Vega (Claw)

Im almost sure that there is no difference.

I turned on the CCC2, but I couldnt notice anything.

Good. You can do piano input, it will result in the same Wall Dive.

Vega (Claw) Shortened Super

I dont know who know about it. It is not great deal.

But you can do Vegas (Claw) super with only 3 direction. Down, D/f, U/b. As this super is wonderful, it may be useful.

This was performed on MAMEHK2V9, that shows the key data when you press scroll lock.

I dont know about Guile yet. You probably can do it the same way.

You may think: “What a great moron, everybody knows it”. I didnt, Ive been always charging Down/back, then df, db, up (any). Im just expecting to be useful, since I didnt find this anywhere.

Enough Talk, :
[media=youtube]zfhRh-xS32E[/media]

The other video you can find in my channel is to teach and explain some friends that you don’t need the full 360 motion to perform a SPD.

Thanks for that, I certainly didn’t know you could do that.

Believe it or not, the actual command for Guile’s and Claw’s supers is:
charge down, towards, back, up+kick

Majestros is the one who showed me that.

do you mean d/f, d/b, up and kick or standing forward and standing back, up and kick?

Like Zangief SPD, it needs only the four main directions?

I know you can toss a hadouken with d/f, f+p.

But look:

http://img451.imageshack.us/img451/5215/simples1vl1.jpg

There is no back direction there, the u/b must be considered as up, cause instead, the super wouldnt come.

You can see in my video, that after the 2 kick buttons pressed, as piano inputs, the back arrow just appear after a while, nullifying the possibility of the back direction being present in the super command. Therefore, even if it would pressed faster, you cant do the super in a reverse way, it would be like a Shinku hadouken finishing with f, d/f, d + p. So, this shows that only 3 directions are needed.

Anyway, you will never miss trying to finish in u/b + K.

Ill try to clear the unnecessary movements, as the Zangief SPD I did here: [media=youtube]mX0AZ_cjDqQ[/media]

To get rid from any doubts.

I tried this yesterday…

Facing right:

db, df, ub+ kick. I jump to the back left wall and YES the super came out.

However, When I tried:

df, db, uf +kick and jumped towards the Right wall. The supper never activated…

Thoughts, input? Anyone?

Does the short super only work on the bak wall?

I have a programmable controller, and just tried this out (with Guile, but still…).

I set it to charge db, then do df, ub + k. Super every time.

Then set it to charge df, then do db, uf + k. Flash kick every time.

Edit: Just switched to Vega and ran the same macros. Got super with db, df, ub + k, and got regular wall dive with df, db, uf + k.

Most likely because downback is what you need to charge, so df wasnt really charging anything. The front wall would probably be db, df, uf

Nope, that just gives regular wall bounce too.

Yeah, guys, I noticed that and was planning a video, because that was not so clear to me, but I didnt have time. The first one I did in a moment of boredom, with a few extra time. I a little busy now, but I will explain.

Forgot something:
There is a relation of opposite directions for the super to come out. BUT, you can charge with only DOWN, instead of down/back.

Here is what I was planning:
NOTE: A little bit confusing, just pay a little extra attention.

I noticed that the direction you charge differs in the last direction for the super to come out.

In the video: d, d/f, u/b. Ok.
But if you charge D/B, instead of just down, you can do: D/b, d/f, UP.
It is like the opposite directions working, cause if you carge D, you MUST finish with D/B. But if you charge D/B, you can finish in UP, but if you wish, with U/B too.

Both ways work with 3 directions.

IT IS JUST SOMETHING I FOUND, NO BIG DEAL AT ALL.

IF you want the super to come IN THE FRONT WALL, you need at least four directions, and the shortened form I only could find was:
D/B, D/F, D, U/F

and I was noticing in CCC2 that

D, D/F, D, U/F also works, but I need to confirm in that MAME or if you guys with programmable controller could help me, I will be thankful.

Was I clear? I hope so, if you have any doubts, I have them too, lol. Within a little time, we will clear all this stuff.

Alright, I sat down with my programmable pad and tried a billion variations on this. Here are the results, listed from simplest to most complex:

WORKS:
D, F, UB
D, F, B, U
D, DF, UB
DB, F, UB
D, F, B, UF
DB, DF, UB
DB, F, B, UF
DB, F, B, UB
DB, F, B, UF
DB, DF, D, UB
DB, DF, DB, U
DB, DF, DB, UF
DB, DF, DB, UB

FAILS:
DF, UB
DB, UF
D, DF, U
D, DF, UF
D, DB, UF
DB, D, UF
DB, D, U
DB, DF, U
DB, D, UB
DB, DF, UF
DB, DF, D, U
DB, DF, D, UF

Looks like NKI is right and the “real” motion for Guile and Vega’s supers is down, forward, back, up. You have to hit all four of those contacts in order if you want the super to go off. You can shorten the motion a bit while still accomplishing this task…the best “shortcuts” seem to be:

D, F, UB
D, DF, UB
DB, F, UB
DB, DF, UB

Excellent work!

Can we assume that using:

D, F, UB
D, DF, UB
DB, F, UB
DB, DF, UB

Results in te super because the game counts the last UB input as BACK AND UP? So that we shortened for 3 directions?

So that we can explain why we cant do the super finishing in U or UF withou passing again through the back.

That means that the shortened form is just a shortened way to draw the command.

But it helped me, I never more do DB, DF, DB, U (any). Now I go just for DB, DF, UB.

Wow. Nice gob Goryus! That answers my question! +Rep :wgrin:

Is it true that Claw has less health than the other chars?

No, see here:

http://forums.shoryuken.com/showpost.php?p=3913809&postcount=59

So what’s the werd on Claw vs. Chun?

I have no experience with this matchup, and I’m MMing this chun player. Anyone have tips? what am I looking for? what should I watch for? what am I trying to do?

also what’s balrog’s most damaging dizzy combo?

I’m thinking low strong xx flip kicks -> flip kicks

that or jump fierce low fierce

or low forward low strong xx options

super also works.

The thing is that if I dizzy its usually from someone eating roll. If I walk forward it’s tough to get that charge in time for combos.

I usually roll and go for the low strong link.

j. fierce > c. forward, > flip kick > flip kick is what I do when they’re dizzy. The hard part is of course charging for the first flip kick while jumping. I recommend using japanese sticks cause you can usually charge faster on them :wgrin:

vega wins. just have them flip kicks ready

alright, next question. How does the boxer vs claw match play out? Any advice? I have trouble counter hitting random rush punches between my pokes.