Vega (Claw)

Actually its not ‘broken’ and never was. This is how all grab supers in ST are made, they don’t use their super until they grab the enemy. You might be thinking of more generic street fighter versions that came out later.

If you don’t like Vega, why are you posting on the Vega thread?

Best counter to close ranged hurricane kick…?

I know st.Strong beats it from a distance but close range i take quite the beating from it

duck it and throw it as it falls and is still stuck

I’d say make him land on a cr. forward, cr. strong combo.

nod the problem with that is the startup time on low forward. It takes much longer when you dont know when they’ll land, so you might be too slow and they can hit you. Throw is almost instant. plus if they fall behind you, you’re screwed

Well I didn’t really mean to imply that the move was “broken”, but obviously Capcom saw fit to change its properties on subsequent versions of the game whereas Gief’s a Hawk’s Supers were left untouched.

Although I’m not quite sure what you mean by “more generic” versions (SF collection 1 or AE maybe?), in the DC version you can play around with the dip switches to correct certain bugs like Ken and Dhalsim not being able to reverse with their supers. Iirc that same fix alters Vega’s super in the way I described before.

Oh and take what I said about Vega with a grain of salt, I was just joking.

That is what I was, well trying to do … but what Graham said is what was happening to me… when trying to make him land on cr.forward it’s like 50/50

Hmm I swear I’ve seen instances where Zangief has used his super meter but not gotten the through (might have involved his whiff animation and someone reversing…)

I’m just bringing this question up again, Can anyone tell me if there’s any advantages of playing oclaw vs nclaw?

Absolutely not. new claw far and away.

About Stored Specials:

Ive seen people saying Vega has no Stored Special.

The true is that he has no Stored Super (Wall Dive).

But he has the Flick Stored, you can confirm by reading NKIs wiki, but Ill cover it up here shortly:

Charge DB. Done!

Since you has charged, just dont press the direction FORWARD. You can Jump back, press s.back+Roundhouse, s.back+mk.

To release, just press Toward+Kick.

You can see ARG (the japanese Vega Player) using this a lot of times, like, corner the opponent, jump in HP, c.mk, c.mp (now it is charged), s.back+mk or s.back+mp/HP. Sometimes the opponent have a impulse to jump in when he sees Vega Standing. Good for you, just press F+Kick, and you will get a free 3 Hits Juggle combo.

Vega Wall Dive Super:

I dont remember who said this special is not good. It is definitely not good, it is awesome! Just do the super when the opponent feel safe do use a hadouken, or when you see the animation, I will cover up Chun-li to show how great it is. Do it, and once you are in the back wall (if you can cross-up the wall dive against Honda, for example, good, do it), you can press the button EARLY to grab Chun-lis jumping back, if you press very soon, you will hit her with the claw, she will fall, giving time for you to charge and try again, or mix-up. If you press timed right, you will grab her (this time is very short, but I dont know exactly how much), in this way, you can also grab shoryukens, not deep Shoryukens, cause when Shots are invincible, they are not “Grabable” (WTF?!), so is Boxers Headbutt anti-air. But grab them in the tip of the glove, at the maximum ou medium DP height. It will work.

The use of the Early button press works (and it will answer one of the page 2 first post questions about runaway) like when you are running away when cornered. Jump in back wall to wall dive, press punch as soon as you can, while holding forward to flee. It will hit standing characters in mid/close range screen, jumping in, falling from a jump in (when they try to lure you or just get close, and this is a perfect time to land a Super!), etc, the worst situation is being hit by a reverse DP when they are close to you, but you are free, anyway, from the corner.

It is fast, you can runaway almost safe.

Dont work against psychic DPs.

And about New or Old Claw, as I said the Super is Awesome, New claw for sure. The super takes Half life bar. The other half you already took!

Oh Yeah, just to be clear, I was talking about the most difficult situations to land the super, just to show how wonderful it is.

Of course that a Chun in the top of her jump (toward or backward) will beat you. So is Ryu at the top of the back jump roundhouse.

Don’t waste your time when your opponent is waiting for the super, specially in full screen distance and when you just filled the meter.

And dont try to land one in Fei Long Flame Kick as you do in DPs.

Can someone help me with Claw VS Chun-Li, Dictator and Blanka?

Claw VS Blanka is a funny match. Most struggle with it at first, but once you learn it it can become a free win for you.

Sit back. Any blocked rolling attack is a free standing fierce for you. You catch them with this a few times, they may try to do a jab or strong ball into throw/hop/whatever. Watch for this, then sweep it. You can flipkick balls too of course. Use crouching strong to keep him away. be careful going for wall dives, as both rolling attacks and electricity can beat it. Sit back, and by never let him get into his cross up short range. That’s where this match is lost. Keep him out of that range and you will whittle him down.

Vs Chun Li…I like to be ready to pounce on any kikoken she throws. I go for wall dives from across the screen when I see one, or if in close if she throws one hop it and go for a combo. Without a\ having her upkicks charged, chun li has trouble stopping a jumping Claw with her ground moves. I play this match by being aggressive and just going at Chun. Her air moves beat yours, even though jump strong sometimes is effective. She also has some trouble stopping wall dives shenanigans, her upkick has to be perfect. Stay on offense. You lose this match if Chun can press you.

Dictator…I still am struggling with this match, but here’s what I can tell you. Bison has no reversal outside of super. So everytime you get him knocked down, that’s a free claw roll or wall dive attempt for you. Bison’s kicks (scissors, standing forward, crouching forward) will give you major trouble, and his jump strong will neutralize your air attacks. Have your eyes ready to try to flip kick any scissor kick or psycho crusher so you can get that all important knockdown.To me, this match goes the first one to get a knockdown wins. Keep Dictator on the floor.

What’s the best way of knocking down an opponent for wall dive craziness? crouching roundhouse?

Crouching roundhouse, flip kick, throw, or even…a call dive will put them on the floor

Is Claw’s most practical and damaging combo c.foward > c.strong only? Because somehow I find it hard to deal damage if I can’t get my opponent knocked down for wall dive meaties.

I think this is the most practical if you jump in, cause I can’t charge a rolling attack. But people say it is possible.

yeah. it does a good chunk and pretty easy to do after a jump in.

wall dives isnt the only thing he has going for him though. like nki said once before, one of the best vega players, ARG just spams a lot of pokes and the occasional wall up throw.

Anyone know what the difference is when you use Low kick,Medium kick or fierce for wall-dive?