Is Vega any good in SFxT?

Been playing Claw since SF4 Vanilla and I am very happy with him in this game (so far). It feels like I can finally do all the combos that I SHOULD have been able to do in SF4. So far I’ve played about 15 matches online and I have been able to hold my own with him even against jump in whores. Only thing is the timing or frame data on some of his moves / combos are different from SF4 / SF4AE so I have to stop playing him like I would in SF4AE and adapt to SFXTK.

Oh god, that bullshit. Don’t even get me started.

I’d rate him 6 or 7 in this game - he’s a great battery, his pokes are godlike (his links being easier and the fact we can chain makes for stupid easy hitconfirms, thank you based Capcom). He’s lost some stuff - EX SHC losing projectile invincibility is a shame, and while his super is a viable anti-air, you do have to nail the timing of doing it if you don’t want to get the first hit and then miss coming off the wall - and yeah, normal into super in the corner not working is a sore one. He also doesn’t have a great anti-air, but my anchor is Marduk, who has an absolutely ridiculous one, so I don’t feel it too much. And if the opponent is going to play runaway, you don’t have much.

He’s definitely worth picking up and seeing if you can make him work with whatever other characters you play, though, he’s by no means bad. I complained with the best of them about how he was in SF4; I love him in this game.

Normal into super does work in the corner, but you have to delay the timing of your cr mp or w/e you use so that BHC barely hits them when they are about to touch the ground.

Jin’s special step only has projectile invincibility, and Kazuya’s only has mid/high if you do EWGF and projectile… simply attack low to stop them

… now you tell me… 2 hours after i figured it out today ><

Sorry haha but now you know…Jin actually has to work to get in and has shitty anti airs but hes got fireballs…Kazuya however can get in easier and has good anti airs and also does more damage…I think Kazuya is better but Jin is still good in his own ways

wait what?
Jin with his stance cancel up kick(dunno the name) that can eat every jump in vega does, also it’s the only anti-air that prevents vega from wall jumping out of the corner. Also he can combo off it for days.
I dunno about these, kazuya anti airs that you speak of, I always thought kazuya had terrible anti-airs. maybe just me.
I actually think, Jin’s approach is easier than Kaz because of that dirty j.hk Jin has, that is active forever and can cross up.

Jin’s upkick is decent anti air but you have to go into stance first and it cant be done late at all so it must be done early to not trade and also Vega j.hp can trade with it often and its much harder to combo after a trade.

Kazuya can do cr.hp which is good (unlike Jin’s) and also he can do EWGF which is also good because it has some invul (again unlike Jin’s)

His j.hk is really good but it doesnt come out as fast as other air moves and is kinda bad for air to air other than that I like it a lot. It still loses to most anti airs tho

fortunately both suck on wakeup. I abuse the hell outta it. Even if i eat an alpha counter i still keep doing it cause it costs them a bar

Yeah. If I alpha counter I always tag out after because its a hard knockdown or I tag cancel my AC and then continue with a follow up combo.

But there is a trick Jin users can do that many havent caught onto to make up for lack of reversal. Stance into MP/HP has a small amount of invul and can be used to get out of blockstrings. If its really necessary to stop the pressure Jin can do his absorbing stance to take red health then cancel into his other stance and counter attack. Kazuya needs to spend EX to have a reversal and even then its “ok” at best.

I dont know why im telling you this because I main Jin and dont even play Vega but oh well lol.

6 or 7. Most of the things he was good/decent at in SFIV, he’s GREAT at now. But he’s still bad at the shit he was bad at in SFIV (and it’s worse than before sometimes), and he lost some stuff that he was good at. It feels like you get a lot of bad with the good.

Kick walldives: Holy crap walldives got buffed. You can no longer Izuna Drop them from behind but w/e outside of that it has a shitload more range now. And I feel like you have a lot less air control during Kick walldive than you did in SFIV (I would make Vega jitter back and forth above their head, constantly crossing over), but it’s still easy to make the FBA claw crossup ambiguous. I feel like FBA is now very unsafe if you went for a crossup and got blocked, but safe due to pushback if you attacked the front. However, wakeup rolls throw a wrench into the repeated Izuna Drops/claw knockdowns you used to be able to do on peeps like Sagat and Guile, or in general if you were precise/lucky. So oki you get after a successful walldive is pretty bad, you definitely should not go for another walldive like it’s ST or certain SFIV matchups. With bad oki, a walldive can get you a quick hit but no offense after it. But hey, tag-canceling FBA can be godly.

