Vega Q&A: Ask simple questions here!

i repeat, for neutral, hk or air grab, nothing else

njMP does have its niche, though. Mainly against Dictator and Chun Li.

If Elena retains that jump arc… it will probably be the air to air to go against her as well.

Haz beat me to it about Bison. Didn’t know about Chun though. Does it work vs her njHK or jHP?

The thing is that njMP is the only jump in that will reach her in the first active frame possible. At frame 9 you will be hitting her. Our njHP or njHK cant do that.

When njMP is ready it will probably hit her around the top of her jump arc, nailing a counter hit.

Its hitbox is also good to interact with early jump ins of characters that have a floaty and really high jump arc. http://puu.sh/728jE.jpg

Pretty interesting stuff here.
And, Haztlan, when you said that Makoto was using MP + LP + LK a few posts ago, were you referring to neutral jump or back jump ?

Jump forward/jump back.

But nowadays he is using a lot of ji/jb LP.

I don’t get it why go for it that much. Sure, its understandable that its the jump in that has the best hitbox to quickly nail most of the jump ins… but I already feel bad enough for punishing a jump with 80~125 of dmg… let alone punishing them with 20~37. A trade in that case its also really bad for us.

I’ve been using mp+lp+lk ever since I learned it was the best way to crouch tech. That was since pre-ae days. Out of pure habit, my air throws transitioned into the same buttons being pressed.

Not bragging at all, just thought that’s what everyone naturally did.

The only use I find for neutral jump HK is to bait out a person who neutral jumps often. I first position myself properly space wise so that my neutral HK is able to connect if my opponent also neutral jumps. I jump early, and catch them with a delayed neutral jump HK, followed by an immediate ex.ST. If done correctly, it crosses up.

It also works if the opponent jumps forward, but the spacing is different.

njHK is a good instant air normal too.

I used to use it until I realized that I could have air thrown instead. Seriously, if you have the reaction to instant air HK, neutral jump throw instead.

njHK is faster than air throw.

You have those options to work with.

if only air throw didn’t have height restriction!

Yo, does anyone know any situations where FBA (non EX) is a good idea? I find myself using SHC more than that thing.

crMP xx LK FBA can be good to escape the corner.
Some characters can punish it hard, but there are a few that can’t.

izuna loops on certain characters

How is that even executed? Just keep flying and there’s nothing they can do to stop it?

forgot to mention in the corner. less reliable mid screen, i wouldn’t attempt it mid screen. what you do is izuna them near the wall, your body lies against the wall. wait a few frames. izuna in a way were you weave away, then into the wall again. the weaving is very slight. characters i personally do it on are guile, t.hawk, abel, sagat, c.viper, gouken and recently dudely. you can usually only loop them once. after the 2nd loop, their bodies are a bit far away to safely attempt another one

It’s hard… but if you alternate walls (going to near wall) you can still do it mid screen on Sagat. Wouldn’t try it on anyone else though.

Quick question…at about the tip of vega’s cr mk range Ken’s early j. lk seems to beat every antiair except dash under st hk punish…it stays active for so long and can be activated so early its annoying… obviously if I had the read I could jump back throw but sometimes im in recovery frames till he is about at the top arch of his jump…any alternative ideas I might be missing…

cr.hp?

u sure?.. remember the range im referring of will connect on vega’s head if he is in standing position, Cr. Hp hit box extends far in front vega and the active frame window is quite small. quite sceptical about this but I will try it in the lab then come back to u on this… any other suggestions? cr. hk evades also but still you have to see it coming from a mile off