Ahah, I didn’t knew that. So Hakan can fake-slide ? Darn, so few good Hakans players on GFWL, I’ve never seen this.
Thx for info (despite rushing us in the forum as well =D).
Ahah, I didn’t knew that. So Hakan can fake-slide ? Darn, so few good Hakans players on GFWL, I’ve never seen this.
Thx for info (despite rushing us in the forum as well =D).
Lol I actually main vega. I sometimes use hakan when i want mess around.
Why
Why does he have a fake slide? Ugh.
The past week I’ve been playing I haven’t had any match up problems except for Guy. I don’t know what’s with him but I never seem to do well against a decent one. Does anyone have any tips?
In fact it’s not that hard to zone him if you’re reactive with anti-airing. Then his ground game is much lesser than Claw’s. =)
Help! I was mind screwed by a Sakura player named Domo. I’ve never played a strong one before and that crouching mid kick was a surprise. He hit me with it UNDER my standing mid effectively stopping me from throwing out anything for fear of eating a massive combo. I don’t know what is safe anymore and it is very VERY scary. Help please. What are her strengths (besides frame traps) and what can I do?
Thanks for the help, bro. I’ll try these out.
Also thanks to the guy who gave me the help with the Guile matchup a while back. I’m surprised by how much easier it became.
Sakura is a frame-traps, heavy combos and good zoning character. She’s underestimated by most players.
— Against her cMK, you still have your weapons anti-low pokes, such as PoM, CH and Focus if she does not cancel her normal
— Against her advancing frame-traps pressure game, the only answer we have is to block long enough to set up and escape (choosing the best moment to backdash (or to tech) most of the time).
— No free jump-ins/FBA’s on her, as her cHP is one of the best aas of the game
So you should focus on ground game instead. I suspect you’re probably a bit too close when doing the sMK, her cMK should not reach you at max range IMO. At closer range, you can still frame-trap her with sLK, cLP and cMK. =)
Actually Sakura’s c.hp is very beatable by Vega’s j.hp and j.hk(j.hp especially). You only need to jump at the right angle and jumping becomes pretty viable on her. (especially since alot of sakura’s think they can use c.hp freely too, it might hit more often)
Neutral jumps will always get beaten by it though.
That’s possible, I tend to overuse jMP which has far less priority against a grounded target. A closer jHP could do it indeed, at the risk of trading I think. =)
Now I’m not that much of the jumping type, due to anti-shoto conditioning. ^^
Hmm…I’ll practice what works well against that
cmk and chp
Trade is equal damage but very slight loss of positioning , yes
Beating her can lead up to 450 damage and good stun if u spend 2 bars, risk reward ratio is good enough to try it a time or 3 per match.
Say your playing footsies with sakura, and you have that perfect distance for a jump, if you take it and she poked its going to be bad for her (im sure every vega knows that feeling ) , if she reacts with c.hp , its going to be a bad for her, she will most likely lose air to air… she has no viable dp from that range, she is left with focus,backdash, forward dash and blocking as options, all but forward dash are in your favour.
Vega’s hp and hk jump ins are the best in the game if you exclude divekickers , dont be too shy to use a great tool, just because dragon punches exist on an entirely other character
Hey guys, I need some assistance against E.Honda. I don’t really know what I’m doing when it comes to him!
I also need some help with the Ken MU as well!
Thanks in advance!
I never had any problem against any Guy, and I played very fantastic Guys…
until one day i played a crazy guy maniac who I couldnt beat at all… I’ve never seen Guy played this particular way, but i suspect the problems came because of Lag, but maybe not
at anyrate, I dont play guy, but he must have infinite combos from repeated one-frame links, because this guy combo’d me worse than Yun and Yang… i guess i dont know Guy all so well, some of his moves look pretty long and drawn out and gigantic, only to allow him to throw you in what appears to be mid-move… its a very deceptive design by the dragqueens over at capcom…
he combod me in the corner worse than the worst Yuns, Yangs, or Juris i’ve ever seen, and I’ve seen the worst… it went on and on and on. combo after combo, blocked combo after blocked combo after blocked combo which i couldnt even punish at all between his gigantic combo fails, and he could simply keep me in gigantic combo-fail block-stun after gigantic combo-fail block-stun, and i couldnt even reach out and poke him with anything that would even reach out and touch him throughout the entire thing…
and once he did touch me, he combo’s those retarded infinte combos that are joined by those retarded links…
after that match up i put Guy on my list of Shyt-characters… and Seth and Ono moved even higher up on my list of things to beat senseless… eventhough i’ve never played another match like that…
it may have just been a lag fluke
Honda is a beast… your best bet against honda is to stay in the air as much as possible…
one of the best things to do is to jump off the back wall and come down with a HK which will stuff even his EX forward Dive, and usually beats his up-jump forward hand push…
once you hit the ground, just jump up and back and come down with either a late HK or a block, depending on his dive timing…
after every singe HP Dive he makes that u block, punish with an EXFB … o Honda who knows this matchup will only do Light or EX Dives which cant be punished…
