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Vega’s crush counter game is pretty weak - unless your opponent jumps in at a distance where St.HK works. At high level I wouldn’t expect them to jump at that range.
Fishing for a crush counter in the ground game with st.HK is a big gamble as it will most likely whiff and leave you in recovery.
From my experience from 4 years of playing IV I will be honest any say that if it doesn’t hit crouchers it is ultimately super useless. 99% of all reversal normals are from a crouching position. You’ll just set yourself up for despair trying to counter hit stuff your move won’t even connect with.
You’re much better off fishing for frame traps with claw st. HP. A counter hit claw st. HP xx claw removal links into c. mk which links into target combo, and this will always hit because HP hits crouchers AND forces stand.
Counter hit c. mk also combos into st. HP which has a bevy of combo options.
But yeah, so far I haven’t used st. HK to effect. Seems slow and ultimately as af0 said largely designed for anti airs if you can be in a good enough position to connect with it.
During training against level 8 CPU, dash GID after a knock down always worked. FBA always forced the CPU to block so you get free ID. If the AI pattern is the same on survival, then you can force it into these AI patterns pretty easy.
Does anyone know if they can make use of Vega’s j.lk as a cross up? I was hoping I could use it to land a st.fp xx declaw to TC but I can’t get it to work. :tdown:
What are some bonuses of mid-combo Claw switch? I don’t hear much besides comboing after St.HP but there must be more. Does it make certain things safe?
It doesn’t make things safe per se, but with clawed HP, you can use it to mix up and go into his Izuna Drop.
When you get people thinking they can try to mash out of your claw switch and hit you (which they COULD), mix it up with Claw HP xx LP Aurora Slash Edge (hits low) and hitconfirm to CA.
OH! One note. Clawed HP xx stance switch, Izuna Drop will defeat some V-Reversals.