**ji.HK , cr, MK , EX ST **
yeah that one is a 3 years old one,
it is unsafe on block and it is difficult to hit confirm with it (though possible). in any case it is pretty useless even as a sole purpose of punishing an ultra or scoring on a dizzy.
if you are going to pull that then you might as well pull
**ji.HK >> cr.MK >> H.ST **you lose 40 stun and 16 damage but you save 250 meter. **ji.HK >> cls.MK >> H.ST **is even better because it whiffs a lot less.
if you are really after stun **ji.HK >> cls.MK >> L.ST >> EX.ST will score 1 more damage and 25 more stun and save you 54 meter. ** **ji.HK >> cls.HP1 ** >> L.ST >> EX.ST whiffs less but does 19 less damage similar stun but saves you 74 meter.
If you are after meter ji.HK >> cls.HP >> fst.HK is your best bet 288 damage, 460 stun, +204 meter (that is 80% of a bubble) only it doesn’t work on some characters alternately you can use ji.HK >> cls.HP >> cr.HP that works too except on a few diffrent chars or **ji.HK >> cls.HP1 >> H.RCF **which always works.
But generally speaking **ji.HK >> cls.HP >> cr.MP >> EX.FBJ ^^ ID **will be the best choice in about every situation you can think of. it is one of the best damage you can hope for with that level of execution along with reasonable stun at a reasonable meter price, stun is overrated for vega… man pulling a dizzy with vega is tough, lucky safe jump, lucky oki streak and izuna loop aside you need to let people breeze to screw them over otherwise you get shoryued.
If you are really after something flashy using keyboard gimmick buffering you can pull ji.HK >> ultra2 or if your execution is amazing ji.HK >> CH >> ultra II and that is the best damage you can do as a jump in punish.
Great so it is possible indeed,
And no it is not really useless quite the opposite indeed.
It is the hardest jump in to parry you can execute with vega, it is the hardest jump in to focus,
it is 100% safe on block, leave you at good distance to kara throw or overhead, bait a reversal, poke and with a down back charge ready to punish a jump with ST.
you can always throw instead of cr.LK or maybe you can throw after the cr.LK, whih means you can trade safety for mixup
and if you hit you can spend confirm and spend meter into FAC-FDC >> HK should it preove intresting.
It does reasonable damage at no meter cost if anything hits and even if nothing hits you get some meter and 27 damage anyway.
once you have proved this is a true blockstring and shoryu never works you can add a cr.lp before the cr.lk.
You can option select a slide or cosmic heel to beat backdash dodging of your jump in.
If afore mentioned option select doesn’t work on your enemy and he can dodge your jump in, you only perform the cr.lk which doesn’t leave you open like a heavy move does when dodged.
whenever you want you can replace the cr.lk with a cr.mk which fucks up all the guys timings for teching your grabs, give you a much better frame trap setup, and also pushes you far back which is very good to catch an enemy red handed with whiff mashing or turboing his crouching jab.
whenever you want you can change the ji.LK with a ji.HK which also opens for more damage opportunity fucks up once again all grab tech timings and also enable you to land an instant over head by immediatly performing jb.HP.
also on some opponents ji.lk >> cr.mk >> M.RCf also comboes, and it does better damage, better meter and also pepople tend to leave their block after expected rcf claw thrust which in this case … doesn’t happen when they are used to , and they get hit by the last 3 moves of M.RCF.
Just by all means don’t use it as a punish combo, because yeah there is so much better to do when hitting is guaranteed.