Can :d: :lk: combo into :qcf: :qcf: :3k: ?
HAs anyone found a good practical use for clawless HP? It can combo into claw on lp but why not just ex Barcelona after it? I’ve used this normal the least out of any so far.
I don’t get your question : Clawless st.HP can combo into 2mp, or being cancelled by any special move.
In counter hit, it can also connects to “switch mode > st.HP (with claws so)”
Since claw on s.HP forces stand, doesn’t that mean that the best 1 EX bar combo off of a jump in is always
j.HP ~ s.HP xx switch claw ~ Matador Blitz xx EX-FBA ~ Izuna Drop
like in the reveal trailer ? (Except that, in the trailer, they ended with Matador Turn instead of EX-FBA)
Or is there something better with EX-ASE or EX-CT ?
i can’t link matador blitz after s HP xx switch claw
i don’t know if it’s me or if they removed it (like they removed the cr lp cr lp cr mp)
btw, i don’t know if it’s old news but the first hit of EX ASE stuffs fireballs!
does vega have a meterless AA?
i usually just block or run away but i was thinking fierce ASE or claw s. fierce might be good. maybe even air throw.
none of them look like they can beat most jump ins tho. maybe vega just has to block/get out
also im p sure ex rcf outdamages ex fba in all combos if all hits connect. which they will off of mediums and heavies.
I had 20+ matches so far and I feel clawless mode is by far the best for Vega lol
need frame data for his VS. wanna know if i can wake up, AA, or escape frame traps with it.
You sure it can link into MP? I’ve tested it out and I don’t think it’s doable…
I know it’s special cancelable, but I find standing MP better for that purpose either way because of the shorter startup/recovery.
I’m finding it the opposite actually XD. I guess it depends on how you play. I’ve had much more success today with midrange keepaway and always being ready to qcb HP any jump-ins. I’m finding it difficult to get the right distance for command throw outside throw range. Dash in command throw hasn’t really been the best for me either.
c.hp is really good. It can trade, but usually it beats jumpins clean. The only jumpins that it consistently loses to is Vegas J.hp and shit that changes trajectory (divekicks, ex tatsu etc). Up close his best aa is walk under/slide/airthrow/qcb+hp.
yeah, with claw i like to keep distance, but i love the pressure without claw. And people don’t expect vega to be that aggressive (at least the players i’ve fought with)
lot’s of crossups combos ( j. lk, cr, lk, st lk, cr mp, mk roll), command grabs and baits. I’m loving his new gameplay
Vega’s pretty dangerous in this game… just like in SFIV, learning him and becoming familiar benefits the user extremely. Except he’s actually viable now, haha.
Vegas the best designed character in this beta imo, everything feels so good
https://www.youtube.com/watch?v=A8aDtn7jCnU
Is that pesky R Mika telling you how to motivate yourself? Do you have full meter?
Armor breaker!
First…aghhhhhhh
I thought Vega was supposed to be better with the claw?
There’s like zero incentive to use the claw unless you just want to hide his weirdly shapened face.
I think I discovered a Vega safe jump.
Slide, slight delay c.MK, neutral jump HK
I haven’t thoroughly tested it (that would require not playing Vega lol) but it seems to work. Obviously, doesn’t work if they tech the knockdown, but they might not if you surprised them with the slide.
@Person-Man Nice. And if they tech, will the c.MK hit them, or will it whiff, on that setup?
Dunno if you guys have tested this yet, but I found a way to combo from claw’s overhead. Needs to be as a meaty CH, but for what it’s worth, it is there. It links to s.LK. Setup I found for this is after sweep, give a slight delay and then 6MK. It will hit as a meaty on a normal quick rise if they do tech, and will whiff if they tech backwards, but you won’t be open to reversals.
The timing is tricky, because of the few active frames on the move, but since it has quite fast recovery on whiff, if you do it too soon, you can probably meaty a c.LK, so that may be a good meaty mixup after sweep.
Haven’t tested against something like Ken’s wake up MP srk, but since the overhead seems to have a low hitbox it might hit the startup frames for a full combo? Not sure, if anyone has the chance to test this, go ahead