Vega (Claw) Thread

Well I can dig up how I play against Vega.

It’s in the Fei thread somewhere.

I rather not derail this thread. After all it’s Vega strats, not Fei!

We can probably take our discussion there. :tup:

Nah keep going it’s not like anyone else posts here anyway besides me.

Speaking for myself as a Vega player, I’d probably dominate most Fei’s if my reaction time was better. The strategy I used was similar to facing Blanka, though what got me was that I would flinch at chicken wings instead of back flipping. If not for that…

In my limited experience I’m gonna wager that its a hard fight for Fei to win.

It is :frowning:

Aqua, if its a post involving fei and claw then it belongs in here too anyways. :tup:

I remember your post about trading, its just he has to throw stuff out to trade with, and trading with slide is harder than trading with something like cr.mp. I hate patient claws.

To me, its generally in Claw’s favor due to range.

If fei corners though, it can be really rough for Claw if caught in the corner at close range.

Fei’s damage and rekka combo are a great source of pain for Claw, the problem for Fei is actually being able to trap Vega.

The only problem with rekkas is that they are never safe on block against claw.

True.

You can bait them into poking at you so you can stuff them with the 3rd rekka.

That does work. Can you tick off the second rekka?

Never tried.

You can’t tick from it, but if you scared the Vega player enough with the 3rd rekka, then you can quickly walk up and throw.

J. Neutral HP is Vega’s best friend vs. Fei.

Counters chicken wing clean. Psychic response to incoming rekka.

Sky High Claw is terrible in this match. Upon block, Fei gets free rekka combo.

Love this game too much! LOL

To be fair, 90% of jump moves beat CW.

Best tool he has against Fei is Slide.

Beats Rekka.

Beats Chicken Wing as it is landing.

Trades with a lot of his normals.

Ok, so I think I’ve actually made a pretty solid Vega! I know how to use cr. mp and the walldives, and I know how to fake enemies out with the straight claw attack (D, U, p). It also helps that I have a new controller which has a d-pad that works GREAT with chargers. However, I have 2 small problems…

1. How do you advance against a Ryu or Ken who are throwing FB’s and waiting to SRK your dive?

I usually safe jump within poking range and punish their mistakes. Anything else to do?

2. How do you beat a turtling charger like Guile or Dee-Jay when they are in the corner?

I faced a very good defensive turtle Guile last night. I would always pressure him into the corner but he had excellent reflexes. I kept sliding and cr. mp’ing, but he would flash kick my jump ins. Wall dive was out of question since he knew to FK. Ideas? Tick throwing was helpful.

Any Ken worth a damn would catch on and bait a safe jump to walk up throw. What then?

Safe jump with the ever present option of sticking out a claw or foot to catch your walkup?

Against Ryu you can do walldives over and over with the fake.

If they throw a fireball that’s a free izuna drop.
If they do nothing and wait you can keep doing mixups by doing the walldive so the tip just barely hits outside SRK range making SRK whiff if they try to anti air with it.

Once they get hit by that once or twice they will try to anti air you with :u::mp: or HK both which are beaten by the tip of your walldive.
Or if you can bait them into doing it it’s a free counter.

Walkup throw air HK and Flipkick/:d::hp: against :u::mp:

Against Ken you can try the same thing but it’s not gonna work as well since you can’t do walldives that hit just outside of SRK range against him and good ken players will very rarely be tricked into :hp: SRK by the fake.

Ken on the other hand does not have as good a fireball as Ryu does so you should be able to jump over it and advance or jump-in on him.


Against Guile and Deejay in the corner i do different things against either of them.

Against Guile.

You can try to bait him into doing FK or a normal by using :d::mk:.

It’s very fast and the animation is very similar to your slide which also makes it a very good move overall to try to bait him into doing something regardless of distance.

If he is just gonna block you can try to do :lp: roll against him but a good Guile will flash kick that on reaction but with your great walk speed and the fact that :d::mk: will actually due to it’s speed rather than hitbox beat his :d::mk: and will beat his :d::lk: cleanly at max range so you can fake him into a walkup throw coupled with your throw range.


Against Deejay.

st.:hp: is very effective against him in the corner for pressure and you can from that same range generally punish his maxout on reaction with jump-in :u::hp:.

If he is just turtling without doing anything go for the walkup throw much that same as you would do against Guile.

Utilize that walkspeed it’s very fast.

Maybe, but you better hope you’re out of Ken’s throw range. I’ve spammed fireballs against turtle Guiles and DeeJays to bait them into safe jumps for a walk up throw or knee bash. I’ve thrown them out of all of their pokes and even DeeJay’s slide.

I still can’t get that out with regularity. I must have horrible reflexes.

You have to take a slight step forward and then do :d::mp:

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Matches recorded courtesy of TKN Boosted.

Once again critique is encouraged.

Quite a few different matchups if you are having trouble with one in particular you might find something to help you as well.

Going on vacation to Mauritius for a month so i won’t be on for a while.

Also please do critique it helps me a lot.