jf.lk is the best fucking move ever
Yeah I suspect it has something to do with the 2hit version’s programming, but the issue I’m trying to address is that it doesn’t behave according to the rules of getting the 2 hit strike. Disregard what you’re doing in the air input-wise prior to pressing punch, I’m only talking about as you are hitting the attack.
The 2-hit version is not supposed to activate when you are pressing a direction. The reduced damage ONLY happens when you press a direction at the same time as punch. The 2hit claw should not be an option in this scenario, because you are pressing left or right. Why do I get no damage reduction at all when I press no direction from the same distance? The 2hit clearly doesn’t activate at that distance. This makes no sense unless it’s a mistake or a deliberate penalty for trying Izuna and missing.
Anyway it’s hard to describe the issue, but if you follow me it can’t logically be explained as getting part of the 2-hit without it being a bug or different mechanic. Luckily its not that big a deal so whatever haha :blah:
oh
my bad deuy!
didn’t realise the difference in wording!
now you made me want to finish work and go home and play around with this even though it’s not really a big deal in vega’s grandscheme of things
as if vega’s terrible recovery after whiffing an izuna wasn’t a good enough penalty that they want to reduce his claw swipe dmg for whiffing an izuna hahaha
god i love playing vega (no sarcasm intended)
Ha yeah it sucks for all those time’s I’ve messed up an EX Izuna and been like oh well at least I landed the claw, not realizing it was only 50 dmg. Or if I go to charge for ST after that corner juggle combo, but I start the charge too early and end up with less damage on the Claw strike.
But feel free to mess around with it in training and see if you come to the same conclusion, maybe you can come up with a better explaination.
Another interesting fact about Makoto’s playstyle is that he sacrifices damage for positioning very often.
The best example for this is his usage of anti air df.hk, df.hk, EX ST. This combo does less damage and less stun than simply df.hk, EX ST but it carries the opponent straight into the corner.
Hey, been playing a bunch again lately, reading the forums, re learning the match ups ect…
Took me forever to get Super, but I’m glad I finally did. As someone who mained Claw in vanilla I love his new build.
Not sure if it has been posted, and I don’t really think it is practical…like at all, but the following combo is possible into Splendid Claw:
jp.RH > SC
You have to hit the jp.RH VERY deep for it to connect.
I have tested it on Sagat, Ryu, Chun Li, Bison, Rufus, and Boxer with decent success. It seems to be much harder to hit on larger characters like Gief and T hawk.
Feel free to test on anyone I have not mentioned here.
Again if I land it in an actual match I’ll let you know:)
Pedo,
I’ve been thinking this for a long time. Jump back short is also good. You wanna know a match up where this move really shines? Bunny Hopping Gen. As long as the Gen isn’t crossing up your corpse with a well timed meaty, jumping short shuts his ass down. Just find the range where your Gen opponent likes to start bunny hopping and throw in some jump back shorts. Even jump forward shorts if he doesn’t seem to anti air well.
Jumping short is my secret weapon against Gen. I haven’t played any really high level Gens, so I don’t know if it will hold up on that level, but it certainly shuts the mediocre ones down.
Edit: I want to mention that jump back short is very quick on startup and can come out very early in Claw’s jump. It also appears to be very high priority in the air… my guess is that it pulls Claw’s passive hit box back instantly.
**Also, is anyone else hype that Claw gets a 500 stun combo for only one EX bar in nj.roundhouse, ch, EX ST? Sure it’s a bit tough, as you have to hit the nj.roundhouse in the last available frame or two in Claw’s descent, but 500 stun for one EX? That’s viper shit right there. And as far I as I know, you do enough block stun on the nj.roundhouse that a follow up cosmic heel is pretty safe against anything except invincible reversal mash. Still need to test if Vega can be thrown out of the cosmic heel, though. **
its amazing. its he shoto’s godlike jf.mk/hk x 100 without the stun. one thing i like doing with this move is that it sets up nice traps. jf.lk - cr.lp - st.hp. or jf.lk - cr.lp - cr.lp - st.hp. second one eats os tech alive. in my opinion this move is great for starting a jump in offensive because its that good. also when guile/chun fireball, and then jump up to grab you jf.lk or jf.lp particular lp destroy them in the air. his attack hitbox is so far on that move and it doesnt move Vega’s active hitbox at all so guiles and chuns air grab wont grab you. when i learned this i was like fuck yeah!!!
thats what makes him so good. he understands that position is more important than damage.
edit:
fuck that. that is what makes him the best. he never gives up momentum. he continues his attack especially once the opponent is conrerd. no empty wall dives, no shennanigins. all solid set ups, mix ups, and mind games. shit ima step my game up.
