Seapeople
This one's for you
So I'm making this thread as part of a matchup project started by Treadmill
(http://testyourmight.com/threads/mu-project.26427/)
This is a pretty heavily debated matchup. Most people will agree that it is either 5-5 or 4-6 in Cage's favor. I personally feel like it is 4-6, but I'd rather focus on the details than numbers here.
I'm absolutely no expert against Cage but I have more experience fighting him than basically any character. I play offline against topper2ath who has a very solid Cage...hopefully he'll weigh in and give some input.
Hopefully this breakdown is a little helpful (sorry it's kinda long). There will probably be things you disagree with me about so feel free to give your thoughts and opinions.
With that said, the first thing I feel like you have to realize is that you won't be able to keep Cage out forever. You'll be able to keep him out temporarily, but the goal isn't to lame him out from full screen all day. At some point you'll be forced to play toe-to-toe against the best rushdown character in the game. The key to this match is what I would call "agressive spacing".
Playing from a distance
-Cage can try to build meter/take a little damage by trading his forceball with your acid spit or slowball, so make sure to keep him honest with fastballs.
-From a little over half screen, Cage can jump in for a full combo as soon as he sees the startup of your forceball. This is where charged ex forceballs come in handy because he won't be able to tell the difference before jumping. In general, I'd suggest playing more footsies from this range than throwing tons of projectiles.
-Trading any projectile with Cage's ex shadow kick will be in his favor because ex shadow kick does more damage than all of Reptile's projectiles + gives Cage an opportunity to advance with the knockdown. If you try using a charged ex forceball, Cage can easily ex shadow kick through it on reaction.
Forceball frame traps
-This is something a lot of people might not be aware of but is very important imo. If you are at the perfect dash-whiff distance and Cage blocks a slowball, you can elbow dash in and go straight into 321 pressure. The 321 is actually guaranteed unless Cage interrupts it with ex shadow kick or ex nutpunch (which can definitely be baited).
-If you are slightly outside of the dash-whiff distance, you can still elbow dash after the slowball and use d4.
-If you are close to full screen and he blocks a forceball, you can go invisible for free, or elbow dash into jump-distance and start playing footsies.
-The same frame trap applies to ex slowball, but since it causes pushback you will have to start inside the dash-whiff distance. Once I have an ex slowball on the screen I'll often walk my way into this distance and Cage's only options of escape will be to jump or ex shadow kick.
*Remember...aggresive spacing
Combo enders
-Reptile's d4 can cause Cage's shadow kick to whiff on wakeup, and it will hit him out of a nutpunch. His only viable wakeups would be flipkick and ex nutpunch. Try to find combo enders that utilize this.
-The NJP splat can be very useful because it gives you time to put a lot of stuff on the screen whether it be projectiles, invisibility, whiffed elbow dashes or a combination of them all.
-I'd only suggest using shenanigans like the ghetto reset very rarely when the other player least expects it.
-The reset is a decent option against Cage. The only way he can escape a follow up 321 string is with armor. (This is assuming you're using the closest proximity reset, explained here: http://testyourmight.com/threads/reset-discovery.15537/).
You can grab him out of ex nutpunch or bait the ex shadow kick on a good read.
Meter Management
-99% of the time my meter is spent on ex forceballs or breaker.
-Ex elbow dash has its uses, but I wouldn't use it too often since Cage can interrupt with a poke or ex nutpunch. If Cage ever blocks an ex dash this is my basic mixup... Throw if I expect him to block or ex nutpunch, 1 if I expect him to jump out, d3 if I expect him to poke.
Cage's pressure
Reptile has a lot of trouble getting out of Cage's pressure because your fastest poke is 8 frames and all other options are fairly risky.
-You can go for an elbow dash, but many Cage players will be good at baiting this for a full combo. Same thing goes for ex slide...generally not my preference but it's definitely worth using at times.
-Cage's f3 is 9 frames and Reptile's d3 is 8 frames...This basically means that you have a 1 frame opportunity to poke out of continuous f3 pressure. It's all about finding the holes in each player's pressure system and poking accordingly. d3~ex forceball is amazing btw. Use it
-Stand blocking might not be horrible here because most of Cage's ex forceball strings whiff against Reptile, and standing takes away the random advantage of f3 which allows you to jump backward a little more safely. However, stand blocking will make you prone to Cage's pressure with 1 and d3. I'm honestly undecided for now on whether or not this is a good option.
Footsies
-Be careful about whiffing strings like f2/f3/b1/etc because they have pretty slow recovery.
-2 is really good. If you block Cage's f33b3 for example, you can use this to keep him from coming back in immediately with more pressure. Option select it into a forceball or acid hand to be safe.
