As a fan of the Keep Calm series in my endeavor to remain stereotypically British.
I want this shirt.
…but I read long posts that don’t have a tl;dr. Only when they talk about Vega though.
Makoto and Hakan would like to have a word with you.
Makoto eats safejumps alive with EX Grab, her EX Chop also goes through a lot of shit. She also has braindead pressure, very good Anti-airs and even better mobility on the dash front.
So no, I don’t believe she would like a word with any of us.
Hakan on another note. Yeah, he’s fucked.
Then you are one of the few. But if you are shit at blocking, the term “Learn to block” applies with every character in every fighting game that you will ever play.
Be aware that the post you quoted wasn’t actually referring to you, but people who have trouble with crossups/jump ins in general.
cr.MP
Recently I noticed that to escape from a crossover CH may work. It is similar to dashing forward and after landing (which is quicker than Ken/Ryu) I can do a cr.mk and sometimes combo into FBA. Not sure if this is a good choice.
Just a thought.
Sorry dude, I didn’t understood what you are trying to say.
I am saying if you are seeing the opponent will do a crossup jump, you can do a forward cosmic heel to the other side before he lands. Does it make sense?
Sorry for causing confusion.
I don’t think is is similar to a forward dash at all points of view. CH is 32 frames long and has 14 frames startup, meaning you won’t move at all during the first 14 frames, and then you will be unable to block during the last 14 ones. When dashing, you start moving almost from the first frames, and the whole move is only 20 frames long.
Plus your hurtbox does shrinks while you’re dashing (Claw does throw himself forward, he loses about 40% of his height while dashing), whereas CH does moves upwards a little.
Very hard to use CH this way IMO. =)
OK. I understand what you said. I shall do backdash the next time facing this situation.
Forward dash.
If you backdash into a cross-up you’re going right into the opponent’s legs. ^^
And it’s still risky, I would advice only using it if you have enough time before opponent hits, otherwise just block (or sparingly PPP flip).
Yeah, I meant to say forward dash =)
BTW, I also notice that doing a jump-mp/hp is rather tricky, depends on the distance and timing. So currently as a newbie I blocked most of the time.
theres some good advice here…
i get stuck in those situations, and i’ve become quite the master of teching, blocking cross-ups, blocking jump ins and straight jumps and guessing OS’s etc…
i can do it so good i’ve contemplated going to find the home of the little rat doing it and weighing the benefits of serving prison time, and practically broke everything within reach… it sucks, its not fun at all, and Ono and Seth should be beaten to death with their own torn off arms for making the game this way on purpose…
but thats the reality of vega, you have to be able to do that, and do it the entire round, which i can do and have done on many occasions… its the most important vega skill…
and then, after you can do that, and you know you can do it, then you are ready to read into the small details and opt for other counters instead of blocking, should the opportunity present itself…
at high level play against skilled opponents using ‘gifted’ characters, you may find that opportunities dont present themselves, and even if they do, you’re likely to get punished terribly after your counter move…
but you arent ever really in serious trouble until you get stuck in a corner…
at the point, you’re in sucksville… but the counters I rely on most are:
[LIST]
[]Standing LK - timed in sync with their kick, pressed just before they push theirs
[]Forward Dash - almost like dashing straight into him, you Forward Dash while he’s still on the ground… its risky, it only works if you’re pretty certain what he’s going to do
[]Slide Kick- pretty much the same as the Forward Dash
[]Jump Back HP - the problem here is getting over the psychology of it… it seems impossible, but it still works, meaning you dont move back, but your strikes is still the same as if you did
[]Air Throw - also has to be in sync with his jump though, and it can be badly punished if you guess it wrong…
[]Crouching LK to FBA - only works once he’s landed
[]Crouching LK to Throw - same as LK to FBA
[]EX FBA Ultra 1 once he lands, if he’s going to attempt anything
[]EXST - to counter throws, after he’s landed
[]Light Scarlet Terror works surprisingly well in a lot of cross up and straight up situations if you’re not stuck in the corner, and if you can exploit the auto-reversal in the game
[*]EX FBA to your Back Wall to slash and /or escape - the EX makes them think twice… distracts them just long enough for you to usually make an unexpected get away
[/LIST]
i would never attempt to use Ultra 2 unless it was against one of a few characters it actually works on…
The thing you have to worry about more than just not getting knocked down, is not getting backed into a corner…
thats my entire game plan, to do whatever it takes to make a great wall escape when i’m more than 1/3 of the way to the back wall
its WAY worse to get backed into a corner with a slappy-jump-happy opponent, than it is to get knocked down mid-screen
ya, i wouldnt hold my breath on that… vegas backdash is the worst back dash in the game…
its so ridiculously hilarious how the strongest most powerful and forceful opponents all also have the greatest back-dash escapes to flee from any sign of trouble, or spam some invincible Option Select forward if they choose, either way, they’re untouchable…actually they can back dash 2 full body lengths away from you, then spring forward and anti-air you, all on your way down from the top of your jump…
meanwhile vega has the most need for getting away from jumping in opponents and his back dash moves you from like their incoming ankles to their incoming toes…
what a rude F*you joke to Vega players… a total dick move…
^^^^^^^^^^
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I would like to know of this braindead pressure.
it’s hard for me to see anything braindead after the Rog experience. There just simply is no thinking involved with that character
explain the rog experience please. I’m out of the loop I guess
dash in, or TAP around pokes or fireballs to get in, mash crouching jab, OS sweep, hit confirm into headbutt, safe jump, repeat. If 2nd jab is blocked go for throw. safe jump, repeat. Even flowchart ken wasnt that bad.