From my experience, there’s not much you can do about it. I just treat it like I would a fireball and EX hand if I see it and it’s close enough to me. But smart Vegas will only use it sparingly and mostly in block strings where it’s pretty much safe. Wish I could give more/better advice, but I don’t fight high level Vegas often, and when I do I either get blown up or I scrub them out really bad with a YOLO ultra or something.
Vega’s claw roll is -2 on block OF THE FINAL claw hit. However, the roll itself is variable in terms of safety. What’s interesting about Vega’s roll is that it is a situational true block string. Often due to random spacing, active frames of the roll, do not provide enough block stun to adequately cover, overlap and protect Vega, for the next part of his roll. This is more noticeable with the stronger MP and HP versions.
It is somewhat apparent with the LP version, in that, at times, the block stun on the rolling part, MAY NOT provide cover for the final claw hit. The gap is very tight, but you can see it appear in training mode if you block the initial roll - and notice how the auto-block turns off sometimes.
What this means is you could chance it, and interrupt the final claw hit. But results would be random.
Your options to interrupt are: PPP Lariat, EXGH, EX SPD, EX AS, Ultra 1.
With massing EX SPD, EX AS or Ultra 1, you must be careful not to continue mashing once you see the final claw hit come out and confirm that Vega’s roll is a true block string - Otherwise, the push back from that final claw hit makes Vega safe. And you whiff.
LP Claw Roll can have a gap before the final claw hit, while MP and HP, can have gaps in between rolls and the final hit.
**Now onto post block of the claw roll.
**
At -2 on block, reversal LP SPD misses DUE TO RANGE. However, Vega CANNOT just sit there, as an extended LP SPD can still grab him. Let me explain why and how. When you go for the reversal LP SPD, you have no net forward moment - as you come right out of block stun. You don’t get to take any steps forward thus less range. But if you go for an extended LP SPD, you walk forward slightly, and get more range. Example: DB, D, DF, F, UF, U, UB, B+LP will allow you to grab vega. As you require frames to walk forward, you can’t catch him if he immediately jumps or back dashes.
If Vega back dashes, a LP, MP or EXGH will tag him for a knock down - as he is still aerial in his dash. HPGH start up is too slow, and EXGH has the same start up as MPGH.
If Vega jumps back, you can ONLY tag him with a PERFECT Ultra 2. That is an Ultra 2 activated within the very first few frames after leaving the ground.
Of course, after a blocked claw roll. He also has PPP or KKK back flips, or Scarlet terror flip kicks which I believe can’t be thrown on startup. As well as his fast startup Ultra 2 Splendid Claw, if he sees you pressing any buttons.
Interesting, so in theory you could also focus break the last hit if it isn’t a true block string (if only the initial hit armor breaks)… I’ll have to mess around with this in the lab to see if that extra frame with the SPD directional input is consistently effective. More often than not a Claw player won’t go for a blind ultra 2 right after a roll attack, but it’s worth seeing if there’s enough time between his recovery and that extra frame advantage of the SPD to throw out and connect.
If he back flips you can just regular GH in and grab him out of it (if it’s the long flip, if it’s the short you’ll eat a wall dive), the flip is kind of a bad tool against Zangief because it allows him to get free ground.
Definitely have to take this to the lab. Thanks!
Took the forward frame SPD against blocked rolling crystal flash into the lab and it works perfectly. Spinning the 360 towards Claw and holding forward for a milisecond longer than normal will grab him every time. This works against all 3 punches and the EX version.
Took the forward frame SPD against blocked rolling crystal flash into the lab and it works perfectly. Spinning the 360 towards Claw and holding forward for a milisecond longer than normal will grab him every time. This works against all 3 punches and the EX version.
Yup, its something to know. But only really practical, if he goes for a poke after the roll, in which case you got just under 4 frames to grab him.
Ultimately, its not worth the risk. He’s got offensive options to beat you, like EX Walldive, practically a free guess on his part unless you have Ultra 2. Or evade you with jump back or back dash, into EX Wall dive or Splendid Claw. Essentially at -2 on block, its a guessing game for him with jump back being his get out of jail free card until you have Ultra 2.
