Counter Crush
CC c.hp > c.lp xx
CC c.hp > st.hp > l.CT xx
CC c.hp > st.hp > st.hp > MT
CC c.hp > st.hp > SC > bh.c.mp xx
CC bh.c.hp > bh.st.hp / c.hk
CC st.hk > VT
cc st.hk > m.ASE
cc st.hk > l.CT > VT xx CA
Also after launching with CC st.hk Vega has some pretty good mixup options if you use a normal like st.lp/st.mk > dash which will setup GID/st.hp/c.lp
With damage scalling is this combo even worth it? doesn’t v-trigger, to Critical art do like 512 damage or something? it looks nice though. The damage scaling needs adjusting
Lol I keep losing because of how blockstrings work. Ken’s HK target combo seems completely punishable upon block but you get stuffed for throwing anything out. What do you guys use for vertical anti air? Air grab, qcb+p? It seems to be his weak point ala IV, although c.hp is still strong at a longer range.
How’s everyone dealing with turtling? Most people I’ve faced have been turtling, can’t really find a way to open them up properly. People get conditioned to forward mk quite fast so I stops being very reliable.
Since always. Test it yourself, have the dummy crouch and then hit it with s.HP. However, we might lose this in the final game, the force stand isn’t in every build.
Poke them down into the corner with fierces and strongs, rack up the grey life on block so that when you DO get a hit it really hurts. s.MP and F+HP are really good. Do some EX Roll or EX QCB P for some safe corner carry. Poke them enough and they’ll want to want to jump, be ready to AA.