Thanks a lot for the info, sounds hard in practice but I’ll give it a shot.
I see what you mean with the possible negative edge backflip, I’ll try later.
Thanks a lot for the info, sounds hard in practice but I’ll give it a shot.
I see what you mean with the possible negative edge backflip, I’ll try later.
I’m pretty comfortable with my ground normals and know what they are generally for, but when I jump I generally tend to use j.fp for most stuff, so I’m worried I might be missing some stuff. Here’s what I generally do:
Neutral jump
j.fp: I use this for pretty much everything, it’s great.
j.mk: I use this to stop psycho crushers etc when I need to neutral jump for some reason or if I don’t have my claw. Otherwise I don’t use it much.
Diagonal jump
j.fp: My go-to air move, I use this for the majority of my air-to-ground, but it’s generally not awful in air-to-air because claw’s jump is super high.
j.mp: I use this for air-to-air and occasionally if I need a bit more range on my air-to-ground.
That’s all I use, which doesn’t seem like much considering how many air moves I have available. Am I doing this right? I looked through hitboxes in training mode, and it seems like j.rh would be good as air-to-ground for a neutral jump, but I never find myself needing that. The wiki says that j.rh is the best air move. What should I be using it for? Is there anything else I am missing?
Thanks in advance.
J.rh is extremely good because of how low it hits meaning it can punish wrong timed hadous and the like the easiest out of all your jumpins.
J.mp is great for air to air due to it great range and has the best horisontal range of the jumpins meaning it can hit at some ranges other moves cannot.
J.fp is great because it beats alot of moves meaning its great to counter psycho crushers and the like which you already know.
So you already got most of it down.
This is only from my own experience though and some more knowing players might have more input for you.
No luck on that negative edge backflip, tried in combat and practice. All other moves work though
I would trade fake walldive to get back stored flipkick so getting out of tickthrows after a blocked jump-in wouldn’t be so frustrating since i lose db charge if i block high.
Having to try either reversal throws which i can’t even do against some characters due to their superior throw range or having to time reversal backflip which it seems does not negative edge.
I guess you could technically “2-finger piano” backflips to get 3 chances of getting a backflip but backflips in themself are risky since they all have 9 frames in which you are considered landing which is more than ken’s lp Srk meaning if you can hit a lp Srk on reaction you should be able to hit a backflip aswell.
Sirlin should have made 2 of the 2 button inputs the kick backflip seriously.
So what are my best option to get out of a tick throw after a blocked jump-in ?
I guess you could say i shouldn’t have to block a jump-in due to great anti air normals and the awesome flipkick, but find me one claw player that never has to block a jump-in.
Doesn’t Vega have one of the best throw ranges in the game?
He has lower range than: Dict, Boxer, Sim, Blanka, Chun, Honda. And ofc Gief and Thawk but that doesn’t need mention.
To clarify those are the ones i am at doubt about what to do against mainly.
I don’t really play Vega really well so there might be options that I don’t know about, but as a charge character you might have to take the throw to keep your charge. This only applies to loop situations, like repeating Gief body splashes. It’s not exactly a tick throw, but I can’t think of a better example at the moment.
Repeated body splashes can give Claw trouble since blocking high ruins his db charge. So if Claw keeps blocking high, Gief can keep using body splash and there isn’t a whole lot Claw can do about it (if spaced right body splash will beat all of claws normals). If Claw keeps blocking high, Gief will eventually push Claw into the corner where Gief has a better mix up game and can loop SPD setups. On the other hand if you eat the body splash by blocking low, Gief will either follow up with a sweep, spd, or if you’re lucky he’ll wiff spd. So you’re probably going to loose a huge chunk of your health (maybe up to 1/3? yikes!). But you now have a db charge stored so that if Gief tries to pressure you on wake up, you can knock him down and turn the match to your advantage.
If anyone has better advice, feel free to contribute. Giving up damage sucks.
Ye i tend to always try to keep a charge after getting thrown i was thinking more in terms of getting out of the throw in the first place.
Agreed, I’d make the same trade since repeated splashes by Honda, Gief, and Hawk. I personally slide under if possible, and backflip outta there if I can avoid. Worst case, take the hit, and throw them as they land. This scenario sucks.
Has anyone had luck with actually using the cross charge technique to stop cross ups? I have no luck with that move personally.
What is Vega’s best counter to a Hurricane kick? Is there a move that will cleanly stuff it without trading?
s.mk will beat it cleanly on startup and when they are directly in front of you.
c.fp will beat it aslong as you hit it with the tip. Is also the best answer when they cross over you with it.
c.fp is fucking awesome overall go into training mode and look at that hitbox, so godlike.
I’ve never directly used it but i believe as a related effect if you do the flipkick in your direction exactly when they cross you up the flipkick will hit in the crossup direction.
The best advice I can give you (something you might already be considering) is to fight for spacing like the match depends on it (because it kind of does). Again, Claw vs. Gief is the only thing that comes to mind at the moment but I will try every thing I can to keep Gief about 3/4 of the screen away. At that range you can cr. hp or even slide any jump in attemps (cr. hp trades a lot, but I think you win that trade. Slide is risky but it scores a knock down). I don’t think I ever came up with a good strategy to keep Gief from walking in on you, though. Do you have any ideas on that one?
Other examples would be: Blanka doing crossup j.lk into tick or same with chun.
For gief. If he does anything c.mp it on recovery. If he tries to walk forward c.rh you or bait you, kick backflip then c.mp if he did anything. If he just walks forward, c.mp him. He has to be psychic to hit it. Alternatively i like to lp roll walk happy gief’s at tip of claw range.
Ugh. I can’t help you with Blanka or Chun. I eat that stuff like Halloween candy. It’s so sad.
S.Mk?? The best poke ever?? Can’t wait to try it to stop Ryu and Ken’s Hurricane “I want some pound cake!” Kick in the air.
I never even considered c.fp to stop crossup attempts. I’ll have to go into Hitbox training for this one.
Thanks for the tips, Sharizord
Gief? S. Rk stuffs air pretty well, throw c.shorts as fake slides and c.mp on reaction.
J.mp can reach head even in lariat. Neutral J.Fp is a great opener for walking giefs. Walldives (tip of claw) can connect to his head in lariat. If Zangief is getting up from knockdown, use a l.punch roll as a fakeout to bait a Lariat, and slide when he lariats on reaction. Keep your flip kick charged if knockdown occurs because he won’t hesitate to try to corner you.
What kind of counter does Claw have for Dictators that love to jump all day and hit mp x 3 juggle all the time?
Can anybody help me here?
I usually try the aerial claw against jumpy players. It doesn’t do big damage, but it seems fairly safe and if you use it successfully for a bit you can sometimes grond jumpy players out of frustration.
smoke.
Sounds like you’re being too predictable constantly trying to dive off their wall or jumping at them. If they’re just whiffing in the air, all of claw’s anti-airs beat it.