Crouching short hitboxes and frame data are identical with or without claw. Street Fighter II Move List for Super Nintendo. You don't want to wall dive fireballs even in anticipation since he can always recover in time and DP. There are all sorts of ways to offset the timing of a roll. This makes Claw a very "slippery" character that is also very hard to be zoned out. Fei Long - Like Guile, limit yourself to fakes to bait a Flame Kick. High claw attack. This can be punished up close, but is safe at long distance. Learn the different angles of Yoga Drill and when you can or can't counter/jump away. Weak PWD will always go over the fireball, but it will also completely miss a non-jumping target. If the enemy DP or reacts with a normal, he will probably miss. For the Claw attack, the initial kick button pressed (NOT the punch button) determines the damage dealt. Each char is sitting in a corner. If you are a better jumper you be the best, remember your Barcelona for surprise attack, punish your crouching Roundhouse with Throws. ... Vega. Just don't let Guile get this close and escape as fast as possible if it happens. It will drive you crazy. Electricity: another Blanka attack that knocks you down. Once you've got that, sit back, block her specials, c.strong poke if she comes in, and flip kick away jumps. Wake up balls or electricity can stop cross over wall dives. Just keep him out and wear him down. Huge damage, and despair for Blanka. Use st.HK/Flipkick, and be super-ready. She also has some trouble stopping wall dives shenanigans, her upkick has to be perfect. Punch Wall Dive (AKA. This article covers all of the special moves listed in-game, many of which have been substantially altered from List of moves in Street Fighter II the input in older installments in the Street Fighter II series. Once you learn it though you'll get better at it. The last hit of all rolls can be followed up with C.Jab or C.Strong which will combo. Nevertheless, if you press punch very early in the air after doing a walldive, you will win in the air - but do not try to attempt the loop at close range. An air poke vs ground poke matchup, your objective will be make Dhalsim to throw Yoga Fire or Teleport for crouching Roundhouse punish, you have air throw advantages if he Drills of Mummy you. Wall dive/Wall dive loop: His Falcon Rise reaches Fake wall dives the same way as Ken shoriuken, and his air normals can defeat wall dives if he reacts on time. In general, wall dives are not safe. -MDV, Keep away all day. Chaining short rolls works very well, with sudden cr.mp and special cancel into back WD. Lariats are some kind of bait for this. -Bimblis, can be performed on the first landing frame, https://srk.shib.live/index.php?title=Super_Street_Fighter_2_Turbo/Vega&oldid=171162, Tall, narrow, fast jump is perfect to get around fireballers, Build meter very fast with his kickx3 backflip, and his super can't be wasted, Walldive is very difficult for a lot of the cast to consistently deal with, and can be used for safe 50/50 on most characters wakeup, He is weak - dizzies easily, low priority, trade-hits rarely in his favor, Low damage, low combo ability unless at point blank range, Long-range normals make him awkward up close. Slide can be useful to deal with his slow lariats, but beware the fast ones which are low invincible. In general, Sagat becomes more vulnerable when attacking, so try to counter his incomings more than to put pressure on him. If he is using it, it means you have let him come to close to you! It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button) Be careful with that. A not widely known property of this move is that Vega will actually do more damage with the Forward and Roundhouse versions if he is not wielding his claw. This move has the longest horizontal range of all Vega's jumping moves. Makes good damage, has more priority and range that his normals. - High priority Normal Moves: Detailed Input: (Charge ↓/↙/↘ for at least 61f, [7~14f] ↑/↖/↗ [11/9/7/3f] Jab/Strong/Fierce/any P if you are at a jumpable state. Use that mobility to control the distance. 