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

He is invencible during 22f. It startups in 28f. If you react in time 10/10 you will knock him out.

But if you are that far away then you’re putting yourself in an area where you can nothing about it but guess which side to block then CH U2/(EX) ST.

Maybe you can try U1, but U2 is so good in that MU already…

I already know there is no answer to that situation. I just find this very stupid.
He already has that straight-ball mix up on knock down. After KD he does the blanka ball, dont know which version but I swear when I block back it hits from front and when I block forward it hits from back and you get knocked down again and he comes with the same thing. And two of them gets you closer to stun.
I think the reason this MU is in Vega’s favor is that every whiff can be punished by us. But if the Blanka does never whiff a thing its not even even. But I have seen very rare Blanka plays like that.

eh? not just every whiff but every block as well.
plus delay wakeup ?

Guys i need any piece of advice on regards de Ibuki match up, like… What to do with the Dp + kunai or not kunia mix up and general strategies, thanks in advanced.

my best answer to that is the slide. if she fakes it, knockdown, if she does kunai, you go under and punish with cr.mk combo. or you can dash and cr.mk/cl.hp. i could never dash punish properly…not even on cammy’s dp…

try to whiff punish a bit more, less poking randomly. her mediums have long active frames and are like walls. stay at max ibuki slide range.

kunai setups, i usually mostly use delayed wakeup and just focus and dash away. her non delayed wakeup setup after neckbreaker (walk 9 frames, f+lk, jump lk) is unblockable. so delay wakeup or learn to block unblockables by ducking the first few frames so it goes over your head, and then block crossup. it’s harder with ibuki, that jump lk hitbox is pretty massive.

learn that most setup, super jump is crossup, no super jump is front, MOST of the time. just learn the setups

download daijo’s claw manual

What Niah said is pretty accurate.

Only one thing to point it out, though: You can’t dash clHP after you blocked an EX Kazegiri and she didn’t thrown a kunai. You have to either Dash > clMK, Dash crLP or Dash crMK (1f though). Yeah, it’s pretty hard and slide is very consistent, but the problem with the slide is that it’s a quite inexpensive way to get punished when they baited out the DP… so imo the best thing to do is to Dash clMK (2f). (even though most of the time I go for the slide option as well, I don’t think its quite the “correct” one to keep using in this situation).

hmm, i thought you could cl.hp, haha. must of remembered wrong. well now i know, cl.mk. but yeah, pretty damn hard to dash punish. people don’t throw them out enough to practice with :stuck_out_tongue:

So, to anyone who didn’t understand why I got angry at ex.rainbow and the comments " stuff them on their wake-up" and such, comes a video of Reiketsu not being able to “stuff” or block any ex.rainbow done and getting hit by it 6 times:

Bonus is how one of the commentetors say “when I saw that move in the game’s beta, I said it was totally stupid”

You couldn’t crLP OS crHP EX Rainbow Ball in 2013.

Wow, you are insistent

lol, I’m not the one here constantly saying that Blanka’s EX Rainbow Ball is an unblockable even though everyone else is saying otherwise. That makes me NOT the insistent one in this topic.

I never had a problem with this move. Sure, I already got hit by it 3 times in a row some day, but I’ve also blocked 3 in a row. That’s how 50/50 works.

Try to block crouching as he can’t notice where are you blocking. If you stand block he knows where you are blocking since you are stuck in one place due to Proximity Blocking.

Really, it’s no different than trying to block Claw’s EX FBA (the double hit one).

Blanka player here, ex rainbow actually is unblockable on characters sometimes.

It’s easiest vs. rufus, but works vs. plenty of other characters.

If you want to confirm that the rainbow roll hitbox can be unblockable have blanka block an abel f.mk dash forward and reversal lk rainbow roll and try to block it.

Yes, same thing with Viper’s BK. There are setups that make them unblockable in the neutral game. But the point here is EX Rainbow Ball done from wake up (which spacing varies a lot since Claw will never be at the same exact place twice) it’s a 50/50.

If you practice it enough it’s not a 50/50, it’s slanted heavier than that because the EX Rainbow does not have a fixed trajectory and players learn to aim for the center point of the character.

Yeah, that’s why I said that you should block crouching.
If you stand block it’s easier to see where the opponent is blocking.
If I’m crouching you can’t really tell where I’ll block because I’m stuck in the same no matter which direction I’m holding. My character wont’ walk under to get hit in the other side as well.

The thing is that even if it’s 70/30(which never seemed to me to be so) the odds do not look good on Blanka because he gets punished by 240~440 dmg when you block it. I want Blankas doing to me that all the time tbh.

Oh it’s definitely incredibly risky, but it’s usually better to just stuff it

reiketsu uh…on reaction he focused a wakeup rainbow ball, before panic backdashing when he realized it will armor break…ate it anyway…
the next neutral rainbow ball he jumped into it…
then all the other neutral ones he didn’t focus?
and he didnt even try to stuff balls…I mean hes a pro, if he cant OS it he should just sit there and react with c.hp…instead he lets blanka spam it on him…

I cant see a reason why hes doing these things. Hell I wanted to see him punish it with something cool like …U1 maybe fly back, slice the recovery…

Random Q: Against which chars is it best to use U1? I almost exclusively use U2 because I’ve had more mileage with it and also… reasons.

dhalsim, akuma, seth, viper, rose. only dhaslim i’ll use full u1, others i use double ultra. they have lower life anyway. still not sure if i should use double ultra on decapre when she has u1. rose, akuma, dhalsim and seth main for the fireball setups. viper is to counter burn kicks since they are treated as fireballs.

Yeah, I was using U1 against those chars too, but in USF4 U1 was nerfed (both in uses in juggles and, way more importantly, the hitbox in the way back now fails if you hit them high in the air - and ok, the hitbox of the launcher was buffed, but IMO this is not enough to make it up for the nerfs), while U2 is faster which made it viable to link CH U2 and counter hit crMK U2. So for now I’m not using U1 at all anymore. Since the nerf it lost it’s utility against Gouki and a little bit against Dhalsim, and I’d rather kill him once I hit one Cosmic Heel already. Sim’s U1 setups with DWU and using PPP flip to mitigate dmg is usually alright and you can get baited with U1 anyway…
And Viper… once the player know the MU he will safe jump and cancel that into ambiguous BK, so you can’t U1 in that scenario. Focusing BKs is usually okay too. Sure, U1 does have it uses in that MU (like after Seismo xx SJ BK) but that isn’t a problem and I’d rather have more dmg output on CH. But I don’t disagree with U1 pick neither. Same thing with Seth.
But I’m experimenting, seeing what I can do with U2 and how much the 440 dmg of CH is important compared to the “utility” of U1.