Vega (Claw) Thread

I dont even know where that is. I’ll just keep trying it. I’ll get it at some point.

“Unofficial Guide To Counter Moves, Tactics and Attacks For Beginners”

http://forums.shoryuken.com/showthread.php?t=174774

While you’re at it, David Sirlin’s SSF2T Tutorial, found either on his website (http://www.sirlin.net/) or on Capcom Classics Collection Volume 2 for PS2, is right up your alley. I would suggest you viewing that, as well.

Don’t just “keep trying it” when people are offering you free resources. You asked to be empowered and here it is. Use it.

Here’s the post I was referring to:

http://forums.shoryuken.com/showpost.php?p=6072129&postcount=9

Truth, CE Vega’s wall dive was utter crap…took forever just to get to the wall. His barcelona roll on the other hand was nice, more than 1/3 dmg if you hit the whole thing.

Just thought I’d share this awesome night of ranked matches, as I go for 100 wins for the achievement. I normally play with specific other players, so I don’t have this yet.

All ports forwarded, static IP, network connection pretty damn strong.

40 ranked matches, all as Vega. I remember losing 3, and seeing about 4 obvious desynchs with my opponent just standing idle. The rest all had the enemy moving right up till their final hit.

Leaderboard score - 13 wins, 27 losses.
Rep - about 8% higher ‘player avoided you’ with 40% ‘quit early’ as reasoning.

Fantastic.
Gonna be a long night till 100.

BTW, I still think the disconnects are due to the fake wall dive.
The other night, I did nothing but play Vega. The connection was rock-solid, no lag in sight. I didn’t even attempt a fake wall dive.
Simply out of habit, I baited a Ken dp with the fake wall dive; in the next round I was met with “Zombie Ken” who did nothing but walk forward and stick out forward kicks.
This coincides with my previous experience, when I was actually trying to cause a disconnect by using the fake wall dive.

Anyway…

I just wanted to report that SFIV Vega is a million miles away from ST/HDR Vega. He’s just a very different character with a totally different feel.
I attempted to play with him a few times at the arcade and I was lucky to have won even one round. However, where there’s a will, there’s a way.
Good luck!

I wouldn’t say he’s a totally different feel, I’d say he’s got a pretty similar feel. He’s more of an evolution than a departure. He doesn’t fight with the same stuff, but the nature in which he does it seems very familiar.

Maybe it’s just me, but even though the tools had changed, I felt right at home with SF4 Vega.

I think we’ll be OK for the most part, I’ve come to learn that ST Vega might just be the best Vega ever the only Vega that can hold a candle to ST Vega is CvS2 Vega in my eyes.

SFIV Vega isn’t Bottom or Low Tier at all like he was in CE/HF, but he’s not rubbing elbows with the top folks either ala ST and CvS2 - Think A3 Vega, Mid Tier.

Hope to see you guys in a couple days on SFIV

SF4 Vega sucks because he has no real damage options and has to run the clock for the most part just to stay in the game. He can’t apply good pressure and his walldive loses to a Focus Attack absorb. He plays COMPLETELY different from ST.

I know he’s not the same, It’s an all new Vega really - it’s going to take some reeducation to say the least.

But he’s not the worst in the game, damned sure ain’t top.

Barcelona may lose to focus attack absorb, but Izuna doesn’t. If you already have the Barcelona out, then it serves you right for going early. And to be fair, he doesn’t really do a whole lot of damage in SF2, either. If you want 50%+ damage options in SF, then Vega’s never really been the go-to guy.

If you’re claiming he sucks in SF4, then you’ve been riding his top tier coat tails too long. Bottom tier doesn’t mean unplayable, this isn’t marvel or smash. Time to either man up or learn Sagat.

We should play sometime, then. I also play pink hawk, and I happen to main Vega.

