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…

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.

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.

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

cr.MK into HK.ST won’t combo on a good number of crouching characters, but st.cl.MK into HK.ST will combo.

it’s the same reason you can charge then take a step forward and ST someone (i call it kara ST for the hell of it)

you dont lose charge immediately if you hold forward

Another use for NJ.MP - I was playing my friends Sakura earlier and whenever he tried to Copter rushdown me nj.MP scraped it out of the skies. I want to try this on Vipers but I don’t play any :frowning:

[media=youtube]t2IyoGdvnrs[/media]

Actually what is the use of 3x lp, cr.mp into EX FBA (30 secs in) - compared to cr.mk, cr.mp into EX FBA (1 min in) when it does less damage and is a ridiculous 1 frame link? Does it punish something cr.mk can’t?

It’s actually quite important! its not 3x LP and MP, its 2x LP + MP

Here are some reasons why you may want to use cr.LP cr.LP cr.MP x EX.FBA instead of cr.MK cr,MP x EX.FBA

  1. cr.LP (4 frame startup) starts up 2 frames faster than cr.MK (6 frame startup), so cr.LP can be used as a true frame trap vs any character whenever you are at a +2 advantage, or you can use it just generally to get a faster hit.

  2. The three hits give you more time to charge for the EX.FBA. You can walk up, immediately start the jab hit-confirm, and cancel into EX.FBA. With cr.MK cr.MP, you need a split second more time so youd need to be crouching already before attacking or dashing in at least, otherwise you would need to insert a cr.LP after the cr.MK if you needed the extra charge time.

  3. cr.LP recovers faster and leaves you closer to your opponent. This makes it a faster option for tick-throws if blocked, even if blocked twice, especially great against characters without 3-frame jabs because then cr.LP itself is a frame trap vs them. With its quick recovery, cr.LP is more useful as an option selecting tool for cr.HK or df.HK when the cr.LP unexpectedly wiffs on your opponent’s wakeup due to a backdash.

If you know you are probably going to land a hit and you know you will have enough charge, cr.MK is the better tool, but in many situations this knowledge is not the case. Being able to threaten combos off of Vega’s quicker jabs, especially after just walking straight up to your opponent, is extremely valuable. : )

It is more beautiful :smiley: 4xlp-cr.mp- ex.fba is even more beautiful. The beauty at its peak.

Guys…i’ve been toying around with crouching HP and fst HP…i know Fst HP is something like -9 on block…and cHP is like -6 on Hit…but asuming you do it at around max range i don’t know if there is much most characters can do even with that much dis advantage…i’ve blocked ultras after fst Hp…i like to back dash and then fstHp when i see and attemp at jump in on me from ranges where fst hk would either miss or trade…cHP comes handy in punishing or stuffing certain specials…and during footsie battles to mix things up with cmk from max range…my local scene is almoust none existing and the level is low so i would’nt know if you could do these things againts decent players and not get punished very hard

I don’t recall getting flat out punished for having those moves blocked at a decent range, although I’ve lost some spacing because of it. I know Chun’s super is fast enough to punished the last hit of a blocked RCF, so it’s certainly possible. I’d say go ahead and use those moves if you feel like it’s helping you.

Thanks Meteo…yeah…Chun Li’s super is like 1 frame start up or something…some characthers seen to be able to do weird things…Ibuki can interrup ex rcf on block with ultra at any time… (at least in ae she could)…also Dan with his fireball ultra…i’ve been shoryuken by Dan out of lp rcf after the inicial hit was blocked…but good to know we can cound with Hp at least with good spacing…

Vega has alot of what appear to be useless strikes…
[LIST]
[]St.lp- good for mixing things up with, it cant be a true combo, but i throw it in while they are blocking for some block stun games such as crLk, stLP, crMP, POM/stMK or crlp, stlk, crmk, Pom/st mp etc
[
]St.mp - same as above but a pretty fast face poke just before they’re in their own throw range
[]Jumping.lk and it’s neutral version - these work pretty well to cancel things, everytime i miss an airthrow, its this strike that stuffs whatever they were doing, i cant recall it ever being beaten out, but i use it alot if i dont want to win too fast, or let them win a round, its a great air to air strike, but its completely replaced by the airthrow, but if im against a guy who’s beating out my airthrows, i might throw this out intentionally
[
]**Jumping.lp and it’s neutral version **- same kind of thing, if im not playing real serious or to stuff something my airthrow might not get, which is rare, but maybe in certain air-to-air bison situations, where his height may negate lk etc…
[]Neutral jumping fierce - completely negated by the airthrow as well, i’ve never used it, its pretty strict timing to even connect with anything, and most of the time you are above everyone anyway… i’ve used it in mirror matchups with overly high vega i may not be able to airthrow, but you’l most likely get thrown… its priority isnt going to beat out a jumping while striking shoto, even when they are in the corner, whereas an airthrow will - this is the most useless strike in the game, IMO
[
]Close, St.mk - this is great for style, this and the close stmp, you can combo straight into ST or FBA, and both can be used if your opponent is blocking, same as with stlp/lk
[/LIST]

so what do you use remy’s cr.roundhouse for.

other than catching someone in a position where you could have done a combo for more meter more stun and more damage.