To be totally honest last year I got lucky and got placed in a dud pool. We’ll see if i have the same luck again.
Reversal st is just as bad as teching. St is not a good reversal and if u get baited u eat easy +300dmg meter less combo into deadly wakeup oki.
Let me tell u a secret about cammy. Her throw range is the worst in the game. After blocked 2 normals she can’t threaten u with her throw/frame trap/ex tkcs unless she WALKS forrward.
If u tech Only try to tech within 1 normal range. Beyond that just block. when u see her move again fa backdash or jump back… Etc
This mu is definitely tough for vega.
2012 has been a bit different in terms of ultra selection compared to the previous AE for me. I’ve gone back to the way it was in early super days.
U1 is almost exclusively used against fireball/jumpy characters now.
Cammy is only hard if she has her oki game on point. Vega can make it very difficult to get in on though. 5-5 dead even matchup IMO though.
Vega - Guile is 6-4 to 7-3 (Vega’s favor) if you ask me personally. Jump in fierce and jump back fierce is really useful against guile as it will beat or trade with flash kicks in all but the deepest ones
adon’s jag kick loses on startup to damn near all vega’s pokes… and you get a counterhit… unfortunately you also get a reset. lol
I agree with the reversal ST/teching. vega, usually, is better just doing standing tech into walking back outta grab range throw. Or just straight up blocking. And yeah pedo told us about the throw range. That’s why i didnt make a big deal if she goe TKCS back… as long as the throw range didnt change it was fine. Also, having her throw range buffed but no TKCS is also fine. just not both.
It can be just as tough for cammy IMO
Adon’s shouldn’t really be throwing jaguar kicks carelessly, they should mix it up between footsies use it as another poking tool. TK Jaguar kicks should go over any poke Vega can throw out. The only normal I think he’d have a problem with is Vega’s s.HK because it’s kinda like a bootleg Bision s.HK.
Reversal ST has been working for me, and I had a lot of trouble with Cammy back in Super (I’ve been double P’d on, it’s a horrible feeling) and that bit of advice helped me out a bunch. So it helped me out figured I’d share it, and maybe it’ll help someone else out.
I haven’t got j.HP to beat flash kicks, maybe I’m doing it to early/late? But Guile has problems against that normal, we need the Claw in this match up.
Jozhear, my friend got 3rd in your pool lol
standing LK, MK and HK (the common ones) along with standing HP give him a problem because they have the range to hit him out of startup when vega is in his happy zone. Jag Kicks are something you beat out on startup… not on recovery. and they are fairly easy to react to.
Reversal EX ST’s risk isnt exactly the same as a tech. The reward is higher but the risk is also higher. Having your EX ST blocked is much worse than having your crouch tech counterhit because
-you spent meter
-EX ST has much more recovery
most of the time it’s usually not hard (now that TKCS is gone) to react to her offense accordingly. Her jLK is the hardest thing to block because it’s so ambiguous. Cannon strike doesnt cross over (unless there’s some set up on wakeup)
I’ll do up a quick video showing how jHP beats flash kick.
[media=youtube]pD1KAVuHofw[/media]
basically the idea is to have your active frames… “active” on jHP after the invincibility on flash kick ends. But if you wait too long then you end up getting a trade or beaten because flash kick active frames are already out. This words with or without claw but the window is smaller without claw because of the loss of range. jHK also works and has a bigger window than no claw but a smaller window than with claw because of it’s angle.
Edit: doing it too early is almost impossible because it takes 5 frames before the move even comes out. If they delay the flash kick and you do it too early then they end up blocking and there’s only 4-5 i frames on the move depending on version
So if you have claw use jHP
If no claw use jHK
Sorry but I totally disagree.
Stand teching or standing for that matter is probably the worst advice to give vs a dive kick character. I can exploit that by using a low ex dive (cammy is plus on frames) which will force u to block the followup block string … Crlk crlk confirm into far lp crmk xx arrow. If u are standing u will get hit. Or trying to stand throw.
Not to mention she can still blow up stand throw with both frame traps and low ex dive.
you misunderstand. you never tech the dive… you either standing tech or block the first normal AFTER the dive. The throw isnt that hard to react to… unless you mean EX Cannon Strike into land and slight walk forward cLK… THEN yeah… that can be hard. Unless it’s adon’s or MAYBE juri’s throw it’s not that hard to see coming.