Ideally you want to pre-empt it, and stuff his roll with PPP Lariat or jump or neutral jump over it into punish or SPD - which you can react to.
ok talking about vega, isnt his ultra 2 like 9 fames startup and i find it very difficult to safe jump even on practice mode, i can safe jump >=4 frames ok but that ultra gets me.
hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s zangief’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.
My buddy LOVES to jump. Jumps as I wake up, as he wakes up, when I approach, when he approaches, all the time. What are Zangief’s reliable anti-airs? I need him on the ground. Also, any secrets on how to get Siberian Blizzard more reliably?
My buddy LOVES to jump. Jumps as I wake up, as he wakes up, when I approach, when he approaches, all the time. What are Zangief’s reliable anti-airs? I need him on the ground.
Hey MetaSkipper, I don’t think your asking the right question.
“What are Zangief’s reliable anti-airs?” is the kind of question you ask when they are jumping in at you. Not easy to answer, as there really is no essential go to anti-air. Some of their attacks aim for Zangief’s head, designed to avoid anti-air Lariat.
So a few answers to this are cr.mp, anti-air Lariat (delayed cr.PPP), close st.lp (xx LPGH or xx MPGH to cross-over), neutral jump Head Butt (U+HP), Rising Ultra 2, neutral jump MK, neutral jump MP, close st.hk. You need to select your anti-air based on spacing, timing and anticipation.
The question I think your asking is, “How do I punish the opponent for holding up.” Any normal move that hits mid to upper body range should be able to hit an opponent during their initial jump arc. Examples: far or close standing lp, mp, hp, and hk and any of the lariats PPP or KKK if in very close range, and crouching mp, possibly crouching hp too.
However, for you to capitalize on your opponent jumping, you want to hit them during “pre-jump frames” which is their transition between staying grounded and jumping. This period of time is 4 frames, they are considered air-born, can’t block and any attack that hits them will land as a full combo.
Essentially if you think they will jump and enter pre-jump frames, you want to tag them with either cr.lk, cr.lp, st.lp, far mp, or far lk during the four frames and link into combo
Example: cr.lk xx KKK Lariat or cr.lk cr.lp, cr.lp. st.lk xx EXGH or Far mp, st.lk xx EXGH.
One of the best situations to try to hit an opponent in pre-jump is right after SPD-LPGH or EXGH on hit.
Also, any secrets on how to get Siberian Blizzard more reliably?
For Rising Ultra 2:
a) Motion and hold up forward with a slight delay (so Zangief get’s off the ground) and press KKK. I recommend dummy Ryu on repeated HP Shoryuken, block and Rising Ultra 2.
b) cr.mk or whiff regular throw, rising Ultra 2
c) But the true test to get the perfect Ultra 2, is Sagat on repeated Tiger Uppercuts (EX or regular). You SPD-LPGH in and Ultra 2. If you get hit, your too slow. But if you land it, it will be perfect.
For Falling kamikaze Ultra 2:
a) Best used after a knockdown, and crossing up the opponent to remove the threat of normal anti-air
b) Constantly Spin the motion and press KKK in reaction to "Shor…"
c) You have to do it at a critical point during your descend, lower than your jump apex but before your jump reaches half way.
d) It’s a gamble, and usually you mix up with jumping MK at the jump apex
Having trouble landing the cr.:lk: cr.:lk: st.:mp: st.:lk: xx EXGH. Having trouble both linking the LKs and the MP into LK. Any tips, or is it just practice?
Having trouble landing the cr.:lk: cr.:lk: st.:mp: st.:lk: xx EXGH. Having trouble both linking the LKs and the MP into LK. Any tips, or is it just practice?
how is just practice, ever a tip?
a) cr.lk to cr.lk is a 1 frame link*
b) cr.lk to st.mp is also a 1 frame link*
c) st.mp to st.lk is a 2 frame link*
d) st.lk xx EXGH is a cancel.
