The Akuma vs. Vega MU is significantly better in Super than in SFIV. Taking 15% less dmg from having mask fall off and having equipment stay on longer make a significant difference. But The other thing is that Ex FBA can hit him at farther distances even when he is crouching. Everytime you block a Sweep you can cr mp - EX FBA which wasn’t really possible before. It also helps alot cause if he teleports and you are in range with the cr mp you get another free Ex FBA.
@the view - I guess you can go for the mask toss then, but I generally prefer my free Izuna that I usually get off of an air throw.
These combos are best used as punishes for things like missed ultras, dizzies etc.
Assuming that opponent has full health, mask is OFF, and claw is ON:
Bloody High Claw (hitting opponent on the way up, full ultra meter)
528 damage (focus attack beforehand doesn’t add damage)
j.HP(or j.HK), Splendid Claw (full ultra meter)
506 damage (use the easier lvl3 FA instead of j.HP/HK for 4 less damage)
j.HP(or j.HK), cl.HP xx HP-RCF xx Ex-FADC, cr.LP, cr.MP xx Ex-FBA, Izuna Drop
482 damage (requires 3 super meter bars, and a 1-frame link)
j.HP(or j.HK), cl.HP, cr.MP xx Ex-FBA, Izuna Drop
420 damage
lvl3 FA, Cosmic Heel, HK-ScarletTerror
349 damage (requires no super meter)
I’ve read the description of how it is done. Press HK followed IMMEDIATELY by Lp+LK. I’ve tried on and off for the past year and I don’t think I’ve got them to work even once. I just can’t figure out the timing. Is there a video somewhere that shows someone’s hands doing the motion?
its not really following the inputs, its like a 2 frame difference so you’d have to press almost all 3 at once, what i do is tilt my hand to the right a bit so that when i try to press Lp+Lk+HK the HK gets pressed slightly before the other 2.
I’m not sure if there’s a video showing it, but i’ve seen a vid showing Ken’s kara throw which is practically the same idea, just different buttons.
You should push throw (LP+LK) about 1/60th of a second after st.HK
Properly timed, the input that shows up in training mode will strangely look like this:
:lp::lk::hk: (then you pushed LP+LK)
:hk: (you pushed st.HK)
It takes practice, but after a while this becomes as natural as just normally throwing.
Kara throwing is important. It catches everyone off guard. I’m still practicing it myself so I can do it consistently. I really helped me at the last tournament I was at, and people didn’t know why they were getting thrown. Yeahaha!
This is something I am going to have to start incorporating into my game as well. I’ve got the tick throws down, but Kara throwing is something I need to get better at. I can see the above (st.HK > Kara Throw) turning into a nice setup on the characters where a back throw > safe j.MP > cr.LK > EX FBA is possible.
Hey guys, I’m a pretty new Claw player. The other day i was playing vanilla on pc (cause thats all i have… and i can’t play online) and i was working on links and mix ups against hardest random comps. I got one into the corner and hit off: j.hp>c.j>c.mp>l.rcf>super mixup. Do you think this would be viable for turtles or people that are scared of you? I can see dp or c.mp spamming stopping my super or rcf pretty easily though. I haven’t gotten to play more than 2 days of super yet and heard cl.hp>c.mp>ex fba hits everyone now?
Does wake up ST have dp frames now?
Why do so many people like U1 more than U2? U2 is SOOO FAST. I understand U1 does a ton more dmg, covers more area on the screen, and can mixup people in the right hands, but i’ve seen many vega go down from whiffed U1’s. Then again i haven’t seen or played much SSFIV.
Being new here i hope you guys can help me out. Thanks
this might be subjective but the Super imo isnt worth the meter, especially considering how good Vega’s EX moves are and how he needs them for all his damaging combos.
I’m not 100% sure about this but i THINK that when you do c.lp>c.mp xx LP Rcf the first hit of the roll whiffs coz you’re out of range, which leaves an opening for a DP or a poke, need to test that later.
In Super EX FBA’s hitbox is Vega’s whole body unlike Vanilla where its hitbox was just his knee, so yes it hits everyone now at max range of c.mp, even crouched blanka
Nope, none of the ST have Invincibility frames.
this is mainly personal preference or matchups, like for me i use U1 against Bison, Juri, Rose, Ken, Sagat, Cody, Hawk, Ibuki and Adon.
Reasons are as follows: slow/predicable fireballs (Ken, rose, Sagat to an extent), Moves stuffable by the rising U1 knee (Bison’s PC, Hawk’s Dives and spire, Cody’s… everything), or Being in the air alot (Adon, Ibuki, Juri)
the hitbox of the forward U1 is really funky, its like the old EX FBA hitbox, usually when the opponent is too high in the air (peak of the jump) or if you hit them while either you’re cornered or the opponent is cornered the knee would launch them too high for the rest of the Ultra to hit.
For the rest of the cast i go with U2 coz i either need the Invincibility (eg: Gouki, Balrog) or its just that U1 has no use in that match up (eg: Guile)
and U2 startup is like 15 frames IIRC, its not really that fast…
Actually most Vega players prefer U2 nowadays… anything U1 can do, U2 can do better.
U2 gives Vega a wonderful anti-air/anti-fireball, if timed correctly. One of the only opponents I would consider using U1 on, is Viper.
Moguaiz is correct in a sense. U2 start up is 1 + 6= 7 frames of startup. The move actually hits on the 7th frame making it extremely fast. However to be fair, I do not know the startup on BHC where the knee hits. U2 has 13 frames of invincibility whereas U1 has none. U2 practically goes full screen as well. If you get hit by U2 you get full dmg unlike U1 where there is a possibility of missing. U2 does alot more dmg with claw off unlike the huge 75 dmg penalty of BHC. U2 is just more reliable.
cr mp -> ex FBA does not hit EVERYONE if they are crouching at max range. I have a list that says who it doesn’t work on.
There is nothing more frustrating, than seeing yourself pull off U1 in a situation where you are sure your input is timed correctly in order to land it, you can even spot the text “Bloody High Claw” appearing on top of your super meter at the bottom of the screen… but Vega gets stumped because of some random move from your opponent because BHC was lacking the proper invincibility frames.
U2, on the other hand, works wonders when you’re cornered, and you can predict a projectile from e.g. Guile.
Correct timing will result in Vega starting up Splendid Claw, even though you’ve got a Sonic Boom planted on your face, it won’t land due to the start-up invincibility frames, and Guile will get hit.
Thank you for the link Alex, very useful. I haven’t seen it before since I’m fairly new to the forums.