i clearly mentioned it as an izuna loop,where i keep izunaing him on wakeup.i just found out that it does very little stun damage,thus i guess the chances of your opponent getting stunned from a loop is very little.
and btw are you from asia bro?i could use some vega mirror practice!
1)Izuna Drop does do stun. But very little. Since the grab motion itself is relitively slow in stunning, the stun bar resets during most of your drops during your loop. Therefore, you have to keep dropping them when they wake up if you are to have a chance of stunning them.
2)There are a few things you can do to weasel your way out. A cr. SK will slide off to the other side but recovers about 5 frames later than Sagat on a weak Tiger Knee. This is used only if you are really desparate to shake him off. I don’t recommend this method.
If you are to block the Tiger Knee after Sagat’s pokes then you MUST stand and block. If you don’t, Sagat will get close enough to keep doing it. If you were to stand, you will push Sagat back slightly. In the corner, Sagat can loop 3 times before Claw has a clear distance to do something. Same with Dictator’s scissor kick loop. When this case happens, ST and EX ST can actually serve as a decent reversal since its faster than pretty much whatever Sagat can dish out (Except TU). Or you can take your chance to fly away somewhere with or without a poke first.
If his last poke is far away like a cr. MP–>Tiger Knee, its your time to shine with your Ultra.
Well I’m from Hong Kong, but currently in Canada.
Vega mirror matches arn’t that good of a idea anyway. Its all about poking the shit out of eachother since izuna drop is impossible without the EX thrust. And he can easily counter his own SHC even when he gets hit since he has the range and speed. It can get fun when the two players screw around but if two serious players were playing, its a game of telepathy.
vega mirrors are the only one of its kind where vega cannot rely on a single gimmick to score a win.its a raw footsie battle.really helps to up your game.
when i play vega mirrors i just save my meter for FADC on RCF. I kara throw the shit out of the other vega, once he’s in the corner, i usually end the round at that point.
no luck from the ground, nothing will work, in order to get anything done you have to out-height him, that is predict a jump in from him and try to get overtop of him to smash him with your downward moves like fierce or roundhouse. air grabs get him out of crazy positions but it’s really hard to anti air him from the ground thanks to his fast jump and wide arc. a lot of times you have to predict he is coming because of the fact that you have no options from the ground, so you always have to be ready to anti air him with the normal tools. gen’s jumping in repeatedly is the main concern in this matchup
Yeah, shit seems OMEGA free. My friend is losing to Gen’s she is straight up better then cuz they just jump and now she has to deal with the 50/50 if she blocked or worse gets safe jumped and now Gen really has momentum.
I checked training mode and it does 150 stun (if I remember right), but since it works more on the bigger characters (Sagat, Gouken, Rufus, etc) and they have higher stamina, it would take 6 or 7 in a row to dizzy someone with 1000 stamina. Even in the videos with the loops, its usually not that many (in the ones I’ve seen and can remember anyway). But the stun doesn’t go away if you get them in the loop since its grabbing them right as they get up, but if you miss it once, the stun starts to wear off.
I usually end up losing if I get caught in the TK trap.
1.do not crouch charge at sweeping distance since its not possible to anti air his jump in with vega’s on reaction(unlike most of the other matchups where counter jump ins from crouching position is possible).
2.DO NOT try to air throw gen’s jump in as 90 % of the time it would end with both of the characters whiffing their respective moves and landing at kissing distance.gen is a bad kisser,so
you might want to avoid this scenario.just stick to fierce jump hp and mp.
3.vega’s wall dives cannot be stuffed by his jump attack,so just watch for his fa’s and try to get in a few cross up slashes.
4.safe jumping on gen is pretty easy.
5.the only way to counter his jump in is to predict his jump in.i mean,its not like the dood has other poking tools outside of his mk/hp at sweeping distance.so unless you’re cr mping like a maniac ,its pretty easy to anticipate his jump in.
6.izuna loop=gen rape since jeriko is an auto correct failure,and theoretically his aa ultra could catch you,but if you know how to loop then it would go in the wrong way.seriously,i play with a couple of good gens and he falls for the loop just as bad as sagat imo.
