You go: DB, DF, DB, DF, UF. It doesn’t what corner you end it at really, but just mashing it like that works for me. Helps pwn Akuma fireball spammers.
I just like to think of it as a regular walldive to opposite wall but with one extra db to df in the middle.
I’m enjoying Vega but and I seem to be having issues against the following:
What can we about relentless over head from shotokans, gief, honda?
I tried flip kick for anti air and we all know that sucks.
Tried PPP but that didn’t do anything at all. They just setup upon my recovery.
Tried Focusing but i get hit with their low after.
Any ideas?
Another issue is Anti Air characters.
Vega requires jump in for his combo and setups.
Granted he has ground moves but should I be relying on them for anti air characters.
I cannot get around Gief, Honda, Blanka, Sagat, and Shotokans.
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Can somebody try this if they have the time?
Flip kick (just one in the air), we all know you can get a follow up of another flip kick but can we do the either of the following:
-is it possible to do ex izuna?
-is it possible to do Ultra if somebody is fast enough?
-is another flip kick the only thing we can do.
Got to say, jump in FP or HK to d+lp or d+lk to kara throw is godly.
NeoRussell
Try doing it faster. I couldn’t do it very well for awhile, so I started to speed it, and now it comes out perfectly.
What’s his kara?
i thought it was HK+throw was his kara throw…
Question about Vega as we know he can lose his claw and he loses some range priorities but when he loses his mask what happens? does his defense go down as in take more damage from hits? or just to show his face? any help? although i do try get back the claw and mask asap each time he loses it…
Just back from a few games just racked up 5 wins in a row against some scrubs until a Guile came and whooped me :(… Any help in matchups against Guile?
Can’t seem to do much as sonic boom recovers so damn fast even for Vega’s Ultra and flash kick and both of us got air throw
Throw your claw out early if Guile is airthrowing you. I played a really good Guile who airthrew me constantly, so I started throwing out the claw before I got to him and I got him almost everytime.
ditto
I haven’t been able to when I tried.
I managed to get it to come out once, and it seemed like it would connect, but it looked like it went right through. Going to keep trying on this one, but adjusting to p360s, ugh. I’ve said this three times now, and I am going to keep saying it.
Seems so sadly.
If this game is anything like Alpha 3, then yes, he takes slightly more damage, and I believe it effected his Guard Meter, as well. However slightly.
I’m finding vega to be pretty fun as well. Here are some things I noticed:
-Crouching strong will combo into a strong claw roll. Not sure if the fierce version will connect…
-EX flip kick works similarly to how Guile’s “modified” flash kick works. Although, it works to a lesser degree of course, but you’re pretty much only hitting things directly in front of you or if they’ve just jumped or are just landing. I used it as a wake up every so often; worked fine in that respect.
-EX claw roll isn’t as good as you’d think. The start up is horrible, and it gets beat out by random stuff. I tried chipping a Blanka with it yesterday and he just woke up with crouching fierce… wtf? Anyways, it seems the only use of the EX version is to roll under fireballs, but in all honesty, the start up is so bad that you kinda have to anticipate it.
-If you jump in on a Gief and he blocks your attack, you might wanna PPP or KKK, since mashing 360’s can apparently catch you if you try following with anything else…
-His ultra is a good answer to fireball spamming and also serves well as an AA, but you need to time the ultra to correlate with where they are in the air, otherwise, you just hitting air. Also, be wary of when you’re using his ultra to answer a fireball. If the fireball’s been out for a second or two, you’re better off just PPPing or KKKing through it. Fast reaction is what’s key to nailing that ultra consistently. Also, and I use this combo loosely since I only connected it once, df rh into his ultra will connect. In order to achieve it, you need to basically do this:
:db::df::hk::db::ub::3k: It worked for me on Ryu. I’m not sure if it’s character specific though.
Things I’m looking to test out:
jump in fierce, crouching forward, crouching strong, strong roll, dash cancel the very last hit, df roundhouse, ultra/ex wall dive.
I think there’s time to sneak in the df rh because the last hit of the roll usually puts your opponent in recovery. Well, let’s hope!
for the strong roll part it doesn’t seem to connect because the crouching strong part already pushes them too far away even when they are in corner the roll comes out too slow.
I tried dash canceling before the fierce claw poke in the roll but cant seem to link anything maybe i’m too slow :sad: but df fierce kick doesn’t combo…
:sad:
In other news:
Played some more today, here are more things I noticed (mostly character matchups):
Honda
-You pretty much want to be in the air for a majority of the match. Claw dominates Honda air to air. Come to think of it… he dominates lots of characters in the air… In any event, as with the majority of the “charge” type cast in sf4, it doesn’t seem like Vega can punish his charge b, f, punch. From what I can tell, the tackle has priority over Vega’s pokes, and since it can’t be punished, you can expect to see tackles spammed left and right. And this move is exactly why you want to be in the air. If you distance yourself (which you should be doing most of the time since you’re playing Claw) those tackles are easy to read and can be easily countered via j.fr. Another way to avoid the tackles is to KKK through them. I tried PPP, but it just places you right in front of them without the recovery advantage.
Blanka
-The match up here is similar to Honda, except Blanka has a mean AA that won’t allow you the luxury of jumping all willy-nilly like in the aforementioned match up. Try as I might, I couldn’t punish a blocked Blanka ball. Any ideas? Wall dives seem good, but if Blanka blocks the claw you might eat some electricity.
