thanks man!
hey joz, i sent u a msg like 20 weeks ago and like usual u never reply. i found playin ryu that the most annoying thing in the world is jump in and that cr mk. i found that pom is a great counter for that cr mk. no normal is either fast enough or hit low enough counter that cr mk but i found pom is perfect. i enjoyed ur match, u got to reckless and abandoned ur game plan in the end. you can do it!!!
Easter gift from xblackvegetax!
[media=youtube]omXw3mCy2-g[/media]
Guys, is it just me or we just can’t learn or getting inspired when watching araidon play?
What I mean is that his playstyle is not unique or special. Its just plain safe. He doesn’t makes mistakes and he punish the errors from the enemy. While its a good gameplan it isn’t enough .
He is not like brokkenG that has an freaking offensive Vega, scoring counter-hits like there is no tomorrow.
Or makoto0124 that had the most terrifying mindgames that a Vega player already possessed.
Or Jozhear with his chaotic gameplay that changes so much during a fight that makes very hard to make a read on him.
Araidon is the model of a Vega being played on the tradicional Japanese style.
Don’t take me bad. He is good, very good without a doubt. He isn’t the #2 Vega on the Japanese arcades for nothing. But I would much rather see a 45 min video from any of the others Vega players listed above.
Fck sagat, fck shoryuken user, this shit make Vega look bad
anyway, I notice he changes tactic after scarlet terror constantly, for example
After ST—> Immediately jump—> HP-------> in front of opponent
After ST—> walk a little bit----> jump—> HP—> behind opponent
After ST----> Immediately jump -----> Jump back HP
and of course fake corse hop and corse hop HP as always
and more…
Well, I learned many things from this video, thank Haztlan
Its makoto0124 technology. But, oh, well. Thank blackvegeta, not me
I have Makoto0124 streamed footage I still have to put up, once I get the Topanga Charity Cup out of the way!
WHAT?
There is new makoto0124 footage?
I could bet that he had retired. He did play a few sets against a Ken and a Honda player some time ago. But I thought that he was just messing around with the Matador. Damn, you will indeed make my day if you upload some makoto madness.
ah sorry man. it’s tough to keep up with all the messages
heh, i don’t have a great connection so a while went by where i wasn’t really using XBL at all. but generally when i play these days, i play within my area online. Kinda redundant i know, but its’ the only way to ensure it’s an actual playable game.
What was your message? Maybe it’s a quesiton i can answer now
its ok i completely understand. it happens to all of us. i had asked 2 questions. one dealing with your frame data research and the other digging into your mind.
i honestly cant remember the first one but i remember seeing your debate with vegaman about safe jump set ups and frame data. i did alot of math and science to find something but i completely forgot it and now i cant remember
the second one was how do you “chase” certain characters intelligently. me, i will think im doin something smart and will get abused for it. i lost at final round to jago and a upcomer named troy. of course it would be bison and chun. it with to round 3 with both of them and its like what do you look for when chasing. like is there a point were u closed a certain amount of distance you start looking for things or do you jus say screw it and truck forward. its like i walk down a guile player alllllllll day but i cant walk down bison, chun, sagat rose just to name a few. struggling :’(
Yeah, chasing.
With Bison, it’s tough. The key range is jump-in range, like if you were to get hit by bison j. fp. It’s too huge for you to neutral jump late and ofc roundhouse is not an option, nor is scarlet terror, etc. Ultra 2 is but not when you’re moving, like you should be.
At bison’s jump range, it’s also scissor range. What you need to do is work from outside that range. You have to, because he’s got the same sort of ranges as Vega, and when Bison gets in it’s generally a difficult task to get him off. With Chun, the same strategy applies, only it’s easier for two reasons - one, her jump is even floatier than Bison’s (more time to react [dash under]) and two her “poke” tool isn’t scissors, which is safe, it’s her c. hk, which isn’t. Granted, she can space it to be safe, but you have the superior walk speed. You can sometimes walk within her unsafe sweep range, block it, then punish. A little risky but it’s all part of the mindgame.
So, yeah. Pressure Bison by maintaining that double-c-mp range, even if you don’t have the life lead. He can’t move forward safely since everything will whiff and you can punish the recovery of jumps (No charge). He can do stuff like dash into st. rh, and generally move around as well, but you still have superior footsies. Use this range and your poking tools with strong mindgames (he moves forward, poke, he moves backward, walk forward) to coerce bison into moving backward.
