Quick update here.
I realize I ssaid that post-ST, backdash, jump, is a safe jump on characters who tech the recovery.
however, it didn’t take long for me to notice that most characters are too far away for the jump into to hit as they wakeup - not all, but some. J. hk is most likely not going to hit, but j. lk will hit generally about 50-60% of the time.
What I do now instead is forward dash, and wait, then jump. I’ve noticed already that when I do the safe jumps without pressing a button, I can force mistakes much more easily than the telegraphed safe jump set up.
In addition, I can just jump, then go low. It’s a tricky mixup that is generally pretty fast, and also low-risk because people should be worreid about using reversals as it is.
For the record however, it is useful to use the buttons as a placeholder for your safe jump until the timing is really ingrained. If you’re just thinking “yeah i’ll just safe jump” you might have trouble because the timing isn’t familiar to you.
Also, it didn’t take me long to realize this but option selects aren’t possible against characters with 4-5 frame reversals. The reason for this is because after a jump, you are able to block on the 4th frame of their wakeup (and only the 4th, which is why you can’t block DPs) and also tech throws, but nothing else. This obviously leaves out KKK flip and sweep which are Vega’s best option select tools. Also, teching throws does not include crouch teching, although you will get those to come out anyway if that’s the input you use. The reason is the game saves the input for all of the recovery frames of your jump and does it for you as soon as you’re ready to move.In essence, any option select you actually do will come out on the 6th frame only. For this reason, look at your frame data and study who you can option select.
The main reason this is a bummer is vega would shut down fei long soooooooooooo badly with a KKK flip option select. Unfortunately that is not the case and he can Flame kick FADC for +1 iirc.
This is why if you’ve ever tried it, jump in, cosmic heel combo is easy - or at least, easier than it should be. Technically it’s a 1 frame link but the only hard part about it is hitting the jump in as deep as possible, snice the cosmic heel input is stored and it comes out with frame perfect timing no matter when you press the buttons during the 4 frames of jumping recovery.
I used to use that combo a lot, especially against other Vegas, chun lis, fuertes, etc., but it’s not worth it now because cosmic heel is so heavily punishable up close like that. But, as far as risks are concerned, it’s probably worth it here or there because the reward is high and you’ll most likely get thrown at worst.