Played a good Vega today, was wondering if anyone has any advices on the match ups, and especially how to deal with Rolling Crystal flash pressure. It seems very good, safe on block and leaves him at the perfect range he wants to be ( out of range or our fast pokes, in range of his crMP and of his kara throw )
I messed around in training mode a bit and you can EX Karakusa it if you can react and it’s not done from a true blockstring range, but if there’s more I’m eager to know.
Also if there’s a secret button against Cosmic Heel, but that’s hopeful.
i play jozear quite a bit so maybe i can help lol. mp/hk are your friends in this match up. especially to kill his options after the roll. you can also stuff it on start up with hk. cosmic heel is always going to be a problem. its -3 on block “at worst” and hits us out of a lot of stuff. if he’s just doing it raw though just knocking him out of the air with our normals isn’t to much of a problem. learn to aa with fukiage cause his j.hk kills pretty much everything but that. other than that he is prerty free to jump ins and on pressure. when he’s knocked down really the only viable answers he has to “safely” get out are ex flip kick or ultras. the 3xp/k can easily be chased down and his other reversals get stuffed on wake up for counter hits.
shocky i would disagree. fei has to take some risks against makoto. he can’t just db wait for movement then lp>rekka all day. the risk/rewards for both characters has flipped in this version imo. chun also has an easier time of being slippery. i find that i have to play a lot harder against my friends chun than his fei now. and thats saying something seeing as he’s probably one of the best, if not the best, fei in canada.
well i played some casual sets vs louffy during the tourney today.
Trainwreck.
What buttons are good or capable of eating up some of hers? cause it just felt like a brickwall and i had to throw massive amounts of hp out the window to get her cornered or in her
Back throw, dash, neutral jump (opp DWU) instant f.jump MK Axe crosses up C.Viper, Chun, Ibuki, M.Bison, Rose, Sakura. Loses to all relevant reversals, but catches backdashes (except Rose of course xD)
Avoid EX Karakusa, beat LP Fukiage and crMK.
Sure you can escape it with focus but doesn’t discourage him to do it. That one setup with the jMK cross up or empty low variations is causing me so many issues in this match up.
I just block. I’m pretty sure he can option select you if you focus + back dash. I get much better results from just holding down+back and reacting to throws/overheads. When he starts focusing on walking forwarding and then using normals to fake throwing hes wasting enough frames for you to backdash without repercussion. Then he has just as much to guess about offensively as you do defensively.
If you’re reading your opponent the entire time you’re playing then this technique will allow you to see the holes in your opponents offense too. Evil Ryu is a really good character, but he relies almost entirely on hit confirms to deal damage. If you don’t try to counterattack him when hes attempting frame traps, then he has nothing but throw and chip damage.
you can’t os a focus. if he sees you focusing though he can dp on reaction. most of the times they don’t want to give up pressure/want a big confirm. after the dk its a safe bet he’s going to cr.lp just to confirm the dk instead of going for a throw/f.mk right after surrendering all that potential damage. its a read nonetheless; not a hard one though.
When I have time I’ll make a video. It has to be a jumping normal yes, but does not have to be a target combo. When you attack, even if you are +frames, you have impact freeze (hitstop). When an attack connects the remainder of it’s active frames are converted to recovery–unless it’s a multi hitting attack.
Landing frames cancel any animation you’re doing unless you’re performing an aerial special move, super, or ultra which all have their own unique recovery. This is the same way that they balance dive kicks–x amount of hitstun/blockstun; the lower to the ground you are when you hit the more of your recovery frames are cancelled by landing frames. They can tweak this by adding more recovery to the divekick forcing you to be lower to the ground to have advantage. The huge input window of SFIV makes it possible to ignore the absorption of the focus if you time it correctly.
It’s an input OS not a traditional OS but it still works.
so i was trying to get the cross up tsurugi after fuki on e. ryu. idk if I’m doing it wrong or if it doesn’t work on him or what. I’ve found something better in the process. kind of similar. reset into jump then mk tsurugi(dunno if the timing is the same for cross up) timed right causes all his offensive reversal options to fail. even non reversal dp whiffs. lp dp gets stuffed. tatsus get stuffed. jump gets hit. both ultas whiff. both dashes and teleports get him out but im sure we can os for those. the beauty of this is if he blocks standing its normal blocking BUT it hits him crouching too. if he’s crouching it hits cross up and blocks same side. going to make a video once the wife gets home.
only downside is its midscreen only. thats fine though cause we have dirty stuff in the corner.
I was fooling around with punsihes against Evil Ryu
You can punish hop kick > EX tatsu with either EX Fuki at max range, or U1 if he does it from mid or close range. You need to block the whole thing CROUCHING for it to work.
Played around a 100 games against a very very good Yang player in the last 2 days. Didn’t do terrible but definitely lost more than I won, at around a ratio that relate to the match up ( 6-4 or a tiny bit worst. )
Seems like neutral and during pressure it’s just really hard to do anything. 1st and 2nd LP rekka leave him at a perfect range where he can press buttons and we can’t.
MP and HP Palms seems like amazing tools against us, beating dash in or forward moving normals if done at the correct range, catching our backdash at the end of his blockstrings, and even beating / trading against axekicks due to the very high hitbox.
With how good his walkspeed is, and the large variety of tools he has against our neutral game, this MU really feel bad. Winning mostly come from getting a hit and landing the mixup afterward.
ya yang is annoying. with his walk and great normals he beats us at most ranges. cr. mk isn’t the only normal we have to think about now in the match up. now that he can cancel mp he has a good tool against all our normals. honestly one of our nightmare mu along his brother and cammy.