Claw's 2013 wishlist

Increasing distance and reducing recovery is the only way I can see it working but I have my doubts on it being much more useful. Also, you’d still have sutocorrecting Honda headbutts, Akuma U1, Ibuki slide, etc that not only KD’s but sets up mix ups on wake up as well you’d have to consider. I dunno exactly how that’d work out.

Best bet is to make a youtube vid with overlays and stuf explaining how something like this would work and show how this would actually be useful. Thing is, you’re gonna need to modify the PC version of the game to really be able to test things like this.

edit: thanks for the vid… added to my future post edit.

Heh exactly.

damn Francys… we got you on a roll. we may yet bring you back to the forums long term

says the guy who has been absent for the last 6 months

What do you guys think of something like this as opposed to buffing cHP, sHK or i frames on ST?

http://img692.imageshack.us/img692/5576/ch4m.jpg

This would make it easier to combo into either ultra and be able to be used as a situational AA. On the flip side it makes CH REALLY good because it alone can deal with low normals, high normals, and air normals… has really good range, and is safe.

It would make it an AA, when it is only a situational AA in V2012.

If we were to have an AA, I’d rather prefer it to be a quick one (buffed cHP or sHK, or ST). Your idea is interesting, but as you say maybe it would counterhit too much normals. The hitbox you draw is almost Makoto like.

Though the idea of tuning the hitbox is good. Some of us asked for CH to connect against crouched even if meaty. Hitbox could be extended downwards and backwards a bit without it changing a lot the power of the move. =)

this is all Golfguden’s fault. you should see my desktop. usually it’s clean and empty. now it’s filled with dozens of MS Paint overlayed hitbox/hurtbox images

Yush! I would def take this over Vanilla comsic heel having both SUPER and this new hit box would great!

I guess the hurtbox seems reasonable, you sure this will be able to make it easier to ultra combo off of CH or does U1 charge time need to be decreased cuz of the difficult motion and the small amount of time Vega is in the air?

del

it makes contact with the opponent higher in the air (assume you do CH early enough) giving you an extra frame or 3 to input ultra motion. You have about a 2 frame window currently so this would extend it up to about a 5 frame window. This wasnt meant to be in addition to SSF4 version of CH. Just as a modification to AR 2012 CH. Combining this with SSF4 CH would make the move a crutch. There’d be no reason to use any other move at mid range. Hell this is borderine on that already. That’s why I made sure the lower end of the hurtbox extends past the hitbox. Depending on what other changes would come into play… I’d even be willing to tack off the lower end of the hitbox or add on to the lower end of the hurtbox just to keep the move reasonable.

Also, IIRC Vega has the shortest charge time of anyone. While I’m not opposed to shortening charge time, I don’t think it’s necessary. There’s a lot more important issues to address

Offensively vega is fine. The only thing he could really use on offense is a faster forward dash or block stun to last longer on his jump in heavy attacks since you can’t reliably frame trap off his jump in because his hitboxes make them hit so damn high you have no frame advantage and get dp’d derp. You can only frame trap off of knockdowns unlike every other character in the game who can do it with jumps and cross ups… double derp

RCF blockstring would be great too.

But Defense is where all his issues are and should be the primary focus

Except that his only way to open up opponents just sitting on down back is by kara throwing.

Ill still take cr.hp fix.

But revert Cosmic Heel to its SSF4 / Vanilla glory days, make cr.mk 8 frames again as a trade, and ill take this new hit box in a heart beat because jumping away from a Kara Throw is now a very dangerous options. thus forcing opponents to walk themselves into the corner opening them up to cr.mk combo’s.

I still don’t understand why everyone is saying oh gee huh huh if we get something we need to take something away … Vega is middle of the road character

We have a bunch of people saying oh no don’t buff vega I do not want him to be popular… stupid reason that has nothing to do with balance

We have some guys saying buff one tool and take another away … that is fundamentally changing the character it isn’t balancing the character. Cosmic heal was taken away it isn’t coming back as a pressure / frame trap tool.

Focus on Defense and arguments on why defensive buffs won’t break the character…

Naw im talking about just a simply Ch with that new Hitbox against a grounded opponent from anywhere for U1or2 ch combo to be actually usable in a match instead of having to wait for someone to jump stupid to AA CH for U1or2, making the ultra charge shorter.

Im just saying by gaining a comeback factor with a combo ultra, instead of waiting for someone to do something stupid for your chance for a comeback, how about you the person create the opportunity in stead of waiting for the opportunity to happen. If that makes sense.

The extra 2 frames of activation used to give Vega the ability to do cr.mk - cr.mp xx EX FBA from a standing position thus making his footsie’s extremely dangerous in SSF4. Ryu’s cr.mk xx EX Haduken had nothing on that combination. I was one of the few that wasn’t fine or satisfied with the “buff”, because for increased speed, Vega lost guaranteed 270+ damage plus very favorable position on every character with one successful hit.

Secondly, defensive buffs do and can break a character just as easily as an offensive buff. Don’t be so obtuse and quick to make absolute statements with no proof.

Taking that 6 frame low away, doesn’t automatically mean that the character is gimped or that you are taking away. By making it 8 frames again you add just as much as taking it away.

I can’t believe people still don’t know about this character this late in the game.

Also I know it has been this way since the beginning of SF and iconic but come on i hope Capcom just take away that mask and claw coming off crap after a number of hits…

oh nah it wont make it any easier to land on grounded opponents. you’ll still have a 1 frame window to execute. This makes it easier to AA opponents with it tho. giving you more opportunities, and the hitbox is higher giving you a few more frames to input the ultra.

As for shortening the charge time… I’m not opposed to it.

goes to test this out in SSF4

I did not know you could cMK, cMPxx EX FBA from standing in super. I didnt develop footsies until AE came around.

ok so you are asking capcom to buff vega’s CH and buff vega’s cr.mk but at the same time say the additional active frames on cr.mk are a nerf

You should, I made a huge shitstorm about it because I wasn’t happy that you couldn’t do it any more while the other half of the forums was estatic about it.

You should also know because Makoto abused and used it.

relatively yes.

Its a buff, but a nerf at the same time, you take and you give.