Vega (Claw)

In SF2T, how does Vega deal with Sagat? I couldn’t find any info on this matchup. I don’t seem to have as much freedom nor a good anti air to stop his jumping foward abuse. Any advice? I’m generally having a problem with shotos/sagat:(

Anti-Airs:

-flipkicks
-s.roundhouse
-c.fierce
-j.fierce

Dealing with projectiles:

-Jump :razzy:
-Wall dive

You should be focusing more on Vega’s ground game in this match-up. Reversal DP’s really fuck up your wall-dive wake-up game.

I thought he only had flipkicks in SSF2T and not SF2T? Maybe my timing is off, or the guy’s zoning is good because he’s harassing me with those and my c. fierce, s. roundhouse are all getting raped.

So on the shotos/sagat, I should avoid the wall dive because of random DPs?

Oh, I thought you were just talking about ST(since this is a ST board). No he doesn’t have flipkicks in any other version of SF2 outside of ST. And yes you shouldn’t whore out wall dives because reversal DP’s will rape you. And don’t forget you have backflip to avoid jump ins(I haven’t seen people do it often, but it is an option).

You can use wall dives, but you gotta use them carefully. What you want to do is do wall dives from the wall behind you and then hold back, so you don’t land anywhere near them. They’ll DP and sail into the air, hitting nothing, and then you can hit them while their coming down, or throw them as their landing(a bit more dangerous). After you’ve baited their DP a few times, you could try to mix it up with a wall dive that actually hits them when they get up.

But in general, I agree with Corner Trap. Focus on your ground game. Jump over fireballs and do a simple 2-hit combo. Don’t pressure them too much tho. Just do a move or two and then pause for a second. Let them do their DP or throw out a kick and hit them while their recovering.

If you can avoid the DP’s you should fair pretty well. The only other thing to look out for is hurricane kicks. If you’re playing SF2T, then really watch out for Ryu’s hurricane kick. It’s deadly. It’s invincible on startup and finish and knocks down. Don’t try to hit him while he’s doing it. Just slide the hell out of the way and wait for him to DP or whatever when he lands. Then hit him. In ST, dealing with hurrican kicks should be a bit easier.

This is all great info, thanks! I also sent you a friend request on live, I’m NYNoriNY. Is there a thread with JUST Turbo info?

Poorly planned wall dives certainly are DP bait. However, well planned wall dives are what give Vega the edge over Shotos/Sagat. The idea is that by making it unclear which side you’re going to land on, the opponent does not know which way to DP. Proper understanding and execution of this idea is what makes Dr. Claw so nasty that people cry about soft bans and act like the game’s #4 ranked character is broken. Makes me giggle.

My advice if you’re just starting out is to never wall dive (with the exception of the fakeout wall dives SweetJohnnyV refered to) unless you’ve knocked them down first. Then go nuts, and make it really hard for them to know which way they have to do their DP motion if they plan to reverse. Reversal DP has to be timed pretty much to the frame, which is already tricky, but is WAY harder when you’re not even sure which way you need to motion. Wall diving when they’re standing is when it’s much more easily defended with a DP or, like, jump back Roundhouse etc.

You can even take this a step farther and generalize your match strategy as follows: If Vega scores a knockdown, he wins. Of course it won’t be so simple vs good players, but keeping to this mindset will win you a LOT of rounds. Weaker players will be nearly unable to touch you. And if you get the hang of timing your wall dive slashes nice and meaty, and mixing up which wall you jump to and which side you end up on, even good players can get real frustrated real quick. Somehow even DP-god John Choi succomed to abuse of this tactic at evo. Can’t wait for the dvd to see exactly how. I’m a hardcore Vega supporter and this has even me completely stumped lol

And remember: There is NO SHAME in locking on a wall dive trap and seeing it through to “Vega wins.” People will tell you there is, but you’ll notice roughly 100% of those people are the ones dying to it. Once your wall dive game is the straight dirt, paradoxally you’ll find you won’t need to rely on it as much.

“The threat is stronger than the execution” -Grandmaster Aron Nimzowitsch

edit: Nori your avatar is bad ass :slight_smile:

I forgot who did my avatar, but yeah it’s pretty cool. Thanks

I tend to do wall dives/grabs with :hp: a lot. When are appropriate times to do the :mp: or :lp:? I tend to only do the dives/grabs after a knockdown, but after that I do the :hp: dive/grab mixup and no matter what side (especially in the corner) I get random DPed to death.

Can you be more specific on the “locking on a wall dive trap”? I don’t understand what that means? Does that mean repetitive wall mixups?

