j.mp can tag wall jumps to and from the wall.
You could also teleport or slide, I suppose. If they’re terrible with izuna drop, then block/punish.
Most Vegas like to harass with c.jabx3 into c.mp to push you away. And then probably jump in with j.fp .
watch out for lp.roll from mid screen. It only rolls once, but his arm length can reach you from a good distance.
Get the knockdown and build on it. If they don’t have EX/Ultra I like to go for meaties.
Did they add invulnerability frames to EX-flip kick? If not, do your favorite meaty into scissors.
Wake up flips you can walk up throw or slide. And start over.
Try to read their habits with df+hk throw set ups.
He has a new overhead, which oddly enough, i haven’t really seen yet.
He’s a bit tougher this time around because his gear doesn’t go away as quickly and the dmg output has evened out between the two.
Yeah if they backflip and you have charge just PC(any of them should work I think) but if you don’t just slide or walk forward and throw. vs vega option select slide works really well if you notice they like to role back out of jumpin pressure. If you block a wall dive(one passing though you) and you have down charge you can usually land a HS on them after they wall dive. I like to let them poke me alot at the beginning even when I have meter(but I’m blocking of course) and just play cool and tech if needed then once they get comfortable knock them down between their c.lp and c.mp link in their blockstring with EX SK and start some major pressure.
If you stand at max c.lk range his uppercut kicks should whiff if he does them on wakeup and you can punish with another c.lk>SK. Once you establish that you can usually pressure a little longer with regular SK loops, but watch out for random EX walldives into izuna drops too once you start heave pressure(or get knocked out of pressure and want to dash in again, alot of good vega players will pick up on when you like to dash or slide and hit you with EX wall dive.)
If they like to get the life lead with a little poke and make you chase them, them df+hk and juggle you(alot of vega’s like this tactic). Just keep tract of their timing and their spacing for it (because its most effective at a range that looks safe for you) and preemptive PC or if you are scared s.hk preemptive will usually win for big counterhit damage(or ultra). A rushdown vega will also use this move to close space and keep pressure on you, dash back and tele will not get you out of this pressure because they can either slide on reaction to your tele or they will poke you anyways on the backdash. Anyways just tech after you block the df+hk and you should be good(if they start spamming this to get in know it and PC or EX PC that bitch!!!
If you have the life lead vega doesn’t have alot of options to get in so FA can be very useful in this matchup especailly at at distances of around half to 1/3 screen away, if you are too close they will uppercut kick you and break your armor.(so probably optimum range would be just outside of the range of their uppercut kick.)
Oh yeah and crossup vega for free get the knockdown(or even if you find yourself in that range during the battle, if they role away refer above^. If you get to predictable when they aren’t knocked down you might get air thrown so watchout for that.
I will usually try to go air to air with vegas that are wall dive spamming with j.hk/nj.hp/j.mp, its also a free ultra form time to time with j.mpx2.
if they are good they will start uzuna dropping you out of the air, in which case I will start trying to tele to punish the wall dives. And like I said above HS will work good against wall dives as long as you learn the timing(usually right before they are right over your head trying to make you guess which side they are gonna hit you) and use them sparingly.
Thats about all I can think of right now, I will add more if I think of anything.
I found something interesting, looks like the headstomp can punish Adon´s HK Jaguar Tooth when he jumps to the wall and when he does the kick (can someone confirm this?)
I haven’t lost vs a Dhalsim yet in Ranked Matches, but holy crap he’s a biatch to fight. I usually like to catch em off guard with an ex psycho crusher. However, when I do it and they do a random teleport, it makes me go “GAAAAAAAAAAAAAHUAHIAGAGHA”.
I’ve noticed it can too. I think it normally works if you do it straight after he goes for it, and you catch him in mid air. You have to work on the timing though, otherwise he can still kick you. I usually just use the EX one if I can, just to be on the safe side.
Against Dudley there are a few things that will get you punished easily.
NO dr/hs mixup or even meter building… a good Dudley will catch you with ex mgb so the meter is not worth the risk
Also when he’s pressuring you with jab mgb when he has ultra its best not to go for the punish. iirc its -2 frames on block or something like that so if you throw out a c. lk or something to counter he can hit you with Ultra II. If he doesn’t have revenge gauge you are relatively safe to do whatever.
S. mk pretty much keeps him out for free on the ground and s. hk beats the elbow drop if spaced properly but once you do get the knockdown you have the advantage b/c he lacks goods reversals without meter.
