Claw's 2013 wishlist

Ok tomorrow what are the buffs that’s gonna make Vega strong enough to have a good chance of winning a major without being broken? \

/

And what are the bug/fixes that needs to be taken care of to stop stuff that shouldn’t be happening in the first place.
imo bug/fixes are not buffs. and Yes i do consider cr.hp and all of the other hitboxes on Vega’s claw hitbox being fixed is not a buff to me that stuff shouldn’t have been like that in the first place lol.

Vegaman Since you were the thread starter on CU, you’re gonna gather all of this stuff in your other giant post that you’re gonna make the 2nd time?

Sorry Pedo. Does not work without at least some prior charge. I either get instant air jHK or backflip depending on if I do KK or KKK. cMK is comboing with cMP so i’m not dropping the link and the inputs look right. I don’t think you can get 42 frames without buffering it before man.

He’s perfect, needs no buffs at all. It doesn’t matter that almost every character has a reliable AA. All of Vega’s situational AA make up for that.

He just needs a pilot that knows how to defend. Deals wif it guyz you’s playig him wrong!1

So after playing him like he’s suppozed to be played you get a debuff and can practice your skills on another aspect of his unique skillset picking up his mask and claw. Makes sense.

meh… Vega players spam punch moves a lot too… Should just take those out completely.then there’s no need to worry about the claw.

your doing it wrong

press down first, then in your crouch animation press cr.mk and follow through.

[quote=“pedoviejo, post:225, topic:157653”]

your doing it wrong

press down first, then in your crouch animation press cr.mk and follow through. It should be just bearly enough to do it.

I am… cMK came out. The problem isnt the cMK it’s the charge. Even if i hit cMK late my charge starts when i hit down. if doesn’t get delayed if i delay cMK… which when I slightly delay cMK (roughly for 8 to 10 frames) I can get EX FBA to come out.

Vid of Makoto doing what you said he abused?

cr.mk was 18 frames in SSF4

cr.mp was/is 22 frames, I don’t remember if it was 24, but regardless, lets say 22

18+22 = 40 frames

cr.mk on hit has 5 frames of advantage ergo 2 frame link to cr.mp, if we hit on the last frame, which shouldn’t be hard if you are good with cr.lp - cr.mp, same tempo. you need one more frame.

Its not hard to press down and delay for about 1-2 frames so that you get the extra frame that you need to complete the charge, especially on controller since you can simply slide.

It was also acceptable to throw away 1-3 frames away because of the low throw game Cosmic Heel provided.

and if we don’t want to hit on the last frame, its not hard to delay for about 2-3 frames, which isn’t hard on the controller since you can agan slide into position. If people can hit U2 of a Cosmic Heel, this is very possible and very easy to do.

The reason I didn’t like it, even though it’s still possible, is that people react to animation in this game, if people can react to throws, they can react to you sitting there for about 4-5 frames to get adaquate charge. I also didn’t like it because that combo was guaranteed on everybody, vs st.lk - cr.lp - cr.mp which only worked on 70% of the cast and did not work at all against critical footsie match ups: Balrog, Abel, Zangief (oddball here).

Its possible, and Makoto was doing it a lot towards the end of Super, @Joker, im not searching through youtube for 2 year old videos, the math speaks for itself.

No offense, but I’m not sure if you realize claws posting here aren’t exactly beginners. All of us have decent skills, and most of us do follow major tournaments where top-notch level is produced.

Analysis may vary, but if you take Jozhear for example… the one frame links issues put aside, attack is fine. It’s defense which seems to be lacking. Don’t tell us it’s just because there’s not pilot in the plane. =)

i think you got your math wrong. cMP is 21 frames but you have to cancel the cMP taking off most of the recovery frames. and you cant link EX FBA after cMP due to the pushback. But you are right If I delay the cMK… but it’s way more than a frame. you have to delay it almost the same amount of time between MP button press and the sound of cMP hitting

Annnnnd it has begun.
http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29831859/?sdb=1&post_num=4#530259025

I must say that I do not approve or even amuze the idea of trading kara throw for +4 overhead.

Yea I would like to have both lol dat pressure!

not trade but a reduction in kara throw range is fine to me assuming Ken’s get reduced too

EX Mask toss 1 meter and can be cancelled

So far i like most of the suggested changes over on capcom unity esp Vegamans, especially being able to cancel the wall dive, i think that would be really good. And being able to be knocked out of RCF currently is really stupid. However i’m not sure i agree with removing the ability of EX RCF to through fireballs, i find it very useful as it is in fact, armour would be interesting but it would stop you going through ex fireballs…Am i the only one who finds that st.HK is a very unreliable armour break move? i’d like to see it changed so it hits more consistently, often especially on smaller characters the second hit will miss and not break the armour, i find that annoying. Haven’t seen it mentioned yet.

As for that jozhear vs daigo video on youtube people keep quoting, he could have easily avoided that situation by sliding under Ryu at least 3 times.

How many armor should Vega EX RCF have? And what are we gonna do about useless standing lp and semi useless standing mp and useless close mk?

Vegaman, are you trying to troll capcom or piss Vega players off by telling them to remove projectile invincibility from ex.roll? Man, gather yourself and please remove that from the capcom unity post.