Claw's 2013 wishlist

The only reason I requested cLP to be +5 on hit (or 3 frame startup) is because of online play. Hitting cLP consistently online is a ridiculously tall order for a character that has both a weak offense and a weak defense. Offline it doesn’t matter (to me). But I want offline and online to be played as similarly as possible. Online it’s an unreliable link and you find yourself baiting out DPs with cLP block or cLP, cLP block, instead of using it as legitimate frame traps or links. It’s in that bad grey area where it’s not good as either online. A 3 frame startup makes it good for frame traps. + 5 on hit makes it good for links. I’m unsure how exactly they made it a 2 frame link but either way is good.

+5 on hit also opens up cLP to sLK, cHP and on counterhit links to close sMK and cMK (both of the counterhit links now becoming great frame traps).

3 frame startup means that we have a great frame trap throw mixup after a max range CH and also means that a crouch tech = a combo into cLP into whatever has a 5 frame startup or less. Either buff really helps Vega out a lot in the footsie department. Not that he needed help but it definitely adds scariness to his ground game.

Like I said though. My primary reason for asking for 2 frame links on cLP was so we can get some consistency online compared to offline.

I hope they’ll buff csMK so that it gets +0 on block. Still, they didn’t mean they would accept the 3 frames startup on cLP, did they ? =)

most likely +5 on hit, +1 on block. they did say it’ll have more hit stun. or it might even be +5 on hit and +2 on block if we’re lucky.

+2 on block would be really excellent, as it would beat stand tech and 3 frames jabs. But let’s not plac eour hopes too high. There are ways to get around this even if we don’t get that. =)

If you’re an ST adept (just like me), then an LK-ST would do the trick just as well, as there is no hurtbox to be hit by a low attack. =)

Delayed wake-up mechanic confirmed in USF4. We don’t know the details yet, but it seems this will tone down vortex styles of play.

Thought it’s good news against Ibuki, Akuma or Cammy for instance, depending on how they will achieve it (constant delay ? Variable delay ? For what type of knockdowns ?) this could also completely mess the safe-jump adepts. Wait & see. =p

Well the issue I see is that every kd is a legit reset of the situation now. Now resets will become the new vortexes since it is the only way you can guarentee continued momentum. Vega’s oki game is nonexistent now which removed his only ‘safe’ pressure tool (safe jumps). Comebacks will be near impossible against skilled opponents. Guy, e-ryu, ibuki, gief, makoto, and Seth will be powerhouses now.

I think overall this is better for Vega than for the rest of the cast but it will be even more critical that Vega gets an early life lead and keeps it. If PoM is comboable on hit and gets a grounded AA normal he’ll be in good shape. As he is now though… iono. I’m not sure how much this knocks down everyone else’s offense

This is actually a good thing.

With delayed wake up, and Red Focus, this really weakens the jab pressure and stupid auto pilot mix up game that is SF4 “vortex”.

This makes the footsie match slightly more important and more significant on a match by match basis, because those set ups won’t work and it’s much easier to reset the situation after Vega gets knocked down.

About time these idiot developers acknoweledge and try to address the core problems this game has. Vega loses nothing to this delayed wake up other than a very telegraphed j.mp on certain characters that can only be followed by practically nothing. Wake up OKI and Vega don’t belong on the same sentence unless Vega is standing and the opponent is also standing in the footsie match.

If the delay is only a few frames, meaty dive kicks from cammy can still be a threat. If the delayed waffle up is even slower, she can is instant dive with just new dive kick. Shells like she’ll be strong with delayed wake up or otherwise

its a decent frame trap move, and b sets up nice counter hit combos.

we need more frame advantage on cr.lp cr.lk or they can make it faster.

shrug

What I’ve heard so far:

Cosmic Heel +2 on block
Splendid Claw 5 frame start up
EX Scarlet Terror invincible frames 1-4

also u1 startup is invincible.

just remember these changes aren’t official, just observations, and since barley anyone plays vega, theres more to come. i really hope that cosmic heel is +2, but that is too ridiculous. i think the meant it’s +2 on block at the tip, so they only increased that hitstun by 1 frame. otherwise it would be +7 on block at the very tip, haha

First of all: Source! We all can type www.eventhubs.com in our browser
Second: Never, this was also spread during the AE location tests never to be heard of again.

I got these changes from a different source than eventhubs( @otanaast on twitter)
http://pastebin.com/24shmuY1

Haven’t seen anything about EX ST but…

Wow…

And Wow at U2 being 5 frame start up. With that change I’ll be expanding U2 usage to include all non fireball characters. Not just the dive kickers.

CH buff is worthless unless that’s at point blank, but that’s fine. I still want my glitch fixes and cHP active frame buff. But this is a good start

The hell is it ??

Vega
cr.LP - advantage on hit +4>+5
cr.HP(?) - Active frames 2>4
EX Terror - 4 inv frames
U1 - bigger hitbox
U2 - startup 8f>5f
Normal roll - Advantage on block -2>-8; not FADCable on hit
EX roll - Advantage on block 0>+4
Picking the mask is now Down+PP

Source?

I’m going to wait for confirmation before getting excited about any of this. I will note though, that if U1 is really invincible on start up, then having both ultra is going to be really good for wake up pressure (ground pressure = U1, jump pressure = U2) and punishing people who jump just because it’s Claw. It will totally change the meta game once Claw gets Ultra, there will be no more little risk/high reward for just jumping on him.

With a 5 frame U2 it’ll catch pretty much anything but a safe jump or empty jump

Not to mention that a cMK leads to U2 as well… and not just on counterhit like it has been

And so does a cLP…

Pokes are a serious threat with U2

So you’re saying U2 could also be used to wake up against ground pressure?

I Just read from this post of fiendmaw