i do remember diving off of my wall a lot against a_rival’s dictator with early air claw attacks and i did okay. it’s probably a better idea imo to just not resort to the wall though and just try and play a better ground game and put the pressure on him better.
so what is everyone’s solution to blanka? i pretty much make him wake up into vega rolls. if he starts doing wake up electricities i whiff jab vega rolls to get him to commit or something and if he’s tricked, sweep. i jump like almost never and try to walk up to a mid distance where i can just randomly tap d.mp and hope for damage. i also heard that apparently sometimes stand far fierce punishes blanka ball but i wouldn’t know about that since i never fight any fucking blankas.
You don’t have to fight Blanka face up. Just turtle. You make him move forward to lose charge. If he throws out fierce ball, punish with c.mp. Fair distance electricity, you can just slide it free. Never walldive against him. Vertical Blanka ball beats dive free.
So I finally met a Honda since learning about the trememdously gay method of fighting him. I didn’t win…but it was much closer then the shit I usually do against him.
I’ve been trying long backflips at the beginning of the round against Honda players with limited but great success.
Most seem to start with a HP headbutt, and if you’re backflipping it will fly through you. You can free throw them into the corner afterward and they often won’t have a charge because they’re confused about ending up on the other side of the screen. From there I start spazzing j.HP in the corner and mix in pokes and throws while their pants are still down. If they delay slightly at the beginning before headbutting they will hit you, but with as lopsided as I personally find the matchup I’m happy to trade the possibility of taking a hit with throwing and cornering them uncharged.
I’m imagine that good Hondas are unlikely to start with a HP headbutt, but I’m still happy to beat less-than-good ones
It might work against HP Dic crushers too, which would be sweet. I always retreat at the beginning to avoid blocking scissors and getting thrown.
So after getting my ass handed to me by unclebucks vega I realized that I wasn’t using the walls as much as I could.
After a few days of practice and incorporating fake wall dives into my game I noticed something…
When you dive off the wall you can hang back for a second after you bounce off and make it look like your just going to fake. If you pull down towards just as you start your decent you should be able to connect with a wall dive with the very edge of your hand.
So far my opponents general tendencies have been to back up after I sell the fake. So usually at worst you get tick damage.
Pulling down towards also makes you fall much faster, giving them less time to counter.
Let me know how it works for you guys…I’ve had a great deal of success so far.
Oh look…there’s my name on the FAQ. Yep, that’s mine. (I’m updating it to make it relevant to ST and HDR, btw.)
I never said it was easy. Crossing up with Claw is hard enough without the rhythm of linking those three ground moves being a little tricky to get. I’ve done that combo one whole time out of numerous attempts during play. I can nail the ground link, though.
That’s why if you can’t do that one, there’s always crossup j.:hp:, cr.:mk:(x2), cr.:mp:. The damage is a little less, but I think a dizzy opponent with approximately 50% life left is something a Super Izuna Drop can handle.
I’m going to give it 2 more hours in Practice today. cr. Strong, cr. Jab, cr. Strong seems like the greatest thing ever since most of us have landed repeated cr. Strongs on people trying to walk in, but I didn’t get either part last night.
I think your disclaimer failed. How does this add value to the conversation?
I’ve seen quite a few “Dec 2008” registrations - mine included - and suspect it has a lot to do with Remix and SF4. I think that many people, also like me, may not have played fighting games in a manner that they would consider serious since the '90s arcade heydays. My last two major fighters were Hyper Fighting and MK3.
As someone who played Super Turbo only a handful of times and hasn’t ever used GGPO I’ll take what I can get. Claw is my main character but my only experience with him is Remix style with no wall dive knockdowns. The wall is probably the worst part of my game, and my style is to poke. When I read about wall shenanigans I presume that people are talking about non-Remix knockdowns, and it seems that the wall skills people developed were from that era. I could explore in practice mode, but I didn’t know about the stuff Saint Gut Free said and I’m glad he posted it.
I’m in the same boat as you astrostl…played SF all through high school. When the arcade died I stopped playing SF. I bought Alpha and Alpha 2, but with no real people to play it just wasn’t the same…so I stopped.
For the last four or five pages we’ve been having a kick ass conversation about claw, which you are more then welcome to be a part of.
However in the future, if you have to preface something with “Not to be an ass” you probably shouldn’t post it, it reflects poorly. I’ll chalk it up to a brain fart, we all have them.