I haven’t been able to link anything after the doubleslash. However, in other link related news. I managed to link a st.HK after a c.MK. Unfortunately, this only works when you’re really close.
If you’re cornered or close to the corner, it’s possible to punish, but anywhere else, the time it takes to go to the wall will give them enough time to block.
In my experience, after a crumple, I’ve found that c.Mk tends to pop the opponent off the ground a bit, making it impossible to combo anything after it. So, until I find something else, my post crumple combo is still Dash->df.RHxxEX walldive, or Dash->df.RH->c.RH if I don’t have meter. (I have a nasty habit of using entirely too much EX)
One last thing, in terms of juggling flipkicks, it has to be LK, then EX. Not really worth it though in terms of damage.
Ah, that’s pretty disappointing. However, didn’t Kunai mention that the crumple after the SA has two phases? One in which the opponent is considered grounded and everything will hit normally, and after that, the second phase, in which happens what you say, that is, normal moves pop the opponent up. Maybe, maaaaaybe you’re not dash canceling the SA fast enough? Theory fighter, of course, sadly I haven’t had the opportunity to play.
I tried hitting c.Mk right after a level 3 SA, but it still pops them into the air.
So, turns out I was wrong about the flipkick juggling. It seems the only requirements, are that the first flipkick only hits once. Also, it doesn’t seem to matter which order they come in, so long as the total number of hits is two, and that one is EX. (I suppose you could do two EX, but I have no idea why)
Also, hey, guess what, Claw has a kara throw, with standing HK. The command is done just like 3s. The range is similar to 3s Gouki’s kara throw. Pretty good, nothing horribly broken.
It is amazingly useful. There is nothing more satisfying than throwing someone three times in a row.
Few more things.
It’s possible to link a c.MP after a close hp (doubleslash). Turns out I was just messing up the timing all along. Also, j.hp->hp->c.mpxxEX walldive seems to connect more often then j.hp->c.mk->c.mpxxEX walldive.
Air throws are pretty damn good, they seem to have a lot more range than 3s or ST.
s.MK is now my new best friend against DP characters that randomly catch my c.MP’s. It comes out real quick, has decent range, and most importantly recovers quickly.
I’ve also been getting entirely locked down by Sagat in the corner. I can’t even reversal EX flipkick my way out of this stuff, and backflips leave me wide open. If I recall correctly, it’s c.lp->c.lp->c.mk->tiger knee. If anyone has any ideas, that’d be groovy.
Thanks for the info guys, it really helped my first ever matches today.
Some questions:
Looks like it may be possible to ultra after an EX flip kick, anyone tried it?
Any tips for dash cancelling after a sucessful crumple? I can’t seem to get the dash out at all, let alone DF + HK charge to EX Wall dive.
Is the timing strict on close s.FP link to c.MK? I nailed it once on fluke today, but it looks potent if you can xx to Ex wall dive or LP Rolling. (Only on cross-up hit J.FP/MK/HK I believe).
And lastly, Is it possible to Dash cancel from an Ex rolling flash? I didn’t get it once, and it looks like it would have been great if it is possible.
I’ve tried to ultra after every variety of flipkick, and it seems to miss every time for me.
When going for the crumple. I input the dash as soon as I release MP and MK. I guess you could go with Claw’s yell as an audio cue.
Whoops! I meant to say c.MP in my previous post. Also, yes, the timing of the cl.HP->c.MK link is much stricter than the c.MK -> c.MP link. Also, after both of those links, the only specials that I can get to connect, are the EX walldive, and if the stars allign right, an EX flipkick.
Well, if you mean FADC when you say dash cancel, then yes, it’s possible to do so from all versions of the rolling flash on any hit. If you FA cancel the last hit of the rolling flash, a level 1 FA will combo.
New fancy things. If your execution is really good. You can do a HK flipkick after the df.HK launcher. On bigger characters you can do an LK flipkick, which means you can probably follow that up with an EX flipkick (I wasn’t able to pull it off, simply because I’m not that great with prescice charging). However, I really don’t see much use to it, seeing as that if you want to use EX meter, you might as well go for the EX walldive, which does more damage anyways.
I also got a picture or two of his alt costume, but the computer I’m using can’t read my camera’s raw format. I’ll upload them tomorrow.
Few thoughts after using Vega as my primary character through Toronto’s first tourney
Vega’s Ultra is a great counter to people looking to spam fireballs. It will pass right through them. There is a big catch though. You have to be no longer than 3/4 screen or it’ll get blocked. The move basically hits instantly if it worked so you’ll know pretty fast. Recovery time isn’t terrible considering where you land if you get blocked though.
The Flip Kick doesn’t have nearly the priority you’d hope for. I got eaten alive by Sagat’s J.MK (beaten clean more often than not, bad trade the rest). I’ll have to be taken on a per character basis as some of the flip kicks worked great across an assortment of characters. As an AA I still think it’s his best option as I hated the S.HK and C.HP as AA options.
His Air Throw has got a ton of range and if you’re good with anticipating your opponents it’ll be very helpful in setting up mixup games.
His Up and Down game got nerfed pretty hard from CvS2 but not overly badly. I was able to combo a neutral jumping RH -> C.MK -> LP Crystal Flash. The neutral RH is a flip kick and you have to be VERY DEEP to have it connect but it does work with a bit of practice.
Most of the stuff I used last night I lifted from this thread so thanks to everyone that’s contributed. Videos will be posted soon so you can see if you liked any of my Vega or none of it. Either way I’ll be making him my primary character and be in this thread a lot.
That’s not new. SPD essentially grabs any part of a hitbox. The startup from the slide is pretty high and it’s a shorter slide than previous versions so SPD will be easier to smack slide with.
i played against some legit claw players today and saw a few things:
-they were comboing something like c.lp x3, c.mp xx EX wall dive or EX roll. i’m not used to vega having combos.
-in general, there was lots of c.lp all over the place. one guy used it to keep my rufus grounded when i tried to jump in from point blank and divekick.
-another guy would whiff the twd.rh and throw. seemed risky, but he hit it a lot.
-really patient vega players gave my rufus fits because they were really good at whittling down my life with random pokes and the EX wall dive which hit me out of like EVERYTHING. he still has problems against sagat IMO though.
Nagata Vega’s ultra probably isn’t as safe as you think it is. I ate boxer’s super once after he blocked it, after that was a lot more cautious about just throwing it out.