Lost Fragment said:
Example: ex sky high claw. When I fight random Vegas with Makoto, I love baiting that shit out because she can U1 it. Not saying I'm gdlk enough to pull that off every time, or even block it half the time, but when I know it's coming I usually block it. With you, to even block it with any degree of reliability I have to like, ume-block it. A second before you do it, I have to be like, "k, I'm in a position where he's probably gonna do ex sky high claw" and block crossup. Otherwise, it's practically a 50/50 even if I know I blocked before it became active because I'm at the whim of the input lag gods.
Yeah, cross-up ex sky high claw is probably Vega's biggest lag tactic. I've been using it a lot less recently as people are catching on and the risk/reward isn't worth it. Most of the time I use it now to try and finish someone off or to keep pressure when I feel a dizzy coming on. That said, even when I play people with perfect connections, I have about the same success rate landing it as when I play you. But I understand the frustration of having to deal with that move. On my end it's hard to deal with some of the BK shenanigans. :lol
Lost Fragment said:
Your df+hk into throw. ex seismo owns your soul there, but with the input lag, I'm afraid to try it that often because it's so unreliable.
See, this is weird to me. Like I said, the connection definitely isn't perfect, but Vega's df.HK is one of the easiest moves to score a reversal on. Especially when there's none of that random jittery lag which our matches didn't have, at least on my end.
Also, just my opinion, I'm not so sure ex seismo is much of a better option than HP TK after Vega's df.HK. The ex seismo is safer, unless I can punish it with a neutral jump attack by predicting it, and it can lead to an ultra, but both back flips and jump back fierce will dodge it and those are 2 of the main 3 things I do following a blocked df.HK. The HP TK, while more risky in terms of safety, will catch the jump back fierce in addition to beating the throw. And it doesn't cost meter.
Lost Fragment said:
All the while, you're doing shit like punishing whiffed thunder knuckles and backdashes on reaction.
The back dash punishes aren't on reaction. I wish I were that fast. :lol As I'm sure you've noticed, my BnB is no longer df.HK -> ex wall dive, instead I use df.HK -> HK flip kick. And I do that to setup my wake-up mix-ups and conserve meter in the process. When you combine that with using less ex sky high claws, virtually no ex claw rolls, rare use of ex flip kick, and an easily avoidable super, I have a lot of meter to play with. So I've been using it to throw out "random" ex wall dives with the hope of catching people walking forward or hitting buttons. A lot of times I hit you with that just happened to be back dashes and not some crazy reaction time. Though there are times when I think someone is going to back dash and I do it. A lot of people back dash after a throw tech for example. And the only reason I was able to punish the whiffed TKs is because you were getting sorta predictable with them and trying to anticipate my moves.
Lost Fragment said:
It's a combination of a lot of lag-related annoyances like that that made me think that fighting you is probably more trouble than it's worth. Pity, because your Vega's a thing of beauty.
Maybe I'm just salty, though. Because shouldn't the lag be more or less the same on both ends? Maybe it's a combination of lag + my tv? I dunno.
Anyway, since you and I have played literally a thousand or so matches since Vanilla I just wanted to clarify. Things would go differently for sure, but even if we played offline you'd still kick my ass
Yeah, lag should be the same, at least I think that's how it works. The only thing we did differently yesterday was play on your host, though I'm not sure if that makes any difference.
And sorry about my reply, it kinda had a dick tone to it. I've just played so many randoms who are fine with the quality of the connection until you download them and start beating them consistently, then all of a sudden it's a problem.
Really, the biggest issue I thought that got you was how defensive you played. I don't think you've ever played your Viper as passively against me as you did yesterday. It seems like a lot of people decide to play that style against me and I always tell them that Vega struggles against pressure and that they're just playing into my hand by being so defensive.
This is probably going to sound stupid, but let's say during the course of a round there are 6 offensive pushes. And in a match with relatively even characters and players of relatively similar skill, each player will have 3 of the 6 offensive pushes. By rushing people down I'm trying to tilt that to 4-2 or 5-1 (preferably 6-0
) in my favor. In addition to keeping people off Vega and exposing him, it makes baiting/guessing much more favorable to me. If I have 5 opportunities during a round then I'm not going to be afraid to give up 1 or 2 of them to attempt to bait you because I know I'll still have 3 or 4 more. On the other hand, if you're only going to get 1 or 2 opportunities to score some damage because you're playing so passively then I know you're going to want to take advantage of them. Making it easier to risk doing something like a guess ex flip kick during your pressure. For example, when you were playing as Makoto, you attempted that standing kick reset in the corner like 3 or 4 times and every time I guessed with an ex flip kick and hit every time because I knew you weren't going to want to give up that chance at some offensive pressure since your opportunities were so few. Not trying to single you out on this point, it seems like 90% of people play me this way and it only puts them in a hole before the match has even started.
Lost Fragment said:
Yeah I don't understand it either. Wasn't the decline of arcades alone a much, much bigger factor than oversaturation ever could've been?
I miss arcades
Yup. And there were things like updated iterations having less content then they do today yet still being full price. Online wasn't a mandatory feature like it almost is now. So a lot of people were left with only a couple of friends to play their high priced updates with and that's only if they were lucky. A lot of fighters were stranded on struggling Sega consoles. 3D was still the new hotness. And not necessarily 3D fighters. There wasn't the plethora of information out there to improve your game like combos/character match-up info found at SRK or match videos on YouTube. Quality sticks/parts weren't as available as they are now. A lot of fighters, particularly 2D fighters, seemed to forget about accessibility. Etc...
Good to see them thriving again. Well at least doing well enough to give us all these games!