ANYWAYS this is how I fight each character in ST, in a nutshell:

Ryu: Don’t jump at Ryu a lot, but punish fireballs with claws to the head. Zone, play footsies, bait DPs and punish. Get him into the corner then pressure with MK. I generally fight this match out instead of particularly playing a specific match up. Sometimes go for wall dive cross ups when knocking Ryu down. Use meaty roll less. c.MP into LP roll sometimes as a string until (or unless) Ryu proves he will DP the LP roll. Occasionally approach a fireball-shy Ryu with a LP roll. Once you put Ryu in the corner, you can harass him with s.MK a lot. Jumping in at some angles to make him DP can make your j.FP sometimes hit or trade off against his LP DP.
Ken: Same as Ryu, except I make note of throw loops. Fake wall dive baits out FP DP a lot, so use it. Ken likes doing reversals, so prove that he can do them by occasionally letting him wake up into meaty c.MK into FP roll – avoid meaty rolls otherwise. If he can reversal (and likes to do it), bait them out and punish with c.MK, c.MP. c.MK in reaction to attempts from Ken to walk at you to try and stop him from doing kneebash.
Chun-Li: Keep her away. Straight up j.MP can keep her from being lame with jump in attacks. c.MK in gaps if she tries to MP pressure you into tick throws, or randomly KKK back flip into FK flip kicks (you’d be surprised how many Chun Lis will walk at you thinking it’s a free throw and then end up eating a flipkick). Poke at her a lot. If she doesn’t really worry about throwing you all the time, you can harass her by jumping at her with j.FP. Meaty FP roll seems to do nicely against Chun-Li. Fake wall dive sometimes can get her to commit to a jump, but use sparingly.
E.Honda: Jump away and press FP over and over again. Make him screw up his timing occasionally by waiting and jumping again, or push him away with c.MP sometimes. If he tries to do hands, you can do his flying claw thrust, or jump and come down with a j.FK instead of FP. If he walks at you, jump at him. Occasionally, a wall dive or two aren’t bad. You can sometimes bait Honda’s ass slam by faking it.
Guile: Sweep a lot. Look to trade or beat Sonic Booms by sweeping and pressing c.MP. If Guile jumps, move back a little and then repeat your pressure. Don’t jump at Guile unless you’re sure he has no crouching charge. Crossup wall-dives can make him FK flask kick away from you in the wrong direction, so they are sometimes worth doing. Roll pressure is not a very good idea, though, but it might have its place. Be very patient and stick to your game plan.
Blanka: Wait for him to Blanka Ball, then walk forward and c.MP punish it. Occasionally poke with s.FP and c.MP. If he has no charge, jumping at him with FP is okay. If you see electricity, slide from a bit of distance to beat it. You can usually make Blanka wake up into a very meaty FP roll with no real repercussions, so try this sometimes. Don’t dive off the walls. Be very, very patient, this is a war of attrition.
Dhalsim: Don’t let him noogie you. Otherwise, harass the shit out of Dhalsim. Dive off walls, poke him, jump at him with FP once you’re close enough to not get tagged by a random poke, do meaty FP rolls into c.MP into LP roll, pressure a lot with LP roll… just pull out all the stops, rush him down and don’t let him breathe. He has no reversal you should be particularly afraid of and almost all of your pokes are better. Just be violent. If he grabs you with a noogie, I suggest to mash out and hold up to just get out of there, OR do a KKK backflip into FK flip kick.
Zangief: Wall dive off your own wall and hold charge over and over and over again, and whiff the actual attack. If he lariats wrong, he gets hit. If he can’t seem to beat it with his c.MP, keep doing it. If he can prove he can do any of these actual things and starts to be a problem, zone him out by sweeping, wall diving away from him and being conservative, and occasionally use your wall dive to dive in on him. His lariat for the most part won’t beat your wall dive as long as you don’t try to cross up and are aiming to hit with the tip of the claw. Mix up wall dive after wall dive with the occasional slide. If he can’t reversal, you might also want to try meaty FP rolls every so often. Poking with c.MP and leading in to LP roll and reinforcing that your random far LP rolls might turn into that might train him to start doing lariats, look for that and start sweeping in retaliation. You can jump in with FP on a lariating Zangief and still connect a d.MK, but if you do that get ready to get the fuck out of dodge in case he’s mashing 360.
Cammy: I don’t know this matchup well enough, but from what I’ve seen, the best idea is to sit your ass tight and weather the storm. Wait for screwups and poke, react to hooligan combos with flip kicks. You can’t really poke at her randomly because her DP is too strong and moves too far forward, so try to bait her DPs with fake wall dives and other attacks. Something that works on Cammy is to stand next to her on wake up and then jump straight up. If she doesn’t do anything, come down with j.MK into c.MK, c.MP. If she does DP, it tends to whiff under you and you can retaliate. Remember that random spiral arrow might be followed with a super.
