Ok, so I had no idea Omega was a Capcom mode being added but thought it was a PC mod. Yes I am out of the loop I have been super busy.
Here are my request in no particular order:
[list]
[] walk speed changed from .055 to .05775 (5% increase)
[] total jump frames 35 (4+31 roughly 10% faster)
[*] blocking no longer loses mask, it’s now our choice to give up the defense in favor of offense
[/list]
[list]
[] RCF changed to Alpha 3 / Super Turbo speed, start up, and hitboxes for all versions of RCF
[] EX RCF invincible on frames 1 to 5 (allows reversal against low meaty)
[] ST all versions start up changed to 3 frames from 7 or 4 depending on version (allows offense in tight defense situations)
[] ST juggles twice like Super Turbo
[] ST changed from charge to SRK command
[] ST FADC ability (allows launcher into Ultra2)
[] EX ST invincible on frames 1 to 5
[] SHC safe on hit (I’m pretty sure I was eating fireball on recovery after hitting E.Ryu)
[] EX SHC knee hit to the opponent’s wall
[] EX SHC knee hit armor breaking, launches opponent, from wall hits opponent on way back in the direction you land(can combo into ST juggle)
[] FBA hurt box shortened to underlap the hit box (allows for AA trading instead of being beat clean)
[] FBA claw strike hits twice (allows armor breaking, avoids easy opponent dashing out on wake up)
[] Remove claw changed to throw claw
[] Throw claw deals 70 damage
[] Throw claw retains no claw damage and range nerf
[] Remove mask changed to throw mask
[] Throw mask deals 10 damage
[] Throw mask retains no mask damage bonus
[/list]
[list]
[*] air throw grab box extended to top of his head
[/list]
[list]
[] cl.LP +6 on hit (allow for 2 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] cl.MP +6 on hit (allow for 2 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] cl.HP activates farther away and hit box extended forward a little
[] cl.HP +6 on hit (allow for 2 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] cl.LK special and super cancel
[] cl.LK recovery 7 frames
[] cl.LK +2 on block (no true block string, but safe on block)
[] cl.LK +6 on hit (allow for 2 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] cl.MK +6 on hit (allow for 2 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] cl.HK 0 on hit
[] st.LP active for 4 frames instead of 2
[] st.LP hit box extended to the tip of the claw
[] st.MP active for 4 frames instead of 2
[] st.MP hit box extended to the tip of the claw
[] st.HP active for 4 frames instead of 3
[] st.HP hit box extended to the tip of the claw
[] st.LK active for 4 frames instead of 2
[] st.LK hit box extended to the top of his knee
[] st.LK special and super cancel
[] st.LK +4 on block (allow for true block string to cr.LP)
[] st.LK +6 on hit (allow for 2 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] st.MK active for 4 frames instead of 2
[] st.MK special and super cancel
[] st.MK +2 on block
[] st.HK 0 on hit
[] cr.LP active for 4 frames instead of 2
[] cr.LP +6 on hit (allow for 2 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] cr.LP +3 on block (allow for better frame traps)
[] cr.LP hit box extended to the tip of the claw
[] cr.MP active for 4 frames instead of 2
[] cr.MP -2 on block
[] cr.MP 0 on hit
[] cr.MP hit box extended to the tip of the claw
[] cr.HP hit box extended higher to the tip of his claw and back towards Vega’s head
[] cr.HP active for 6 frames
[] cr.LK +2 on block
[] cr.LK +6 on hit (allow for 2 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] cr.LK hit box extended to the tip of the foot
[] cr.MK active for 4 frames
[] cr.MK +6 on hit (allow for 2 frame link to cl.LP, cr.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] cr.HK movement speed increased by 5%
[] cr.HK hit box extended to tip of his foot
[] PoM damage decreased to 50
[] PoM active for 2 frames instead of 3
[] PoM -6 on block
[] PoM +5 on block (allow for 1 frame link to cl.LP, cl.LK, cl.HK, st.LP, cr.LP, cr.MP, cr.LK)
[] CH airborne earlier
[] CH hit box extended upwards covering the height of his foot
[*] CH 0 on block
[/list]
[list]
[] n.MP active for 4 frames instead of 3
[] n.MP startup 4 frames instead of 5
[] n.HP active for 6 frames instead of 2
[] n.HP hit box extended to the top of his head
[] n.LK hit box extended downwards more
[] n.MK changed to j.MK animation
[] n.MK hit box extended lower to his knee and back towards his calf (allows him to hit an opponent walking under him on the way down)
[] n.HK active for 10 frames instead of 5 (allows the flip animation to have more attack)
[] j.MP hit box extended to the tip of the claw
[] j.HP active for 7 frames instead of 4
[] j.MK changed to n.MK animation
[] j.MK hit box shifted lower to tip of his foot and extended to his knee
[*] j.HK hit box extended to tip of his heel
[/list]
That’s all I can think of for now. It’s supposed to feel “fresh” right? Well, this would give us many new link possibilities, such as more standing options to crouching options and a low attack to crouching punch attacks and other high/low or low/high potential. Special attacks that are useful. Some block strings and frame traps and a few new air tools. Less risk when throwing out a poke if the opponent blocks. Stronger pokes with more range and more active frames allowing a bit more time to hit opponents during jump start. A bit more mix up game and much more reliable combos as well. A great AA move while still remaining mobile and not having to charge down back once an opponent jumps. PoM was buffed to allow a 1 frame link at the cost of damage (if it links you’d get a lot more damage anyway, just don’t drop it) and more risk on block.
I think this Vega would be a lot of fun to play.