Sky High Claw is so good now. It’s actually much safer on block than it is on hit. Like -4 on block, needs a really fast far-reaching super to punish. Being like -15 on hit is a problem tho, but I find that it rarely comes up or the frame data I read might not tell the whole story there. It’s always hilarious when it counter-hit. dat wallbounce. I see people complaining about the loss of EX fireball invunerability, but I never used that shit. It never worked unless your timing was psychic and they used it at an unsafe range, just like the EX Roll. Maybe I was just bad at it. No loss to me either way.

Cosmic Heel is something I never want to do, ever, outside of combos. It’s just good combo filler now.

Roll tag cancel is highly overrated. **Alpha counter that shit all day. Tag cancel the AC for a free happy birthday on Vega’s team. **Actually his rolls are a lot worse in this game. LP is -3 on block, MP is -5, HP is -7. No me gusta. You can just 1f link off of HP roll now. EX Version is a lot better tho, 5 frames to link something and +3 on block. ****

His punish game is awesome. If he is actually close enough to link/cancel into MK Scarlet Terror, he’s looking at 400+ meterless combo. However, that’s only for when he’s close or you got a jump in. During actual footsie situations, all he has is c.MK > c.MP or just c.MP. And what he has to do from that is either chain into launcher or jab roll, maaaaybe manage to tag cancel and link the short jab roll. Not being able to do mid-range damage by himself is a problem. But maybe that’s just me, and I should sacrifice damage oppurtunities to keep Vega in. Not a tempting proposition when they can just start jumping and shut down my footsies.

I really like how close s.MK is no longer just a move you do on accident. It’s good for frame traps, +6 on hit and +2 on block. Before Vega could only setup frame traps with light attacks and c.MK, maybe close s.HP. The threat of raw tags makes it so all characters have to put more variety into their offense, and this is just the thing.**
**I also like that s.HP is no longer a useless move. It actually does its job as a poke now.

I also also like that he actually does have a couple of defensive/reversal options. Raw launcher means that you can catch predictable frame traps involving crouch moves, so they actually have to mixup their offense game. (Not any good against characters who always mixup using stand moves tho…) His super and cross art are invincible with quick motions, so you are a lot more likely to be able to do a risky reversal to tell them GTFO. That said, his defense is still ass BECAUSE you have to do very risky things to get out of basic situations like “oh I couldn’t anti-air them so now I have to deal with this BS.” But having three reversal moves is still miles better than in SFIV where people had no reason to stop once they were in on Vega. All that they had to fear was U2, which kinda sucked, so this is still a step up.

I DO NOT like that they slowed his forward walk. Pay attention and I’m sure you’ll see it too.

As we all know, his throw game sucks now just like with everyone who’s not a grappler. Unlike everyone else, he has no other means to open up patient opponents. No kara-throw, no reason to stop blocking, no offense, just walldive gimmicks.

And yea, as bitched about in the other thread, Vega has a better but still shit anti-air and everyone knows it. Biggest fault IMHO. People jumping like dumb asses is still a problem. The only reason I say that it, the air CH system means that Vega can now get okay damage off of his air-to-airs. But that’s the thing, they’re still air to airs and Vega is required to commit to a risky jump in order to counter a jump that would be risky in any other matchup. To successfully air-to-air someone, you need to make a psychic guess or be looking for it and have great reaction speeds (and a little luck, you might get CH’d out of the air anyways). The fact that you pretty much have to guess means that Vega will end up neutral jumping in place like an idiot sometimes, because they jumped on you for free 5 times, but didn’t try the 6th time**. He has this fucking amazing ground footsie game that stops mattering the moment they press u/f.
I’m not good at brevity. But point is, the buffs are nice but new-Capcom-era Vega is still a character that needs everything he can get and he definitely did NOT need tools taken away from him. And his AA game is something that needs to be addressed, soon, in four years ago.**

I think he has kara throw off of MK, although I personally haven’t used it in a match.

Kara throw works with mp for sure…I have used…it makes throw so it feels more like SF4 normal throw…I don’t know about mk kara throw…I have the feeling that kara throw could work with Hp but I get quick combo all the time…I hate quick combos…

Ah yeah, I meant MP, not MK.

can’t you turn them off?

Isn’t EWGF full body invul for like 10 frames?

Not in PSN it only allows you to pick your poison…stupid casual friendly mechanichs…

360 doesn’t turn them off either, TBH it feels like an OS-deterrant. Still stupid though.

You can take them off the buttons, but you can’t turn off them activating when pressing a light and heavy. I have watched so many Akuma players autocombo instead of Raging Demon…

Ah rites, yeh can’t shortcut demon anymore