I think the reason for this is because it wasn’t there in vanilla. It’s a lot more safe than other overheads because it has good range and is airborne, so can’t be thrown.
Pedo, share some mixups?
I think the reason for this is because it wasn’t there in vanilla. It’s a lot more safe than other overheads because it has good range and is airborne, so can’t be thrown.
Pedo, share some mixups?
That’s pretty much it exactly. I didn’t use it for over a year, so It’s unlikely I’m going to remember 100% now.
The more I remember to use it, and if I start chucking it around in training mode, it’ll worm itself into my game.
shrugs Even if I don’t remember, I can live without it.
Properly spaced PoMs usually lead to a sweep mixup for me. Or just a feint then another PoM. Then some throws. I loves it x)
How can you land more than one corpse hop after only 1 knockdown? I can’t do it after an untechable knockdown.
Hustle up
his wake up mix game. you know kara, cross up, regular throw, cst.hp, walk foward back CH, PoM, cr.lk, wall dive, etc.
or after PoM grab, backdash punish, cr.lp, nothing.
you know.
Vega needs less recovery frames on his taunts IMO.
the shit you could bait out. OMFG it would be god tier.
Space his taunt 2 well enough and his hand deceitfully lacks a hitbox :'D
been messing with vega a bit. Is it normal to get that shitty kkk flip alot while trying to buffer ultra from full crouch?
yes because you are not counting right.
I’ve been more agressive lately with my Vega, taking more risks with wake up abusing with neutral jumps against Boxers, Hondas, even Ryus. Somethings have come to my attention. Is no one extremely bothered by his neutral jump MK? It doesn’t cross… well… It does, but in a very narrow spacing that will happen maybe once in 100 times of execution. I don’t understand why his cross box has to be so small even for fundamental rush tools like nj. MK.
Consider this scenario: nj. MK on a Boxer waking up will nullify, for the most part, his headbutt since Boxer will just fly to the other side. But get this, for it to work you have to be close enough for Boxer to dash forward behind you where your nj. MK doesn’t hit even though Vega’s knee clear scrapes him. Whad up with that. Same with shotos like Akuma. They just dash forward and boom, screw your rush down.
I understand why other tools like j. HP doesn’t cross that well but… common, its a neutral jump attack. It doesn’t move forward and can’t cross unless someone moves. Why not make it a cross up? If Ryu’s dick can hit ppl as a cross up why not Vega’s?
^
coz Vega doesnt have one?
When is CH and POM considered airborn? Anyone know?
the moment the other foot leaves the floor.
Lol. I meant at what frame.
I’m not 100% sure about this but i think i read somewhere that PoM is considered airborne on the 11th frame and CH on the 9th frame.
again I’m just recalling from memory so these numbers might be off.
Idk, I looked at the hitboxes and it clearly looks like PoM is airborne on the 10th startup frame, while df.HK is first airbone on the third active frame.
Hmm is that so…? When you say third active frame for CH do you mean the exact third frame of startup or the third active frame as in the third frame with a hitbox?
Can someone help me out? I have been working on Vega for a few weeks. I had the j.HP-> cr MP-> HK ST down (I thought), and I had been working on trying some other combos the last few days. Was in the practice room last night and today and EVERY time I tried that freaking combo the ST would miss because the opponent would be pushed out of range by the cr MP. I tried to do the ST faster, but it wouldn’t come out which I took to mean I did it too fast. I tried to play with the timing and the position of the initial hit (shallow and deep) I can’t seem to get it again. Does anyone have a suggestion as to what the problem is when the opponent gets pushed too far for the ST to connect? This is driving me nuts!