trades too often.
It seems if you do the sweep while he’s coming at you it will always beat it, if you want to be a smart ass you can also time a perfect reversal with the flip kick. I mean I only just tried that stuff out in training mode, but the sweep seems like the most sure fire way to deal with it. Ideally we just want him to stop with the balls, then claw dive on his side of the screen to mess up his charge and cross up a little.
Can’t you punished a block roll With a kara throw?
(BTW Vega has the 2nd best kara throw in the game olny is beaten by kens…i Think)
Maybe a blocked up-ball (and even that might be a stretch - dash kara might do it), but the horizontal ball bounces much too far.
Ok so my new roadblock is Rufus. I mean the damage he does is just siiiick. One divekick landed and it’s almost 50% health gone and i’m most likely in the corner after that. He can land ultra from sneezing at me basically and he can take a beating. Help!
for vs. zangief i’ve always had this problem where he jumps in and i block the jump-in attack and then he does ultra. I jump, i try to backflip, nothing. I can’t get out of it. Is there really no way out of it? I mean that’s a little messed up :
or is it like… a 1 frame window to do a backflip or something ._.
Mash Jump when to see the ultra coming out, Make sure your not attacking.
Just to prove your wrong found a couple J wong Vega matches
Wong vs a scrubby Blanka
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Wong(?) vs Ryu
After watching the first it doesn’t seem like Justin because he doesn’t combo into his wall dive and pulls some dumb shit (ultra fail, wall dive into srk) but still worth watching.
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I am thoroughly convinced that there is no way to beat a turtle Guile. I mean like…back up into a corner and spam sonic booms like there’s no tomorrow. And if i try to get close i eat a flash kick
I lost to three piece of counter-picking shit Guiles in a row because they all used the same tactic. One was cool enough to come forward and i got him down to about half health then he backed into his corner and spammed sonic booms all day
Side note: Not sure if it was mentioned, but Vega’s slide does not go under Gief’s lariat. What kind of bullshit is that? I slid once under it, didn’t work. As a matter of fact, it looks like it was pushing Gief back a little. Then, because i thought it was a glitch or something, slid under it again only to eat a…whatever i ate. I tend to erase painful memories from my mind
If it’s anything, you can stuff his flash kicks during jump-in with an early HP.
I have more issues with Guiles that have learned that s.fp beats wall dive clean, or know how to just air throw. Wall dive is the only way I have found to reliably get around that sonic boom.
I get owned by good Guile’s alot these days.
It does at the right range, but in the corner you’re fucked. Welcome to Vega.
I still have issues with Ryus that just spam jump kick, esp after knock down - pretty much nothing beats that long leg, and his c.jab beats ours quite easily.
What about Ryu’s that camp your body and L3 FA’s every time when you get up? (assuming its an un-techable situation). I can’t jump away. if I try to block, attack, or do anything else he still gets me. Then I’m his bitch until I can get a tech off when I fall, or if I fall far away from him.
You can just backflip out of that, thankfully.
Yeah, the slide definitely goes under the Lariat, you just have to be far away enough when you start it. If he’s got you trapped in a corner, I found you can ST him just as the Lariat ends.
Turtle Guile sucks, turtle anything sucks.
I’ve been having trouble with E.Honda lately, I have 0 experience with the match up, I’ve won 1 and lost 1.
Turtles are definitely annoying. I can do a nice rushdown while keeping in the corner with now real opening to do anything, but life would be MUCH easier if his overhead kick was actually an overhead.
Without that, rushdown is just a game of if you can grab them or not, or when will Guile decide to flash kick? You can overhead with jbHP, but then you’re ending your rushdown and you’re back in square one.
To be honest though, I don’t have a lot of trouble against Guile. Just build that meter if they sonic boom all day, otherwise fake them out with wall dive, bait moves, cross them up when you think you’ll get them. Or play some shenanigans with the tools you’ve got: CH and EX moves. Turtles especially, are especially vulnerable to CH because of it’s recovery on whiff.
Oh, i didn’t get hit by a lariat. I’m saying that the slide didn’t do any damage. Like…it was so weird, but the slide moved him back instead of taking damage and knocking him down…twice. Maybe it was lag or something
The reason why i was so pissed is because we both had one hit to go in round three. And he didn’t have me cornered, it was in the middle of the screen lol
You can do a KKK backflip and make him eat a HK Scarlet Terror. Actually i’ve been successful just by waking up with a scarlet terror
Man I’m having success lately against Blanka, I’ve still yet to fight a REALLY good one I suppose but the scrubs aren’t getting me with info from here. This guy kept falling for my vertical ball baits that end up with him being airthrown for it.
