@moonchilde@greatlakes_pvp I have a theory as to why cr.HP is so unsafe on block. Since it was a crush counter before, they couldn’t have Vega abuse it and score big damage in frame traps like that - so it had to be negative.
Then they got rid of its CC property (probably because it would have led to a lot of aerial crushes, since it’s a decent anti-air) - and they just forgot about changing the frame data to something normal?
I think there’s some truth to that af0. I hope we get some better frame data with more rushdown viability as they patch the game.
Anyways, I was close to picking up Nash and switching mains, but I’ve decided to stick it out with Vega. It might be against my better judgment. But I honestly see this character going far in the future. I’ve started abusing clawless mode and I’ve finally made it up to Silver rank. It does feel amazing in comparison when your goal is to rushdown.
My biggest gripe is the fact that s.HP claw switch is negative on block. Even if it was +0 or +1, I would be incredibly happy as we could create so many beautiful 50/50’s. But I like the sound of s.MK mixing up with command throw.
I can see why they thought c.HP was too powerful as a crush counter…i can even sorta kinda see why they made forward HP the new crush counter (st HP had a similar property in SF X T) but i can’t not understand is why they removed the ability to combo another fordward HP after the CC fordward HP as it is you can rarely get the full punish out of it
It’s too bad I agree. Landing a sweep is pretty dangerous so unless it’s point blank, I ususally just dash forward…which is the best thing u can do for landing a crush counter…pretty dumb.
@vegabond zero recently ive been changing stance from meaty st.HP…i think I’m not sure if that makes it safer but it’s pretty good - especially if it’s couunter hit.
I saw a video sometime ago someone showcasing Vega being able to do an ambiguous meaty super on someones knockdown after whiffing a normal that pushes him slightly forward.
Does anyone have the link to it and/or remember it?
There are a couple setups for it here that myself and someone else posted. One is kind of obvious to see coming, with st.hk whiffs. The other is hard knockdown, dash jump whif aerial -> CA on landing.
I’l try to link u the other one I posted cause I think I only verbally explained it. Its godlike tho. Pure 50 50 and hard to see it coming.
Which is hilarious because good ol’ Dictator gets to abuse and spam the fuck out of his s.HK CC. Safe on block, high priority, low risk very high reward…
Vega has advantage in a lot of situations but sadly it’s always too far away for any real pressure. In most situations he can’t dash in, but he can walk forward and meaty…such as for throws near the corner, normal command grabs.
EX GID, Ex Roll, ground V-trigger, and probably after Super and Heavy Roll, he can dash in and be at an advantage.
It’s just as important to learn when each opponent can do the same to us, especially after throws…and I feel that’s gonna take a long time to learn. I know not to press buttons after Ryu’s throw.
After Vega’s throw in the corner, do you have time to go for another meaty throw like Nash?
I was testing it, and it seems like 3F jabs beat it. Is this Vega exclusive or would that beat Nash too? Makes me really sad if we can’t do multiple throws in the corner…
And do different characters have different frame advantage after a throw? I figured that would be the same across the board.
Vega does have the advantage in the corner after throw because he can still meaty with st.MP at the very least…which means the opponent should be scared to press buttons. Then it turns into a mind game where they’ll respect Vega enough not to press buttons which means you can go for a second throw - I do that sometimes.
Throws are completely character dependent and we have to learn what we can and can’t do against every character and throw.
Because of the lack of hard knockdowns outside of CC sweeps. This game seems like it will have a pretty steep learning curve. Mainly in terms of how much there is to learn.
I guess they did a good job at making SFV easy to pick up and hard to master.
I was thinking about that, but what do you get off s.HP being CC? You could start a combo with another s.HP instead of going into switch right away for a little more damage. You already get good damage as it is, I think maybe the biggest benefit is hard knock down and hitting with another s.HP. On CH, isn’t he able to combo into his biggest damage combos off it? It’s already pretty good…, I’d rather have the hit box have 2 states, one active low and hits low during start up since it swipes from below, and one like the current with extended range higher for AA usage. I’d take that over CC because it would actually be useful for footsies. Perhaps s,HP in clawless would be a great CC, actually, that WOULD be pretty nice then… I think c.HP should be CC again. I don’t understand why being an antiair and CC is a problem, s.HK is anti air and CC, it just flat out sucks in most cases.
So much for Vega’s amazing mobility…his walk backwards speed is slower than Ryu’s fordward walk speed…offcourse Vega walks fordward much faster but is the walk backwards speed that is supposed to get us put of problem…no wonder can’t scape Ryu’s pressure some times…and the back dash kinda sucks now…/rant end
Ryu’s forward walk speed is solid and you can’t have a character who can walk backwards faster than every character in the game can walk forward. These characters walk forward faster than Vega can walk backwards: Chun-Li, Necalli, Cammy, Karin, and Ryu. Against the rest of the cast, walking backwards is a huge part of Vega’s defense and one more reason why it’s so important not to be cornered with him. Also, even though backdashes aren’t as good as they were in SF4, at least Vega has one of the better ones… Right?
Fun fact: Vega walks backwards faster than Zangief can DASH forward.
A lot of times I do, throw, dash up throw, dash up, shimmy throw. Really disrespectful and is just a complete mindgame at that point lol. They will usually jump if they eat the third one, annnnd you airthrow and drink their tears. Thats why it is so important to establish respect from them on their wake up so you can go for stuff like that. Shotos usually will try to use a get out of jail free and shoryu if they see you like utilizing meaty throws alot.
That’s cool. But when you’re in a real match how do you react to scoring a CH? It pops on the screen so fast for me that I never react in time. So I miss out on big damage potential from counter hits.
But I like that I can follow up with c.MK if I score a CH. Maybe I can set counters to random in training mode to know when to react.