7.in the case of an unavoidable meaty jump in/cross up, do not option select throw.normally i just press throw once immediately after his jump in cross up mk and just keep blocking looking for a tech
after his jab strings or bail out with a back dash.you can also tap focus occassionaly,but make sure that you dont over do it.
8.last but not the least,counter his wall dive with your wall dive if he does it from full screen.not only does it make him look like a scrub but it cannot beat your dive unless or otherwise you choose to whif your dive.
overall i would say this matchup is in gen’s favour 6:4 only if he can mk to hands and bait your throw option select.the gens i play against can do that pretty well making it a tough fight.
cause by the time vega’s cr lk comes out ,a typical gen player would be well on his way(using up the blockstun time) for another cross up mk or neutral jump.if you’re a shoto you could always late aa his ass on reaction,but being vega you cant help but think of this as the cheapest tactic in the whole game.you dont have enough time after a cr lk to do anything but block again.his jump is that fast.
its ****ing cheap!
matter of fact,even if your cr lk doesnt come out,you got to be sharp enough to counter jump in. OR you could do the the best possible thing by forward dashing in gens direction,making his cross up whiff.(or get to force a tech throw incase he neutral jumps)
Is it consistently safe to backdash after blocked Abel f + MK -> dash cancel, or does Abel recover fast enough to punish Vega? And if he doesn’t dash cancel, does he recover fast enough to punish the backdash?
What frame advantage is Abel at after blocked first hit of CoD? (no FADC)
Is Abel safe after 1 hit c. HP reset xx LK Wheel Kick, or can the Wheel Kick be punished on block?
Hi everyone, this isn’t really a matchup question, it’s a “basics game” one but i hope you can help me.
Days ago i played against a Bison player who did pressure to me with his cLK+LK Scissor or LK+LP jump to my back and repeat the same again.
Today i played against a Guile player who did almost the same thing (not scissor xD).
Question is, how can avoid that pressure trap? i’m not cornered but i have a lot of troubles with this and i don’t know how to escape consistently…
Sorry if this is not the right place to answer this but as a Vega player i hope you can tell me any advice.
(Please, excuse me for this weird english use but i’m spanish xD)
you know what i think is cheap… losing to chun lis who only have to use sweep, target combo, jump straight up roundhouse, short, and throws to win. holy fuck i hate getting hit by target combo
In my (rather limited) Vega esperience, I really think Chun is one of Vega’s most frustrating matchups, because while she doesn’t melt Vega’s face as fast as many of his other matchups, she just cuts off so many of Vega’s options doing absolutely NOTHING.
She owns you cold in the air, so any air-to-air attempt almost never gets you anything but a fist or boot to the face. In most of Vega’s other matchups you at least have some capacity for max-range air footsies and the like, but Chun can anti-air you pretty much just by existing. Barring a retard-level spacing/timing fuckup on Chun’s part, any button she hits in the air will win over yours.
Staying on the ground, you have to navigate your way through a minefield of standing MPs, standing fierces, vertical jump roundhouses, sweeps and Hazan Shus trying to maintain minimum offensive range so that she doesn’t get a break to throw a Kikoken, which given Vega’s limited options to evade it (and they do exist, but they’re anything BUT ideal) is basically a license for Chun to gain as much ground as she likes until it despawns. About the only time you get a clean shot at baiting anything significant out of her is when she’s already on top of you (focus Hazan Shu/sweep and the like), and of course getting too greedy there when you’ve already had your fill of a miserable footsie game is a quick ticket to EX Legs and possibly Ultra as well.
I dunno, it seems like at least other characters like Ryu, Sagat, and Honda actually have to press buttons in order to cut off your options. Chun can cut off so many of your options almost just by EXISTING. She does basically everything you do, except with more damage potential and the aid of a fireball. Even when you’re not in hit or blockstun with a mostly-full lifebar, it feels like you’re about to lose against a good Chun.
But I can’t complain too much, because I have access to good Chun competition ready at hand, so in time my precision at that matchup will improve. It’s really obnoxious to fight an opponent I can’t at least outmaneuver, though. (Except Fuerte, because I already know how to defend/counter a lot of his shit.)