Ah I misread. This is what happens when you read too many things at once.

Oh ok thanks for the info. I said “pretty much” tho cause aside from a few situations it seems like most characters can tick grab just as easy as us. Besides like Bison and Necalli as you mentioned. I get ticked by all the small characters usually unless I jump out or backdash. Guess I need to research that more. I hate holding back and still getting grabbed, and it does happen(to me at least).

If you walk back like that tho, can’t he just catch you with a low? So it’s like a 50/50? I’m usually too scared to just back pedal cause of long range low buttons like ryu cr.mk and stuff.

Yeah my bad I said that wrong, I didn’t mean walkspeed does absolutely nothing; I more so meant that Vega basically can’t escape from many tick grabs just because of his walkspeed. Raging informed me that he can from Necalli but I need to research who else, cause it damn sure isn’t Mika, Shotos, Laura, Chun or Cammy. Jump in tick grabs seem like they definitely are a 50/50 or worse before you can just back up.

Harder than it sounds, but the point is to use all his tools to avoid those situations to begin with.

I was messing around with Vega today. What is the point/uses of st.MK ? Is the frame data for his kicks the same in claw/clawless ?

St.MK has 3 active frames whereas cr.MK has 2. I feel both are too slow (7 frames with claw and clawless) and you can’t even use them in frame traps effectively. They make decent meaties though…especially cr.MK (more hitstun), if you can actually time it proeprly.

Cr.MK has almost the same range as cr.LK which is just plain dumb.

Even dumber, both his cr. light punches have more range than cr.MK

I wish st mk was +3 on block like it was on SFx TK…that way it would at least be useful for frame traps at close range (there is no way to frame trap a jab happy opponent with st HP claw on)…right now st mk is useful for meaties (and it has very little reward with claw on even on counterhit) and to setup command grab cause it has less push back on block than cmk, clp even st lk i think

If I recall correctly, st.mk has slightly less pushback than cr.mk. But the range between the two moves is almost exactly the same. You get much more on block and hit with cr.mk. It’s one of those move you won’t be using much as a Vega player.

flashmetroid used s.mk effectively against arturo dhalsim’s s.hk as whiff punish

  1. St. mk has more active frames which means its easier to use for meaty setups.
  2. St mk has less push back which means its easier to setup command throw by masking the motion in the st mk, then hold fwd for a couple frames for the slight walk fwd then let a rip.
  3. st mk>st lk> trigger is an easy confirm for ultra

The block advantage for both is the same. the only real advantage cr mk has is that

  1. it hits low so you might tag someone walking back and
    2)it can link to st hp on counter hit which is not confirmable so you’re just guessing its gonna counter hit
  2. clawless it can link to cr mp/St mp>ex rcf/mk rcf

I find command throw mixup more effective with st mk since vega is already standing so the opponent isnt just responding to the fact that your meaty is a ducking move and your throw is a standing move. One thing i hate about the standing mk is that sometimes you get POM sometimes when doing meaty setup that requires you to walk first

Nah.Just comparing the frame data and hurtboxes you can tell that St. MK can be used in neutral but Cr. MK not so much. You are correct in that you get more on block and hit but you good players will blow you up for throwing out low forwards outside of advantage situations. CR. MK is basically a reward for Vega knocking someone down, winning an air to air exchange, or timing a good jump in.

…what do you mean by that?..is it because st mk has 4 frame less of recovery?..is safer on wiff i see…if it has the same range that cr mk i may start to use it more

Oh yea I guess that’s all true. I forgot it was active for 3f because I’m so used to not using it. I typically avoid using it because my pad had a tendency to stick to the sides and I almost always get PoM trying to use it.

Hello claw brothers ! :heart:

I’m sorry you thought I dropped Vega because not using him at Kumite. I really loved Alex gameplay and I trained with him so that was a funny game for me to trying him at a real tournament ! Yeah, now I realise that was kind of selfish.
However, I really think Vega is better and more reliable to play for me, his gameplay is more adapted for my way to play.

So, listen to that buddies : i’m coming on Claw again; and i’ll come back better than ever !!! **I’ll show the world what is the true beauty. **:spades:

I’m pretty sure you’re allowed to be selfish since you’re the one playing.

Well, I couldn’t pick up Nash so I’m back on the Vega train. Just gonna stick it out with this character from now on.

How do you beat Nash’s sonic scythe? I tried mashing LP and couldn’t seem to get the timing down.

You can slide/dash under but if your good with making a hard read you can air grab him out of it.

Yeah I don’t see myself ever dropping Vega. I’m learning Gief right now though, he so fun.

In this game - dropping characters is not a good idea since they’re all useful (to different degrees). Going loyal is a bad idea however - especially since it’s much easier to pick up characters in this game - and there’s less character specific BS like in SF4 or GG.