I’ve found that U1 kills air approaches while U2 kills ground approaches best. U1 pressures opponents to think twice before jumping from any distance while U2 keeps people from using pressure strings from one body away. For one, Bison’s scissor kicks can’t be used alone or from bad links that have -1 frame advantage. He can’t slide either because its easy to react to with the ultra. On wake up, people can still jump on you or srk but no more overheads or throws.
Truth be told, U1 and U2 looks about even in terms of practicallity. From what I see, its up to the player to decide what serves their playstyle best.
Its also match up specific. Dhalsim gets pwned uber hard by U1 what not with slowish recovery fireball (which got sped up slightly but still relitively slow) and jumps while Gief can’t get near Claw with rage meter if Claw has U2.
idk if this has been noted previously but at 1:15 in the video he combos ultra 1 of df rh… is this guy specific or is this just crazy strict timing?
[media=youtube]6wipDw9_MGE&feature=player_embedded#[/media]!
It combos on jumping characters and the timing isn’t too bad, but don’t get too excited…The entire ultra doesn’t connect, just the forward launcher of BHC, the rest whiffs. Still though imagine ending a match with that!!
ok i only have one question how do i do vegas last trial?
About the Claw Roll
One of my main punishers is cr. LP, Claw Roll (LP). I mix this up with throw to not get too predictable. Sometimes I use regardless just to apply some pressure, but I mainly stick to cr. MK/cr. MP for that.
My question is there really any use for the other strengths of Claw Roll. Sometimes if my cr. MP is blocked from mid - max range I do a Claw Roll (MP) for pressure. And once every blue moon I might do a Claw Roll (HP) on a waking up opponent just to give them something to block. It depends on the player, their character, and if they have bar or Ultra stocked. Though thanks to SSFIV now I have an over-head to mix things up.
Claw Roll (LP) seems rather common and ok to use. About 50/50 it’s safe and I then hit anything thrown out afterwards with cr. MP. But the other two seem too risky and given Vega he’s doesn’t qualify for high risk, high reward very much. The EX one seems useful only if you want to do the HP version and waste bar at the same time. Anyone else have other applications or different methods in using it?
haha idk why i didnt notice he was jumping… yeah thats not special… i even did his last trial -_-
WHAT THE FUCK are we supposed to do about Nu bison?
Seriously, I got fucking corner trapped with no option to get out. I have a hard time executing ultra 1 in the left corner, and hooray thats where i got stuck
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how the fuck are you supposed get out of this?
Three kicks backflip.
hi, i was just wondering what the general consensus amongst vega players was when it comes to his buffs.
i’ve been playing about with him a bit in training mode and stuff, and i noticed that his cr.mp seems a lot easier to combo into than before. i was managing to pull off some nice 6 hit combos that i would have never been able to do in o.g sf4.
but other than this and his new overhead, i don’t really see anything that’s moved him out of shit creek. i’m probably wrong though.
secondly, while i’m here, i want to know something about inzua drop grab. now during the trails it says hold towards or away from the opp and press punch. i can never, ever do this with any consistency (i usually get the slash instead of the grab)…yet i can never understand what it is i’m doing wrong. on top of this, whenever i do the ex version, i get the grab every time??? please tell me why this is lol.
Ultra 2, backflip to mess up the rythyn or use an attack to trade so you can break free. Anyone who will apply a lot of pressure or try to trap you deserves an Ultra 2, if you’re not using it, your asking to get spammed.
Hp roll is only for that one combo (j.hp, s.hp, hp RCF) and some wakeups really. Ex is to get through fireballs, it’s good on Sim’s wakeup since he can’t do anything besides teleport, if he ultras it will go through you. The MP version is a nice buff, but again capcom decides to only edit the one that no one uses -_-
Intriguing, I was unaware that combos. But still, it seems EX Sky High Claw would be some much better, knocks down and relatively safer just in case your timing is off and they block.
this is Q&A thread is it not? i asked a question and like 5 posts later i dont even get close to a reply!
so im going to ask nicely, can anyone here tell me the notation for vegas trial 24? please?
so how do you guys feel about meaty EX FBA on a opponents wake up. Not the Izuna drop but the actual launcher?
You have to note that everyone is here to help each out and Answering stuff isnt a requirement, plus your post was a Page ender so I guess no one saw it.
to do Vega’s last trials you have hit the df.HK at max range or as an AA.
Notation is : df.HK>(immediately go back to charge db)>f,d,f+KKK
I do it alot against characters with ass wake up options (Sim, Rose, etc), I think I read a while ago that if done at a specific frame it can cross up?
Chiggity-check-it: [media=youtube]QmVvgSfdmJQ"[/media]
I’ve used it a couple times in matches and it’s actually quite awesome (the ex fba). I’ve only personally confirmed the ex fba on Sagat, T Hawk, and Balrog (for some reason it’s easiest for me to do on Balrog), and someone else commented that it works on Dudley. The crossup BHC I’ve only confirmed on Sagat and T Hawk and for some reason it wasn’t landing on Balrog (didn’t try very long though). It likely works on Zangief and Rufus though, not sure what Hakan’s hitbox is like.
I don’t recommend the BHC, it seems harder than just the ex fba and it’s way too risky unless someone can come up with a more consistent way to land it.
I like using HP roll as a setup for super, since you can cancel the roll at any time into it. So I use HP roll and start charging and then do super to the wall behind the opponent. You can often do super with LK to make sure you get low on the wall and if your opponent looks like he’ll be jumping, slam on that punch button.
Of course, that’s if you ever have enough meter for super to begin with… lol.
Guys im unable to connect a scarlet terror after cosmic heel in this game. Can it still be done from close up, i.e. ex focus attach, ff, ch, st?
The games gone faster, so that means that vegas charge time is shorter right, so its no longer 1.5secs. Then what is it?
The game is no faster whatsoever. You’re probably just doing one of two things wrong:
a) Not charging long enough because you aren’t returning your stick to DB fast enough
b) Not charging long enough because you started your ST attempt too early
I’m guilty of B usually. I have to keep reminding myself that I have to go for the ST pretty late… just when it looks like they are about to hit the ground. Just that slight bit of hesitation after CH will give me just enough charge to pull it off.
Possible Ultra 2 setup?!!
I was thinking of something today… is it possible that with HP roll FADC Ultra 2?? can you juggle it like Boxer’s first ultra when combined with FADC…
O_o As far as I know the opponent is grounded the whole time theyre getting hit by the Roll.
However if you use the last Hit in the roll as an AA or after an FA crumble it’ll put them in juggle state (i think), right now you can FA lvl2>backdash>Lp roll> EX ST, so maybe its possible to replace EX ST with U2.