GGs all. Really helping me adjust to the Cammy match up and see how two diff. people play and how to play what style. As soon as I got used to blocking Welt's jumps and such, Nits' pattern throws me for a loop x.x
STAY FREE CALLI.
GGs all. Really helping me adjust to the Cammy match up and see how two diff. people play and how to play what style. As soon as I got used to blocking Welt's jumps and such, Nits' pattern throws me for a loop x.x
STAY FREE CALLI.
I honestly think i should play this game a lot more often now, i'm super rusty as i was completely mistiming most of the meaty divekicks. Also, hooligan trap works well against non-srk characters, when you quick getup, you are in a standing position for 1 frame before crouching, so hooligan throw trap works.
I see.. I figured it was something like that. I feel like cammy is such a bad match up for vega, unless the cammy player drops combos or does a bunch of unsafe stuff. I'm fairly sure my spacing has to be impeccable in order to out poke you, but outpoking/ranging you seemed to be my best bet in the match I noticed, vs. both you and welt. How have I improved since the last time we played Nits? haha. Also, do you have a lot of experience with the vega matchup? I think you punished every single whiffed/blocked ex wall dive. Welt does't punish them with that consistency when I play him.
You have improved a ton compared to last time, wish your net wasn't so shitty. And yea, my best friend mains vega and use to play at local tournaments here, so i had a lot of matchup knowledge against him.
You have to press a button to be considered crouching on the first frame after wakeup. If you wake up then crouch, you stand for one frame then crouch. If you wake up with a crouching normal, you're immediately crouching on the first frame. If they go for a meaty hooligan, just hold down and piano a few buttons. Also stop gloating on Welt's wins lol, you're going to need to be able to take me down more than once per session.
MY CAMMY WILL BECOME #1!!!! hehe
In all seriousness, I have never even training mode her one time. I can do her hardest combos and setups by just mimicking what I seen in a few random tourney matches. The character is braindead and hopefully will see the chopping block come ver2013/14, whcih is all but a guaranteed thing. People are willing to pay $20-30 again for a large update. A monkey can win with her.
If they change her dive kick like they changed the twins', problem solved, Rufus needs the same thing. The rest of her tools are reasonable, but right now it's just too easy to fish for a knockdown until you get it and walkup dk ad nauseam.
No way, Rufus isn't that good. Any more nerfs to him and he will be unplayable.
I have no problem with them buffing him in other areas to compensate, I just feel that spamming one move until it hits with no regard for timing or placement should not be a viable strategy.
Yeah, the fact that teching agianst him is a death wish is stupid when he has the highest damage throw in the game, but his EX-messiah getting punished on HIT is retarded as hell.
Any nerf to his dive kick though would make him unplayable in tournaments at a high level. Ricky/Justin are already thinking about switching to new mains as is. There is like ONE good Japanese player with Rufus lol.
All I want for christmas is a cross up with vega and upkicks to have invincibility, or backflips that can be reversals.
idk if I'd really consider EX Messiah punishable though, yes it's negative on frames technically but there's always the threat of LK follow so even attempting a punish is a gamble.
I think he's talking about when ex messiah hits but for some reason it moves over you so you can punish from behind.
I've got a question that apparently not even welt knows the answer to: Do air specials recover instantly (Can block on the frame you land) as soon as you hit the ground? I'm not talking about command normals like toe taps or the twins/rufus dive kick. Akuma's air fireball and all of his demon flip equivalent, E. Ryu's demon flips, Cammy's dive kick etc. I only ask this because E. Ryu's safe jump with his demon flip dive kick was safe to my Ultra 2 on wake up, and it always seems like Akuma's demon palm recovers instantly as soon as he hits the ground.
You didn't word it like that last night.
Yes, you can punish some of them on land (akuma air fireball is VERY punishable). Akuma air palm is not. It depends on the move.
And yes, I was referring to when Rufus lands a clean ex-messiah but the last couple of hits go over the opponenet which gives them a free combo or Ultra. There are several big-time matches that Justin would have won if not for this, such as vs. Tokido on several occasions.
Hmm, I see. Ok. Also, fuck you cammy, I found out what range I want to be when fighting her. I thought her pokes went farther than they did but apparently not. Can combo fully from just outside her st. hk range (her farthest poke). My st. lk can hit off a whiffed st. mk, lol, which combos into cr. mp but I can't get anything off of that. Jump ins can be AA'd at that range, too far outside that range and I have a hell of a time AAing j. HK (fuck dat hitbox) except with st. far HK. Hmmm. Damn you guys for making me learn the match ups.
i miss playing you punks
I miss playing this game.... too busy at work lately.