I’m happy as long as a crossup can easily link into c.MK. (I can’t remember the last time I actually used this move besides when accidentally doing air throws too early.) I don’t expect a light attack to usually link into a slow heavy like close s.HP, it’s 8 frame IIRC, but if it can reliably combo into SOMETHING I’m alright.
If it can only go into c.LP/c.MP… we damn well better get that c.LP buff too! Matches shouldn’t come down to whether or not you can do a basic jab link off a basic crossup that anyone has like a 10% chance of dropping.
In all honesty, I would LOVE it if they gave us the jab buff since all it does is raise the success percentile of our combos. On PS3, I can hit my one framers with ease due to that latency, but xbox is a different story altogether.
This sounds more like an accidental side effect of tweaking some other code than a buff. You have to hit j.lk REALLY deep in order to combo into anything. So unless they changed the hitstun, this goes on the list of useless buffs. Thanks again Capcom.
The range you’re talking about might so be a good range to ambiguous crossup. If you can talk them out of pressing buttons from there (stuff all their normals), get them to freeze up for just a second, you can jump without being AA’d and go for an ambiguous one. If it fails, you might be able to frame trap with c.LP and s.LK until they’re back in the range you want them. And it’s an okay option with knockdowns, or good for doing things like baiting and punishing sweeps with crossups. Crossups can be a decent footsie option.
I can’t quite imagine this scenario you’re talking about. Beating a dive kick with a j.LK crossup? They’ll long be on the ground by the time you can hit them (deep, so you can actually combo) with that crossup. Aren’t there better answers like s.LP, s.MP, Focus Attack (?), air throw and select jump normals?
On the subject of j.LK, I’m just as bummed out as the rest of you. There’s just not enough hitstun on it to reliably combo afterwards. Currently, that is.
On the bright side: it is another option and we haven’t recieved a nerf. Saying that, Vega may as well be classed as a nerf for this game. Alas, he was a good claw.
Since ST needs a down back charge, you break the “back” part when you cross-up, and I think you need more than a c.lk after the jump to build the 42 frames of charge.
If I made a mistake, please help me see where it is.
You would have the charge since you would hold the charge in the direction you are jumping. It would register by the time you have done the CU, whatever attack after then boom! ST.
You won’t be able to combo into ST reliably. You can only crossup jiLK crLP crLP xx HK ST if you do a late cancel.
Crossup jiLK crLP crLP crLP xx HK ST means that you will always have the charge… but it will whiff in A LOT of characters.
Crossup jiLK crLP crMP xx EX FBA will be the most usual hit confirm.
Just test it with the unblockable of Backthrow that leaves Fei in the corner > Instant wall jump LK if you have any doubts.
The damage/stun is the same as stLK crLP crMP xx EX FBA (229/305).
Haven’t been on this site for a good while. Here’s my two cents on Ultra Vega:
Ideal buffs that I’d like to see (hopefully by the end of the final release):
Cr.lk being +4 on hit. This is THE one and only buff Vega needs to put him on the radar. It will also give more merit to his [interesting] j.lk cross up buff.
Revert df.hk to the way it was in Vanilla/Super (-1 on block).
Nothing more really. A reliable AA would be nice but we’ll see how cr.hp is gonna work (not holding my breath tho).
Overall Vega will be able to compete against the cast more easily in Ultra due to DWU and having a handful of ways to land Ultra due to RedFA. More comeback potential. Idk about him being top tier like combofiend says but he’ll get by much better that’s for sure.
You can’t say any of that without knowing how the cross up lk actually works and how big the hitbox is. If you can do it deep, you should be able to always reliable do it. If I can do it consistently in training off a deep j.lk then anyone can.