Safe jump. The slow startup of the EX PC makes it easy to safe jump. Dictator, as we all know, cannot deal well with jump-ins from the right distance, so ambiguous crossups work well, especially as meaty. EX PC startup is 14 frames, so you have virtually an hour to time your safe jump right.
lk.sk is +0 on block if the framedata is still true. So both of you should be even, and whether you go for c.mk or c.lk depends on your spacing. It might be better to just keep blocking in this situation to see what he does next since neither of you have a frame advantage. Depending on what he has a habit of doing you could:
Jump away, neutral jump, or jump towards if he continues with scissors.
Focus, if he has a habit of s.mk or s.hk after.
s.hk if he likes to jump in after.
I also thought I’d say something about the ryu matchup, I don’t think it’s really stuff people haven’t noticed but it’s just been annoying me and maybe someone can confirm my observations. This matchup is still pretty annoying because I have to constantly guess if they will try to reversal me against a good ryu. I feel like you really need to put constant pressure in this match, get in his face. With your scissor loops always pause occasionally and see if he goes for a reversal. c.mpxx whatever seems to be a better punisher if you’re timing’s off since it hits as they land. Vs a good player most ppl will drop links here and there, stopping links on purpose sometimes baits out the dp. If they’re trained to not reversal, then tick throw time. Also, crossups with j.hk if you don’t want to be reversaled after block.
If you are fullscreen, work your way to him slowly(jump over until you’re halfway then focus in), don’t rush in or you’ll eat quite a few fireballs. Air shennanigans tend to not work well against good players, but if you see someone try to air tatsu you out, a devils reverse with lp immediately after jumping up swats them out nicely. I’ve also had a much easier time using c.hp vs air tatsu in front of you or over.
I thought you could dash a reversal back after j.mk, but i’ve gotten dped repeatedly after trying to backdash, not sure if i mistimed it or something.
Hey Ryeyoo, I feel this match up is the same for the most part, the only difference here is that you can more risky jump ins and not be afraid of eating an extra 400 damage Ultra on trade anymore. This match is a flat 5-5 IMHO.
Fundamentally most Bison players should not expect any change except that, well, if you have the ultra bar, you can start walking closer because the zoning should be toned down from the Ryu player. Otherwise, he gets a gut check.
Well the nerfed srk fadc ultra changed the pace for me, because I used to be a lot more defensive late in the round.
No matter how much i try. I never get ultra 2 out when i do down then down-foward motion, i also pull up and i STILL flunk the ultra all the damn time and the ultra comes out. F**@*# annoying.
Someone needs to give me a new motion lol.
Rose has this kick where she lifts herself up on her scarf, it stuffed my scissors loop several times. Pretty sure I spaced right, but this was online so not sure.
Close s.MK is throw and sweep immune I think, you just have to block that. I don’t know if it’s the same move you’re referring to.
Got raped by a nice aggressive Vega on PSN, lost few at the start but took back some in the end. He rushed me down like… just going straight for izuna/claw drop mix ups, hopping over me on wake up with df+HK and mixing high-low moves and burning the charge. Basically didn’t have a whole lot of options except block and punish or just port out and reset the situation. I wasn’t sure how to answer it and I guessed wrong on the claw drops by preemptively focus attacking so I ate izuna drops. The new overhead took me a few rounds to get used to cuz his df+MK didn’t overhead in the previous game. Vega still has pretty shitty defense and their best options are pretty much block and tech.
But yeah, since I never really fought any good Vegas in vanilla, I randomly hit neutral j.MP to see if it worked and knocked the Vega guy out pretty easily at the apex of the wall drop. Didn’t know too much about this match up except he can’t really block too long otherwise his equipment falls off. Seems like it’s best to just block his pokes because at the rate they come out (4f c.LP, 4f c.MP) he frame traps you a bit if you block them and you can’t really counter poke him properly after it since you get pushed away.
Anybody else find anything about the Vega match up worth mentioning?
for vega
teleport forward everytime u see him wall dive (srk PPP)
u should teleport whereever he lands and hit him with a free roundhouse
frame trap his opt techs with jab —> fierce or low short roundhouse
Are the back flips punishable on the recovery?
yeah
I play a good Vega (like everyday ever since sf4) on PSN dudes tag is mask terror, one thing that is worth mentioning is that PC tail whips S claw that or sails right above it.
I hate to say it but play it a tiny bit safe and focus on Geting a knock down (don’t turtle it out, but use defense footsies yo), once you get that then apply hell to em until the claw falls off then apply more hell, not to mention keep vega away from the claw, but still do not take vega lightly with out his claw. Don’t jump in on vega when he has ultra, you will eat a S Claw.
yeah tony, free slide!
it’s KINDA risky, but wall dives you can focus dash punish, unless he throws you (or izuna drop, or whatever u call it)
Neg, the Vega I fought totally said FU when I tried focus. Izuna drop or EX-claw. Focus attack is totally not an option against good Vega players.
Andy’s suggestion is probably the best option aside from me trying to neutral j.MP it lol.
I will try LP Psycho Crusher and see if the slow tail can hit them on the way down unless someone can confirm it loses, hits, or trades?
one little thing against viper that you guys may already know. if you get a regular knockdown and dash and go for a fierce jump in, you will land behind her reversal HP thunderknuckle and it will completely whiff and you get a free slide or a free roundhouse, same with EX burn kick. if they do nothing you’ll just jump in from the front. it’s really easy to safe jump EX seizmo since it’s a quirky move in itself, so that’s never anything to worry about. basically you can jump in for free after scissors and just OS st.roundhouse off of your fierce jump in and if she does Ex seizmo, you OS it and kick her in the face, if she does her other two wakeup options they just whiff.
this is off of reg. scissorkick knockdown btw, i wouldn’t recommend jumping in off rh scissors because you recover pretty slowly and she can get out of dodge with relative ease.
Against good Vega players yeah focus isn’t always the best option for wall dives, then again most good Vega players don’t use the wall dives all that much outside of combos anyways. What I do see is lots of pokes and tick throws. You can also punish his silly little backflip escape thing by throwing him too, I like doing that better than slide because it puts him ever closer to the corner. Also Vega knocked down is free, he has no wakeup to speak of and really can’t do much of anything but block, scarlet terror which is horrible, or silly backflip.
Yea that’s it, haven’t played against rose a lot, need to space against her better.
I think vega can air throw you out of nj.mp
Good info, she always gave me a little trouble on keeping pressure in my favor.
just teleport whenever vega wall dives lol this shit aint new people!!!