Vega Q&A: Ask simple questions here!

How do you do the damage boost taunt, and all of the combos we have so far with Claw.

I really want to figure out the priority on Claws super, because it has to have more priority than a normal Izuna Drop (Or at least it should). I have hit it almost every time I use it, but I am pretty positive its because my opponents see the super flash and have a brain freeze. People don’t react the same when that super flashes. That will probably go away once people get better at playing, but if the super has more range and priority, it may be useful to throw it when your opponents is waking up, cause it might be very hard to avoid.

I can do the ultra pretty reliably, so as soon as I get it, my opponents try to bait it out of me, and there is a lot of crouching in the corner on both ends, because they know I can punish sloppy jumps and wiffs.

I have found that lp roll attack hits about 2/3 of the screen, and is pretty safe. You have to make sure that your claw hits the opponent and that you have some distance. Otherwise, a good player can throw you.

Also, if your opponents trades with an EX Wall dive, you will hit the ground, and they will fly into the air, so just EX wall dive again and you’ll catch’em. :rofl:

thanks

what moves can Claw DC or FADC from?

Claw can FADC his roll, but you can’t combo anything except a lvl 1 saving. You can also FADC his cancellable normals, but I can’t really see any point in that.

Alright.

This might not be much and probably known already but you can backdash from a Saving Attack using db,db. maybe it could be used in partitioning?

I’ve only been able to backdash with distinct b,b. Also, partitioning doesn’t quite work like 3s’ does. In fact, nobody seems quite sure how it works at this point.

hmm.
I never messed with partition in 3s.
I’m sure you can backdash using db though.
I just though it was interesting.

I did excellent with Vega at a tourney today. He is not a bad character seriously. His air throw, and ex wall dives with a lil prediction can be very vicious. Walldive cross-ups on a waking opponent is hella reliable in tight situations. Shotos aren’t really a big deal anymore.

Now Balrog and Blanka are really bad matchups for Claw.

Remember that you can flip kick Balrog out of regular dash punches on reaction and that st.fierce is a good normal against Blanka (plus you get free ex walldives for blocked Blanka balls. I mean, hey, for someone constantly thowing balls at you, you better be getting something for free!.. hopefully not a STD…)

Yea… So…

… Anywho, I forgot if this was mentioned, but landing the flip kick juggle (from what I understand) requires 2 things:

  1. The first flip only hits once.
  2. The first flip kick is with short and the second is with roundhouse.

Other noteworthy things:
-Don’t PPP out of Chun’s flip kick cross up, as she’s allowed enough time to walk up and punish you for it. Instead, use KKK.
-Vega’s j.fierce crosses up, but it might only cross up standing opponents. Plus, the spacing totally escapes me atm. Any pointers?
-I’ve used his super a good amount. It works on scrubs, but I never landed it on Valle (he’d usually jump back and kick me :sad:) Coupled with how important his EX is, I wouldn’t recommend trying to build this. Jump back kick/punch stuffs it pretty consistently.
-His regular sky claw is high risk, not so high reward. I’d use it sparsely.
-Wall diving on Chun looks really risky at this point. EX SBK seems to stuff it easily, and since it’s not a shoryu-type move, there’s really no way around it.
-I used his ultra yesterday, and it wiffed on someone crouching at full screen (even though the bastard was throwing out pokes like it was 3s or something) So… that’s pretty dumb.
-If you’re playing a shoto-type, and they start a chain, and you see a cr.forward in that chain, immediately EX flip kick. This, I’ve found, will hit pretty consistently. The most common follow up off of a confirmed block string, for shoto-types at least, is a fireball. And the fireball will most often come after a cr.forward. Let’s put it this way, if you eat a shoryu instead (and you will since for some stupid reason regular shoryu’s have priority over the EX flip kick) then you’re more than likely playing a scrub. Any decent player will confirm the intial block and understand not to follow up with a shoryu since it’s easily punished on recovery.

Questions:
-Does cr.short link into cr.forward?
-So, I bait this Chun player to jump and throw. As she’s landing I go for what I thought was a free throw to end the round, but it gets tech’ed. I’m fairly certain my timing was on spot, so… what… the… fizuck? Any ideas?

Edit: Enjoy those wall dives while they still work. People in SoCal are focus dashing out of them; shouldn’t be too long before it’s commonplace. :sad:

Screw it. I’m abusing air throw on everything ^^. I didn’t realize how good it was until today.

I’m liking cr.Jab-cr.Jab-cr.Strong link combo. You can hit-confirm the two cr.Jabs into an EX Walldive if you want, too. But god, screwing up once with Vega = death. X_x

How’s the timing on that? hard?

what character were they?

They can’t Focus dash if you link it. :rofl:

Can EX Sky high claw do any less damage? it’s nice and fast but, seems more like an escape move than a damage move.

A lot of great info here. I agree with everything in this post.

The only thing I would say is that if j.fp only crosses up on standing opponents, thats fine, because crouching opponents should get hit. Unless your saying it just hits to far behind them.

I play a really great Chun player, so everything you have said about Chun is pretty on the money.

If your opponent is going for FAD cancels out of wall dives, start going for the throws. In my opinion, you should go for the throw most of the time anyway.

I’ll start uploading videos of the matches from my area, because we just got the go ahead from the arcade owner to start filming with a camera.

[media=youtube]BoYiM1GlQ6w[/media]

Here is one of my matches against Deezo’s Chun Li. Notice the EX Spinning Bird Kick does. It has tons of priority.

Lots of crazy shit happens in this match. Chun Li can only head stomp 3 times in the corner, so don’t be worried about any infinites or anything.

Guile.

Oh, I meant without the link. Like, just a straight up wall dive.

Oh, yea, it does wiff if you cross up and they’re crouching. Or at least it seems to at the moment. Maybe I’m not hitting deep enough? Hmm… Gotta practice this more.

Do you mean, throw if it get’s FADC’d, or Izuna drop? If the latter, don’t they need to be airborne?

That’s one mean Chun. :wasted:

nasty chun in that vid. EX SBK is damn good. :shake:

When you were talking about wall dive I thought you were talking about the jump TO the wall. You meant the barcelona attack right? If you think they’re gonna start doing more you can go for the Izuna drop more then. That sucks though.

EX FBA hits twice if that matters any.

vids of my vega just scroll down to my favorites (i didnt upload em’).

http://www.youtube.com/user/psydp

Wait, so you really can Izuna drop them if they’re grounded? Wow, I can’t believe I didn’t know that… :shake: So the input is just toward and punch when you’re close?

You can throw a grounded opponent with a wall dive throw. Just get up close. They don’t need to be in the air.