Vega Q&A: Ask simple questions here!

considering that you cannot hit confirm it or combo into it, and its got relatively slow start up, and its not safe. So does that mean its useless for anything besides punishing close range fireballs ? Is it to slow to be used as an AA?

Problem with using it as an AA is that it doesn’t home in like a maximum spider, it just does this big diagonal slash across the screen and if the opponent happens to be in the way they get hit, so they need to be fairly close to ground level. So I’m guessing it’s possible, but with the slowish startup you’re going to have to anticipate the jump in.

Overall Vega’s Ultra is like a slower, slightly safer Shine Knuckle you can’t combo into. Just have to try and bait out a whiff. Considering his super isn’t so great either, he does the super flash on hitting the wall not when grabbing the opponent…which kinda gives the game away, I think Vega’s inability to reliably dish out big damage using meter is his biggest weakness.

To better understand our “code” and such, the SRK Wiki has some great stuff.

Mind you, the c.lp link is pretty tight. I’ve only been able to get c.lp x3 once. c.lp, c.mp is a bit easier, but is still pretty inconsistent for me.

I’m surprised that they were able to combo into the EX roll though, considering how much startup it seems to have.

I land this entirely too often as well. It’s also safe enough on block that you can mix it up afterward with jump back FP, random flipkicks or EX walldive (if you’re feeling lucky), or just a s.RH.

I’ve noticed the slide is only safe at absolute max range. Though, an immediate SA after a max range slide catches a lot of counters. Though, against shotos, you can punish a blocked sweep with c.mp->lp roll (EX dive goes right over them at that range).

Forgive me if this has been already answered, but can you control which wall Vega flies to when he does ultra? Or does he automatically fly backwards?

i played around with claw a little bit today. apparently if his ex wall-dive trades on the first hit, they still get popped up hella high in the air and you can juggle with pretty much everything. i wonder if he could land the ultra.

from what i understood by reading this thread, df+HK launches and the enemy enters comboable state afterwards?

couldn’t you charge db, df+HK, u, K for super / ultra?

Charge :d: then :u:+:3p:>Ryu’s Ultra
[media=youtube]0Tt3-JrHsBE[/media]

good finisher against ryu ultra. where was this at anyways

On using Vega’s ultra as an AA, see 3.14: http://jp.youtube.com/watch?v=WPsN2pNZl3k

I think know the range of invincibility of the tip of Vega’s claw is going to be important. Look at the video above at 1:10. He standing strongs Geifs lariat, and that normally knocks down.

Holy Crap. Also, it looks like EX Wall Dive to Izuna drop does about as much damage as his super. That is ridiculously weak.

Yeah so far I’ve generally had most success playing Vega ultra safe and very defensively, constantly whittling away at the opponent’s health and patience with max range pokes. Every so often I’ll keep them on their toes with kara throw mixups or the odd wall dive cross up. The moment you let characters like Abel, Sagat, Rufus, Ken, Zangief into your zone is when things can go very badly very quickly. Especially Abel, his mixups from focus cancelling the first hit of CoD into c.hp, roll are pretty insane.

Against projectile heavy characers such as Ryu or Sagat, absorbing their fireballs has proved really effective. Obviously you’ll get your revenge meter built up quicker which forces them to rush down, something you must capitalise on, but also most players want to get that damage in after they see a good chunk of your bar has gone grey, again making them over eager and predictable.

So where do you guys think Claw stands in this game? Is his wall dive ANY good since it got slower? His supers any good? Does he take more damage? Do little damage? Reach long enough?

Also…what does his mask falling off mean? Is it just for aesthetics? Does he take more damage after it falls off?

Wall Dives with Claw are working insanely well for me. Jump to the opposite wall on knockdown, and most all anti-airs wiff if your right on top of them, and you get either a free slash or a free air throw. It really is fucking crazy. He plays just like ST claw, but with a further air throw range, and EX Wall dive to hit on the way up and start the crazy shit early.

His Ultra is serious business too. Once he gets that ultra, the whole pace of the game changes, or should, because spammers are going to get fucked up.

Just be careful about players fabdc their fireballs to bait out your ultra. It’s especially effective against claw since he has the slowest ultra in the game.

when u do claws ex wall dive do u still have to charge it?

how do u do the combo that was on the E3 trailer. looks like he did the fa then dash cancel f+hk and ex wall dive into izuna drop. how do u do that?

EX walldive still needs to be charged.

The E3 Combo goes as follows: SA, Dash Cancel, df.HK. Hold df during the lunge kick. When Claw hits the ground wait a split second, uf.KK. After the walldive, just guide yourself over, and hit f. or b.P

Oh wow, I thought the kick was done CvS2-style. You can press d/f+HK. That makes it a whole lot easier.

It’s still not that difficult to store an entirely different charge during the lunge kick. It’s pretty easy to do a RH flipkick afterward. Or, if you feel like burning meter for minimal damage on larger characters, LK flipkick followed by EX.

i think i’ll stick with vega as my main.

-walldives are really really hard to steer. think A3 vega.

-ex claw thrust (drill claw) is really buff

-jumping hp and jumping hk still beats nearly everything but as nagata lock mentioned, his jump up and down game is nerfed since he has a neutral set of normals in the air. imo his neutral set of normals are fuckin useless. the only reason why they put it in was to throw off vega’s timing.

-his c.hp is a garbage anti air. it loses to nearly everything and at times, the claw magically goes thru the opponent. i’ve only connected his c.hp once as anti air.

-i was hoping for his close hp (2 hit slash) to come out faster but it seems to come out pretty slow. i tried doing his close hp after a jump in or after a knockdown and i’ve got thrown or beaten out every time.

-ex claw roll goes thru fireballs, but i think vega stays grounded the whole time since i’ve got thrown out of my ex claw roll many times.

-flip kicks are decent anti airs but i swear it loses to sweeps and attacks that hit low.

best anti airs in order imo: j.hp, air throw, j.hk, (ex)flip kick

about his ultra:
theres nothing i can really say about it that hasn’t been said but i have a few questions:

can he steer to the opposite wall for his ultra like he can do with his super?

is it possible to punish whiffed/blocked dps with his ultra? i’m gonna try it out next time i play

do he need his claw attached to do his ultra?

as for bad matches, i can see blanka giving him a really hard time