You have frame advantage against any version of Machinegun blow on block, since any Gief or T Hawk player will tell you that a blocked MGB = free 360/720
Checked the frame data site, -2/-4/-5/-8 from LP to EX respectively. So anything other then a LP MGB is a free punish.
And Dudley can’t try to build meter either. If he stands back whiffing out MGBs or any of his other moves really, he’ll get to enjoy a PP to the face.
Edit : I misread your post a little bit, my bad. If Dudley is really a douchebag just spamming LP MGBs in your face you can easily just EX PC thru it. But really most Dudley’s I’ve encountered so far are very keen about getting as much damage as possible once they’re up close since as soon as they goof up and lose that close range they’re back to having to deal with Bison’s footsies to get back in.
Leaving the ground is a very bad idea against Guy since he has so many options to throw you out of the air. Past that as long as he doesn’t have meter you can pressure the ever living shit out of him, and even then if you can bait out his EX Tatsu you’re free to punish and go right back to work. His fastest move (outside of U2) is also 4 frames, so you can poke the hell out of him upclose with cr LK.
If Guy is heavy into flip shenanigans I usually just Psycho Crusher my way thru. It will stuff his elbow drop and his throw will obviously whiff, putting him back at square one.
My gameplan really against any guy player is just to get in close and keep the pressure on him, though typically I will back off if the fight gets too close to the corner, since Guy could easily flip me around and turn the fight in his favor very quickly.
And fighting Guy with your back against a wall = death.
Not sure if anyone else has noticed this but c.HP seems to be working a lot better against Chun and Rog jumpins. Probably against a lot more people too. Specifically against Rog and Chun since I play those characters a lot I’ve noticed that c.HP is winning clean way more often than I remember it doing in vanilla.
Might be easier if you posted what you were having trouble with specifically against Ibuki.
From what I’ve noticed Ibuki’s suck at footsie games. Get her into your footsie range and you can mess her up. Her reversal’s are very punishable on block. New players seem to throw out her neck breaker a lot. You can block and punish with c.lk or c.mk xx scissors. I’ll check the c.mk
The other thing I’ve seen is falling for her resets because they cross you up, learn to recognize it and block correctly.
Her oki game is scary, she can throw a kunai on one side while jumping to crossover the other side. Teleporting out (3k) has worked for me, don’t think she can punish this.
On another note, can you stuff blanka’s wakeup reversal ball with meaty c.lk?
You can stuff all of Blanka’s wakeup options with meaties. If he does EX-Up ball, he will hit you, but you can just scissors back ON HIT(or PC, I haven’t tried yet) for the knockdown to reset the situation in the corner. If you’re not in the corner, you won’t have enough time to get next to him again with charge if he techs the wakeup.
I don’t know if this has been mentioned already before, but I think PC in general works pretty well in the El Fuerte matchup, especially when he’s doing alot of running around. I’ve been shutting down alot of his gimmicks with PC, even back in vanilla. Has anyone else had any success with the PC in this matchup, or have i just been playing crappy Elfs this whole time?
thanks to ryboy for the blanka matchup advice, but this is exactly what i look like when i play blanka, specifically this guy [media=youtube]hyGYLUCheTc[/media]
that’s not me in the vid but i’ve played that blanka a bunch and lost everytime and it pretty much goes just like that vid, so maybe you guys can help me out against this specific blanka player, thanks ahead of time.
First, realise that Dictator’s footsies and U2 appear as monstruous for Ibuki ! As long as you’re not knocked down, you have a real advantage against her. Maintaining pressure is quite easy against her. Go the usual way, but be careful of U1, though I don’t see many ibuki using it. It reduces your options, but as long as you use neutral or better frame stuff, you should be able to react to it. Don’t use any other SK versions than lk, or only 2nd hit.
You have to punish non wakeup kunai jump with U2, they have to fear rushing you down with this ! Make her play footsies, not jumpin shenanigans.
If you’re down… I would say respect the vortex and block/tech. As soon as you can be back to neutral position, you’re automatically advantaged again !
You can try cheating your way out of it with ex PC, but the kunai can mess your escape. ex DR can be tagged with a neck breaker if you whiff it.
I’m not that familiar with the matchup, but when blanka uses ground crossup pretty sure you can c.jab your way out of that. I’ve had more luck stuffing blanka’s wakeup with c.lk than c.mk.