SF5- VEGA

What’s with that face? Does he wear a mask under his mask now?

Regarding the drop of charge commands: I’ve never played a non-charge character in SF, but everyone seems to think that this will be a huge buff for him- maybe without the claw only?

Yeah, seeing that image of his face makes me wonder where his eyebrows and lips went. He looks all SSJ3, lol.

Or,

http://cjonline.com/sites/default/files/imagecache/superphoto/photos/new072911wkd1marsattacks1.jpg

Edit: Also, @star you shouldn’t WTF his post unless you think it’s spam. It’s not a WTF reaction, it’s a WTF bury this post.

Claw was the least charge dependent charge character of USF4. Most of the time he can combo while hit confirming. dfHK ST, crMK crMP, clHP crMP etc. Scarlet Terror is terrible as AA and he had to rely in preemptive air to air… so most of the time he doesn’t need charge in the neutral game. Not to mention that this is an entire new game. The change from charge to regular commands doesn’t bother me at all and if he will be screwed up… it’s not because of this.

But yeah, his fighting stance is horrendous now and his face is weird. Capcom continues with the bipolarirty towards his hair. And if I end up playing him I’ll have to be wearing the mask to land his super. Otherwise I’ll have nightmares.

So many buttons, so odd, this is so confusing, where am I?

as long as hit absorbing mechanics are absent… i’ll give it a try.

also Hi everyone.

crawls back under the rock he came from

I’m a little worried about Vega being turned into a motion character. However, I think now would be the good time for me to learn how to use motion characters properly. Ryu would be the safest bet, but I also thought about using Rose, Elena and Rolento. At least I’ll get some practice before digging into SFV’s Vega.

Use Elena. Judging by the gamescom vids, his jump arc will be the same in duration as hers in USFIV. He even does a roll mid-air. Atm this is bugging me more than the two stances.

They just can’t seem to get his jump arc correct since CvS2. That was the last game he had a good jump arc :frowning:

I’m glad the decision to revert him back to charge is still on the table. The charge style suits him perfectly (similar to Decapre) and I’ve been maining Vega ever since SF4 debuted, several years now!

Before I begun playing Street Fighter IV competitively I contemplated on choosing a main. My gut instinct in the past always chose Ryu, or Ken or someone along the Shoto-style. Being 27 years old, I’ve grew tired of playing motion characters for years and felt I needed to challenge myself to learn a new, completely different type of game-style.

Thus I decided to pick up Vega.

Vega seemed the most difficult to use competitively, in my opinion. He was charge, but he couldn’t afford to sit in the down-back position all day like Guile. He was an offensive charge character, with incredible footsies and move-speed. Since he was polar opposite I decided to choose to learn, and ultimately maining CLAW.

Command list for now:

Half-circle motions? That’s going to be a massive doozy for me.

Practice throwing fireballs with Ryu in training. You’ll get the hang of it. If I can do it, you can. Once you get used to it, half circle isn’t so bad. If you go to HDR training mode, you can play Ryu and do HCF fireball, you’ll get his red fireball instead of his normal blue one. Practice that until you can get it 9 out of 10 tries.

My concern here is that doing Vega’s moves with command inputs just won’t feel right. The thing is, you have to develop your characters around GAME FEEL too, not just competitive balance. 360 and 720 motions are technically prohibitive, but they feel so natural for the moves they perform . And doing a wall dive with a motion just FEELS WRONG. Even in KOF, Mai usually walldives with a charge motion, even if with only like a 40 frame charge time. Like, c’mon, a leap that huge needs to feel like a big commitment, almost like a cat preparing to jump up high.

My two cents that if they wanted to buff Vega by removing his commitment to his special moves, they should have just shortened his charge moves majorly. Like, 20 frames, practically a Back Forward motion. I remember playing Arcana Heart 1 a little and Saki was a charge character that had basically no charge time. Or heck, no charge time would be fine too maybe, MK-style inputs for Vega so Down Up + Kick still feels as like a big vault when inputting.

I’ll probably get used to it just fine, but again, I think it will feel very weird.

Mai doesn’t need to charge to do her wall dive though, she has access to that very same move from any jump attack using a quarter circle motion. You can jump back and do the move in the air, or jump forward, or neutral. Doesn’t matter. The only difference is she doesn’t hop to a wall to do it. Both versions are in KoF13 and CvS2.

I forgot about that, but point still stands that to do it from the ground, she needs to charge. And doing it out of a jump doesn’t feel so inherently wrong, because well, do this jumping move you have to JUMP first. Like, I would mind either if, say, Vega had to actually jump to the wall and press three punches or kicks to activate his walldive (a lot like his actual walljump move), or maybe Flying Barcelona/Izuna Drop can only be done out of wall jump, or if those two moves just became regular command air normals. Those actually be an interesting changes. But just doing the walldive with a DP motion is going to feel REALLY weird.

It’ll be weird at first until it becomes second nature. People will adapt, which is all part of the game.

Absolutely, I’m going to use it and love it because it makes Vega stronger. Chun’s Lightning Legs gets changed to QCF K occasionally and people get more than used to it (it’s a straight buff), but I still think feels weird as hell and is kind of inherently wrong, even if I will use the buff to great effect. When devs make shooters, they don’t just design around competitive balance, they make sure the guns FEEL satisfying to use. Big guns need to feel heavy. Fighters are the same, it’s the devs job to make a big move needs to feel like it hits hard, fast moves feel fast and that the inputs need to match the action on the screen, your inputs need matching feedback. A DP motion just isn’t right at all for the kind of move FBA is, that’s my concern. Imagine if they changed Tatsumaki into a charge back move just because.

I think it’ll feel satisfying no matter the input. IMO a QCF/QCB would feel more natural for FBA, but they already used QCF+K or CT, probably because of the move ending with a kick instead of a slash like RCF did. Plus I think they’re using QCB+P for the new Aurora Spin Edge and QCF+P for sheathing the claw. We’ll get use to it, and it will probably feel just as satisfying as T.Hawk’s Rising Hawk, Cammy’s Cannon Spike, or Adon’s Rising Jaguar. All moves that have a lot of vertical travel and a similar rising angle.

At least it isn’t the input for ST’s Tiger Knee or Chicken Wing, lol! I can only imagine all the salt from pad players for that one.

In terms of story, what should Vega be doing? I know he got the files for creating multiple bodies, but where does he go from there?