiffing wall dives. Three or two free punishes, and they’ll just stop doing it, provided they weren’t already vortexed to death. =)

Like I said, I don’t like the unreliable positioning from flipping to avoid it, and I’m not going to just throw out an EX FBA because I’m out of range when I have meterless options.

But I am known to go a bit too far at meter conservation.