With all love and respect… Why would you play this SF2T Vega over ST Vega? IMO, you lose many weapons, and gain nothing…

I personaly would go for the three hit: Jp.fc > cr.mk> cr.mp… It does more damage and had a higher % to dizzy. :karate:

I agree and support this statement 100%. :woot:

Your goal should be to get ppl knocked down, and then to start the Wall Dive Game. That is what you play Vega for, just as you would play Zangief for the Spinner. It is such a strong part of his game play :nunchuck: that you can’t ignore it… But be warned… ppl will hate you for doing it :mad: …LOL

  1. I’d be pretty pissed if you forgot my name after I made you an AV.

  2. http://www.sirlin.net/archive/my-street-fighter-tutorial-videos-from-ccc2/

Watch the second video and wait for the cross-up and pressing the advantage sections. Both show examples of how to do the wall-dive trap.

He goes by GumZ. Yeah, I really like it:)

Fatboy: At my workplace, somebody bought an actual SF2T arcade machine and we play it at work, this is where I play most of my SF. I plan to play in Super Turbo tournaments once HD comes out and everybody plays. Trust me, I DEFINATELY prefer turbo vega just by the way he sounds

A good strategy, as well, for Sagat or really any other character who attempts to abuse a shoryuken-type move, is to utilize the Sky High Claw just as they begin their downward arc on the uppercut. This quickly gets them to abandon their strategy of dragon punching in perpetuity to protect against the Barcelona Attack / Izuna Drop. Best to go with the MP version, as the height of it is just right to nail them mid-drop. Once you open them up for the Wall Dives, it’s open season.

Can someone give me a summary of the uses of the punch wall dives?

Sometimes it can be used randomly, as a mix up after you’ve been wall diving all day. It happens so fast it can give your opponent that WTF? before they know what’s happening.

Other then that, you can use it as a runaway move if you’re trying to run out the timer.

I’ve seen the punch wall dives used against projectiles. He can go over a projectile when he is jumping towards the wall, so it needs to be close. I haven’t seen it used much, though.

To beat anti-regular-wall-dive jump attacks from certain characters
To hit an opponent when you’re both pretty close to the wall (because it happens so fast)
To escape a situation against some characters

But the first one is the main reason.

That’s definitely Vega’s bread-and-butter combo…

however…

If you’re fortunate enough to get REALLY close on them or they miss a DP or you even cross them up with jumping fierce or roundhouse (VERY hard to do, but possible), trade out the crouching forward kick for a close standing fierce. THAT will do some nice damage and dizzy for certain.

??!

Wait…when is this actually a practical strategy? Any character with a DP is going to use it when Vega is right on them. Remember that the most powerful spot on those moves is usually within the first few frames of it. So, whenever I see Vega fly up toward a wall, I wait and see what he’s going to do…'cause I have the time to do so…and if he gets within range, I DP him at the last possible instance. If he decides to fly by me, I lose nothing because a projectile will chase him down.

Furthermore, the Sky High Claw does very little damage in comparison to an air-throw or, better yet, waiting until they land and doing either close standing roundhouse, crouch jab, crouch strong…close standing fierce, crouch strong…or crouch forward x2, crouch strong…any of which usually result in a dizzy opponent.

Personally, the only time I can ever find a use for the Sky High Claw is when I’m cornered and I use it either as a surprise air-to-air counter or (much more likely) cancel it from a crouch strong for an uncommon two-hit combo (make sure to stick out the claw for style points, woohoo!). Maybe someone else can enlighten me on more uses for it. shrug

I agree from what I know about the Sky High Claw. It’s definitely a mixup tool more than a staple of Claw’s game. Even then it’s not great because it rarely gains you much position, and doesn’t do much damage. Still, it can mess with people’s heads, and is a pretty good air to air tool.

Edit: One trick I’m finding randomly useful for screwing with people is sky high claw off of the wall behind them, usually the jab version. This will soar miles over their head; they don’t have a lot of time to AA you, and is fun for just taking people off their game with a total “WTF” moment. It’s also harder to AA on the way back than it looks, but I wouldn’t try it against DPs because more often than not you’re just going to eat one.

i was playing againts a chun and i was doing the usual pokes if i scored a knockdown i would go for walldives. Somehow i still lost thouugfth cause she can be just as gay, she LL my normals, she can pressure me with her j.foward and cr.foward, tick the living shit out of me, and i my flipkicks lost a couple times to her head stomp.

Should i be jumping more agressively in this machtup
or should i be whoring the flipkick charge a little more and turtleling?