And now I know the proper spacing to punish electricity spam and when to hit j.fierce to stuff it from the air. Gonna start fighting SRK Blankas now to continue to up my game though. I wish I could see the look on the face of every counter picker when they get slid on or an Ultra for repeated electricity.
Trying FA on wake ups is a bad idea in general. Wake up ST everytime. It is the one situation it is infallible.
As far as Guile. Tough match up since booms own the floor space, and we have no reliable overhead. I worm my way in with one or two FADC’s (be careful though), jumping over some booms, and wall fakes. You make him miss enough SB’s and he will get impatient. Course if FADC enough you’ll have ultra, and while the booms have a fast recovery, you can still anticipate a boom and hit the ultra. Sometimes though a stocked ultra will be enough to get him out of the corner.
Def one of Claw’s tougher fights.
Lately I’ve been having trouble with Cammy’s. My biggest issue is the rush down/ guessing game i get in when she starts cannon strike to cannon spike spamming and then mixes it up to throws. Besides that she beats wall dives clean with ex hooligans and cannon spikes so I end up turtling for my life until she starts grabbing me and doing grabs on wake up which also… suck ass. Guess this is punishment for giving her up for Vega D: halp.
I posted this in another thread, bringing it over to Match-Ups:
I used to play Cammy a lot, so here’s some tips. She’s a solid character, but has a lots of exploitable flaws. I found that her biggest advantage was people not knowing the match-up.
Cammy gets punished hard if you block her… well… anything. Her biggest weakness is turtles, she’ll try to pressure a ton, but really can’t get in outside of a connected Focus Attack. Cannon Spike and Spiral Arrow on block suck for her, and Spinning Back Fist is so damn slow you can j.HP that shit. Spinning Back Fist is her (only) armor breaker, so don’t try to FA it, not only will it break, but she can combo into her Ultra off a connect.
If Spiral Arrow is getting thrown out from across the screen, you’re going to win this one. The lk and mk version only hit once, and are easily FA’d, the lk version is the only one that should be used from that distance. The HK version of arrow hits twice, but I’ve seen it FA’d too, so it’s a timing thing between the 2 hits. Spiral Arrow is really only a concern when it gets combo’d from her pokes, but Vega shouldn’t have a problem outpoking Cammy.
Just gotta watch out for her Hooligan (spin in a ball through the air thing), and DON’T PANIC when you see it. EX Hooligan Grab goes really fast, across the entire screen; 90% of the time people just took it out of ‘oh shit what is that’, or jumped away and still got hit. Pro tip for Hooligan: Stay crouched, it cannot grab you if you are crouched. Be ready to tech though, because if she’s hitting the Hooligan grab and you’re crouched, she’ll go for the throw as soon as she lands. Either hit her with a cr.mp/jab, it will stop the Hooligan dead on, or be ready to tech. Alternatly, she can let the Hooligan go, and it’ll end in a low-block sliding kick that’s also punishable. If Cammy is sitting at the other end of the screen, expect an EX Hooligan throw, you can even bait it by standing up straight, and ducking when she throws it out. Hooligan = low block.
The dive-kick is NOT an overhead, so block and punish. If she hits you at the right distance though, there’s almost no frame disadvantage for her, so be ready to tech. Be careful with these, they start a lot of her combos, and the EX versions can actually be chained together, though the damage from chaining is minimal, and actually a waste of ex bar, Cammy players like to do it a lot.
Her Ultra travels fast, but can be PPP’d on reaction if it’s not combo’d. I was right beside a Cammy today on her wakeup and she Ultra’d, I got away clean.
Cammy’s FADC combos do a ton of damage, and combo into Ultra, but she doesn’t have any reliable way of getting into range for those. Stop her jump-ins and you can negate a lot of hurt. A lot of her momentum comes from FA crumples into big combos, as long as you watch for those on jump-ins and pokes, you should be fine.
Cannon Spike has ridiculous priority, I don’t think anything Vega has will beat it. It also has really long active frames; as long as Cammy is upside down in air, it’ll still hit you, even if it looks like a whiff.
Nothing too solid, just familiar with the character, hope it helps someone. I guess I should post this in the match-ups thread too.
That’s a good point, if you wait too long to punish, she can throw out a Cannon Spike right after and get you good.