Now if you mean in the lag infested land of online… then screw it just block and take the throws till they get predictable with them.
3rd in my pool? U mean at Evo? He was a Balrog iirc?
Yea at EVO, he uses Fuerte and has a stick with some crazy artwork (painted balltop and buttons)
The point about Cammy having really bad throw range and Vega being able to exploit that is very apt. I recently played against a bunch of Cammys (using U2) and the matchup really didn’t feel all that threatening anymore. U2 works great against fake-crossup dive kicks.
I’m having huge problems with the following:
- Gen
- Oni
- Chun
- Dictator
- Yun
- Blanka
Will have to do some homework/research. Bleh.
Gen… cant help you… I’m free to him still cause i never play the bastard.
Oni is easy once you learn all his set ups against you.
Chun is dead even if you play footsies
Bison isnt too bad if you abuse his wakeup with jump back into correct reactive response
Yun is dead even but cHP sHK sLK sMK and even sHP are really good against him. Avoid the knockdown and you should win.
Blanka is free. Abuse his wakeup with RCF until he has U1. Corner him and be semi cautious when he has meter on his wakeup and he should die fast (see video for bad but relevant example)
I used to have troubles against Bison and Chun, but no more. I have learned to read Chun. Out of nowhere Hazansho (or however that is spelled) was the trouble and once I learned to read it the problems ended. Also the full-screen neutral jump hk is a bitch but she nearly floats when she jumps so you can even focus her. Also once I’ve said if she doesn’t have EX and Ultra, jump in on her wake up endlessly but people said I shouldn’t. But I still can’t see the treat when she doesn’t have Ex or Ultra. What can she do other than block?
What’s the problem with Gen? The man is slow. You can react to anything.
Oni’s main thing is that cross-up special. You can even grab them or do the ultras or ST.
Blanka was a huge problem for me and still is. I hate his very existence. But I’ve started to become better. Cause I nearly never jump in that match now.
As I’m on PC and ver.2012 still not out on PC I can’t comment on Yun. Vega is free for him before ver.2012.
Bison should be one of the matches you should be most defensive and just wait for mistakes and abuse your piece of mercury when he is in corner. I never understood why people say he is free on wake up. If you jump in and he does scissors, he appears behind you and does shk which is 0 frame
… HK Slide trades with Blanka Ball? REALLY? o_O
it can also beat it if done early enough.
every move can technically beat blanka ball clean as long as you’re not point blank range.
Jozhear and I managed to get an extended set of matchups against Snake Eyez’s Zangief, and holy hell did we get bodied. Lots of close matches, but nobody was able to beat him.
Couple of notes:
U1 all the way. It will beat EX Banishing Flat on the way back, won’t get hit on the way up, and can punish openings full-screen. What kind of openings, you ask?
If he’s out of EX meter (or on the verge of getting 1 more), Gief will try to generate more with whiffed lariats if you let him. Sometimes even a whiffed SPD. They are free openings for U1.
You’ll have to develop your own poking game against Gief through trial and error, depending on the quirks of the Gief. st.LK - c.MP made a decent quick amount of damage. Trying to land c.MK was too risky with the threat of Gief’s MP chops. Also you can try to go for a slide IF you think Gief is walking too much, but you are deader than roadkill if he blocks it. Be forewarned.
Vega gets no sane or sensible oki options on a downed Gief. You can try a jump-back Fierce if you want, but you can still get hit by an EX Banishing Flat. There’s also the threat of a U2/Siberian Blizzard if you try to pull this off.
The #1 thing that you must watch out for, after you shut down Lariats (with patience) and if you have a life lead, is a jump-in. Blocking any jump-in attack from Gief immediately puts you at risk of losing the round. If you must trade his anti-air with standing HK, do it. If you’re at long range and you need to do a focus + backdash, do it. If you can keep yourself from getting jumped in on, you’re probably going to win the round. That’s all I can really remember from it, I’m sure Jozhear can contribute in more depth than I can.
me and theonly_J have had pretty good success (J beat Vangief this way) by just dancing in and out of green hand range and annoying him with PoM, CH, sLK and sMK. There’s also a range where neutral jMK will stuff an AA lariat clean.
