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 Vegaâs 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. Itâs slow as hell, leaves you wide open on both block and whiff, and itâs really, really hard to land. Itâs 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 isnât 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 doesnât necessarily need to return to itâs 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 Vegaâs 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. Itâs 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 isnât going to make sky high claw much better since itâs 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 DANâS 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 donât think adding a knee strike to the super is going to make it much more useful. The only time youâre going to land it is with gimmicks or your opponent has no idea how to beat it. Iâd 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 thatâs 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 Iâd like his stun to go up to 1000.
You guys do realize that all of Vegaâs 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.
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 Vegaâs Ultra 2?
Make Sky High Claw not ass. This moveâs hurtbox extends beyond its hitbox⌠meaning itâs 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. Itâs a joke right now, donât know why Vega gets such an useless Super. The damage was also stupidly nerfed for no reason⌠as if it wasnât 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 wouldnât 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 donât 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. Itâs 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 âdecent starter.â
v. 2012 was only fixes for stuff that was nerfed⌠for no reason.
Vegaâs slide is slow as molasses⌠and they nerfed its damage to 90? Itâs 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 (itâs 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 canât even combo it! An Ultra that actually works and wonât miss⌠what a novel concept! Can you imagine how ridiculous it would be if Ryuâs Ultra hit once and then continued to whiff the other hits? Letâs not even consider how easy it is to get Ryuâs Ultra offâŚ
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 âST buffs.â 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 âbuffs lists.â We donât 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.
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. thatâd be pretty baller. maybe some c.fierce xx exfba cross up would exist too?
I donât 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!
And what if mask could be thrown as anti-air at 45°, just like goukenâs fireballs ? Iâve still not decided if Vega should bring several of them into his pockets, or if he could just pick broken fragments bouncing at himâŚ
That would definitely improve his zoning abilities. =o
More seriously now, balance changes should be announced by july the 12th. =)