People are so afraid of his footsies, kara throw and df.rh usage that they start walking themselves back into the corner automatically. Look at what happened to Uryo.
Once you have your opponent there, what you need to be able to do is [media=youtube]LqQ5BPcLInM#t=0m34s"[/media]
When I watch his recent matches, no matter what he does it’s push, push, push. When the opp is in the corner Vega’s footsie and tick throw game become so dangerous. Any connected EX Walldive (or df.hk) becomes a possible match ender. His crossup EX Walldive, Izuna loop and a handful of nice wakeup mixups due to stand HP and all that kara shit makes the corner a place where your opponent really doesn’t want to be in.
exactly. every time i play my goal is to push people to the corner. where Vega’s game is the most deadliest. and its so dangerous because the opponent doesnt have a place to manuver. damn. its insane that a year has passed and vega is still in development.
Yep. No space to move backwards, no space to escape throws by walking back, no space to readjust your position or move out of your opponents attack range. And every blocked poke pushes you into the corner again.
Its official, Vega’s claw barrage is back.
Just wanted to point out that pretty much almost every character is strong in the corner. So saying that that is where Vega shines isn’t much.
think about it for a second. how scary is rufus, bison, or cammy when they have you cornerd. in fact if you decide to block, and not os tech, or push a button for that case. you will find that you wont get hit or lose much health. in fact everytime rufus, cammy, or bison land a combo through pressure strings while in the corner you gave them that damage. also thats why throws are so weak in this game. if throws did more damage then Bison, Cammy, Rufus would instantly be top tier and shit all over the shotos and everyone else. now look at vega, once he has you cornered all he has to do is hold down back. thats pretty scary if you think about it. you cant neutral jump since that = ST to the face, and creates a mix up involving wall dive, over head, bait and punish, meaty close st.hp, or kara throw. since im cornered i run the risk of losing anywhere from 70-300 points of life. just for pushing a button against someone that is simply holding down back. Now add his kara-throw, CH frame traps or os tech punishment like st.hp or CH, or an occasional jump in. You are going to eat a lot of damage. usually its a good idea to push lots of buttons when playing against Vega. But that doesnt apply to Vega once he has you cornered. you have to do the opposite. and even then thats negated because of kara-throws.
edit:
and thats just the jist of it. Vega’s corner game is so much more complex than that. once you start incorparating counter hit cr.mk xx mp.RCF, os CH followed by lk.st (this owns people who wait and then throw after a CH), and RCF in general.
pro tip - i was thinking and i believe EX ST doesn’t have special juggle properties. its a HK ST that has 4 frame invul to projectile property like moves, and has a really low hit box. like sweep low. which allows it to tag people you usually cant when they are crouching. you can test this by doing CH and then a late EX ST, it will hit, but if you do the same with HK it wont hit.
edit 2: in other words. vega holding back down when your cornered is a mix up in its own. no one can do this. in order for other characters to create a mix up they have to walk foward and attack. vega doesnt. hope that made sense
Just wondering, is there any use of using any cancelable normal into a kkk backflip?
Edit: good stuff viejo
it sort of makes the flip safer coz of blockstun, and gives you time to charge for a possible counterhit
eg: c.mp xx kkk flip > (opponent tries to punish) EX FBA/ST to the face. its merely a gimmick though, dunno if there’s any other use for it.
Good for poking focus happy people. Also, when you have a good life lead try a normal string like c.forward, c.jab, c.strong xxx KKK. Puts you far enough away that no character can do anything but be forced to try to get in on Vega again… which isn’t easy if you have good reactions and command of your normals.
So the stun leaves them stunned long enough to not get say a…Sim fierce to the face?
i think so, better if you’d test it though.