Also, at that double c-mp-range ex psycho can be a threat. If you walk forward a tiny bit and block it though, it’s hella unsafe, and you can easily EX ST it with a charge. I realize I said you can’t be walking to do that, but then again, he’s also not moving forward if he’s doing an EX PC, so you might have time to store a charge. Regardless, it costs him a meter that could probably be better spent on Bison’s godlike wakeup.
So yeah, with both of these guys, work from that double-c-mp range. What I mean to make sure i’m understood is that you have to be 2 c. mp’s away. One lets you get jumped in on too easily, that’s for sheer aggression. at this range you need to be super-ready to air grab and run kara throw mixups to make sure you’re holding down your side of the screen. At double c. mp range, it’s a much more bait-and-punish game, as opposed to offensive, and regardless, you’re just stronger at this range.
Vega always controls movement. always. he’s too fast not to, no one is more mobile than Vega in this game. The only character who makes it super hard for Vega to play this sort of game is Guy and I’m sure everyone can understand why (if not, guy’s bushin flip basically works like a super-safe izuna drop mixup).
Hopefully that helps answer your question.
yup thats exactly what i needed to hear. i felt i always needed to be in cr mp range or near. but i didnt pay attention to jump in ranges all the time. and i find i cant react to anything when to close. ty. gotta play more people now
i dont remember having too many debates with joz. The only 2 things i can think of…
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1 debate where i questioned the validity of bothering with safe jumps if the correct answer was to block anyway, where joz responded that it was the purpose of a safe jump to put you at a frame advantage as opposed to limiting the opponent’s options (which it does, but I didnt understand the usefulness of bothering with a safe jump if the opponent knew that the timing was consistant with a safe jump and Vega’s only real option on block was to block himself due to lack of 3 frame normal or a reversal) this is where the kara throw mix up game really shines. I was focused on working kara throw mixups off of hitstun or whiff but never block for fear of reversal.
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the other was asking why he used whiff ST into jHP safe jump off a situation he uses as opposed to some other option. It may have been asking why he goes for safe jump instead of corpse hop mixup (which I’m curious about anyway Joz :P).
Heh. Reiketsu just OCV’ed the team yang from Topanga Cup.
****[LEFT]Kyoku (Yang)[/LEFT]
[LEFT]ACQUA (Yang)[/LEFT]
[LEFT]Visor Sanma (Yang)[/LEFT]
[LEFT]Ojisan Boy (Yang)[/LEFT]
[LEFT]Nemo (Yang)[/LEFT]
xblackvegetax, we must watch that!
The corpse-hop question is one of accessibility. There is a highly situational mixup which involves a cosmic heel corpsehop after EX FBA knockdown but it involves strict timing / spacing and the mindgame that your opponent is trying to block specifically your cross up… it’s hard to get them to not press a button because in most cases, you’ll get hit. It’s not even close to meaty, it’s just the way you end up landing when you consider spacing, frame data, and wake up timing.
However if you watch some of my recent matches, I do use corpse-hops semi-often. Against Air I do a fat combo after cosmic heel corpse hop post-ST knockdown. again here you rely on them teching the knockdown to quickstand, which people don’t normally do, but it does work.
It would be great if Vega’s throws set up corpsehops but alas.
I can’t believe I wrote that.
Refer to my posts 362 and 363: http://forums.shoryuken.com/t/vega-basics-set-ups-and-tactics-with-hitbox/113840page-8
^that was reiketsu, think hes the best/most consistent vega in japan right now.
Saw one of his amazing setups in the fight with Akuma
In the corner, after ST----> Jump Immediately HP---->Back CH----> cross up if opponent quick stands
or after ST----> Jump Immediately HP----->Back CH----> Slide----> Meaty if opponent delay stands
DAMN…Chris King won both SF4 AE 2012 and SFXTK in the Box Arena…i didn´t even know in what sub-forum post this so i post this in SF4 and SFx Tekken video threads…go to 3:40:00 to see AE finals where he wins with vega and right after around 4:00:00 he takes SFxTekken aswell with his Vega/Zanguief team
The Cosmic Heel cross up appears to only work on Akuma and Chun Li (if I’m wrong about this, feel free to correct me).
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Spoiler
Blanka… that versus is so specific, you almost have to change your whole way to play not to get nailed. Still, I don’t see the point of doing 2 cmK instead of hit confirming into cMP EX izuna.