Jumping Back and HP as he dives forward also kills his dives
if you land beside him, always throw out a standing HK
once he learns he cant dive, you can bait his upward dive smash from about vegas STMK away, then jump back and air throw his air dive smash at the top
if he starts doing alot of them, block high in the correct direction and then standing HK or throw or Half Backslash away or EXFBA for a hit or an escape…
bait his command grab then half-backslash away from it and Kara or EXFB, or whenever he LK ticks u and u feel its coming…
bait his upward jump Hand push and punish with Cosmic Heel
Feign a series of light pokes from max crlp distance, but fire directly into Piece of Mercury instead, then follow up with a throw, kara, block, poke, or fly off the back wall
bait his dives with half back slashes or jumps and punish with Back jump descending HK or back jump ascending HP
when u feel its safe, Fly in for a Air drop… but he’s a tricky to one to grab… i aim for his hair bun…
other than that, stay a safe distance away from him… the ideal distance either maximum standing MK, which you can throw out to stuff is dives, or full screen where you can use the back wall
a really good ken who knows this match-up well is tough, since a really good ken is a flow-chart ken who turns any little poke into a massive combo and often adds a super or ultra on top of it… and he will know how to anti-air you by uppercutting at the last minute as you fly over for an air-throw…
your best bet is to first get him off of his confidence he can anti-air you by flying over at various heights, and angles, for various distances and locations of slashes… like fly up from the wall, then push out at the last minute and slash early for a maximum-reach slash way out to the side, and the same thing on the other side of him from either wall… flying up higher and hanging longer in hopes he will uppercut early, and if not, just landing on the other side of him without slashing…
u may take a hit or two, but this part is really important to throw him off his game and keep in on his toes
be quick with Scarlet Terror, everytime he starts his long leg pokes or overhead leg pokes…
if you get him to crouch block a single crlp, go straight for a throw or Piece of Mercury
bait his dragonpunches with FA’s at just the safe distance to allow you to backdash cancel, then jump up and air throw him
Because he’s a fireballer, FA as many Fireballs as possible to suck up all that ultra, but give yourself time and space to recover…
i often purposely mis-land on a few fireballs to build his confidence, and later in the game he’s likely to repeat the same move thinking it will work, then you can Punish with one of your Ultras
U2 is good against Ken because of his MK distancing attacks, great for punishing his overheads too…
and if you’r really lucky you get a ken who likes to crmk-fireball, in which case you can EXRoll in after the crmk or do the U2 there as well…
I generally prefer U1 though… because i seem to have pretty good luck with the forward hitting version against kens distancing game.
and the regular U1 is more reliable for anti-airing jump ins from the opponents back wall… it doesnt get stuffed when not used for its initial hit, plus U1 gives u the games ultimate fireball punishing move…
and kens MK and HK are often really easy to punish by throwing out U1 to your back wall, even if its all the way across the screen behind you… if u throw it out whenever he gets predictable with his kicks… U1 is also great after he spin kicks you…
you can bait his overhead by crouching, then throw out any U1 as well
after he spin kicks, i will generally half-back slash to throw the monkey wrench into his flowchart freedom
and remember, as with any shoto, when you are down to your last bit of life and stuck in a corner, and unsure whats coming next, always half-backslash, since they usually cant resist going for the dragon punch chip damage win…
max distance mk is great
and i always try to beat his jab game with a single landed crmk of my own + EXFB
EXST will save you against Ken alot of the time… especially as he tries getting in and during his kara throw game
as with all characters, keep an eye on his meter, and if he has two bars or more, expect his uppercut to cancel and go straight to a throw or another uppercut, so teching isnt a good idea here, always half back slash… if he doesnt cancel, back dash, then jump in with HP to standing HP to cr MP to EXFB to Izuna… but if you dont have EX, or want to play it safe, just go for the air throw…
flying across the screen to the back wall will always bring ken hurrying over to you, so jump off your back wall and drop in with HK as he attempts to air-to-air you
then everytime you feel him wanting to jump, jump air-throw him… or if his distancing is on target, jump straight up and HK instead, and if you are going to miss with HK, save it and hit HP instead just before you hit the ground…
and then generally just adjust the entire play to the opponent… depending on what he expects, his strategy to outwit you, or his own style of play, etc…
a good rule of thumb with vega, is to remember always to ‘not be the crouching character’…
u feel a crouch moment coming, someone is going to crouch, you feel a crouching moment coming from you or him, dont let it be you
Piece of Mercury those moments… or Kara, or jump back and HP,
Thanks for the great feedback on both MU’s however I don’t understand what move you mean when you say “half - back slash”??
KKK-backflip
Thanks Twigster