I didnāt even think about trying that. I tried st. MP, cr. MK, and cr. LK and none of them work so I didnāt even bother with cr. MP because I didnāt think it would have more reach than those buttons(at least the latter 2). I gotta try that the next time I get a chance just to see it for myself.
Going by that you can link cr. Jab into another cr. Jab, but I was never able to pull it off. Gotta test that again next time. As for nerfing cr. MP, that looks like the case for most crouching attacks. You can still link out of it into st. LK though, so itās not just a poke. Another thing is that his sweep isnāt nearly as negative as most people thought. It still sucks, but it sucks because their is practically no push back and not because itās -100 on block.
@General_Awesomo I wonder, the guy never tried the two hit s.HP, which knocks down. Maybe you can cancel the 2nd hit with a v.trigger to catch them as theyāre falling down? Nicely, we saw ASE cancel into CA.
he looks so strong that iām almost thinking about not playing him, lol. just cause i hate people getting on the bandwagon if heās gonna be top tier
Please test Matador Turn as an anti-air.
Does Crimson Terror or Aurora Edge Spin have any invincible start up?
cr.MP cancel or no? Kara cancel?
Clawless v.trigger blocked being safe and followed up with Grand Izuna.
Any cross up options besides j.LK?
How easy is it to AA FBA? SF4 easy? Alpha 3 easy? ST hard?
Does losing the mask change damage in any way?
Hopefully. Speaking of ASE xx CA, thatās a QCB+P, DQCF+P motion. Thatās a combination motion Iāve rarely input. And it must be even more alien to us Vega players lol. So to practice that combination motion, I practiced special move to Super Combo cancels on both sides with the following cast in USFIV:
Every character had various timings to their cancels. Goukenās LK Tatsumaki Gorasen xx SC and Oniās air-to-air Zanku Hadosho (air dash) xx Messatsu-Gozanku (UC2) had the fastest timing.
So, everyone. Your homework is to practice that QCB, DQCF motion lol. Onlyā¦ no plinking! Plinking is gone in SFV. Get used to double tapping. If you practice now, you wonāt have any execution problems later thanks to SFVās input buffer.
Record your matches.
Check the cancelabilty of s.HK, [claw on s.HP -> s.HP -> MT], and [claw off s.MP -> s.HK -> MT].
Check if Vega has any normals that force standing.
Play around with s.LK. We barely saw it in one video.
Plinking wonāt be necessary. I think Capcom is on record that the game will have 3 frame links minimum. Thatās going to be so easy for us Vega players to do. Weāll never drop combos! On the other hand, imagine if Vega was charge. We wouldnāt get nice stuff like ASE xx CA.
s.MP does most of what c.MP used to do it seems. They want to emphasize a different use for each normals and s.MP is your combo building normal now. c.MP might have a nice hit box in some situations, but it seemed like Combofiend generally emphasized use of s.MP over it.