I find this combo, spacing and character dependent, especially the far st.mp to st.lk link after the first two hits. You want to get the closest far st.mp to give you the best chance to land far st.lk.
a) Need to be point blank close as possible. use a plink technique, whereby you input cr.lp a frame after putting in the cr.lk, so that the cr.lk repeats itself, turning it into a 2 frame link. See plinking. Alternatively use cr.lp chained twice but you sacrifice the ability to hit low - the link from cr.lp to st.mp is still 1 frame. Or as a better compromise, cr.lk to cr.lp which is a true 1 frame link, and can’t be plinked.
b) cr.lk to st.mp can be plinked via st.mp~st.lp
c) Practice this first, as its the most useful. best setup to use is SPD-LPGH, which puts you at the perfect distance. Start by learning it as far mp, f, df, f+lk - to setup you up for the EXGH cancel.
d) in this particular combo, you need to learn how to do option select st.lk xx EXGH, which is F, DF, F + LK, slight wait then 2P (hold 2P). This is important since, if your late on your far st.lk timing, and completely miss or whiff the opponent after hitting far.mp, your EXGH won’t come out to kill you.
Then its just a matter of learning the timings, through practice. Timings are indicated by *
Which direction do you do your 360s?
I ask because I’ve noticed I do mine in one direction - clockwise - regardless of which way I’m facing. The only exception is walk forward to 360, which is the only time I go counter clockwise.
This becomes a problem when I’m going from :db: (facing right) to any 360 motion. I’m more likely to get jump-forward+:p: when going for SPD, and more likely to get EXRBG or j.:hk: rather than Blizzard.
On another note, been wondering if you can land a Blizard in a scenario best replicated in training mode like so:
Set a Ryu to do repeatedly do jump-back :mk:. In the corner, catch Ryu out of the air with a :ppp: Lariat. Jump over him, then jump over him again immediately. The second jump should come right as Ryu is jumping. Timed and spaced properly, Ryu should hit you in the back with his butt. I can find footage of example in matches, should you wish to see it.
It looks like you could land a Blizzard, but I never have.
Does snakeyez play on 360 pad or madcatz pad?
Also if 360 pad dpad or stick
Ive never used Zangief but gave him a quick go versus a friend. I couldn’t get lariat (3k and 3p versions) to anti air ryu even once in many matches. I tried loads of different timings and got hit out of it every time by jumping hk. Has this move been completely nerfed? I was getting jumping all over and had to resort to crouching mp.
Crouch before you Lariat, get them in range for Lariat to beat the move and then do it.
Always use 3PPP to beat jump-ins.
Crouch before you Lariat, get them in range for Lariat to beat the move and then do it.
Always use 3PPP to beat jump-ins.
I don’t really know if that’s the golden rule. Could they vary the jumping attack to throw your timing off. Eg. jumping lights vs medium vs heavy?
Taking into consideration the jumping attacks startup, vertical downwards range, attack box
I don’t really know if that’s the golden rule. Could they vary the jumping attack to throw your timing off. Eg. jumping lights vs medium vs heavy?
Taking into consideration the jumping attacks startup, vertical downwards range, attack box
Some attacks can stuff it, I believe, Ryu’s jumping HK is one of them for sure (Sakura’s j,HP comes to mind too), but I believe there’s a timing to pretty much trade with everything at the very least.
Please guys correct me if I’m wrong and I’m just getting away with more shit than I should.
You’re right. To my knowledge, every jump-in can be beaten with good timing.
Need help with the Blanka matchup. Not sure how to play the neutral game. Damn slide gets me more that it should.
Try to stand at a range where the LP Blanka ball will not hit you. This should give you enough time to react with either sMP or SPD
If the Jimmy spams MP HP EX Ball the use Quick Lariat to punish on reaction.
Use the slide against jimmy focus that sh¡t.
Learn how to LP or LK into Ex Green hand OS. This can help you in the very last moment.
Blankas footsies are better than Giefs (Don’t jump in) try to move yourself forward every chance you have push him to the corner then U2 or Lariat or Headbutt the escape.
While close to the corner you can punish Blanka ball even on hit.
Master the small jump knees into SPD
Use normal throw if you see your SPD baited often.
A key thing in this match up is the blanka ex up ball since beats SPD Lariat and any jump in, if you can bait this move the match is yours.