If you remove his reversal option then you have to fix the other area… his offense. He needs a close and far normal that’s +3 on block. Doesnt matter which ones really (my preference is far sLK and close sMP or sMK). And he needs either CH hurtbox shrunk or hitbox buffed. PoM needs to be comboable (+4 at least) on hit. Having it unsafe on block isn’t necessary with a 20 frame start up. sHP and/or sMK needs to go over most low pokes as well.
I still like the idea of EX RCF getting armor though too.
That’s the ideal for me (in addition to the current rumored buffs/nerfs minus invincibility on EX ST). Although increased range on normals would be nice. He doesn’t need all that… but it would be ideal. PoM being +4 is the minimum if we lose the reversal.
The only other way I can see useful for buffing offensive options is to make all wall dives of all kinds invisible (not invincible) until he reaches the wall or has contact with the opponent (either hitting Vega or getting hit/blocking Vega)
I agree on everthing except for the walldive thing I don’t fully understand.
I want the hit box on vega claw to be fully covered instead of have of it trying to combo into st.LK into cr.lp,cr.mp xx ex fba combo but having and seeing the cr.lp claw stick in the opponent character model doing nothing also the cr.mk,cr.lp,cr.mp xx fba combo not already charging situation Im talking about the walking forward and instantly using cr.mk, we need to in input cr.lp after cr.mp to have a long enough time to charge for ex fba cuz sometimes or most of the time cr.lp will in the character model.
I feel like the only way for these changes to be taken seriously if Zeus talks to combofiend personally since he’s best NA Vega by tourney statistics. but its hard to that happening cuz the best vega players around feel lke he doesnt need a lot which he does and only ak for 1 or 2 things that are not game changing enough for vega, but maybe most likey people like reiketsu in japan words will be listen on vega stuff he prolly has some on his twitter.
i thought if the opponent jumping in with whatever normal will still get beat out by an invincible move no matter what…just like fei’s dp…remember, ex st needs to be activated when the opponent is at their lowest, there is no chance to trading and you WILL get that full 180 damage. now i don’t like wasting any ex meter, but when i observe other vega’s, they tend to love doing max damage at all times, like cosmic heel to ex st, which i have never really done and that extra 20 damage is a waste of meter.
i personally won’t use too much of that ex st anyway, just thinking in those certain situations where it would be too late to neutral jump hk, or cr.hp would just lose to a certain jump in while you’re in defensive mode. of course if the opponent can change the trajectory of their jumps, ex st is useless in that match.
also there are plenty of setups after a st! personal favorite is the jump air grab trick. the do instant hp. they didn’t tech? jump mk for a 4-5 safe jump!
You can actually react to things and get a free EX ST.
Mainly Jaguar Kicks, Wheel Kicks (that are now buffed and pretty much safe on block if done well spaced), Dash Straight, Hazanshu, RCF, Honda’s LP Headbutt and so on.
In the Abel matchup its not that big of a deal, but against Adon, Boxer, Chun and Honda it will help quite a bit.
Well he really doesn’t need much. I’m going to try to go to the loctest mid December and give my feedback and test things out. Gotta learn stick before then though since their events are never byo controller. I’m curious to see if any of the glitches were fixed, post EX RCF options on hit, test PoM for ninja buff, test CH’s hitbox, test cHP’s hit box, test for FADC capability on ST, test delayed wake up for variability, test HP RCF cancelled and comboed into super (why I suspect it was nerfed), test wall dive recovery, test ST into Ultra… yeah lotsa testing for hidden buffs and nerfs.
Even though he only needs a few things, there’s lots of things I want. We secure the needs first THEN chase after the nice to haves.
can you also put in your notes and test if it requires down+pp to pick up the mask and not db, or df? i’m worried that if i just so happened to be on top of it and plink for my cr.mp, i’ll accidentally pick the mask up. i do wish it needs to be EXACTLY down.
Yeah. I don’t get it why the input isn’t down + taunt. Really, down + HK + HP is fine. Currently we will plink our crMP and pick the mask against our will…
EDIT:
Vegaman, try to test against crouching Ryu if crMK crLP crMP FBA works in the corner. Kim1234 did tested it with crMK crMP FBA, but this way it already works anyway.
