Vega (Claw) Thread

If someone wants to set it up and satisfy their curiosity, go ahead. You’ll have to excuse my not being more proactive since to me, this is about as ordinary as proving that s.MK stuffs hurricane kicks. If we’re playing solely to try this out, it’d probably be better to just do it on GGPO for the superior lag handling (since everything else about the wall dive situation is the same). If it’s just a set of casuals where other folks want to see how they compare though, Live is alright.

Considering that when I told Ganelon he was wrong earlier, I was the one who turned out to be wrong.

Ganelong is correct in saying you can walldive at Blanka, just like how you can walldive at Honda sometimes.

However, if Blanka is looking for the walldive (which will be damn clear because he’ll be sitting there with that shit ass grin) of course you aren’t going to walldive.

But there are situations when walldiving against Blanka is NOT a bad idea.

His list of “intelligence when it comes to walldiving” is pretty accurate, especially the “Dumb” section.

Again, street fighter is all mind games.

Almost every pro has come up with a standard way of dealing with Vega’s walldive. In particular, Blanka’s counter’s are horizontal or vertical walldive.

Blanka’s vertical ball horizontal arc is not as far as Ken’s dp, so you can fake out a walldive and punish on the way down.

Some Blanka players have wised up to this, and if they anticipate a fake, they will counter with Horizontal ball.

If I can anticipate a horizontal ball, then I’ll usually dive off opposite wall of opponent, and when they complete ball, you get a free attack coming back from the opposite wall.

But just walldiving directly towards Blanka is just plain suicide IMO.

I would list Blanka under the “Careful” side of Blacmore’s list, it can be done, but if it fails it can really suck.

I’ll admit that fighting pro Blankas is a bitch and usually turns into a defensive/reactive fight for me, and playing mind games to get openings, and watching out for the damn bite LOL

If you guys do do it on ggpo I would like to watch. I do not have xbox live. I’m not really watching to see the wall dive thing, rather I’m watching to see a really good vega versus a really good blanka.

man that vega is so patient. after about 20 j.fp and honda just sitting their or doing 20 j.fp in return i get bored/impatient and try to cross-up wall dive, lol. This is exactly what happens to me during the zangief fight, i get a life-lead, get bored, then lose :frowning:

I know the trick is to get behind dic when you wall dive but every dic i play seems psychic and perfectly punishes my wall dives with j.mp juggle.

Generally, I play hard offense with Honda because if you play defensively with Honda, you’ll have issues. With Honda, I generally start round with j.fp, it will stuff buttslam and headbutt. Try walldiving off of opposite wall, and cross clawing. If Honda gets j.fp to stop you, use sky high claw to stuff, and continue assault. Also remember sky high claw fp version goes through 100 hands.

Zangief: J.fp is your best friend to open round. Tip of walldive can cut through lariat attack if aimed at hands. Sky
high claw can strike head during lariat as well. Mixup attacks and KEEP ZANGIEF OUT OF RANGE. Sweep lariats. S.RH will stuff aerial attacks. Poke at long distance with C.MP. Patience is key here. Don’t let yourself get cornered at all costs.

Dictator: I hate this guy. Jump back with FP to stuff Psycho Crusher. Scissor kick can be countered with j.strong punch or Scarlet terror. I find Sky High claw useful to stop him in air, and beats juggle. Also dive off of opposite wall frequently to maintain pressure and remove charge. Stay in the air like there is no tomorrow because he has no real anti air options. Pressure heavy and do not let up until you win. Playing defensively gets you killed here. Hard match.

Good luck

Good luck

I can help with vega vs zangief. On a basic level it’s not bad.

Vega: c. hp beats his jump ins, c. hk beats most things loses to zangief sweep, c. mp great poke in this match. jump in combo for vega is useful in this match. If you have zangief doing 3p everytime he wakes up slide him a bunch. If he is doing anything except 3p on wakeup hit him with hp rolling crystal flash for chip. Wall dive is great against him just be sure you are trying to hit him with the tippiest tip of your claw and you should be beating most anything he does. And as a mindgame if he is doing an aerial to defend your wall dives then do the charge down to up punch one to score some damage and mess with his head.

edit if he jumps in on you ( out of range of your c. hp) while you are doing this crouching stuff just hk flip kick him. also standing mk and standing mp are good pokes to mix it up.