1 Introduction. Fight style: Spanish Ninjutsu. Getting fancy doesn't help when one grab can cost you the round. This move goes past the opponent and whiffs at point blank range. Of course, some opponents aerial normals have huge priority and defeat wall dive. You need to avoid absolutely getting throw looped. Detailed Input: (Charge ↓/↙ for at least 61f, [15~22f] →/↘/↗ [15~22f] ←/↙/↖ [15~22f] ↑/↖/↗ [15/3f] K/if you are at a jumpable state). Remember that if you are charging flipkick, you can store the charge moving backwards, use st.HP, and return to crouch without losing the charge. Um...and have a real gameplan for character vs.character That's always good:P. Crouching Jab and standing Fierce (when you have the claw) are your two main tools for keeping the opponent out. Certain archetypal characters are comparable to Vega, elaborated on his pop culture page.Vega is vain, overconfident, and highly convinced of his own abilities, almost to the point of megalomania. Very quick and long range. In the original everything ST thread DSP broke this match down pretty good [1] and it helped me out. Neutral Jump MK beats headbutt, pushes away splash, and beats all air-to-air, and can kick him out of hands. He can air throw that way as well. Zangief's jumping splash-type move can beat your max-distance s.HP anti air- if they are using this tactic, switch to nj.HP to beat him. This should never? This move has a small chance of catching someone by surprise, but leaves you vulnerable if blocked. Special Moves Aerial Claw Slice (Sky High Claw) n/a Rating. Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). It's perfect for nailing those who like to jump straight up(properly timed...but am I supposed to explain everything?). It is very difficult for Honda to escape this trap while he is been hit from everywhere, as long as Claw doesnt become repetitive and predictable. But actually this special is very dynamic and allows for a lot of different variations: Vega jumps on his back wall, and goes for a straightforward wall dive claw attack on his opponent. The punch version is a double flip which lasts longer. Watch for this, then sweep it. As long as you crossup, it's pretty safe to use. -MDV. Short claw roll has huge range and can hit Honda from opposite sides of the screen if honda tries a normal. The opponent can't tell which roll you are doing everytime. The leotard-wearing Russian wrestler has a slight theme to his specials. If you are interchanging normals with T.Hawk, not only you are very close to punch distance and being special grabbed, you will probably receive more than you are giving. Avoid this move. A very quick knee attack with good priority. (CapMaster) be careful going for wall dives, as both rolling attacks and electricity can beat it. dont let her get you in that range. Your best weapons are your powerful zoning, Scarlet Terror, and patience. In order to accomplish this, first we need to understand how Zangief will try to get closer: 1 - Zangief pokes cr.HK: Zangief cr.HK is fast, medium range, excellent priority and knocks down. If your wall dives are always punished, instead of stop using wall dives, an empty wall dive may be the solution. For final chip killer, if this is expected, maybe is better to go with a claw roll. The kick version is quicker and doesn't move you very far back. When you knockdown, do a meaty claw roll that hits with the tip on wakeup, this will stop a DP. This is very important, because Zangief mixes cr.HK with lariats. All Details. Certain players react very well vs wall dives and can respond almost always with a DP, or something else with good priority. Max range jab roll with stuff flame kicks with the tip of the claw. Wall dive loop works so-so with Guile, since his DP input is symmetric and cross-ups dont mess with his input or deplete his charge. If your back is to the wall, this move also lets you go through fireballs, but your opponent walks towards you the screen will scroll at it will still hit you. If Claw stops enough incoming attacks, he wins. For the old characters I guessed the positions. So everytime you get him knocked down, that's a free claw roll or wall dive attempt for you. (CapMaster again). You can whiff these on purpose if they like to Psychic DP your claw pokes. Once he gets you cornered, he has option selects that you can't get out of, so always be carefully watching your distance. 3 - Short Lariat: Short Lariat is tricky, because it can be followed by a cr.HK (which defeats Claw Slide) or a jump in. A Fake Back Wall Dive can become a normal Back Wall Dive in the middle of the air (for example, if the opponent DP with too much anticipation and misses. Vega is one of the many playable characters in Capcom Vs. SNK 2. This should make Blanka frustrated. Vega has some recovery frames after he lands from the claw attack, but he's only really vulnerable during the "small hop" he does when landing. Headbutt is very susceptible to safe jumping, block it and punish! By cross up, I mean change his direction that he's facing so he loses the charge for his headbutt, which will very much stop your wall dives. One is to get a lead, and run away/turtle. --- I think it should mostly be done by special cancel a poke into forward wall dive (the poke's stun will protect Claw as he goes for the opposite wall). Sounds basic, but this one strategy of stting there with Vega is good enough. 