No problem man
The only change I can’t accept is the cr.lp. It seems the other characters have gotten attention from Capcom reps in response to the changes, and I believe that we should be a bit more vocal about our opinions to these changes so that we may be heard too. I was always told that a closed mouth never got fed.
I am probably the only Vega player more annoyed by cmk and clp being -2 and 0 on block than for the one frame link with clp…so in footsies exchanges vega will never be at frame advantage…you will always have to press only one button and stop cause otherwise you will get counter hit’d…far standing lk is just not good enough in my opinion in terms of range and speed…i really hope sky high claw don’t end up being too punishable…has anyone seem any footage of vega among what was shown on streams lately?
Nope, but it’s looking like the Darkages from those changes.
Are the changes to Vega really that bad? I can understand the cr.LP nerf being shitty, but does everything else drop him?
Yeah…the changes are over all negative…Vega had 2 of his main normals nerfed…and his specials that are already risky nerfed aswell…he got one buff that may be interesting…now vertical jump Hk leaves the opp in hard knock down state when it hits in the air…i’m not sure if i understand this correctly but i think this means that you would not be able to follow up with anything even if it is a counterhit…on the other hand vertical jump hk will cause knock down even if it trades…so this can be useful against people who tend to jump like crazy to gain some space back
I was actually thinking about picking up this game someday…
Same here. Vega x Cammy. Not sure about the synergy tho. Emmmm.
With vega’s nj.hk.having hard kd juggle properties he will be able to get massive damage from an aa without a counter hit. This makes vega’s ground game that much stronger. overall his optimal bnbs got got buffed so he’s going to hitting a lot harder combined with his walk speed, he might end up being a monster. cl.mk and cr.lk are the only things like that leave him at a frame advantage now, so you’re going to need to be a bit more cautious with his close game.I don’t like 1 frame links but im not really a stranger to them. Minus the rolls these system changes really work in his favor. It will be a lot easier for him to deal with stuff that was normally unpunishable and do damage that will actually stick.
. tl:dr He’s getting stronger. This character is really sensitive, minor changes have a huge impact on the character’s overall success in the game. After hearing about his aa buffs (nj.hk and air throw) I am optimistic about these changes.
So did some testing…the change log only mentions adjusted knockback timming for HP SHC…if you do mp SHC with your back against the edge of the screen it comes at the same height than HP SHC and still hits crouching opps i guess it must still be safe…i guess you could use this to scape the corner and to fool some people into thinking is HP SHC…if they comit to a punish yo can blast them afterwards…it’s and idea…HP SHC will still be safe if you have meter to tag cancel…the other char would still come in with frame advantage like before since the change log only mentions changes to the knockback timing and not to the blockstun of the move…in the video combofiend said that you can even combo on hit since they adjusted the distance to put vega closer…i know for sure that SHC will still be useful to punish fireball happy ryus from full screen…
How to punish them full screen?
Can you confirm this, and what ones have been affected and how so? lp, mp, hp, ex?
Thanks!
Vega x Cammy has great synergy. Not the best, but great nonetheless.
Everything I said about the nerfs and buffs I have confirmed. Roll nerf is bad for Vega when he is on defense, BUT awesome for Vega when he is on offense. Corner Vega pressure is even better.
The SHC nerf I have not checked with the lp and mp version. The HP version is very punishable and the EX may be very punishable as well, but I don’t remember.
Yes. His offense is much stronger, but his defense is weaker. The AA buff helps significantly but certain characters still have ridiculous air attacks that Vega won’t be able to AA well if they have the same hitboxes/hurtboxes from the previous version.
This is for ryus and other chars with slow fireballs…when they are blatantly throwing fireballs from across the screen…kkk of ppp to avoid a fireball (and charge meanwhile)…you can either predict the next fireball or react (if you are far enough) and use HP SHC to the opp wall…you’ll flight over while they throw the fire ball and hit them on recovery…if they happen to charge the fireball it will be a counterhit and wall bounce…the risk-reward of this little trick is not very good in 2013…cause now if they block the SHC you can be punish…but hey it is there…
Mp version works is just as safe as HP SHC used to be…it will only fly low enough if you have your back against the wall from the beggining…Ex SHC is safe…at least as safe as it used to be…