Fei Long: MP poke a lot. Bait DPs and punish them. Don’t let him make you afraid of his rekkas. Occasional wall dive mixup works on him, but it’s better to play on the ground. c.MK seems to beat a lot of his shit, and so does far s.MK. Flip kick against his chicken wings on reaction (or on block, which I think you can also do). Be careful and learn when you can punish a rekka and when it’s clearly a trap.
Dee Jay: He’s essentially a Guile you will MP poke a lot more, jump at quite a bit more, and not slide as hard at. FP meaty roll is nice against Dee Jay until he proves he’ll reversal it. Don’t get into the habit of doing sweeps and c.MK very often or he can start punishing you with spin kicks. Try to stuff his fireball attempts and other dumb shenanigans. Learn to block the right way on crossup, and occasionally KKK flip out of a crossup and throw him while he’s perplexed.
T. Hawk: Turtle. From mid distance, occasionally poke with c.FP to stuff random jumps. Poke at him, keep him out. If he wants to tick you and then make you taste the soil of MEXICO, learn to KKK backflip some of his ticks and punish him. Don’t try to meaty roll T. Hawk because he’ll just make an example out of you with a DP, then hit you crossup down+j.FP and rape you with delicious shenanigans. Instead, bait out some DPs and punish him. T. Hawk is a character that constantly looks to put himself at risk for a possibly disproportionate reward, you need to learn to recognize what those risks are and how to deal with them. Wall diving at T. Hawk is only useful sometimes, be careful with how you do it.
Balrog (Boxer): You want to worry about what he does after his TAP and after a low rush punch. You can stuff both of these if you see them coming and retaliate quickly, but otherwise you want to keep blocking and wait to see what happens. If you see that the boxer player likes to throw, learn to either throw first or flip kick in retaliation to his attempt to get closer. If he doesn’t like to throw, you can wait until an unsafe point in the string and retaliate.
Vega (Claw): If he goes to a wall, j.MP to stuff a wall dive. In ST, for the most part, if the Vega you were fighting was a wall diver, you’ve already shut down 80% of his game and can proceed to put your peepee in his poopoo. If he likes to backflip, make him stop by punishing him with sweeps. If you have to deal with a meaty wall dive, try KKK flipping out and throwing. Essentially, be the gayest out of the two of you. If the other person playing Vega doesn’t know him very well, you can catch them off guard by jumping at him with j.FP over and over until he proves he can do something about it, but don’t rely on this too much.
Sagat: Dive off of his wall if you know he’s going to throw a low tiger shot and either cross him up or tag him with a claw to the head. Poke him but be careful of his tiger shots. You can jump over tiger shots and punish his hands with FP at a certain distance, akin to how Dhalsim can drill his hands for doing it. Forget doing meaty FP rolls because any decent Sagat will put his tiger up-your-butt. This match comes down to making Sagat unable to pick you off for doing things, making him commit to moves he doesn’t need and punish him accordingly. Fake wall dives work nicely for this. c.MP into a jab ball also works.
Bison (Dictator): If you dive off a wall, your job is to make sure you will be behind him in the air so that j.MP can’t hit you, or to knock him down immediately with a trade. Diagonal j.FP beats psycho crushers. Don’t slide at Bison, he will scissor you. Instead, use MP pokes a bit, wait for screwups, learn to find gaps to throw him in. Meaty FP roll is good, so is jumping straight up in the air and coming down with MK on his wake up (particularly if he has super, to bait him into burning it). Random spears can mask your wall dive attempts. Fake wall dives aren’t such a good idea, though. Remember to prepare an answer for a scissor kick and make sure you use it. If you make him block c.MP into LP roll enough, he might start preparing an answer to it. You can bait that answer by doing a PPP flip and letting him through you, then punishing in retaliation. If you catch Bison off guard you can just jump at him with j.FP over and over until he proves he can do something about it, but don’t rely on this too much.
Akuma: KKK or PPP backflip through crossup fireball tricks, or do a normal FK kickflip if he’s trying to meaty you into it. If he goes to the air, dive off the wall and meet him with a claw. Don’t let him get bar to raging demon you with. Bait out DPs and punish him for doing them. Play this like you’re playing Ken when it comes to his DP ability: bait the DPs out and punish.

