Claw's 2013 wishlist

Okay, thanks, IGNORED one. :wink:

Hi guys, I searched capcom unity threads and tried to compile a buff list for most characters, based on the sugestions posted there.
The idea is - stronger characters will receive less buffs, weaker ones more, and top tiers mostly nothing.
I will post the entire buff list on capcom unity on week 5.

This is Vega’s list:

Vega

  • FBA Izuna: increase the grab range
  • cr. HP: improve the hitbox, so it becomes a better antiair
  • PPP backflip: reduce the recovery
  • Ultra 2: reduce the start up by 1 frame (7)
  • Cosmic Heel: - Improve upward hitbox, making confirming ultras on REALLY dumb jumps possible and makes it better to catch jump outs.
  • +1 blockstun (-2)
  • EX FBA Izuna: +20 dmg (200)
  • High Sky Claw: - fix the negative edge activation glitch
  • increase the travel speed
  • Piece of Mercury: +1 hitstun (+1), on counterhit becomes +4
  • Super: add a knee strike like Ultra 1

Explanations:

[details=Spoiler]

  • fba izuna: This move is already bad enough as it is. It’s slow as hell, leaves you wide open on both block and whiff, and it’s really, really hard to land. It’s a HUGE risk to take for hardly any reward.
  • cr HP: slightly better AA. Vega is struggling in this department. C.hp is pretty much useless now, except for gief and hawk.
  • PPP backflip: make this move more usefull, while giving Vega slightly better wakeup options. Make it like a one way akuma teleport basicly, could add a still risky but viable wake up or escape option for vega. Both backflips are HIGHLY punishable to the point that a good portion of Vega players dont use them.
  • ex fba dmg: Unerf the nerf from AE. Vega was never considered top tier, and in no way broken, not in Super, not in AE, so him getting nerfs is plain silly. His dmg output isn’t great, so nerfing his dmg is pointless. Return it back to ae value.
  • Ultra 2: revert the startup back to what it was in Super SF4. Most people use this ultra as an escape even more so than as anti-air or anti-fireball from mid-range. Reverting the start-up back to what it was in Super will not be broken because even back in Super SF4, it was still not hard to safe jump and in high level it is still punishable if they try to use it as an escape. Reverting the startup back to what it was in Super will just make it a better anti-air again and will allow him to combo into it easier after an anti-air cosmic heel.
  • Cosmic Heel: It doesn’t necessarily need to return to it’s super state, but a slight improvement of the frame advantage would make it less unforgiving while still not being spammable. This move controls space that very few of Vega’s other moves affect, so I think it could use a slight improvement
  • HSC: increase the speed to be something similiar to SF2, so you can at least catch people by surprise
  • Piece of Mercury: Vega will be able to put more pressure on his opponents, and will be able to combo on counterhit.
  • Super: right now this move is useless. It is indeed a big waste of meter, even with a decent damage. It’s hard to connect and easy to dodge. [/details]

Would you agree with this ? anything broken/ too strong ?

I just got Injustice which is fun as fuck. Guess what you can do in the controller option settings… TURN OFF NEGATIVE EDGE. Going to suggest that in the general suggestion forum.

Increasing the travel speed isn’t going to make sky high claw much better since it’s horribly unsafe on both block and whiff. It also loses to a bunch of shit in air to air situations. My friend beat it with DAN’S AIR TAUNT. What if we made it like it used to be in SFxTekken where it did a little chip damage but was safe on block. It can still be really easy to whiff punish it.

I don’t think adding a knee strike to the super is going to make it much more useful. The only time you’re going to land it is with gimmicks or your opponent has no idea how to beat it. I’d like for it to be like it is on super turbo having it so that it only activates when you hit but the damage is much worse to compensate, but that’s unrealistic. Maybe if we could get rid of the super freeze when it activates on the or increase its range it can be viable sometimes.

The other changes seem solid to me. If they decide not to improve his defense I’d like his stun to go up to 1000.

i would love super activating just when grabbig like in super turbo -_-

You guys do realize that all of Vega’s cancelable normals are also cancelable into super? Getting a knee strike is WAY better than an ST style super.
Cr.mk, cr.mp xx super - 460 dmg.

No I didn’t. That would be great

Will be very interesting to see the 2013 changes, at the one side im pretty sure vega will not be nerfed, but buffed a tiny bit.

On the other side, im scared that vega could get some bad matches worsened or added, because of buffs to other characters, we will have to see.

