Sure Bisons just spam the cross up now while the game is new
All they have to do is wait a tiny second and it doesn’t crossup, and you’re in ambiguos cross up knockdown hell
plus it eats backdashes for breakfast no matter what you do. Auto-correct ultra does work however. I stole a match from a bison doing that =)
And yeah I’m actually using jumping light kick a lot now. That move is good. It hits in juuuuuust the trajectory Vega needs a move to hit in, between the downward rh and fp and the outward mp and mk. Yeah it does no damage but it is REALY good at defending you when those other moves won’t work for you. highly situational but pretty clutch imo. It’s just another way to defend yourself.
It’s true, in Vanilla her footsie was sub par. However, with the strong buff she got in the range of her st.hk, and coupled with having one of the best walk speeds in the game, her footsie game is now solid. Now she doesn’t get completely outclassed in the footsie department against characters like Dictator or Chun like she used to in Vanilla. She now has a few tools to keep up. And similar to Rufus, her dive kicks are also good for baiting and counter poking low pokes (e.g. Ryu’s cr.mk).
The answer is simple. Walk up block. The difference of foot speed between her and Rufus makes a HUGE difference. It’s easily overlooked but it’s still an option (and her best option with no meter).
A spaced SA can also help get in if you know your opponent won’t shoot a fb. It’s quick, safe (if spaced) and hard to react to. It helps Cammy close the distance. Her Spin Knuckle is best used to get in from afar if you know your opponent is going to shoot a fb. But these are situational of course and can be punished if you’re not careful.
Regardless, walk up block is her best option with no meter. But when she gets one stock of meter, she effectively shuts down her opponents zoning ability from anywhere on the screen.
You’re right but the difference isn’t as big as it was in Vanilla. In Vanilla, Rufus had 1150 (wtf was Capcom thinking?), but now has 1050. Cammy has always had 950. The difference isn’t as monumental as it was in Vanilla and it isn’t that big of an advantage. Rufus also gets stunned slightly faster than Cammy as well.
Better foot speed (can keep up with Vega’s ground game better), better pokes, significantly better FA, ridiculous amounts of mix ups from various situations (which in most cases, can effectively fuck up Vega’s charge), chip damage off dive kicks, stuns faster, etc.
If you condition your opponent to try to j.rh early to try and catch you, you can bait them and U2 as they come down. Or just ST/st.rh as they land if you don’t have Ultra. Just a suggestion to works for me real well.
@kouyruu
its funny how sometrhing like walk speed can make or break a character.
did you guys know that you can jump out of cr.lk - st.hp link from rufus while blooking? even if he cancels into galactic tornado you can jb.hp and land any combo of your choice.
^ didn’t know that but i remember someone posted a vid of if rufus does st. lk st. hp in the corner you backdash between them and can punish st. hp with c. mk c. mp ex fba
I guess that that is where I’d put it at officially, but it kind of feels better than that in SSF4, I think that Akuma’s limited hp is a huge liability to Vega’s awesome normals.
I also feel that Vega has an underrated ability to get past fireballs. I think the only thing that puts Akuma above Vega is his Ultra. I guess that you could say the same thing for a lot of Akuma’s matchups, but that got me to thinking…
What would the matchup guides and tier lists look like if no Ultras were involved? That’s kind of a stupid question, but it’s pretty interesting to think about.
regarding the bison matchup, does hell attack beat out our air throw ? also, if theyre not at absolute max distance for an EX crusher, will jb.hp beat it out ?
Oh, I didn’t know about that buff! Still, Sako doesn’t seem to use it very often in Super. Or maybe I’m watching the wrong matches.
That’s actually a point that I overlooked. But to be honest, I expected something a little more spectacular. Still, you’re right. That’s a good option against shotos that Rufus doesn’t have.
I also agree on the EX, but that was pretty obvious to begin with :'D
100 points do make a difference that must be mentioned. Stun however is not that big of an issue.
I can’t stress how important life is in SF. You’re right though, it’s definitely not as monumental as it was in Vanilla.
I don’t think foot speed is what a character needs to beat Vega. A good anti-Vega char doesn’t need to be able to halfway keep up with him. He needs pressure, pure pressure and jump mixup so he can’t be anti aired properly. Rufus exploits Vega’s main weaknesses way better because he does more damage, combos easier into ultra and pushes the opp into the corner really, really fast where Vega can’t escape tick throws and crouch tech punishments. Also, like I said - more health. 100 points is a ton and enough for Rufus to come back in a match.