Random tricks:

  • Against someone with a DP: train someone into thinking you like tick throwing by doing it once or twice with either LK into throw, or poke MK into throw, or jump FK into walk up throw. Then poke with far MK, walk up, KKK backflip. If they’re afraid of a throw, they’ll commit to a DP and you can punish it for some damage.

  • If you train someone into thinking a certain move always comes after a certain other, you can randomly switch up the second move in the sequence with a standing FK. A lot of people might learn a string of yours they think they can jump over, and by doing this you essentially catch them. Just feel around for it and you’ll see what I mean.

  • If you hit a really meaty and deep wall dive, you can go for an almost-guaranteed dizzy of c.MK, c.MK, c.MP.

  • You can link a c.MP after hitting a Vega roll. This also means you get a nigh-guaranteed blockstring after a meaty FP roll and a hefty mixup setup by adding a c.MP afterwards.

  • The most canceling you will do with your c.MP is into a KKK backflip, a LP roll or a wall dive. Learn what times to do each for the maximum returns.

Jumping fierce punch like your life depends on it.

Tks for the post as usual, nothingxs.

Only if you make him lose his charge. Otherwise he’s going to headbutt you into cool mixups into running train on your masked ass.

nothingxs - awesome post (I feel I need a spell of HDR to remind me of a happier Claw) - I’d only add that against Sagat, you can give him the occasional shock with Claw Thrust if you’re tight to the wall (once he’s got used to wall dives) - it tags him so well because he’s just such a big bugger.

Hey guys, after working on this thing for at least a month, I think I may finally have a finished FAQ. But, I need your help in checking my work.

Check out these combos. I know some of them may not be all that practical, but what I really need to know is whether or not they work. Use the following key as you read.

, = Link Combo

  • = Chain Combo or Rapid-Fire Chain
    XX = 2-in-1 or Special/Super Move Cancellation
    NE = Negative Edge
    MP = Motion Partitioning
    CP = Charge Partitioning
    KC = Kara (Empty) Cancellation
    RC = Renda (Rapid-Fire Chain) Cancellation
    SC = Super Combo
    TT = Tick Throw
    @ = Dizzy Combo
    R@ = Re-dizzy Combo
    ToD = Touch of Death Combo

Basic Combos:

  1. Crouch forward, crouch strong
  2. Close fierce, stand forward
  3. Close roundhouse, stand forward
    Intermediate Combos:
  4. Crouch short XX Fierce Barcelona Roll
  5. Jump up fierce, crouch strong XX Fierce Sky High Claw (Claw in corner)
  6. Jump roundhouse, crouch forward, crouch strong XX 3K Back Flip (The Back Flip doesn?t hit, but it sure is stylish!)
  7. Jab Barcelona Roll (the claw), crouch strong
  8. Meaty Jab Barcelona Roll, crouch fierce
  9. Jump roundhouse, crouch forward XX Roundhouse Scarlet Terror, Roundhouse Scarlet Terror
    Advanced Combos:
  10. Cross-up fierce, close fierce, crouch strong
  11. Cross-up roundhouse, crouch forward, crouch forward, crouch strong (ToD)
  12. Cross-up fierce, crouch forward, close fierce, crouch strong (ToD, Wider opponents only)

Edit: This was made with Vanilla in mind, but I’m sure I’ll be adding Wall Dive combos to the HDR version of this FAQ. (I know…they’re not that practical.)

^^^Shiny!

I’ll need some serious practice to hit some of those later ones, but that’s really helpful OJ.

In related news, I fired up HDR last night and shat on about 10 people in a row with Claw. Oh that made me happy. After SFIV it feels so quick!

^^ Thanks. :slight_smile:

Combo #12 is actually a little bit theoretical, so definitely let me know what happens with that one. I know for certain that my old reliable close fierce, crouch forward link doesn’t work in ST because they get pushed…like…a pixel too far for crouch forward to link. But, since you can, with very good timing, do crouch forward, close fierce in Super, I’m wondering if crouch forward will push the opponent too far away to actually get a close fierce…or even have it connect. But one thing I know for certain, if you can connect crouch forward, close fierce from point-blank range, then you can pretty easily link a crouch strong after that.

Happy comboing, my friends.

Tried searching, but the forum tells me I can’t do another search for 68 years (I have a screenshot…):

I’m having trouble punishing Dictator’s blocked slide. I block, as soon as the danger passes I mash F+MP to go for the throw yet he always throws me. I know his throw has better range, but is there such thing as throw priority? Obviously I’m almost always teching the throw, but he’ll just throw another slide, and repeat to fade if he cottons on.

Any advice? To avoid the loop I’ve been taking KDs intead, or obviously trying to stuff the slide if I see it coming with cr+MP, st.MP or st.MK.

Cheers lads