The roll is a very effective weapon but HP roll is possibly the worst move in claw’s arsenal, newbie bait as I would call it.
Jumping at anybody should be done with caution. It’s effective but easily countered upon anticipation since claw has a sort of weird landing lag when he lands that gives the opponent extra time to respond. If the Guile player refuses to do anything, you have to be smart about tick-throws because good turtling Guile players will somersault kick on reaction to a tick. Basically, use the same caution sticking out pokes as you would against Ken.
The desynch doesn’t seem to have any sort of trigger, but god damn is it a gamebreaker or what.
I basically can’t play this game anymore because basically 95% of my fights as Vega end in desynch, and those that don’t I’m not on my game because I’m worried about it desynching :\ haha
I really really wish they’d be on the ball and fix this since it’s been out for what, two months now? Pretty dumb. Here’s to hoping SFIV doesn’t have any of these ridiculous gamekilling glitches or I might just have to throw in the towel for console Street Fighter.
That being said, I’m really choked that Vega is apparently so bad in 4, but I’m still going to give him a good solid attempt. I’m sure we could all find a way to make him more than viable!
FWIW I rarely if ever experience desync with Claw on PSN. I do get a lot of disconnected matchups after character selection in friendly matches though, less on scoreboard matches. Also run into the black screen bug, full system lockups, and black bar bugs on occasion. And if my Guitar Hero USB receiver is plugged in my stick’s button layout won’t be saved. Sounds like a lot, and it all should be fixed, but the real problem is the disconnecting and it seems to happen less than it did before. The other stuff isn’t as bad for me comparatively because of frequency, but it would probably piss me off if there were never any discs.
What do you guys do against T.Hawk? He is the least used character online from my end, so I don’t know the matchup.
Normally I treat him like Gief, but things start to get a bit dangerous when he starts diving like an asshole, especially when I don’t have charge to counter with flipkick. But I pretty much learned one thing about the matchup:
Given the dive’s startup and Claw’s extremely fast jump, couldn’t you jump straight up and come down with a :hp: or :hk:? If I saw it coming, I’d jump so that I catch him while he’s landing. Free combo.
Also…don’t forget about the other non-charge counter you have to aerial attacks…the Kick Backflip! Hit two kick buttons and make him fly through you. You are now free to throw or combo him.
Anticipate dives and flipkick them. If you can’t anticipate, I say block, then punish with cr.mp. Be careful though; the recovery on the dive can be pretty deceptive and an up-hawk usually follows. Always punish, but be cautious about it!
If Hawk starts jumping around like a madman with that j.lp, you better be ready with a charged flipkick. If not, flip, flip, flip away, as FreshOJ said.
Boxers - cr.MP and cr.HP all day. That’s what i’ve been doing against some really good boxers and they start messaging me with, “wtf, I didn’t know that was possible!”
Guiles - Fake walldive is a must. He will usually try to do a hard flash kick and you can just punish with a slide. Works like a charm. He’ll get sick of it eventually and just sit there. That’s when you come in for the Izuna baby!
Hawks - I always Izuna drop these fools outta the sky. If they get to slap happy with their “priority normals” then just do the Sky High Claw aka Aerial Claw Slice.
Yeah, If Hawk get in it is in fact game over. :sad:
Keep a flip kick ready, also don’t forget Jab Claw Thrust is your best friend against him and that dumbass uppercut of his has more priority then it should.
Yeah I hate Hawk matches especially when he starts doing that annoying hoo-hoo, hoo-hoo over and over again I turn just as bloodthirsty as vega is, I mean for me hawk is just like gief when he starts doing those splashes, I have real trouble against those.
Guiles: I hardly loose against those now I stay grounded most of the time except for a trial wall dive to see if he can flash me or not or wait till he throws a sonic boom and dive asap and slash or grab him as he has a split second before he recovers, other wise I slide all day and if he does a sweep get him in-between spins, or bait fake wall dives and then punish when he does the wiff.
Coming from playing Ken (because apparently no one likes to play against Ken because there are too many of them), I really don’t get charging. I know this is scrubby, but whenever I charge for the wall dive, I just get hit. Flip kick is different because it’s down-back to charge, which makes you block, but the wall dive always gets fireballed. How do I stop this from happening? Also, how long does a charge move need to be charged in order to work?
That is easier said than done in my opinion, specially the J.HP thing, it requires timing and I find it a little risky cause if you mess up you eat the headbutt plus the knockdown. I prefer using Flipkick (which is not easy either) or simply block or try something safer.
PS: I wish you could punish Headbutts just like Blanka’s Roll attacks
Hmm…do you have a problem with chargin wall dive AND getting hit by fireballs? If charging is a problem for you I can only suggest practice practice practice.
And if you are getting hit by fireballs when goin to the wall (right?) then is all about timing I guess, Wall Dive is not invisible.
All in all practice makes perfect mate, I had trouble with command characters before, and I may not really like them, but I don’t have issues with their moves anymore.
Thanx guys, I had an easier time turtling and predicting against Hawk, and yeah Mycah Im gonna try the Jab Claw Thrust strategy and not only againts Hawk.
Personally I think Hawk is a little bit more dangerous than Gief, specially because it is easier to keep Gief away from you, then again that is just me.
In other news, I have been getting alot of droppers when I use Vega lately, I think they can’t stand the power of his handsomeness.
True, it’s not easy but it is easier than you’d think if you’re jumping back (your relative horiztonal velocities are matched more closely making the attack easier to time).
And your PS - YES PLEASE. That said, I still can’t time the st. fierce punish on Blanka rolls: I’m stuck using cr. strong. It does work, but does less damage :xeye:
Yeah, I’ve been practicing against Cruel Mai Pei’s Honda (and he’s far better than me) and I’ve managed to sneak a game off him after about 15 goes. If it wasn’t for that help I’d have been prefected me far more times!
I have problems against certain matchups, but after extensive reading it seems that I’m just too eager to get my big damage moves in. I suppose I need to get over my hangups with simply hanging back and poking against certain characters, but doesn’t that seem to be the only way? Particularly against characters with a nice anti-air.
What’s the verdict on MP claw roll? I typically only use FP when my opponent is dizzy, and throw out occasional jab rolls on wakeup or whatever, but is there a solid, by-the-book use for MP claw?
If I’m actually charged for a roll when the opponent gets dizzied next to me, I always use MP roll because it’s a guaranteed 3-hit combo unlike the HP roll that requires a slight distance to get all 4 hits in.
Against some characters or players (namely Honda), you may as well turtle. Claw is a very effective turtle in most matches and if your opponent is trying to force you to pursue by playing keep away, there’s little disadvantage in keeping your distance and biding your time to strike or counter. Since claw takes damage so easily, you always have to be mindful of what you stick out.