well actually, jugdement cut L can whiff, for example if your going for a basic high low string, and the opponent blocks virgils string ending with cr.h, judgement cut L will whiff, and leave virgil open if no assist are called, judgement cut M will connect though but the opponent will be pushed back far enough that the situation becomes pretty much a 50/50.
also cosmic, you didnt really say how you deal with virgil, unless when you said running away was a good option as your solution, then i dont really think thats a legitmate way to deal with this character....
I'll outline the difference between good Vergils and bad Vergils for you:
Good Vergils
-BnBs that do around 700k damage solo, and with assists and/or DHCs, can ToD 850k-950k characters.
-Tight (and completely safe) blockstrings.
-Hard to block resets, utilizing Round Trip and assists + teleport
-Wise use of Devil Trigger depending on matchup (mobility, ability to special cancel normals on whiff, etc.)
-Exploitation of Round Trip as a tool for mixups.
-Teleports always covered by an assist and/or Round Trip.
-Abuse of normals' range, not always fighting at point blank. Stinger pressure into mixups is a good example of this.
Bad Vergils
-BnBs that do around 500k damage, period.
-Ending blockstrings with a normal attack, which is always unsafe. Even better if they just mash out dem lows.
-H, S, H, S, H, S into infinity because they think it's a block infinite.
-Lots of obvious Rapid Slash.
-Raw teleports, almost always behind.
-No Round Trip usage.
-Just kind of run in and jam on that cr.L (More general, but it's obvious that you shouldn't be doing this with Vergil, because why use a poke with shitty range like cr.L when you have 3/4 screen normals to work with?)
I don't end blockstrings with cr.h ever, because it's a pretty bad move in general, so I didn't bother to look if Cut L would whiff there. Thanks for the info though.
To be honest, I don't see much wrong with Vergil to the point where there's something about him that you could exploit. Unsafe? Yeah whatever, that's already been solved 10x over. Health? Magneto has just as much, and he's still godlike. Running away from him is a viable strategy, but you have to have your team built for that. I can easily see something like Honzo Gonzo's team (Taskmaster/Hawkeye/Doom) running away from a Vergil, for example. I play Vergil myself, and I'm one of only two Vergils in the whole scene. When we play each other, my strategy is to just basically out-think him. Vergil's not the best at zoning by any means, so he's going to want to get in there, but not
too in there.
I mentioned before that people coming to me isn't a problem, and it really isn't, but Vergil does need space, mostly to set up 50/50s and etc. If people are trying to get in on my Vergil, then I am able to dictate how far they get in, because of his normals and Cut L. But if someone says, "Yeah, you stay over there, I'mma chill here and throw shit at you" and I don't have life lead, I'm now operating on their terms, which is really what Vergil wants. Recognize that you can limit his options (Though it certainly doesn't cripple him) by staying away, and if you have the option, stay in the air. When you're fighting him after he's come to you, that's your time to get in there. I know this gameplan can be said of any character, but it's most important with characters like Vergil, Dante, Viper, Zero, etc. who can just bully you and make you accept stuff.
Also, Vergil's at his most dangerous if he has 2+ bars to work with. If he doesn't, get in that ass and kill him.