Vega (Claw) Thread

Apparently its supposed to be an advantage, but I’m having HUGE issues with the Ken matchup. It goes like this: SHORYUKEN, SHORYUKEN, SHORYUKEN.

  • What is the exact timing for punishing jab SRK’s? Its so fucking inconsistent online. It feels invincible at times.
  • Best attack to punish a whiffed Super SRK? He recovers before he hits the fucking ground.
  • Counter for a Ken who’s doing j. RH constantly and looking to follow with knee bash?

I can play most of the other matches pretty darn good. But blasted Ken drives me INSANE.

  • Punish jab SRKs with cr.mp it’s the most reliable way to me
  • if you mess up the timing (you can throw him^^) try out the slide, it has long hitting frames so you can be pretty bad at timing and still hit him
  • just block high and mash your counterthrows. It’s not a good idea to let Ken jump in on you because of the kneebash/cr.forward(short) mixup but if your opponent always goes for the throw it should be easy.

Thanks, but at what moment should I punish the SRK? I usually do it right after his fist hits the highest point in the air, but sometimes he is able to block or just do another SRK. Its bloody annoying.

Immediately.

Ken’s jab SRK hits on frames 3-20.
20 frames at turbo 3 corresponds to 16 frames real.

10 frames human reaction time. (this is exceptionally fast)
3 frames (real) moves input lag - Based on NKI’s research.
2.6 frames (real) start-up.

15.6 frames (real)

On-line will add 2+ frames to that because of rollback frame skipping.
If you can clip yourself on the SRK witch crouching MP on reaction, then you can use standing forward or crouching fierce (which are slower) instead.

Sorry, nub here. What would be some of Vega’s BnB combos in this game?

cr. mp > rolling claw
j. mk > cr. mp (2)
j. fp > cr. mk > cr. mp
walldive > cr. mp (2)

Vega’s emphasis is less on combos and more on poking the hell out of your opponent. That’s why I like him.

Awesome, thanks man. Yeah I’m aware he isnt all about hardcore combos, just wanted to know what some of the basic ones were. If there’s anymore let me know, just trying to learn him.

Punish whiffed and blocked Super SRK by jumping backwards and air throwing it.

it’s easier than it looks.

You can do the same to :hp: SRK but with a lot more stricter timing.

Against jump-in spam :d::hp: will either beat or trade resetting the situation and giving you time to get a charge.

Alternatively you can backflip away to build charge.

Oh and some more combos for you:

:d::mk: x :hk: Flipkick x2
:d::lk: x :hp: Roll

Of a trianglejump/walljump:

:u::hp::d::mk: x :hk: Flipkick x2

Hey, I have some really lame, basic questions. I’m slowly but surely improving with Claw (I’m new to fighting games and SF in general) and I’ve read a good amount of material on his general playstyle and matchups, so I have a pretty good, if barebones sort of idea of how he’s supposed to handle most characters on an intermediate/high level of play. My questions have nothing to do with any of that, and are instead centered around some of the silly repetitive stuff people will try to pull off on me online once they realize that I’m less well-prepared for it than any of their more conventional tactics:

How do I stop getting raped by repeated Zangief/T Hawk splashes? It’s not something that gets me totally stomped or anything, especially since some dumb players will just keep jumping into the air over and over, no matter what, and I’ll just repeatedly stuff them with standing RHs and sometimes crouching fierce. But if they ever get in and start just spamming it, they’ll often get one or two of them to connect, which sucks (especially since, apparently, T Hawk can dizzy with just two of them). Anyway, whenever this happens I sort of instinctively try to flipkick but I don’t think I have enough timel. Now I tend to just slide out, which seems to work, uh, okay I guess? I mean, I get away from it at least.

How do I deal with Honda just spamming headbutts? As in, every single move he does is a headbutt, except maybe a grab or HHS every so often. This happened to me recently and I’m not sure which variation of the headbutt he was spamming since I was too busy weeping into my pillow (I’m assuming fierce), but am I just supposed to try and flipkick on reaction 100% of the time or what? Is that something I should even expect to be able to do consistently online?

Right now I’m solely a PSN player, no offline competition whatsoever. I generally run into a lot of problems like this actually, where I’m not sure if I’m “actually screwing up” or if it’s just online play messing with me. Anyway, enough whining; sorry if these questions are even sillier and stupider than I thought they were, but I’d appreciate the help!