Zangief
-I heard a lot about Grief being Vega’s worst match up, although after playing several decent Giefs, I couldn’t understand why. Sure, Grief’s PPP is annoying since it stuffs a good amount of your pokes and air attacks, but there are ways around this. Cr.rh seems to work well to shut down the lariat, but you must be wary of when you start your slide; else you eat a 360. Jumping fierce will also knock him out of the lariat, but unfortunately you have to get the fierce out early, or else it won’t hit. The problem with this is that it places you in the “I’m fucked” zone; which is right in front of that big dumb bastard. The solution? PPP your way to safety. Honestly, PPP is Vega’s most trusted asset, and it works like a charm in this match; it relieves you the pressure of worrying about tick SPD’s and the like. Abuse this!
Dhalsim
-Wall jump, Wall jump, Wall Jump… and cr.st. Something funny worth mentioning: This Sim player does a jump, and early fierce (for an overhead no doubt) and I dash cancel through the fierce, dash again, jump, and air throw him. I’m not sure if Dhalsim has other options once he’s thrown out the j.fr., but it didn’t seem like it. Unlike most other matches, you want to get in close and pressure him; use the wall jumps as a way to achieve this.
Balrog
-Another character with a charge tackle-type move… :shake:. I feel characters like this are more of a threat than shoto-type match ups. There’s practically no way to counter a blocked dash punch, so forget that. If you try to grab him in his recovery, he can nail you with a headbutt, which also seems to be unpunishable (for Vega at least) Your aim is basically to stuff out the dash punches with cr.str. and st.fr. before they start up. Once Balrog turns for the punch (which apparently makes him invincible) you’ve lost your window to stuff with a normal poke. Your only option from there is to read it and EX flip kick on reaction (which supprisingly works, yay!) or to jump back and j.fr. him in the noggon. He seems pretty weak against cross up wall dives and such. It’s either standing roundhouse or fierce, but one of those will knock you away if you wall dive and try to claw in front of him.
Other random stuff
-Hop kick can combo into another hop kick.
-If you EX wall dive someone, and they’re close to the wall, you’re going to end up wall jumping a little past them, like behind them, instead of wall jumping towards them. It’s not a problem or anything, it’s just confusing at first.
-You can direct which wall you jump off for his ultra. it’s like wall jumping, just end the motion with up/and the direction you want to go.
-Things to understand about the ultra:
*He’s got to get to a wall before he’s safe, so don’t expect a wake up ultra to be safe if someone’s on top of you.
*He flies diagonally downwards from whatever wall he jumped from. This means, you probably won’t hit anything if you jump off the same wall your opponent is by.
*If your opponent is foolish enough to jump at you while you’re towards the corner and their mid-screen, well you get a free ultra. The timing is hard at first, but you basically want to ultra just as they’ve hit the peak of their jump… well it also kinda depends on where they are when they jump…
The beginning of this video might serve as a better example:
[media=youtube]-KrSb8n8xEQ[/media]
Now, this Vega player isn’t anything special… in fact… well, you can draw your own opinions, but the reason I linked that video is to demonstrate when it’s the right time to use the ultra. Now, the Vega player had the right idea in mind, but I don’t think he fully understood how the line works in relationship to where the opponent is at in the air. As you can see in the video, Akuma inputs a jumping tatsu towards Vega. To retaliate, Vega activates his ultra’s and chooses the wall his opponent’s back is to. The timing would have been perfect had Akuma been falling in the opposite direction (since he was at his peak), but the ultra wiffed because he was falling away from the ultra’s line, which makes sense since the ultra angles downwards…
Anywho, that’s enough for tonight.
I saw a guy in a japanese match combo d/f+RH, cr. RH so curious what other things you might be able combo off it, an EX wall dive would be sweet. Seems like that move is very good for wake-up options … haven’t been able to play since Evo … it’s eating at me.
Any move and EX Izuna not sure about d,u+pp though.
Is there any Vega Focus cancels?
I tried looking yesterday and either I was doing it to slow or i’m just too scrubby.
Things I noticed about these matchups.
Honda- EX Wall dive can punish a block flying-headbutt. Always. As soon as you get an EX bar, sit on it and don’t use it.
Claws df-roundhouse (his hop-kick) trades with hundred hand slap, and Claw takes very little damage, while Honda takes the entire normal damage, so always go for it.
Blanka- Rolling Crystal Flash (his roll attack) beats electricity, so if someone is attacking close and then spamming electricty to chip and push away safely, roll into them for free damage.
Thats all I could add to your post for now.
Geif is a bastard.
Always go to the opposite wall when fighting boxer, because he can link headbutt into super and Ultra, so opposite wall is your safest bet when he has them.
3K backflip from mid range to bait boxers EX dash upper into ultra. just landed that earlier tonight. nothing useful but man was it sweet to look at.
I’m having a hard time linking crouching forward to crouching strong, do I have to wait longer or do it faster?
Also, what’s the best way to cancel or combo into rolling claw? From one of the vids earlier, I saw jump fierce, low jab, low short into lp claw or mp claw, I don’t think this is combo, it’s just for chip.
I’m also having a hard time canceling c.strong to claw although I think I’ve done c.mp to mp claw.
wow that’s a pretty hard method, I believe you have a extra df there.
Method I use is db, df, hcb to ub+kicks. It’s easier in this game than in ST.