Cammy pushes Vega to the corner faster actually. And Cammy’s blockstrings have less gaps to ST out of. And when it comes to throw baits, Cammy does what Rufus does, but hits harder (i.e.dive kicks/stronger counterhit set ups). Rufus excels in the corner better than Cammy due to the potential to combo into his Ultra, I definitely do agree on that though. But overrall, considering Cammys mix ups post knockdown, I find her to be overrall more effective against Vega than Rufus.
I always thought of her as a combination of Viper and Rufus.
IMHO, Gouken is a bad matchup against Vega, Vega’s got that one 6-4. Nothing to be afraid of, really, tons of ways to get around parry and Gouken has a lot of trouble against Vega’s throw game. Now that there is no overhead mixup on the divekick it’s much easier to defend yourself against his demon flip.
Dhalsim is also a pretty good matchup for Vega. Being zoned is the least of Vega’s worries, but when I play Arturo he literally does not stop attacking. Depends on how the dhalsim plays the MU.
Other than that, notably good matchups for Vega would have to be Fuerte, Blanka (yes i think so), Ryu (yes i think so here too), Sagat, Viper (one of the easiest for Vega to keep out), T. Hawk most definitely I think that’s a big advantage for Vega (can punish his rh on hit with c. mp). The only ones I would think Vega might be at an advantage in are against T. Hawk, Gouken, maybe Dhalsim and maybe Fuerte. The rest are 5-5’s or, marginally worse than that.
Generally if someone can’t stage a constant pressure / rushdown game, or if in trying to do so they make a lot of unsafe moves, Vega will have an easier time fighting them. It’s characters like Bison and Rufus who have really safe, constant pressure games that Vega has the most trouble fighting.
Also I think Balrog is a close to even matchup now. I’ve never thought he was that bad and having an overhead and invincible ultra changes a lot.
How does she push him faster into the corner? Does she have a move that does more pushback than GT or EX Messiah? Or is it just from the divekicks and blockstrings?
I can’t really say anything about Cammys okizeme. I only that know she has some nice hooligan setups and a pretty hard to block dive kick (hits up front but she comes out behind you). Can’t comment on damage either. I always thought Rufus does way more and especially a lot easier.
I think Cammy is scarier on wakeup. Dive kick mixups are harder to escape from and hits hard.
But Rufus still got those easy mode ex messiahs and ultras to go along with those dive kicks…
I’d say both are equally hard…just different in a few aspects.
Rufus with meter/ultra > Cammy with meter/ultra > Cammy no meter > Rufus no meter.
Even though Rufus can push Vega closer to the corner via GT blockstrings, it only takes Cammy a single read to take away a huge amount of space from Vega (i.e.HK SA combo). So you’re not wrong, and now that I think about it, they both push Vega in the corner pretty well. But this isn’t where Cammys strength comes into play. It’s her mix up game.
Hooligan traps don’t work that well against Vega because Vega has good options to deal with it on wake up. However, post knockdown from a HK SA, Cammy is in the perfect position to cross up with j.lk or fake cross up with dive kicks. And each time you guess wrong, it can end with another HK SA combo. After a few hits, Vega is either dizzy or close to stun. This is just one common mix up Cammy has that really hurts Vega. In many instances, each time Cammy jumps during her opponents wake up, she can effectively create a 50/50 situation with j.lk and dive kicks.
I’d say Rufus is much worse for Vega… Rufus with U1 can ultra out of a hp GT ANYWHERE on the screen on 2 characters, being Balrog and who else but Vega…
Just an extra way of landing ultra on top of his other gazillion ways…^^
Akuma can nail Vega pretty hard once he is knocked down and catching good akuma’s can be harder then you would want as well, maybe your playing too much people who think Akuma is a Ryu with air fireball… also akuma’s ultra is the last thing that makes this match up hard.
His health is not really a liability against vega’s normals like you say, its a necessity to keep it fair.
His focus is pretty good, because st.rh’s second hit will always whiff him.
i wish u2 always gave u a free escape from his pressure like against some other characters, but he can raging demon right behind you for some beatdown if im not mistaken.
6-4 in akuma’s favor is the right number.
But the knockdown from HK Cannon Drill can be teched, can’t it? Anyways, I have yet to play against a Cammy that can do this properly. I’m eager to see how strong this crossup really is.