Oh sure…point out facts that I could’ve looked up to deflate my theory! Well…ok…I guess I need to note that those combos I listed need to be done from a wall jump.
Ummm im no claw player and i hate his play style with a passion for some reason, but vega has a crossup other than walldive, its jumping short(non neutral) and its not prohibitively difficult to use and since vega lands quickly it can be comboed into with ease. Usefulness=about the level of cammy’s crossup. As far as i know dont expect big damage unless freshoj cooks up some kind of new combo. Also if this has already been mentioned in the thread then i feel quite dumb for posting this. If it wasnt here before, then glad i could help.
Also why look up anything for street fighter when nki does all the work for you(thankful for it).
How did all of this information get compiled
Claw can cross-up with most of his aerial attacks. j.MK is his most effective normal crossup from my experience. It’s just that they’re pretty much useless due to their precise spacing when the wall dive is much more effective and lenient.
In fact, the new wall dive->c.MP combo is fairly simple to perform and has replaced the izuna drop as his strongest faraway meterless dizzy option.
But hey, if you like pulling bigger combos off, go for it. Big risk = big damage.
Is there some logic to when you can combo c.MP from wall dive? I’ve gotten it occasionally but not consistently.
You have to hit them at a particular deep position. The follow-up c.MP must be linked right afterward. It’s not really a viable tactic against good players except in punishment situations.
With the right timing you can actually do :d::mk::d::mk::d::mp: after a crossup dive.
Not reliable but does really nice damage.
Since I did a FAQ on this very subject…
Claw’s crossups, from my experience, are j.:mk:, j.:hp:, j.:hk:, and, of course, the Wall Dive Claw Attack (not to be confused with the Sky High Claw). J.:mk:, as it was just said, is his most consistent and practical one. If you want power, j.:hp: is a little easier to use than j.:hk:…but they are both very hard to use.
Since BullDancer mentioned j.:lk: and I happen to be revising my FAQ, I’ll give that a try. If it works, I’ll mention him in the credits. I never knew about j.:lk: crossing up…and I’ve been playing Claw since CE! Never thought to try it. Hmmm…
Isn’t this also a ToD? I know that combo alone dizzies and does very close to 50% damage if not over it. Crossup with j.:hp: and then do that ground combo and you’ll get similar results.
No idea.
I’ve never tried doing it twice since it’s very hard to time it.
Give it a try and see what happens.
You can do low forward, low forward, low strong on most characters as they wakeup. Also nice damage.
Alternatively if you have charge and you are close enough.
:d::lk: xx :hp: Roll :d::mp:
or
:d::mk: xx :hk: FK :hk: FK
Well this is all i could find for the jumping short crossup
Jumping Short:lk:crossup into, crouching :mk:, link into crouching :mp:
Its all i could find but at least this is the first crossup combo vega doesnt have to be in practice mode in order to pull off.
That’s a bit of an exaggeration.
Another thing.
Walldive in your own corner holding down back.
Lets you do.
Walldive :d::mk: xx :hk: FKx2
or
Walldive :d::lk: xx :hp: Roll :d::mp:
They need to be in your corner as well but you could use it to counter a whiffed :hp: psycho crusher or headbutt or similar move.
Add another cr.:mk: before doing cr.:mp: and you’ll have a dizzy combo.
so I was wondering…is mp and standing mk really effective at poking just about any character? I’ve been trying to incorporate it more, and it seems to work, as long as they don’t anticipate it…I played against fifthandsomebud, and I beat him solidly tonight. he only got me once with blanka. I know you guys won’t believe me, but yes, his blanka was alright, his guile was too easy for me. is he really a good player? reason I ask is because I saw he is top 3 on the leaderboards, and I was suprised that I did so well.
another thing I’ve noticed too, is that on knockdown, you walk up and press s.HK early as they are waking up, it has HUGE priority. Not sure if shotos can counter, but so far none have. it seems to have the same properties as fei’s c. hp…has anyone noticed this?
Hey guys, just wanted to let you all know a few weeks ago I found a bug in the PS3 version that handicaps any of Vega’s crouching punches. If your opponent happens to sweep while you do it, your crouching punch will get hit up to 3/4s of the screen away. So, if you’re the dancing type of Vega who likes to tease attacks for baiting purposes, be very cautious that they aren’t sweep happy and the type to panic and hit buttons at random. Also, if someone comes up to sweep while you’re knocked down, don’t bother trying to crouching punch them on the way up, it will be hit before your animation even starts, even if theirs is ending. You’ll have to use a kick or so to fight back or pull off a reversal flipkick.
Course, if you play local, at least in training where the hitboxes work properly, you can tease punch all you want and not worry about this bug. You can even hit sweepers while they sweep, which you can’t do online thanks to the handicap bug.
I’ve tried but was unable to make that work, could you record by chance.
I dunno if any recordings would come out well, I only have a laptop cam. I’d also need a volunteer to help test the bug out. I know that I often get hit by sweep attacks while I bait with my crouching punches, when it doesn’t happen during training.