i’m assuming that you use vega’s walk speed to get people to whiff throw techs and then punish. but it looks as if its common practice to instead use st HP claw or clawless into optimal damage.
I could be wrong, I suck with this char, but i read all the threads
Sorry to see this so late, but VFrames actually has always had both sets of data. You needed to tap the claw on the action bar to turn it to no claw. This has turned into a more obvious toggle in recent versions.
EDIT: This is off topic. But, holy shit are you Arlieth the Makoto player from the FFA ranbats back in the day? I used to spend my adolescence watching your matches and the other players in the ranbats.I think JR, Ed Ma and Pyrolee used to go too. Other than you my favorite player was def Frankie3s. I loved his Denjin Ryu. I also loved the commentary from Rockefeller (SP?). That dude was hilarious! I’m sorry…seeing your name brought back serious memories. Street Fighter III is the first fighting game I played competitively. I haven’t played in years.
I know it seems like kissing ass…but it’s an honor to talk about SF with you. It really is.
lol, yup that’s me. Back in the day it was me and Shogo first starting the video recordings, then Gootecks joined in shortly thereafter with his audio and video production knowledge and he also singlehandedly produced the entire Dr. Sub-Zero (aka Rockefeller) podcast series. I was actually in Tokyo this past January for Cooperation Cup.
I feel like Claw’s crush counter game is absent like 90% of the time. I’m not talking about the sweep or the very far CC f-HP. The most cases i have are CC Hk as anti-air, that i convert into a sweep or ex Fba. Anyway, when i see other characters having more fun with these CC, i’m just salty.
Capcom just keeps the noble tradition of letting Claw out of the fun…in SFIV series a lot of characters could focus attack dash cancel their specials into their ultras or into other specials or normals for big damage…Claw FADC game was pretty much useless other than to extends some combos and it didn’t really worht it…In SFx tekken a lot of characters could charge attack dash cancel their moves to gane frame advantage or to do all sorts of fun stuff and Vega couldn’t do it for shit…at least i think it would have made sense if buster claw caused the opponent to colapse like Bison’s knee
Vega can do tons of stuff with crush counter anti air, i think he has the most options of any character after that connects.
On the ground his crush counter game is kind of like how ryu’s operates with st.hk, where you can wiggle to bait a throw tech and st.hk it, and also catch jump outs.
Anyways you can use st.hp xx stance change for similar benefit other characters get off of a crush counter.
The only time I get CC’s with Vega is when I block Shoryukens, Cannon Spikes or other similar moves. Other than that I find his CC game seriously lacking.
If Buster Claw would allow for follow ups it would be a good CC IMO. But it doesn’t.
I use CH claw St.HP instead of CC st.HK sometimes. On CH you can stance change into c.MK which opens up a lot of opportunities for damage. In some cases I think it’s better than CC st.HK.
How can I anti air jump ins when I’m in the corner? I’ve had the situation of a Zangief jumping at me and I feel kinda lost atm. s.HK is too slow on startup and going for any air-to-air got me hit. In this specific case I don’t even really know how to get out of the corner if he repeats his jump in because it’s so short
Thanks for the input, I’ll need to test this. I might have been deceived by how it looked, but it didn’t seem like that could work because of Gief’s low jump arc. He’s so low already when I wake up
Edit: I tried to recreate the situation in training mode. Depending on his timing and spacing his j.mk either trades with s.lk or I can slide under. Thanks for the help.
What do you guys do after anything ending with CT mk on hit ? And by the way, is it +2 (vframes app) or -2 on hit ?
And by the way, was it true that his cr HP was a crush counter in the betas ? (yeah i’m still salty )
It is +2 on hit. Sometimes I walk up and throw or command throw if I know someone won’t mash. Otherwise you can frame trap with s.MP or cr.MP. Putting them in a sort of 50/50. I’ve also heard it sets up a nice jump forward LK crossup.