Stuck in the corner against Zangief and T-Hawk splashes is not a very fun place to be.
There is not all that much you can do other than what you have been doing at that point although you could also try :lk::lp: backflip as it’s about to hit you.

Outside of the corner though you can simply walk backwards or backflip to reset the positioning.

Against Honda Headbutt.

From fullscreen with little lag it’s not that hard to flipkick it on reaction since it’s the only move Honda has that can hit you from that distance.
So it’s the only move you are looking for.

If the Honda player is just spamming the move though you can simply jump back with :hp: and it will beat it and when they are landing out of it hit them with a meaty :d::hk: into opposite wall walldive if they are not blocking and go into :d::mp: if they do block and from that go into opposite wall walldive.

Anyone have any tips on practicing safe jumps on shotos with claw?

Sent from my SCH-I500 using Tapatalk

I wasn’t even aware shotos could be safe-jumped?

That might explain why I can’t do it. lol

edit-Found this. Looks like against Ken its hard. I’ve never tried against him. Also, I’ve given up on trying against Blanka a while ago.

Safe jumps are much more practical against moves that do not have hitting frames at the very beginning. For example, it’s very easy to do safe jumps against Boxer’s Buffalo Charge, because the quickest version (Jab) has a window of 11 non-hitting frames in the beginning, which gives you plenty of time to land. Safe jumps are extremely hard (or impossible) against moves that have very few (or zero) frames of start-up. Don’t try doing safe jumps against:
[LIST]
[]Ken’s DPs
[
]Blanka’s upballs and horizontal balls
[*]Akuma’s hurricane kicks and uppercuts
[/LIST]

I think the only SRK-ish move you can safe-jump is 'Gat’s TU. Not even 100% sure though.

Zangief’s Lariat and Chun’s roundhouse upkicks have only 1 non-hitting frame, which can potentially be skipped if you aren’t playing on speed 0, so you generally don’t want to try to safe jump those, either. Ken’s fierce SRK is the only one with no start up frames, so the others can be safe jumped.

The other option is to try to beat out the start up of the moves, for moves that are vulnerable quickly. For example, if you jump in at the right distance with a move with more priority than Blanka’s ball attacks, you can stuff them before they hit you, or, if they don’t use them, force them to block or at least back hop. Lariat is vulnerable at the very top of his head, so you should attack with something that will hit high enough to hit that spot right before you land. Chun’s upkicks only hit very low to the ground at the beginning and are vulnerable before they hit any higher, so you can start up higher with a move that attacks downward.

Aside from jumping you can also use attacks that retract immediately after their active frames and have enough priority that their vulnerable boxes won’t be hit by the opponent’s start up frames, but they will hit them if they didn’t do the invincible move. I’m not as familiar with Claw, but Chun can actually safely attack Ken and Blanka with a well-timed and well-spaced cr. mk/hk which will make contact if they don’t reversal, but won’t be hit if they do.

The last option is to do a high cross up with the right timing (crossing up just before their reversal frame) that will cause them to do their move in the wrong direction, causing their attack to miss and allowing you to punish them from behind. This can be risky because if they duck the attack, you will probably miss and they can throw you for free, but if you are sure they will go for the SRK, it can be worth it.

You can safe jump anything that does not hit on frame 0, so that is everything except ken fp dp and blanka up ball ( I think horizontal ball as well, but that one is less of a problem to jump in on

Actually you can’t safe jump 1 frame moves either because you have 1 frame of landing lag where you can’t block.

Hmmm, I didn’t know that. Are there any 1 frame reversals?

I guess lariat counts

I do not recall of any, but the Lariat. Ken’s Fierce Shoryu has none, his other Shoryukenss and super and Chun’s RH upkicks have two and Tiger Uppercut has three. And I fail to see a good reason why Claw or anyone else but Gief and Hawk would want to risk a safe jump on Ken, would you assume a reversal Shoryuken will be obtained: it is just too great a chance of getting stuffed for free. Well, even Sagat, in fact.

I am under the impression that Claw has no business jumping in on Gief on his wake-up: his diagonal attacks have trouble hitting Gief cleanly up there where he is vulnerable. Same for stuffing Blanka’s balls. The neutral punches look OK, though.

Claw jumps in for free with :hp: