After doing some testing with SHC I have come to several conclusions.
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SHC is pretty much safe on hit and block from probably most the cast as Tatsu said. Not even Ibuki’s super could punish it.
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However if you do SHC on the opposite wall (as in behind the opponent) and the opponent dashes toward you, he will take the hit but you land next to him with -13.
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SHC can be countered easily by a jump attack, but if the person is jumping then you can fake that into FBA for some really good damage using claw attack combos. Dont use SHC mid or light because if you miss, then it is just way too easy to punish.
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The most efficient way to counter SHC would be to use a ground move with good priority which I assume most of the cast will have. The cool thing though is that if you hit Vega then it does NOT count as a CH but if you mess up and Vega hits you, then you get the CH wall bounce.
Vega can counter it with st HP or cr HP pretty easily. But he can also use K flip for invincibility and just punish its ending lag. Don’t use this against other Vega players.
Additionally don’t use this against Ibuki because her AA move is godlike. It gives her 11 frames of upper body invincibility AND is heavily comboable without even needing a counter hit. Vega’s claw will go right through her face COMPLETELY and then you will be countered by this move (b+mp).
I actually just bought the guide so I have all the actual frame data here.
As for jumping data. The jump squat believe it or not is actually equal to and in some cases even worse than it was in super. Mostly every character has a 4 frame jump squat startup just like in super. Dhalsim who used to have the best jump squat being at 3 frames startup now has his at 4 as well.
Characters like Zangief and Hugo have a 7 frame jump squat startup though!
And as for Vega’s frame data. It’s true that it’s not the best, but it is pretty good just not that great up close unless you hit with cl mk. He doesn’t have tight strings except for the first move after close mk, but most of his good attacks have +1 on block and at least +5 on hit while having excellent startup. Cr lp, cr lk both have 4 frame startup and is +1 on block, +5 on hit. So at least you have 3 frames of frame trapping. The beautiful thing about Vega is that you don’t need charge and you don’t need to be close to do good damage anymore. At the range Vega can fight freely at without fear of other people outpoking him is awesome. Then you can use POM from far away which can also combo.
Cr mk for example is +1 on block, +5 on hit, but a 6 frame startup. Most characters can’t even compare. The average for lk is around +2 on hit and -2 on block, mk is like +0 on hit and -5 on block.
If you really want to see some bad frame data, look at Ken. ALL of his crouching attacks are either negative on block or +0 at the most. His cr lp is -1 on block and has 4 frame startup. His crouching MP is +0 on block and 6 frame startup. His cr mk is both negative on hit and on block (-1 on hit, -5 on block). You can punish his cr mk with cr mp easily.
If the person is literally just blocking and not pushing buttons at all, then I can just dash in and throw or walk up and throw. Throw or the threat of the throw will force him to push something eventually to tech it. Throws have to be used very very rarely though since it is so slow and has no range at all. Additionally Vega is not the best character to use from up close since he is vulnerable to 3 frame attacks, but not from far away which he can combo easily.
If you don’t want to take that risk you can always press st HK and tag cancel which is safe on block and easily comboable on hit, OR if you want to do some chip damage, then you can cancel into lp RCF which is a true block string in this game and switch. Then you can use a partner who has ridiculous pressure like Ibuki or Chun Li. Or you can do an FBA claw strike combo into switch which is safe on block.
Lastly, the reason why I think that Vega is so great is because the engine suits him perfectly. It’s true that holding block is pretty effective since his throw game is exceptionally weak and his overhead is great but not super fast, but after reading some frame data I really noticed that alot of the cast have very weak throw games as well and completely horrible low game and not great overheads.
This means that Vega can walk back while blocking and escape alot of pressure forcing more low attacks which many are punishable on block and not comboable on hit except for chaining which is punishable on block.
The Tekken characters have fast overheads or tricky things that they can combo with but are usually very very punishable on block.
@ whoever wanted cl hp frame data. Cl hp is 7 startup. +7 on hit and +0 on block. Cross art is 9 frame startup and has 10 frames of invincibility. Everyone’s cross art pretty much has 9 startup frames and 10 i frames.