Dahbomb talk about how fair and balanced Vajra is.
Sorry brah but it's not completely fair and balanced. The biggest problem with it is that characters with the ability to OTG pick up into a full combo have an instant edge over characters who don't. Since this assist is so top it further differentiates the tier lists towards those who can pick up off of a Vajra hit which is a huge trait to have. Doom, Wesker, Viper, Dante etc are going to remain top because they are BFFs with Vajra. This also limits teams synergies and further concentrates teams into the usual Dante/Wesker/Strider or Wesker/Doom/Strider combinations.
I have to agree with it being soft knockdown. It used to be a ground bounce where every character got a free combo from it and that was way overpowered too. Now it's only overpowered for those who can OTG into a full combo.
I just watched XF3 Vergil chew through a whole team that superjumped on reaction to Spiral Swords and still got mixed up on the landing. I don't find your arguments to be validated in actual tournament play.
Again this is LVL3XF Vergil with meter, I was talking about regular Vergil trying to mix up you with Spiral Swords across the screen. If you see anchor Vergil on a team then you need to snap him in because he has no air mobility to escape incoming mix ups. Also against XFLVL3 Vergil you need to save your XF until he activates his and after that happens he is pretty free as you can blow him up XFC thanks to his long recoveries.
If someone plays Vergil as an anchor character then you deal with him like an anchor character (like Phoenix, Skrull, Arthur) and he becomes way more manageable. If he is on point then you play the match up accordingly.
Auto-correct normals drive me nuts sometimes. Why is Illusion even in this game?!
I probably mentioned this earlier in my Strange write up... auto correct normals KILLS the efficacy of Illusion.
I could of swore there is something about the soft knockdown state that allows it to be used for crazy combo extension.
Soft knockdown basically means that you can't tech in the air until you fall to the ground and then you roll away. Hard knockdown is the same only when you hit the ground you stay there for quite a while, enough for you to be OTG. Tatsu used to be soft knockdown meaning if you got hit by Tatsu the point character had enough time to get the opponent before they hit the ground. Now they flip out in the air and thanks to hit stun scaling applying to assists combo extenders using Tatsu have to be super tight as well. Basically putting soft knockdown on Vajra would mean that once Vajra hits it will bring them to the ground but they can roll from it. If you want a combo then either Strider has to hit them standing or you are directly below Vajra and time your pick up properly.
And no one wants spinning state for Vajra that would make it SUPER BROKEN.