If you are going to poke with just a cr.MP, hit KKK backflip and cancel out of that bitch! Super-duper annoying way to be safe from focus attacks!
That’s also a great thing to do on reaction when you notice the opponent’s incoming focus attack after you press cr.MK.
Recommendation from my home-boy Zeus: do cr.LK into cl.HP at point blank to blow up late-teching. Also try landing cl.MP more in your matches which sets up your next attack at a good timing to throw or stuff techs, and cl.MP into cr.LP is a counterhit combo that you can react to on cl.MP hitting!
If the last hit of RCF hit an airborne opponent it will juggle with EX.ST.
In the last match of this video you can see it:
[media=youtube]LxGHazcbgBs[/media]
Don’t know if you guys knew it. But it was news to me.
EDIT: After testing this on the entire cast, I’ve found that it only works on Akuma and Chun-Li. It’s super easy though, just do it exactly as it looks in that video (cosmic heel>ST into the corner>whiff jump-forward+HP>Cosmic Heel immediately upon landing). It will cross up those 2 characters, but on everyone else the Cosmic Heel will either whiff completely (leaving Vega either in front or behind his opponent) or hit in the front.
Nice, Chun-Li and Akuma are not the worst two of chars to have this working on. And since this is so easy to to it is a welcome addition to my tool set.
Yeah, dash forward and do the kara throw mix up its the only thing I do at the moment.
I’ll keep in mind the wall dive against Sagat and Viper though.
But man… there must be some kind of gimmick setup at least. A cross-up technique or something ;/
After an Izuna Drop we recover 59 frames faster than characters like Ryu. What about U2? I would guess 50, but someone has the exact number?
EDIT: Oh, there you go: Whiff an cr.MP to help with the timing and EX-FBA. It works on Gouken (I tried only on him because its generaly easy to cross up him).
The good thing is that it looks like the usual safe-jump setup. Which makes people block high, making it easier to cross up them (if Akuma is blocking low it whiff, but if he blocks high it crosses up)
I’ve done a little research on Claw’s cross-ups, including this one. And I’ve found some new things about it :
I - jHP cross-up
— In my lab, the opponent could block the cross-up like a regular jump, although Claw effectively landing behind him after the jump X_X
Don’t know why, but I suppose its related to the position of Claw’s space box relative to jHP hitbox. I think that’s why when you tested against Cody and Gief you could still be beaten by reversals, Haztlan.
— Worked with Akuma too with jHP, although it whiffs if he tries to block it as a cross-up =D
II - Corpse-hops
I worked a little bit on corpse-hops too, in order to get precise setups rather than doing it randomly. I think doing it randomly is sloppy 'cause you can’t time it precisely relative to opponents wake-up : if you’re too early it does not surprise opponent, if your too late you’re at frame disadvantage. Here are my setups :
Izuna drop CH corpse-hop
— Setup : dash foward, CH corpse-hop
— Works vs : everybody
— Frame advantage: approximatively +5, so if you’re fast enough you could frame-trap him with both cLK and cMK.
CH-ST CH corpse-hop
— Setup : dash foward, CH corpse-hop
— Do not try vs : fails vs Guy, who quickstand faster than the others. No problem vs Adon in 2012 version.
— Frame advantage: approximatively +2, a bit lesser but still a frame-trap, so I would only recommand fast attacks like cLK, bjHP or neutral jumps
PoM corpse-hop
— Setup : CH-ST, dash foward, PoM corpse-hop
— Do not try vs : Gief, Bison, T.Hawk, Boxer (too big space boxes) — Guy (quickstands too fast) — Rose, Ibuki, El fuerte & Blanka
— Frame advantage: none, so fast attacks only to follow-up
ST corpse-hop
— Setup : cHK, ST corpse-hop (works with all versions though I would recommend medium to land just behind each time).
— Do not try vs : works against everyone
— Frame advantage : ≈ +1 if cHK is done from mid to max range, but I would rather consider there is not, so fast follow-ups only. Builds a bit of meter too.
III - Cross-unders
I also looked at cross-under setups :
— The regular one with cHK after CH-ST : frame advantage is massive (≈ +16) so csHP follow-up would only hit at second blow. I think here is the best place for CH follow-up
— The one of Vegaman, with L-RCF after CH-ST : lesser frame advantage thought it’s still a frame trap (≈ +6). There csHP is good, and the RCF also builds a bit of meter.
After a forward throw, immediately LP RCF. It appears to hit meaty against characters with standard wakeup timing. Obviously this isn’t something you should use when playing a character with a DP and 2 meters, as they can simply react with a reversal. Still, it’s not a bad option to have in your pocket, as it’s possible to catch your opponent hitting a button which could result in a counter hit, after which you can link cr.MP>EX FBA for a 300 or so damage combo.