Chris King is suposse to test it too… but who knows, maybe he doesn’t have a chance…
There is no point in hit confirm our crLP if the EX FBA will whiff anyway.
This fix and CH actually being a decent move are my biggest concerns right now.
Aye mask throw would be awesome with it having a angry scar slow motion effect to time AA cosmic heel U2 combo to have a ultra setup combo like the rest of the cast. Sound good or bad?
holy shit that super flash would be awesome. haha. gives one more reason to actually use the mask move. it’ll also give you enough time to charge for a u2 for an anti air even. problem would be the recovery that taking the mask off will cause though
I’ll give it a try if i go. I haven’t gotten the link down well on stick yet.
Someone on here said Peter said no new animations so I neglected to mention it way back when. I can bring it up though if I go.
If I can’t I’ll have Marcos (el cubano loco) test out a slew of things for me. I’m also drafting up a report to give to capcom japan (via Peter) of why some of the changes we got shouldn’t be taken away in the final build.
Also I agree with down + taunt. I don’t plink anything but I can see it being annoying if I start a flip over it…
There is no need to link it. The crMK crLP crMP are there due to spacing reasons alone. After that, currently, the EX FBA will always whiff on a crouchin Ryu in the corner.
Obviously, the crMP has to be cancelled into xx EX FBA, but thats all.
the mask super super flash isn’t really a new animation, more like a flash that would happen with him taking the mask off while times stops…
ok now that i think about, that’s too cheap, haha, cr.mk, cancel to mask off, ultra…or is it? it’s not like we can take off our mask everyday…we have to spend meter for crying out loud
another thing i would like people to test is if cr.lp, cr.mp x ex fba would hit rose when she’s crouching. i guess that corner combo on ryu would work as well, but i would like to hit rose at all ranges, which would also fix the ryu in the corner thing. chun and rose are so annoying…
It’s not so much ex-ST being good damage or being a core part to his AA gameplay.
It’s that the THREAT of having an invincible move is going to make people think twice.
People don’t always do meaty/jab-pressure on Ryu because of his DP. Most high-levels Ryu don’t DP on wakeup, but just the threat keeps most players honest. Yes, Ryu’s is FADC-able, but even without 2 bars most people don’t autopilot him on wake-up. Daigo often likes to do DP without 2 bars because it keeps people honest.
When Ultra 2 was introduced (with 6f startup), it kept people more honest about their jump-ins and pressure. Whereas before they could herp-derp without impunity because Vega had nothing, now they have be a little careful. Just a little bit, because if you miss that U2 you’re going to be eating half your life. Especially after that random nerf which no one asked for.
The thing about invincible EX-ST is that, if you’ve read that the opponent is going to an unsafe jump-in on wakeup, you can now react and punish him with 180 damage (assuming that ex-st doesn’t get damaged nerfed). Whereas before you were FORCED to eat that stupidly timed jump-in, and any mix-ups that follow. That’s how invincible ex-st changes the matchup.
Essentially, invincible ex-st makes people think twice and actually time their moves instead of autopiloting and then forcing Vega into a high/low/throw mixup. Which means Vega would be subject to less bullshit and actually require thinking to play against (instead of herpderping on him after one knockdown).
Variable timing is good, but it doesn’t stop mindless jabbing on wake-up against Vega (which is another problem aside from jump-ins). Invincible EX-st would make people more honest in that regard. There are also some moves that j.hk and cr.hp simply won’t beat, but an invincible ex-st will. Not saying that Vega should have the best AA (he won’t even after this “buff”), but importance of ex-st shouldn’t be downplayed.
We’re going to need meter for EX ST though, so basically the game will change to having 3 usable EX meters and always 1 EX on store in the event of knock down. It’s still going to suck when we don’t have meter. This means having to build 2 meters before getting any sort of reliable damage. I wish there was a way for us to build meter faster.
As I said… you’ll get your 1 to 2 reversals per game. I’m not down playing the reversal option. I’m down playing the AA option.
I got thinking last night. Apparently safe jump set ups will still be useful since there isn’t an early wake up option. Safe jumps will only get safer as they delay their wake up. So even more of a reason not to get reversal happy with EX ST.