I agree on U1, but for really tough Gief’s I actually tend to pick U2, just because it NEVER loses to lariat where U1 will occasionally (1 outta maybe 10 attempts) get hit by lariat and either trade if you’re going on the way up, or straight up get beat if on the way down. There’s one frame per spin in the lariat where you can get straight up beat… and I tend to hit it at the worst times.
i’ll get him next time. i think i have a better idea of what to do now.
fuck, he’s good though.
basically just outfootsie him. what i wasn’t doing was standing outside st. lk range and pester him. That and I also made tons of stupid gambles when I could have played safe. then when he was patient, I got out of my comfort zone and hesitated way too much, especially considering he had U2 and I would have EX FBA’d out far sooner had he not chose that ultra. in situations like the one I was presented with where he had me in the corner with ultra 2 stocked and I had about ~30% life left, he knew I could have done something risky to get out of any pressure he did, so he waited. And so did I. then i waited too long… he reacted faster and SPD’d me. I should have just done a walk up backward kara throw honestly. Nobody can realistically input an SPD that fast especially since they can’t buffer them out of whiffed moves which he knews better than to do when I’m holding DB at outside his c. lk range, and I would have been able to change the pace and potentially get an out even if he did tech. best case scenario he’s in the corner and I can passive aggressively get the life lead back. without throwing =/ do it once and it’s pretty much 100% not worth trying again. worst case scenario, at that point, the same shit would have happened had i sat there and done nothing, and that’s what happened!
I can’t support choosing u1. There’s no reason to in favor of u2 in this matchup simply because u2 is a much more reliable anti-air than u1. You saw what I did to that ibuki, arlath, u2 serves the role of an anti-air, especially against cross ups, much better than u1 does. It was a lock which I can say isn’t impossible for u1 either, but it’s WAY harder to pull off. Yeah it has bigger payout especially if you have no mask but it just doesn’t have that “You win the mindgame” in a situation where
- There is no other alternative (Contrary to u1 where you have moves that can fill that role)
- This has to do with your greatest weakness
it’s of 100% importance to pick u2 against, well, characters that at some point are going to have to jump at you to get a lifelead back or move you in the corner, or run a mixup. Balrog, abel, chun li, guile, zangief, bison, honda, the list goes on. U2 is just ALWAYS going to beat their jump ins, which is ridiculously important. U1, you can throw it out randomly which it is pretty much the best ultra in the game at doing but you have significantly less insurance. When it comes to beating something I consider of utmost importance to beat I’m going with the safe bet, especially because I’m confident in shutting down what ultra 1 can do. In matchups like Chun, Guile, Abel, etc., ultra 1 has literally no solid use that ultra 2 can’t also perform. In this case, just go with the one that’s invincible…
I only recommend ultra 1 against Gouken (Full screen fireball pressure), Seth (full screen fireball pressure into mixup trap, it crushes his lifebar too), C. Viper (Immune to burn kicks, comes down both ways so is more reliable at dealing with them, also covers tons of space in the air and Viper has mixups that are much harder to deal with than jump ins), Fuerte (Sometimes, ultra 2 is still pretty good but ultra 1 can be used randomly to huge effect especially if Fuerte doesn’t have ultra stocked), Blanka (punishes balls for greater damage, blanka is among the less intimidating characters offensively), Sagat (Sometimes), Ryu (Rarely), Akuma (Rarely), Ibuki (I’ve nveer tested it but it probably really blows up Kunai), and that’s pretty much it.
I’d say it’s a must for Seth and C. Viper… the others it’s harder to justify. Seth, good luck hitting with ultra 2’s shitty hitbox. There will come a point you can punish Seth for the wrong thing and you might as well do it with the one that does hella damage. And like I said no fireball traps for Seth make him getting in on you a lot harder, especially if he has no ultra stocked. Viper… you pretty much need it, nothing else beats meaty burn kicks in your moveset as reliably
Anyway yeah. I’ve written enough, time for bed.
At least I’m not the only one that’s having problems with Gief lol
Personally, Fuerte, and ibuki I prefer U2. I’ve had Kunai’s stuff U1 free. Anyone that has a fireball though pretty much automatically gets the U1 treatment.