(→Moves List: Made Claw's Normal Moves section.) |
(→Command Moves: Made Claw's Command Moves section.) |
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''cr.HK -'' This move has the same animation as the cr.LK, but a little slower. It cannot be canceled and doesn't knocks down(Strangely enough) but you can link another cr.HK after a meaty cr.HK. | ''cr.HK -'' This move has the same animation as the cr.LK, but a little slower. It cannot be canceled and doesn't knocks down(Strangely enough) but you can link another cr.HK after a meaty cr.HK. | ||
==Command Moves== | ==Command Moves== | ||
Well... What can I say? You cannot cancel normal moves into those so... If you want to use them, use in mixup games. | |||
f + | |||
'''''Peace of Mercury''''' | |||
* f+LK - An overhead kick. It's slow, so you cannot combo after this. It's unsafe if blocked too, watch out when you use. | |||
'''''Cosmic Smarts''''' | |||
* f+HK - This move has a nice reach, can be used as an anti-air, but whiffs on low crouching chars and Claw can't combo after it, so watch out in this move too. | |||
'''''Round Slider''''' | |||
* df+HK - This is Claw's cr.HK from the Capcom games. Can be used as a low poke too. It can't combo too. Unsafe if blocked. | |||
==Special Moves== | ==Special Moves== | ||
Charge b,f + P * Rolling Crystal Flash<br> | Charge b,f + P * Rolling Crystal Flash<br> |
Revision as of 11:27, 9 May 2016
Introduction
This is Vega(aka Balrog, but let's call him "Claw"), the fast guy with the claw in Capcom's side. He is good in the SF series, but here, he isn't that good. If you want to continue, okay, good luck too. Now for his Good and Bad Things.
Claw's Good and Bad Things
Good Things:
- Has one of the best walking speeds of the game;
- Can travel in the screen with ease;
- Can do wall jumps;
- Can grab the opponent in the air;
- Has nice pokes;
- He can't lose his mask or claw(Thank you, SNK);
- He is good with mixups;
- Has nice anti-airs;
Bad Things:
- Hard to master;
- Bad Exceed(Yeah, it is bad);
- Can't cancel normals into Command Normals;
- Can't Super cancel normals too;
- He can't combo that rolling move into one of his pokes(Sadly, because it makes that move a safe move);
- cr.LP is slow and can't combo in itself(Dunno why);
- His wall leaps are slow and can be predictable with ease.
Moves List
Normal Moves=
Vega's Normal Moves are nice to use in battle, and if you used him in the early SF games, you will know some of them.
s.LP - The Far and the Close versions are the same(And Claw was needing a far s.LP in this game). A fast attack with his claw. Good as a starter for light attack combos, can be canceled, but it whiffs against low crouching chars.
s.LK - (Far) Nice cancelable poke. It's fast, its reach is nice, and it's 100% safe if blocked. (Close) A fast attack with Claw's knee. It hits low crouching chars, can be comboed after a s.LP, and you can cancel it. It's good for tick throws too.
s.HP - (Far) A poke. It isn't fast as the far s.LK, and cannot be canceled, but its reach is better. Use if you need. (Close) His most damaging cancelable move, but it's slow and whiffs on low crouching chars, so use this only on punish situations.
s.HK - The Far and the Close versions are the same. A great anti-air. The range is nice, the priority is nice, and the damage is simple. Use it only as an anti-air.
j.LP - The Diagonal and the Neutral versions are the same. A good air-to-air, and only that.
j.LK - (Diagonal) A fast jump-in. Good to use on combos. The kick stays for the entire arc of the jump. (Neutral) Can be used as an air-to-air, but the j.LP is better.
j.HP - The Diagonal and the Neutral versions are the same. A slow, but good jump-in for combos. The reach is not that great, compared to the move below. It can even crossup the opponent, but it's hard.
j.HK - The Diagonal and the Neutral versions are the same. Claw's best jump-in in my opinion. It's faster, has more reach, but can't crossup compared to the j.HP, now just choose which jump-in you'll use.
cr.LP - I remember this poke in the early SF games... It could combo in itself, it was extremely fast, and was a followup to his rolling move. Here, this move isn't like that, sadly. Don't worry, you still can combo after the s.LP, and cancel it.
cr.LK - A low poke. It's cancelable, fast, and can be comboed after the s.LP.
cr.HP - Nice reach and angle. It's slow, but this move is good as an anti-air, and only that.
cr.HK - This move has the same animation as the cr.LK, but a little slower. It cannot be canceled and doesn't knocks down(Strangely enough) but you can link another cr.HK after a meaty cr.HK.
Command Moves
Well... What can I say? You cannot cancel normal moves into those so... If you want to use them, use in mixup games.
Peace of Mercury
- f+LK - An overhead kick. It's slow, so you cannot combo after this. It's unsafe if blocked too, watch out when you use.
Cosmic Smarts
- f+HK - This move has a nice reach, can be used as an anti-air, but whiffs on low crouching chars and Claw can't combo after it, so watch out in this move too.
Round Slider
- df+HK - This is Claw's cr.HK from the Capcom games. Can be used as a low poke too. It can't combo too. Unsafe if blocked.
Special Moves
Charge b,f + P * Rolling Crystal Flash
Charge db,f + K * Scarlet Terror
Charge d,u + P * Sky High Claw
Charge d,u + K * <wall leap>
_b / f, press P Flying Barcelona Attack
_b / f, dir. + P when near Izuna Drop
Press AC * Backslash
Press BD * Short Backslash
Super Moves
Charge db,df,db,uf + K S^ <wall leap>
_b / f, press P Flying Barcelona Special
_b / f, dir. + P when near Rolling Izuna Drop
Charge b,f,b,f + K S^ Scarlet Mirage
Exceed
Charge b,f,b,f + C X^ Red Impact