(http://testyourmight.com/threads/mu-project.26427/)
This is a pretty heavily debated matchup. Most people will agree that it is either 5-5 or 4-6 in Cage's favor. I personally feel like it is 4-6, but I'd rather focus on the details than numbers here.
I'm absolutely no expert against Cage but I have more experience fighting him than basically any character. I play offline against topper2ath who has a very solid Cage...hopefully he'll weigh in and give some input.
Hopefully this breakdown is a little helpful (sorry it's kinda long). There will probably be things you disagree with me about so feel free to give your thoughts and opinions.
With that said, the first thing I feel like you have to realize is that you won't be able to keep Cage out forever. You'll be able to keep him out temporarily, but the goal isn't to lame him out from full screen all day. At some point you'll be forced to play toe-to-toe against the best rushdown character in the game. The key to this match is what I would call "agressive spacing".
Playing from a distance
-Cage can try to build meter/take a little damage by trading his forceball with your acid spit or slowball, so make sure to keep him honest with fastballs.
-From a little over half screen, Cage can jump in for a full combo as soon as he sees the startup of your forceball. This is where charged ex forceballs come in handy because he won't be able to tell the difference before jumping. In general, I'd suggest playing more footsies from this range than throwing tons of projectiles.
-Trading any projectile with Cage's ex shadow kick will be in his favor because ex shadow kick does more damage than all of Reptile's projectiles + gives Cage an opportunity to advance with the knockdown. If you try using a charged ex forceball, Cage can easily ex shadow kick through it on reaction.
Forceball frame traps
-This is something a lot of people might not be aware of but is very important imo. If you are at the perfect dash-whiff distance and Cage blocks a slowball, you can elbow dash in and go straight into 321 pressure. The 321 is actually guaranteed unless Cage interrupts it with ex shadow kick or ex nutpunch (which can definitely be baited).
-If you are slightly outside of the dash-whiff distance, you can still elbow dash after the slowball and use d4.
-If you are close to full screen and he blocks a forceball, you can go invisible for free, or elbow dash into jump-distance and start playing footsies.
-The same frame trap applies to ex slowball, but since it causes pushback you will have to start inside the dash-whiff distance. Once I have an ex slowball on the screen I'll often walk my way into this distance and Cage's only options of escape will be to jump or ex shadow kick.
*Remember...aggresive spacing
Combo enders
-Reptile's d4 can cause Cage's shadow kick to whiff on wakeup, and it will hit him out of a nutpunch. His only viable wakeups would be flipkick and ex nutpunch. Try to find combo enders that utilize this.
-The NJP splat can be very useful because it gives you time to put a lot of stuff on the screen whether it be projectiles, invisibility, whiffed elbow dashes or a combination of them all.
-I'd only suggest using shenanigans like the ghetto reset very rarely when the other player least expects it.
-The reset is a decent option against Cage. The only way he can escape a follow up 321 string is with armor. (This is assuming you're using the closest proximity reset, explained here: http://testyourmight.com/threads/reset-discovery.15537/).
You can grab him out of ex nutpunch or bait the ex shadow kick on a good read.
Meter Management
-99% of the time my meter is spent on ex forceballs or breaker.
-Ex elbow dash has its uses, but I wouldn't use it too often since Cage can interrupt with a poke or ex nutpunch. If Cage ever blocks an ex dash this is my basic mixup... Throw if I expect him to block or ex nutpunch, 1 if I expect him to jump out, d3 if I expect him to poke.
Cage's pressure
Reptile has a lot of trouble getting out of Cage's pressure because your fastest poke is 8 frames and all other options are fairly risky.
-You can go for an elbow dash, but many Cage players will be good at baiting this for a full combo. Same thing goes for ex slide...generally not my preference but it's definitely worth using at times.
-Cage's f3 is 9 frames and Reptile's d3 is 8 frames...This basically means that you have a 1 frame opportunity to poke out of continuous f3 pressure. It's all about finding the holes in each player's pressure system and poking accordingly. d3~ex forceball is amazing btw. Use it
-Stand blocking might not be horrible here because most of Cage's ex forceball strings whiff against Reptile, and standing takes away the random advantage of f3 which allows you to jump backward a little more safely. However, stand blocking will make you prone to Cage's pressure with 1 and d3. I'm honestly undecided for now on whether or not this is a good option.
Footsies
-Be careful about whiffing strings like f2/f3/b1/etc because they have pretty slow recovery.
-2 is really good. If you block Cage's f33b3 for example, you can use this to keep him from coming back in immediately with more pressure. Option select it into a forceball or acid hand to be safe.