Well. At first the chip damage seems stupid. But as soon as you start to think about it is not that bad.
But I don’t really think that this solves any kind of problems that haunt Claw today. It would “only” make him more unique and add a niche that he does not have.
I liked the ST buff and the active frames of crHP. Although it still needs a bigger collision box and a bigget hitbox. I think that a bigger hitbox and one more active frames (reduce recovery by 1f just because Yes ) would make this move good to go. More active frames alone would make it still lose completely to decent ji moves. And I said decent, doesn’t even need to be good ones.
crLP+5 on hit would make Claw go to Top 8 in less than 1 frame. The guy confess that he doesn’t know the timing and land 4x crLPs in less than 15 seconds. What would good Claw players be able to do? Longest jab in the game that easily hit confirms into 220 damage and a godly hard knockdown. Making it +2 on block would make poeple start to maybe respect Claw pressure and stop mashing jabs the hell out of a blocked crLP.
Also, GI, you can dash forward crLP crMP xx EX FBA already.
I read through the forums over at Unity and it was just like it is here! We are quite passionate it seems as we’ve doubled the amount of replies that everyone else has gotten! HAHA!
That video had a good idea about the active frames of crHP but I did not like the changing of 3XP flip. I don’t think it needs to be like that because we have the kicks flip for that reason right? I only use the punches flip to avoid long active moves like ultras or a full screen fireball. As it stands I can phase through Gyro Drive Smasher and the like. It’s not like we’re going to mash flips just to get option selected…we know beter. I think the recovery needs tweaking, not the active frames.
Armor on EX RCF would be badass, but that thing seriously needs to be sped up, if that’s the case. Otherwise it wouldn’t make much of a difference.
Also, just throwing this out: SHC -1 on block? I’d say it would still be one of the games worst specials. I don’t remember where I read this, but someone actually said something about making this move more unsafe? What up with that? Also, the guy in the SRK Rebalance thread wanting to nerf Vega’s kara-grab… I hope that’s not the voices that Capcom will listen to.
Cause, as I said, I’d rather improve a glaring weakness than further improve one of Vega’s greater strengths.
Really though, I’d love to have both.
Anyone else think that Vega should have more advantage on a forward throw? Like, it ain’t no big deal, but as it is now, you get a dash in meaty. Which is nice, but also kinda meh. At least gimme a jump.
yeah i see what you mean. I just think buffing his strengths in the end give him more chances to win than buffing his weaknesses, mainly because face it… We’ve been in the corner dealing with wake up shit for over 4 years… can you seriously think of anyone more capable of making smart decisions on defense than us? If your defense isnt top notch, then you die with Vega and you die fast.
his offense on the other hand… even with Jozhear, Zeus and Tatsu level skill, it almost completely revolves around whiff punishing and kara throwing. Since defense can be compensated with skill far better than offense that’s why i pick offense.
well, even pre SSF4 AE, I always though cr.mk was better than cr.mp.
Because even pre SSF4, you could do cr.mk - cr.lp - cr.mp, or cr.mk - cr.mp (cr.mk - cr.mp xx EX FBA was now universal in SSF4).
this was an easy 150 damage, built more meter than Ryu’s cr.mk xx Haduken, etc. All cr.mp did was push back, and its crappy hit box actually incentive opponents to jump near cr.mp range and get a free opportunity to start free pressure.
But different strokes for different folks. hahahah
I’m quite happy with pretty much everything that got suggested, there was a lot of repetition though and i dont see why Vega needs chip damage on normals especially if he gets most of the fixes he needs. Some people seemed worried Vega would get buffed too much, but i looked over a lot of the other character threads and i’m surprised how much stuff people are asking for even for characters which are already pretty well off, like Ryu. Now just gotta wait like a month or two for capcom to actually announce what they’re going to put in the patch, and whether it will be a balance patch or larger update…
the funny thing… is that Vega only needs 1 or 2 things to become dominant. Not because the character is broken, but because we’ve had do little to work with for so long and made it work out as well as we did. Watch someone like Jozhear utterly decimate everyone if Vega gets a critical buff.
I think the same, yeah, others chars will be buffed too since there obviously won’t be a lot of nerfs in this version. But the things people bitch about most this game in general, vega suffers also from. Any change in the game regarding dive kick pressure, safe reversals if you have meter, or vortex/unblockable set ups will help him a lot.
So like in v2012 it is same to assume that if he doesn’t get all the changes we want from him (still crlp +5?), the top five wont get anything, making Vega more viable automatically.
I spoke with Combofiend at FR and he told me Capcom won’t be making new animations for the game. This saddened me because I think if Vega were to break his mask in his hand like in Alpha 3 instead of throwing it to the ground, the move would be far more useful. On the other hand, we came up with the idea where if Vega throws his mask, he would have to press down + 2p to pick it back up (similar to Cody’s knife). We both agreed that would be a great change to Vega’s mask throw. If I use 1 bar to toss my mask intentionally, I don’t want to have to worry about picking it up again.
If this change doesn’t make it into v2013, I will be highly upset.