Do you use jump-back HP against shotos too? I usually try to keep away on their wake up.
I only use jump-back HP against Shotos if I already connected with a jump-IN HP, since it can combo.
Ah.
But if you landed jump-in HP, surely there are better options than jump-back HP.
What is the best known combo that involves the rolling attack?
info regarding vega’s flip kick combo (j.hk, cr.mk, hard flip kick) from bebop (who will not post himself because he probably hates this thread):
I’ve been playing Vega a bit more these past couple days just to see if I would like him or not. Randomly enough I find him pretty fun in a challenging sort of way. Anyway, I was kinda confused as to what I can combo into when a person’s crouching, because (as it was mentioned earlier) low forward xx flip kick will miss if the person’s crouching. I tried that earlier and I wish I would’ve looked at this thread before I left. I remembered that ex wall dive will whiff on crouching opponents, and I wasn’t too sure if Vega had anything buffer than like, low forward xx jab rolling claw.
I was liking close standing fierce after a jumping fierce as it makes them stand up for low strong xx ex wall dive. I dunno if anybody else has seen or heard about this, but I found this random crossup against Sagat on accident tonight. I did slide to punish a whiffed uppercut up close. Then I tried to do df+rh but ended up sliding again, but I slid THROUGH Sagat as he got up, and I ended up on the other side of him and did low forward, low strong. It was pretty dope, probably works against other characters as well. Something to think about at least.
One big issue I was having was with anti airs. I just block, KKK flip, or air throw (his air throw is fuggin sick). What do you guys do when peeps jump in? Another issue I had was what to do after getting knocked down. I just decided blocking is best, but it seems as if that’s the only thing you can do =/.
help with vega’s ultra or super
is there a way to combo vega’s ultra or vega’s super? I usually utilize my ultra when they jump at me, but has anyone tried to do a combo+super? or ultra?
The only thing you can do with super is cancel the rolling attack into it, but your opponent is still free to move so technically there is no combo. You just have to get lucky to land it.
Seriously people aren’t utilizing his air game NEARLY as much as they should…after watching all the videos people are just sitting there hoping for ground opportunities…cant wait to goto Tokyo in a week and friggen record something more useful then what most of the videos showcase…
[media=youtube]QMnxxTfHlTE[/media]
/\ Round 2 and 3 are how EVERY round should be played
hey, I was just wondering if you can FA cancel out of Vega’s flipkick
before he leaves the ground.
that’s what I like, active vega. Unfortunately where I play I feel like the speed is so slow it’s easy to react to his jump ins.
so that’s how you kara throw? So that means df+HK, then lp+lk quickly afterwards right?
you kara with s.HK. he’s talking about it crossing up with it after a izuna drop.
Okay thanks.
Vzamm sweet vid. 3rd round claw really set the tone.
You can FA/SA into his Ultra (clean from at least over 1/3 screen from wall :woot:), but NOT his Super (gimp from 1/2 screen even:shake: maybe clean if under 1/3 screen from wall:wonder:)
i go every friday, im tha tall young spanish kid with tha glasses thats known as GM my tekken tag lols im tha crazy lee player that plays sf4 from time to time with vega.
That was definitely a great match. He is a better Vega player then I am, but I have to say that Sagat was pretty sub-par.
Hop in on Sagat that much is like asking for him to take a huge chunk out of your life with a Tiger Uppercut. A lot of those jumps were punishable.
Does the slash after a wall dive still cause knockdown?
I think it depends on the hit location but I’m not 100% sure. Ive seen knockdown and not knockdown so I dunno.
100% yes.
Hey, I’ve picked up claw recently and just thought I would toss in here the fact that it’s nEVER safe to whiff a wall dive to gain meter vs. gouki or a ryu with a super stocked. With ryu, it’s somewhat obvious why, but gouki will teleport across the screen and input punish of his choice during your recovery. He can also do a big combo off a max range blocked wall dive with his f. roundhouse two hit kick > c.(mp?) xx lk. tatsu > shoryu.
And for the gripe section of this post… wtf is up with doing a mid screen crumple > cosmic smart > EX walldive and the camera panning so you don’t hit the wall until it’s too late to continue with the grab? This happens like, 5-10% of the time i do the walldive. Hope this gets fixed in console so maybe they give claw a “fixed wall” once he inputs the command.