Rizhall
11
nj.HP is good for nj mixup all around. Most people expect either nj.MK or an empty jump into usually a throw. The HP has to come out so late to hit them that often times, they try to preemptively tech a throw because it looks like it’ll be a neutral jump. And on hit, it lets you link into CH, which is neat.
Whoah W
Links into CH are you serious?! O_O
Thanks again to EVERYONE who posted! 
Rizhall
14
I forgot to mention, KKK flip is way more useful than backdash vs Seth if they try for uppercut/grabs mixup. Of course, any Seth that knows the matchup will do a cr.jab OS TE vs Vega…
It has to be done super deep. I do it to piss people off XD. Shows they seriously need to watch their spacing if I can hit you that deep (You’re practically slapping them on the knee).
zerojay
16
J.lp is fun for shenanigans. Jump in with it on a standing opponent which will whiff, if they block just land and throw them. It’s the “not quite an empty jump” empty jump. Just don’t expect to use it more than once that way, lol.
Meteo2
17
Who here has ever intentionally used MK.ST for any reason, ever?
I use it to combo after a cmk…(Negative edge)…for a metterless knockdown to punish unsafe blocked specials…also I think it’s somewhat safe when the
tip of it gets blocked…
Meteo2
19
Interesting, I’ll try and find the slowest move than can punish it and compare it to the other ST’s : )
I use MK ST all the time when I-
Oh… Carry on then.
I just test it and mk st seems to be punished by just about anything in the game on block even at its max range…so…I take back what I said and sorry about that…it does have a pretty good vertical range so it may be useful against crossover attemps if done early enought…its justan idea…
Meteo2
22
One thing I tried to do with it was see if, after an IzunaDrop, if a MK.ST puts you at a perfect range to do an instant crossup on any character. Basically I discovered that its better to be closer to the knocked down character when attempting a meaty instant crossup, so once again HK.ST does a better job haha.
Rizhall
23
That’s pretty godlike. I don’t think Capcom knew what to do with ST or SHC when they designed the moves into SFIV, to be honest lol
Neutral jump mp does hit Guy’s elbow drop and Honda’s sumo splash without trade. But you must time correctly. For both there is a moment they stop in the air before both start to fall with their moves, you have to hit with it then. It is the only move that can punish Sumo splash’s hard version as it goes even higher than Vega’s jump.
Forward jump lk, surprisingly reaches further than his jumping mp and mk. So if you are both falling from the air parallel to each other, you can hit with this where the mp won’t work.
Neutral jump lk, on the other hand is good at stopping air throws as it is active for 9 frames, the longest in the air.
There are only 2 uses for cls.mk. One is for the jump-in hp/hk- cls.mk to l.roll which I find very hard to do altough I can do cls.hp to and roll contantly. The second one is when you are in the corner without an ex-bar, cls.mk to l.roll as it starts faster than cls.hp and does more damage than cr.lp and you have the possibilty to miss the one roll hit from cr.mp to l.roll and so your slash part of the roll will be punished or blocked. But yeah this is mostly a useless move.
star
25
Very interesting! Will try it out!
cl.mp is the best ghetto tick throw setup ever.
sometimes i get st.mp xx EX FBA if i mess up cr.mp. I always find it weird that you can cancel a standing move into a down-up charge move
I think it makes perfect sense. You go from down, to neutral, to up and cancel it. You still make the motion required.
i know that, it just seems odd in my head for it to do so
Meteo2
30
cr.MK into HK.ST won’t combo on a good number of crouching characters, but st.cl.MK into HK.ST will combo.