i rather use that to avoid grabs, then do cl.hp x ex rfc to punish the whiff grab
Itâs not that itâs a bad idea to do U2 against empty jumps. Itâs that most smart opponents wonât jump unless itâs a safe jump
True, once you have U2 that is.
Until that, people tend to repeatedly jump-in to pressure you. But I wasnât referring to that, but to neutral jumps in fact. Claw lacks answers against them, and if theyâre 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?
Isnât 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 âaaaaaaah, crLPâs hitbox doesnt even go until the very end of the clawâ nonsense.
Every damn character have something like that. Hitbox doesnât 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.
ânormals speed is laughableâ.
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. Itâs 4 frames startup, not chainable, recovery and point blank hitbox are weak. At this range, itâs indeed shitty compared to otherâs 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 isnât that easy to use. You should accept his close range/anti-air weaknesses. If you canât 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 FBAâs to your wall in seeming desperation for a hit youâll see them react and jump back. If they do that you can throw out the Sky High L. Itâs a risk, but, thatâs Vega.
itâs 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. Iâll beat them until they show me I canât⌠THEN Iâll 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 doesnât just apply against Vega but against almost every other character that tries to air to air wall dives. KKK flip isnât going to do much against those, particularly since most instant air normal on reaction to your wall dive.
gonna try this SHC idea, i donât like haveing to waste meter just to punish stupidness
You canât do this full screen. This only works when thereâs 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 opponentâs jump height). If they jump on reaction to the wall dive they get hit. Particularly if you go behind them.
Also, one more thing. Thatâs 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), youâre 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 youâre saying. i donât bait with wall dives at all, maybe i shouldâŚhmmâŚ
Well, Iâve 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 youâll only beat opponents being at the same height or under you. So if the opponent is fast enough, heâll 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 theyâll just stop doing it, provided they werenât already vortexed to death. =)
Like I said, I donât like the unreliable positioning from flipping to avoid it, and Iâm not going to just throw out an EX FBA because Iâm out of range when I have meterless options.
But I am known to go a bit too far at meter conservation.