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.
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.
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.
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?
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.
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 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).