Exciting though! I feel this game needed this update… not really for the game itself, but bringing some excitement and freshness to the game back.

A couple useful, sensible changes:

Revert d/f + hk changes, or at least lessen the nerf.
Make cr. lk a 3-frame OR cr.lp +2 on block, so Vega has some decent pressure.
Revert Ultra 2 nerfs. Seriously, this thing needs a charge and is nigh-uncomboable, it should at least catch people that jump greedily. Who even complained about Vega’s Ultra 2?
Make Sky High Claw not ass. This move’s hurtbox extends beyond its hitbox… meaning it’s useless for countering attacks even if you predict it correctly. Pretty much anything will stuff it, and who empty jumps vs Vega?
Change the Super. It’s a joke right now, don’t know why Vega gets such an useless Super. The damage was also stupidly nerfed for no reason… as if it wasn’t impossible to land in the first place. Either make it flash on grab, or give him the flipkick super so at least he has ONE decent invul move.
Some sort of AA ability with EX-Scarlet Terror. This would GREATLY help against problem matchups and wouldn’t break Vega. You can still do meaty attacks and jabs on wakeup, just no more herpa-derp jump on Vega mix-up ad nauseum.

I don’t think these changes would break him, probably put him in solid mid-tier. He still has weak AA without EX, no rapid-chain cancels, no good ground-to-air anti-air normal.

As it stands, Vega lacks so much that the regular cast has, giving him some options would make him less frustrating to play. It’s dumb how Vega players have to play perfect to win, while the opponent needs one trip or throw on Vega, and then its mixups to game.

And yes, Vega DOES need buffs, especially if the other cast gets them. He has not won any major tournaments, or even topped in a good number of them, and has too many problematic matchups to even be considered a “decent starter.”

v. 2012 was only fixes for stuff that was nerfed… for no reason.

Vega’s slide is slow as molasses… and they nerfed its damage to 90? It’s also massive unsafe if spaced incorrectly.
CH nerf was unneeded. No one complained about it being OP, Vega still has no 3 framers, and it was -1 at point blank (it’s also very hard to hit it at the end of its active frames, so the +3 theoretical adv thing is pretty moot).
U1 is still pretty bad aside from a few matchups. It should have hit reliably from the get-go, considering that you can’t even combo it! An Ultra that actually works and won’t miss… what a novel concept! Can you imagine how ridiculous it would be if Ryu’s Ultra hit once and then continued to whiff the other hits? Let’s not even consider how easy it is to get Ryu’s Ultra off…

Aside from that, I agree with most your points. I especially dislike how, in the Vega forums, we have two or three people constantly calling out/mocking people for asking for “ST buffs.” Every other forum is asking for questionable buffs like full Ultra 1 on Ken, yet to ask for invulnerability frames on an EX move (which 90% of the cast has) is too much. Being knocked down as Vega should not be as infuriating as it is right now.

I honestly think the Vega frame is quite reserved in their “buffs lists.” We don’t ask for much, in fact, most of the time we just want a playability fix. Stuff like Sky High Claw/Super not being useless, this is common sense.

yeah… those jackasses!

not sure if this has been suggested yet but i always thought if c.fierce became special cancellable that would be really fun to play around with. jf.rh/fierce > cls.fierce > c.fierce > exfba. that’d be pretty baller. maybe some c.fierce xx exfba cross up would exist too?

A tad upset and worried. Combofiend and Haunts said they want everyone buffed, no nerfs.

Expecting Vega to get left behind again.

I came up with the coolest idea

What if claw throw became a projectile with an arc motion that you can fadc out of? Sort of like Dudley’s rose throw except it does damage.

It would be as useful as Dudley’s rose throw.

Not at all.

there are too many other, more useful things I’d rather have before this idea is implimented

wait wait wait wait

I don’t know man, I would be pretty sweet to chip someone out with a claw toss as Vega laughs. Someone tell Capcom to hold off on the CH frame advantage and make the claw toss a forward projectile!

That’s an idea !

And what if mask could be thrown as anti-air at 45°, just like gouken’s fireballs ? I’ve still not decided if Vega should bring several of them into his pockets, or if he could just pick broken fragments bouncing at him…

That would definitely improve his zoning abilities. =o

More seriously now, balance changes should be announced by july the 12th. =)

I really can’t tell which part is the most stupid one.

Angry and worried. Ugh. I don’t even know what to say …