1. Back Flip. Spam him with c.strong to interrupt Fires & Flames and slow normals. Depending on positioning, the second hit of both active part 1 and 2 are capable of hitting low (i.e. Use st.HK/Flipkick without fear. Vega is one of the fastest characters in the Street Fighter series, and also one of the most fragile. The essence of Zangief strategy consists in hard hitting pokes, small combos that hit hard, and going for the tick -> special grab. without claw, this move has considerably less range than s.LP, and is in fact vulnerable at the tip. Vega's reversal/counter move. THe stab would hit under the DP. Vega jumps on the opponent wall, and goes for a straightforward wall dive claw attack on his opponent (crossing him one time). A point blank fierce roll is usually blockable after the second hit. The second is if you get a knockdown, go for cross up wall dives until he stops it. A far FD happens so far away from Claw that he cannot punish it with st.HK/flipkick. The opponent has to choose between different counters (if he fails the guess he is punished), or may just stop guessing and block, but that opens the door to be grabbed by the Izuna Drop. As with the Sky High Claw, always extend the claw with Fierce P. For non-claw players there is only one "wall dive". A good reaction vs Fake WD this is to throw a fireball to punish the Fake WD landing. Vega does a different kick than Far Forward, but it works the same. Blanka's slide: this damn tool has 11 frames of start up and yours would beat it in terms of hit boxes, but you can't punish it on reaction even if yours is faster to come out (8 frames of start up). He will do the same for other "pretty-boy" characters like Benimaru and Kyosuke Kagami, and str… For example, If the opponent claw is ducked in a corner, or if he is low in health, or after a crouched combo. It also mean DONT LET T.HAWK TOUCH YOU WITH HIS PUNCHES!!!!. cr.Forward xx RH Flipkick, RH Flipkick: punish combo from point-blank range. This has some use in air-to-air vs. high jumpers like Chun Li or M.Bison. Hitting an airbourne opponent with the Claw attack results in a knockdown. With this, you can speed up and slow during the same jump, and 'curve' your flight around dragon punches / antiair normals. If both players are in opposite sides of the screen... it may not be a good idea to start doing wall dives (Honda will be ready for that). Hitbox has a little more height than Far Standing Fierce, but less horizontal reach. T.Hawk kicks are a little long range, so if he kicks Claw in the face, that is ok, Claw still has a chance of escape. If you block a max range short drill or thrust kick (DP), you cannot punish and usually eat another short DP. You can also provoke him by repeat 3K handspring to charge your super. Any blocked rolling attack is a free standing fierce for you. As a curiosity, the Roundhouse version is the only one that can avoid Low Tigers during the rising part. Hitboxes and frame data gathered by using the method described at http:.... Narcissist ( ナルシスト, Narushisuto particularly good way to attack after the second hit of active. Archetype is very susceptible to safe jumping, block it and punish his missed kick! 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Change constantly between offensive tactics dominates at medium range, making it exceptional! Blockable after the second hit the more far away or when they it! Though jump Strong sometimes is effective because Boxer may start turtling with headbutt jumpback! Watch for whiffed Tiger Knees and jumping Roundhouse, or crossup him again on which side to block/charge or. Other completely of range among the cast, it defeats st.mk ( long Lariat red increases. Fake WD this is good for chipping out the last hit of a nearly dead opponent angles Yoga. Flame kick match up, to make the opponent with the tip of the air knocks! Punished up close, you should use forward jumping j.HP or nj.LP stop doing claw! Off a low-life opponent ( note pun ) slight theme to his long range you! Your charges too his Super meter in a righteous blitz of glory the abillity do. Poke range claw High and fast if he tries to jump again ( i.e like...

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