Vega (Claw) Thread

Well, give me the rundown here if you would. Best pokes for Vega while turtling?

Correct me here if I’m playing it unsafe, but I typically LP close up and MP a bit farther away. Standing HP at max range. Standing RH or Jumping HP against jump-ins and to stuff certain moves. Pressure with slide, meaty LP Roll on wakeup (I don’t really know anything else for wakeup). Depending on the hitbox I also duck HP, but I end up getting my claw DP’d sometimes that way. I also flipkick if I think I can get away with it.

What should I be doing here that I’m not doing? Feel free to correct my assumptions here, too.

Make varied and often use of your MK (forward), both standing and crouching. It does decent damage, is quick, has great range and often takes your opponents by suprise.

It also rocks your socks when pummelling someone in the corner.

Oh, and one more use - if I get a knockdown and don’t fancy the jump in (distance, expecting a reversal) I’ll often move in, then step back as they wake up, then step back in one step and throw out the standing forward (people often expect to see you crouch before such a long range poke comes out so aren’t expecting it) which can catch your opponent completely off their step.

Oh, and with regartds to the MP roll, I use it to cover a set amount of distance, often followed up by another roll of random strength to keep 'em guessing.

If you block Blanka Balls, you can punish with a c.MP

The key to fighting Blanka is to turtle like no other.

Yeah, MP is probably the button I use the most when playing as Vega. Thanks for the advice, guys.

Another question: What else is good on wakeup besides meaty LP roll?

I mix up rolls on wake ups…tr the occasional dive too. Abuse fierce roll if its sim or bison on wake up.

Good tip - thanks!

I do HP rolls by default on downed characters unless they give me a reason not to, but they almost never do.

I think all meaty attacks get a buff online because of laggy reversal timing, and if someone fails against a roll they get hurt.

Or to risk something better than chip damage, do a jab roll from distance to try and get them to do something stupid! :smiley:

Only reason I almost never do HP Roll on wakeup is because I get SRK’d or whatever out of it. With a few exceptions (Sim and Bison were mentioned).

JP Ill fp.roll on wakeup until my opponent shows me they can stop it. On Dictator I THINK his super can be used as a reversal…so if he has a full meter use caution.

I don’t suppose any of you claw players have come across a good Chun player that gives you any trouble?

Anyone ever think why Claw’s wall dive is so powerful in SFII but not in any of the other SF’s when they all knock down? I honestly don’t know what the exact difference is, so I was wondering if anyone had a clear answer.

In every other game, it’s much slower and harder to guide. It’s never been as fast and controllable as it has been in ST.

  • James

Hey:
About the Super: Does it have any special properties that the regular Izuna Drop doesn’t? Can it grab through Blanka’s electricity? If so, how? Where do you grab him?

Itll grab anything afaik, all you do is do the motion for the grab so, forward + punch and itll start the super from that.

No, no. I know that; I mean, does it have any properties that are different from the normal grab. Does it grab farther? Bigger hit box?

No matter. I have been able to grab Blanka in electricity, but it seems random; I have more success doing it when he has just started emitting sparks. Why bother grabbing when a slide may be just as good? The damage is better. Oh, and if I can use the super through electricity, that would be great.

it didnt knock down in the old games. it only started to knock down in ssf2.

his old wall dive was not as fast as his ssf2/st version but the izuna drop was much easier to get in and also did more damage.

i like ce vega. lp/lk/mp/mk as anti air is nice and his normal throw had the most range out of anyone in the game and did more damage than a spd.

st vega is still the best incarnation by far. no other version comes close.

You are right. I checked sirlin.net/sf and he can counter with his Super and Devil’s Reverse (the latter of which is just a get out of jail free card - it won’t hit you as you jump in).

I’ve grabbed Blanka through the zap - I caught him right near the ground, but I can’t remember if it was face-side or arse-side. It was with the non-super throw too.

To add to the discussion on rolling attacks, I find that if I cancel a c.LK into the HP roll, it nearly always hits for max damage. Is this just a coincidence? I managed to get c.LK x HP roll > c.MP for a 6-hit combo fairly consistently on dizzied characters, whereas just doing the HP roll usually gets me two 2-hit combos or some hits and then the rest blocked and taking massive punishment. Has anyone else experienced this or am I just imagining things?

Haven’t done that combo because I never used LK as Claw :slight_smile: Seems testable in training mode.

I have run into an effect (bug?) where a HP roll will follow through an opponent and register hits until they dizzy. Only seemed to happen right after wakeup, and I don’t know if they’re trying to jump or what. I think I’ve had it happen twice with Blanka where I’m rolling while superimposed over his character, working toward a corner and hitting until he goes down dizzy. Once with one other character, and that’s about it over many matches. I’ve had rolls alone hit 6+ times that way.

That happens in normal ST. I’ve done it before against Blanka. Seems to only work against him. Either that, or it’s just pure chance(you won’t be landing this ever again for the most part).

Also, c.MK can go into fierce roll, iirc.