Yeah I just encountered a random Vega online, my OS srk didn’t work so I went into training mode and found out that nothing punished it, so it was just out of curiousity.
And yeah, gravity ninja pretty much ruled fightnight yesterday :p. Nobody actually won against him but I really felt that with Sakura I couldn’t do shit without that knockdown which was very hard to land. Thanks.
I got a few matches in Chinatown today against Yun and Yang, and the Yang play was great (EMP).
one AWFUL thing i noticed…and I’m not sure if I should put it here or in the AE category is that despite hit confirming from low fierce into ex tatsu…it would miss on them more often than not, similar to blanka and akuma. To make matters worse, I distinctly remember confirming it on a standing Yang, and he just stood up and blocked the ex Tatsu…Yang’s rising kick covers cross ups for the most part, though I was getting successful jumping fierce safe jumps. His Ultra 2 also works as a solid anti air depending on the timing (I’ve seen it seems to work better if done early as opposed to later)
I wouldnt bother running resets on Yang as he can EX teleport out and his rising kick is a solid reversal. Also his EX command grab is immune to hits and throws. I chose to go with Ultra 2, as neither of the twins has outstanding HP, and the anticipation of dive kicks helps.
As for other things, damage seems nicer, air tatsu seems more reliable and just as effective if not more so than in Super.
Nah, its worth the risk, getting Rose on the ground is a #1 priority. Its not easy to punish at all btw, just don’t be predictable but that speaks for its self.
I don’t understand where you get this from. Anytime I see Sakura whiff a d.MK, I punish her with one in return pretty much 95% of the time. Whiffing that move against Rose is even worse, because her punishment options are on some serious BS.
Well like I said your footsies need to be godlike if you want to fight rose midscreen, if you keep whiffing cr mk just outside her range, then yes she’ll punish you for it.
You need to mix it up with overheads, cr mp and cr lk. Yes, cr lk. Even though that move has zero range, it is great for footsies.
Element 04: When your opponent is looking to punish your standard pokes, try whiffing a crouching light kick a few pixels outside their sweep range. If they mistake it for a slower attack, they?ll leave themselves open when their counterattack misses. Be ready to punish the whiff or simply walk up and throw them during their recovery period. This tactic works best during mirror matches and against opponents who can hit your medium pokes on reaction.
Also
Element 01: Momentarily step into your opponent?s poke range and quickly back out instead of attacking. This is Footsies 101. To see it in action, check out Mike Watson?s HF Guile demolishing some poor bastard ? two consecutive full rounds of toying with his opponent?s natural reactions. This bait works well in tense matches, after extended periods of cautious zoning, or with charge characters who rarely walk forward.
Walk forward to Rose let yourself appear vunerable, then walk back and stuff all his shit with st.hk or cr.mk
Definitely agree with using c.lk in place of whiffing c.mk once in a while. Actually baited a rolling thunder with that once (which I’m way late in finding out that whiff punishes our c.mk).
if every dhalsim played like that i wouldn’t have trouble either :razzy:
guess right and make it a mission never to get knocked down again =p
your options on wake up are pretty much:
focusing – will severely punish a splash or sweep,
jump back fierce – will punish the aerial grab
block – and react properly to a crossup splash which can also be punished.
good fuertes are even harder because they’ll know to throw in a surprise grab every here and there or use the drop kick that hits twice and will break focus. another method of escape that i’ve mentioned earlier but i don’t think anyone bothered taking to heart was the lp.shou on wake up. You’ll swoop under most splashes and air grabs, and be be safe afterwards. obviously it can be read and punished by fuerte but it’s one more tool that i find nifty.
when you’re back on the offensive, you need to be very aggressive. they love to run back and do their jumping tostada grab as you jump in, if you can read those you’re already half way there. when you get a knock down on him, watch his meter as they like to ex-air grab their way out of that situation. best option for sakura is a meaty lk (or maybe just a st.fp) if he has no meter OR, as always, the amazingly ambiguous jumping fierce punch. shuts everything down in this game, i love it.
definitely my most frustrating match up, but my main training partner plays a fuerte and he’s pretty damn good so perhaps i feel more comfortable than most.