Vega (Claw) Thread

Does claw have a weakness? I play ken, and guile mostly, but is there a matchup that claw loses?

Tired of ken’s only strategy being go for a psychic dp and tick games.

Balrog, Honda, Dictator, And some say Chun.

I’d probably throw blanka in there as well. Half the time its a game of defense and reaction for Claw.

I have a somewhat different opinion on the Claw v. Honda match. Claw can make life hell for Honda once he starts jumping in.

Only if he crosses up anything else should be jab headbutted instantly.

Blanka is in your favour if you you know how to turtle against him.

He has a hard time getting in.

Cr.mp keep him out of crossup range.
Walk forward cr.mp after blocked ball is guaranteed.
Slide electricity as soon as you see it.
If you don’t have flipkick charged simply Cr.fp as an antiar.
If he starts to get close walk back while throwing the occasional cr.mp or simply back J.fp if you think he will ball.
If you get knockdown You can usually Roll on him without any major worries.
If he tries to emptyroll into mixup simply slide it as it is landing or flipkick if you have reflexes for it.

And if you need to apply pressure j.fp is extremely hard for him to deal with.

If he does get in he can easily kill you.

And something i’ve had success with but am unsure if it is guaranteed is that if he does his super at fullscreen/midscreen you can super izuna him out of it quite easily.

Can’t one of Claw’s jumping punches neutralize the headbutt??

Check back a few pages and you’ll see that jumping back :hp: was mentioned as stuffing Honda’s Sumo Headbutt.

Ye but that’s when he has it already out and heading for you.

Invulnerability frames beat it out on your jumpin.

Thanks guys.

Yup, j.fp is my best friend with blanka and stuffs most of his stuff cleanly.

Seriously??? When can you grab him??? Is it when he is rolling stationary or is it in mid-roll??

Yup, j.fp can stop it when it is sailing towards you, but not during initial invulnerability like Shari said. I still find that fighting Blanka is a match where Vega has to play more defensively, throwing in the fact that his balls can stuff the majority of Claw’s specials. I still think that it is at least 6-4 if not 7-3 in Blanka’s favor between pros.

I’ve done it against both but it’s more a gimick than something i would rely on.

man, safe-jump ins are the hardest thing for me to not only reliable do in this game, but also to protect against.

what’s vega optimal safe-jump attack (i have a strong hunch its the wall-dive)? And are there any specific characters that I should not try to safe jump at all?

I’d say it’s the other way around. Blanka has so much trouble against a Vega that knows the matchup and uses his pokes effectively. Blanka has to get in on Vega to do any real damage but a good player will not let that happen. Vega just needs to stay on the ground to win.

You can safe jump anybody, it depends on if they can reverse.

If they can reverse, I don’t know the differences between ken and vega, but ken, cannot safe jump sagat’s tiger uppercut, hawk’s rising hawk, ken’s fierce dp, blanka’s upball, dj’s lk upkicks, and akuma’s 1 frame startup dps. Maybe not giefs lariat. Ken blocks all other reversals.

No confirmation on cammy. Idk if she beats safe jumps.

Coth_X, I’m not sure you really understand what a safe jump is and what it requires.

A safe jump is a jumping attack done with such timing that you can block your opponent’s reversal special move attempt. This occurs because you’re able to do the attack so low to the ground that the amount of frames between you overlapping the opponent and you landing and being able to block is equal or less than the startup frames on your opponent’s optimal reversal special move.

If you understand that explanation, then you understand why you cannot ever safe jump on Ken and Blanka at all. Ken’s :hp: Shoryuken and Blanka’s Vertical Ball have zero startup frames. There is no window whatsoever to jump through to safety. (However, since Ken’s DP actually has invulnerability frames while Blanka’s Vertical Ball does not, if the Ken player has his reversal timing down, he will always hit you clean, while a Blanka player may end up trading depending on the attack.) Akuma has one frame of startup on his DPs, so he’s virtually impossible to safe jump on. Everybody else you mentioned has more than one frame of startup and, therefore, can be safe jumped on. Against those characters, whether or not your safe jump attempt will work is ultimately dependant on your timing. Whether or not you actually hit them…since they’ll likely reversal with a move that has invulnerability frames…is not the issue. It’s whether or not you will be able to jump without getting hit. Of course, if you’re dealing with setting it up via Ken’s Knee Bash, those conditions and variables were already explained.

Safe jumps aren’t always easy, but they are possible against the majority of the cast.

I understand them, u said yourself that dj lk upkicks can beat safe jumps. Also computer sagat and hawk dped my safe jumps when no others could. Did you read my post or just the first line? I mentioned those you can’t safe jump on, so why the wall of text?

Although I’ll still safe jump a ken just because his lp and mp dps won’t hit me. Sometimes its worth the risk.

As far as vega the timing would be drastically different due to his jump arc and speed.

Noooooo…never said that! Please quote me if I did, but I must’ve been half-sleep if I did say that. That’s not something I would say. I do remember someone mentioning that Dee Jay’s :lk: Maximum Jackknife has more invulnerable frames than the other versions of it, but that’s it.

Looking at the Frame Data, you’d want to use the :lk: version to beat “high priority” attacks due to its invulnerability, but the :hk: version actually has the least startup frames.

Then there are only three possibilities that can explain this…

  1. Sagat’s Tiger Uppercut and Hawk’s Rising Hawk have zero startup frames. (Not likely since T.Akiba’s Frame Data says that the TU has three startup frames and the Rising Hawk has four startup frames.)

  2. The CPU cheated. (I never trusted that AI anyways.)

  3. You didn’t actually safe jump. (Unfortunately…this is the most likely one.)

The wall of text (which, these days, is nothing compared to my fellow San Diegan Terry Cox, a.k.a. zaspacer) was simply to explain what a safe jump is in case you or anyone else was confused about it. No offense meant there. Just trying to be clear.

While that’s true, that’s the fault of the person your playing not knowing their character in that situation. A knowledgable Ken player won’t let you get away with that. I know you know this.

Absolutely. Safe jumping with each character requires a different timing and/or setup.

lol, anyone got some Vega tips? I usually try to go for meaty j.hk of j.mk after a knockdown and then finish it up with c.mkx2,c.mp

Sorry if it seemed like I was trying to derail the thread or something. :slight_smile: I get caught up on all that technical stuff.

But, um…yeah…that’s pretty much his most potent combo. If you’re REALLY good, you’ll try to crossup with j.:mk:, j.:hk:, or j.:hp:…in order of ease and reliability. His crossups are awfully hard to space, but they are possible…and mighty deadly if you can connect the ground portion of that combo.