普通技
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| ジャブ | — | — | — | — |
| Standing Light Punch | 4 | 4 | -2 | 300 |
| Standing Light Punch | 4 | 4 | -2 | 300 |
Evaluation
Vega's Normal Move "Standing Light Punch". Detailed notes to be added.
How to Use
Notes on how Vega uses Standing Light Punch — combo routes, pressure, pokes — to be added.
How to Counter
Vega's 4F-startup light.
You will be blocking his cancel Drive Rush from 2MK a lot, so make sure you understand this RPS for the Vega matchup.
After you block the cancel Drive Rush 2MP, Vega is at +2F with no shimmy available.
- 4HK
- a light mash beats it / you can jump out
- MP
- a light mash beats it / you can jump out
- 2MP
- a light mash trades; after the trade the spacing opens up, so some characters get no combo
- Rashid, Kimberly, Akuma, Blanka, etc.
- a light mash trades; after the trade the spacing opens up, so some characters get no combo
- 2LK→LP
- mashing loses
- throw
- mashing loses
Recommended counters
- Backward jump
- 2MP and 2LK→LP will hit you, but for no real damage.
- You can eat MP or the Evil Knee on the way out and still escape
- It loses to the 2LK light — once you read that one coming, try fishing for the just parry
The video below records the following:
- 2MK→cancel Drive Rush→2LP→4HK
- 2MK→cancel Drive Rush→2LP→MP
- For some characters, mashing at the earliest timing (a 4F standing light) is effective
- Rashid, Kimberly, Akuma, Blanka, etc.
- even if it trades, there is no combo
- look up what your own character's 4F button can do
The video below records the following:
- 2MK→cancel Drive Rush→2LP→4HK
- the earliest mash wins
- 2MK→cancel Drive Rush→2LP→MP
- the earliest mash trades, but there is no combo afterward
- 2MK→cancel Drive Rush→2LP→2LK
- the losing branch for the earliest mash
- the damage is not that high
- making him resort to this is the first goal
- a just-parry point

