Vega (Claw) Thread

Gief is harder, but I don’t think Guile is much of a problem with his new flash kick. Its bewildering and first, but its nothing to corner him again.

Maybe I’m just forgetting things in my old age, but last night I was grabbing people left, right and center with the wall dive grab and grabbing people out of all sorts of moves. I don’t remember being able to do it so easily in ST.

Grabbed Ryu out of a Dragon Punch… grabbed Blanka in mid-shock… grabbed Dictator in mid Psycho Crusher with a super!

So am I just crazy or…?

I prefer a throw. No charge required, meaning less time for them to recover. But what do I know?

Gief is much harder. I would rely much more on st. HK over Flip Kick as an AA against him. Far MP is good poke and keep-away, generally safe.

But you give them the chance to soften the throw, causing even less damage.

yes this is true.

Any use for his link combo? st. HP, link cr. MP

I mean does anyone use it? Is it safe?

How do I beat turtling guiles?

Bait roundhouse flash kick with a fake wall dive.

Wall dives aimed towards the back of his head lets you grab his flash kicks more often than you think.

Throws can’t be softened during dizzy. Its a good option.

they can’t be softened, really? But I suppose you’re right. Though it can be hard to soften his throw since it is so freakin’ quick.

Has anyone noticed cr. LP/MP wont combo after a Claw Roll?

cr. MP link after roll still works. I think the problem is the roll itself. Its gotta be just right. Sometimes all of the hits on the roll don’t even combo. Then again I’ve gotten a 5 hit combo before from Fierce roll -> cr. MP. :confused:

snippets here and there…bare with me…

no, you’re not crazy at all. :wink:

it’s always been that damn good.:wgrin:

d.MP and d.FK slide.

d.Mp = snuffs sonic booms
d.FK slide = snuffs SB’s and provides knockdown (scarier option, of course)

slide all fucking day. when in doubt, slide some more!

Unless he’s psychic and nails you with a Roundhouse flash kick, it’s in your favor.

hence the name of the “caged bird” tactics given by the Japanese.

Vega’s ground game is brutal.

…just don’t do it when Guile only has to cover 1/3 of the screen (basic no-no either way); he can still anticipate and nail you with a ROUNDHOUSE flash kick.:wink:

…unless it’s Guile’s super that comes out (hits cross-up attempts easily). :wonder:

…i play both characters. :wonder:

ok, but what I’m tryna do is two-in-one the claw roll, then link another attack. That doesn’t seem possible.

oh, i know what you mean now.

…maybe the two-in-one pushes him back a tad too far for the link to come out and connect in time?

Almost impossible to 2-in-1 into the claw roll, you really shouldn’t bother.

^^ this. :wonder:

just do d.MK once or twice, d.MP if you don’t have a charge.

silly me, I totally forgot that combo lol.

but back to my original question - st. HP, link cr. MP, good to learn or not? Hard to get the timing on it

unnecessary, IMHO. just go for the easy-mode stuff.

if you believe it’s worth your time, go for it…although Vega’s going to outpoke his opponents quite a bit anyway.

I’d prefer crouching forward, forward, strong to it. Much more practical.

i basically said that in my above post. :wink:

You should learn the timing of the close fierce / c.strong link, if only to save you when you fuck up a throw - “I uh, meant to do that! See? A combo!” =) But I wouldn’t make it a ‘go-to’ option. C.mk once or twice depending on range, then c.mp should be all you ever want to use. Like everyone else said too.