Something i learned today that most might know but some might not.

Instead of doing:
db,df,ub,uf+k
To do super of the opposite wall.

You can do:
db,df,db,uf+k instead and still get the opposite wall super which is 15 times easier to do.

You can do a second db for the normal wall super aswell if you find that easier.

It’s easier to do, but easier to stop. If you’re opponent likes to jump kick or something. : ( I imagine it would be great for corner mix ups, though.

How does it become easier to stop when you use an easier motion ?

He’s thinking you’re talking about doing the super on the opposite wall as opposed to your own wall. I think the confusion stems from the fact that this “easier” motion is just the normal motion for the super…

I am talking about doing the super on the opposite wall…

This is only from my personal experience when I was playing vega so it might not hold 100%. It was a while ago so I don’t remember what happened other than the fact that every time I tried the easier motion I got stuffed. This could easily be a coincidence or I was being predictable. I thought about it though, and there are a few things that come to mind which may or may not be an effect. In my mind, the main problem is, instead of jumping diagonally backwards, Claw has to jump diagonally forwards. When I was playing, I kept getting hit before I could even get to the opposite wall. I guess the main thing for me is that if you jump off your own wall, Claw is only vulnerable when he can attack (is close to his opponent) but by that time you have at least a 50/50 of either eating anti-air or pulling off a super. If you jump to the opposite wall, you stand the chance of getting hit out of the wall dive on the way up, then again when you bounce off the wall. If this didn’t seem the case for you, you should go on ahead and say so because, like I said, I really don’t remember much other than getting stuffed a lot.

Walldives from the opposite wall are harder to stop for your opponent if you can reach the opposite wall, it’s alot easier to reach the wall if you do it close to them.

Doing it from midscreen/fullscreen i usually easily punished yes. At those ranges you can just do the normal super motion to get the super of your own wall.

Fun example: [media=youtube]G7LMkf-4KlQ[/media]

Shari, I just put your opposite wall super to the test and works wonders! Thanks a lot! Actually came handy in Honda match, flew opposite wall while Honda was headbutting, flew back and gave him that super.

Anyways, the opposite wall super is handy because just landing Vega’s super can be trouble and an approach from the opposite wall can lead to success at the right times.

Thanks a lot, Shari!

It’s all a matter of timing and positioning. If you have him pinned with normals to a corner, using a standard super which requires you to jump all the way back, leaving opponent free and opponent can counter while doing that. Just predicatible. No good. But if you have them pinned to wall, and jump quickly to same wall, you can likely catch them offguard, especially opponents with no decent anti-air.

I didn’t believe you at first, but what you said makes sense. I’m almost entirely sure I was doing from 3/4 fourths of the screen. Thanks a lot, man.

Is it impossible to negative edge backflips ?

Been trying for a while but can’t get it to happen.

What answer does Vega have for crossups? I don’t see very much here and would like input for those pesky DeeJay and Shotos who love their crossups. Flipkick tends to whiff here (an escape whiff? LOL), and I have no answer for this. Please help

From ST wiki:

Cross-up Charge
If your opponent knocks you down and goes for the cross-up, it is always possible to keep your charge. You simply need to switch the direction exactly when your opponent switches sides. It’s an amazingly simple concept, but it’s somewhat quirky and hard to do, so not many people utilize it. A practical example would be with Claw:

Chun is on the 2P side (right side), and she knocks down Claw and tries to go for the cross-up. Claw already had a charge (charging left) before he was knocked down. When Chun is directly overhead, Claw switches the direction of his charge from left to right, so now he’s still holding back, but instead of holding left, he’s now holding right. He only holds right for a split second before he gets up, then hits left (which is now towards) and RH.

This works with all charge moves (even supers), and it is especially useful for characters like Chun, Claw, and Dic whose only good reversals are horizontal charge moves.

–NKI 14:45, 7 January 2007 (UTC)

http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo

You can also backflip out of it which is the reason why i’m interested in negative edge backflips. Would give you a safe way to get out of all jump-ins.