Why it wouldn’t so it would be just like the Scarlet Terror we have now?
not every mix up can be blocked. I get hit with Dudley’s over head from time to time. And I think my reactions are great, since i can DP a Cosmic Heel on reaction.
kinda, think about it, it won’t save you from left right, type stuff, and more importantly you need a charge. it will help, but not as much as we like to think. did you watch the Oni player? Even with a great DP, its still in his best intrest not to DP much, which means a Scarlett Terror with invul frames woudn’t be as good as people like to say. It will help in other areas’s and we have talked about it multiple times. But it woudln’t be that good of a reversal.
yep… i-frames don’t replace solid blocking. Any safe jump will still beat out ST with i frames, any crossovers will still have problems connecting because of hit box issues and you have to autocorrect, and in most situiations you go from losing an exchange to trading on the exchange. i-frames are great for catching people pressing buttons but the safer course is still to frame trap with normals.
i-frames alone won’t help Vega very much. i-frames need to be accompanied by increased hitbox size on ST and a decrease on hurtbox size.
Recovery on sHK needs to be shortened or startup decreased (prefer startup decreased)
Hitbox size needs to be increased on both cHP and sHK
add all 5 buffs together though and Vega becomes pretty scary to fight.
Sounds like wishful thinking
What i-frames on ST means is we actually have something to bust out of frame traps with. I can’t how many times it gets stuffed, it’s pretty sad.
Yea that’s what i was talking about.
It also means we have something near failsafe to antiair with. Which combined with the best poke game would be very boring. Which is probably why they have not put it in.
If we get I frames ST still fails against
Empty jump
Safe Jump
Crossing ups
Can’t mash it out, can’t FADC, doesn’t combo into ultras, small hitbox, other things…
So failsafe it is not. Dependable, it would be.
Also we don’t have the best poke in the game.
Yeah, I’ve never understood the argument that I-F on EX ST would suddenly turn Vega into an unbeatable turtle.
By that logic I can pick Chun-Li and stock up EX bars, and then cr.HK or cr.mk all day, while EX SBKing any jump in, right?
Nope.
It doesn’t work for her and it wouldn’t work for him.
People dont want Vega to have it because they are afraid that other people will play him when he’s better. They still want random people to continue complimenting them on how awesome their Vega is…since you know, Vega is mid tier n all.
Its a lost cause guys.
latest tier list’s place the fool where I knew he was gonig to be in AE. Bottom tier.
More updates (none for Vega yet) so cross your fingers.
You guys see this yet? BHC comboing off of cosmic heel! holy shhhhh!
Vega
[Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).
[EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.
http://www.capcom-unity.com/gregaman/blog/2011/09/20/ssfiv_ae_ver.2012_beta_version_–_part_12
It sounds like you’ll be able to CH someone out of the air and then ultra. Thats all. You actually think we’ll have a viable way to combo ch to u1?? Hell no, Capcom wont allow that.
As expected. Im just glad they’re addressing the big issues like buffing the shit out of dan.
Yeah I got pretty excited after reading the CH > U1…but then I realized that it’s probably still that stupid ass, random jump-in, perfectly measured cosmic into ultra 2 setup…which is wack.
But who knows…we’ll see
[media=youtube]GBUJ4XE5scQ[/media]
Around 1:33:00. I have a FT5
Nice Guile match-up is soo difficult for me when they space me so hard with sonic booms.
in Rugal/s video…cmp fadc and grab…thats a new one for me…seems pretty useful if you don’t have the charge…i did’nt even know cmp could be fadc…it looks like it may be even a better idea after a cmk…Edit: No…thinking again…is not a good idea after a cmk…waste of meter…
Don’t pretend those two pokes are as good as crouching mp. And Crouching HK can be focused (non-cancelable), whereas you can combo crouch mp into anything to break focus/escape. Chun’s crouching HK is also 7f execution, 30f and -5, so punishable, whereas Vega’s is 4f execution, 22f total, and -1. So Vega’s isn’t punishable on block, harder to whiff punish, whiff punishes opponents better, and leads to a combo. Chun’s just leads to hard knockdown (which vega’s gets as well after the stronger combo). Crouch mk doesn’t have the range to completely dominate footsies.
Chun li’s SBK has MUCH less horizontal and vertical range, comes out in 6f instead of 4 (not that big a difference), and I’m not positive on the frame data, but it always feels like if you have a deep downwards hitting move right in the center, it doesn’t cover that for invul until active frames. And finally, even then, if you get it, depending on the vertical distance of the move, you can get stuck with an off hit which setups up nothing, does little damage, and wastes one bar. Vega’s, at 4f, would be unfuckable-with.
For Bshido heat: Empty jumps don’t matter unless its on wakeup, as ST has too much horizontal range. Very difficult to get into crossup range past crouch mp IIRC. And safejumping a 4f move is extremely difficult, and still only a wakeup issue. All the little things you mentioned don’t matter as much, it’s not vega having a get off me move that is the issue, it’s the anti air.
Even with all this, Vega wouldn’t dominate all his matchups. He would dominate some of them so badly though, that is likely what capcom is worried about. Gotta look at both sides.