Sharpening my claws.. Vega(Claw) Wants/Needs

Hitting Vega’s wall dive also should not be counter hit just for hitting him in the air. If you get him while he is starting to slash or is slashing, fine, counter hit. But they count as counter hit just for hitting him while he flys through the air, and that extra damage loss is a little ridiculous for one of his main offensive weapons.

This. The current Vega would need this and maybe a little speedup. As I said, if you look at matches of top players, the ability to land an ultra just determines if you’re gonna win against e.g Sagat or not.
He needs to be able to do a comeback in a match without having to guess right 5 times.

I don’t play Sf4 that much and i’m not the best, but I play Vega mostly.
Heres my approach.

1) More priority on his specials and ex moves

How come my Ex-Wall Dive got beat by Balrog’s Jab
My Ex-Scarlett Terror also gets beat by a lot of jump ins

  1. Faster Recovery on his Barcelona Claw

When Blocked i’m getting punished big time

  1. Faster Start-up on Rolling Claw

  2. Mercury Heel


Make it an overhead, and give it a slight speed boost

  1. Cosmic Heel

At the start of animation make it go over fireballs, except for tiger high shot

1.EX Roll Should be quick as Mp roll more a little more dmg then Hp roll.

Also the last hit should allow me to Focus cancel into a FA2.

2.EX wall has better priority and should hit people crouching.

3.Mercury heel and Cosmic heel should be over heads.

Mercury heel has better Priority as AA and Knocks down if hit with it in the air.

4.Ex Drill claw More dmg.

5.KX3 just move you back a tad bit more.

6.Something with Ultra.

7.Mask and Claw only go off when Hit and Mask-Throw should only be one EX bar.

Ex Scarlett terror should be left as is not everyone should have a good AA.

I wish I had a good reason to remove my claw.

edit: still don’t want to give vega invincibility.

My suggested fixes now:
Faster start up on RCF (combo into strong RCF out of c. strong, combo into fierce off of counter hit c. mk)
Jumps to wall faster for any wall dive
Sky high claw a little more safe
Ultra homes in
Reduce recovery on st. RH by a few frames
Reduce start up on c. lk to 3 frames (this allows hit confirming into ST to be much much easier and also helps vega get out of deep shit immensely, but he can’t combo into more c. lk ala bison)
Reduce start up on sweep by 1 frame, reduce active frames by 1 but increase block stun by a small amount so it’s more safe
Increase range and decrease start up on st. mk
Allow a 1-hit AA scarlet terror to be comboable into ultra.

That would make Vega much much much much better

vega is my favorite of mine because hes generally viewed in the lower tier, and rightly so. i just want vega to have some options to avoid being dominated… a lot of the suggestions being made are great but i would lose interest if he was overly used. im all for complete balance but still prefer the unconventional… something like starcraft zerg or counter-strike SMGs

I think a creative way of improving his poke game without changing priorities or the ways moves work is by making his normal claw attacks do focus damage on block. Losing the claw will mean more and it gives players a stronger poke game that leads to damage if they can score a hit after a series of blocked claws. It wouldn’t make him broken cus if he blocks too much he loses his claw losing that ability. Of course the way certain moves he has can be tweaked but if u give him focus block damage thats a whole different toy he can play with that strengthens the way he already plays.

I think his current ultra should be unblockable.

You can jump backwards to avoid it, or SRK vega out of it, but make it unblockable.

I don’t like the idea of chip/FA damage on the claw. This just strikes me as a lazy buff, it doesn’t compliment his style and it doesn’t open up his currently limited options. I’d rather a fix of his tools, not just making the few that work stronger.

Backflips recovers faster. I’m all for getting punished for over using the moves but it’s retarded to properly dodge a move only to have yourself get punished anyway.

Cr.MP a bit faster

ST faster.

Ultra homes in.

Fix wall dive glitch

and Change Izuna drop so it actually has a whiff animation, give it an LP+LK command.

If he got sped up a touch across the board I think it would make up for his low damage.

They need to fix that one stat. Waste a lot of meter and lose a couple rounds when I get stuck on that side of the screen…

I think his Izuna drops need to grab easier, so it makes his wall dives a bit scarier. Currently People just focus or down+fierce his wall dive attacks.

Maybe give him a bit more health, or give him better BnB combos that cancel off of his normals. Currently the links are not that easy.

Just like his super, I think his ultra should have an option to grab.

My amateur Vega experience (to be fair I do play a lot…) tells me he needs an anti-air, a way to get the fuck out of the corner (those two may wind up being the same thing), an Ultra that isn’t just for show, and to do a heck of a lot more damage.

Also maybe an actual BnB combo.

Mid-tier or bust!

ST, j.hk, j.fp, air throw, s.hk & c.fp works at certain distances. I have used s.fp on floaty characters.

I think he is well equipped for anti airs.

maybe its just me (guile player). i fear claw very much. his wall dives and izuna drop mixups seem to be deadly. his jump in attack is good, slide is fast but has abit recovery which makes it even i think. jumping makes you eat the flip kick? (somersault) which juggles and lk flash kick is beaten by the crossup wall. good throw range. need not say about poke.

but he does need an anti air that does not need down charge. he has to poke oppenents to death, he is a very situational character (eg guile) and i rarely see combos in action which i guess keeps him at bottom. saying this however,i dont consider myself wise interms of claw

Give Vega a foward roundhouse, high/low fire balls, a dragon punch, a juggle able ultra, and we’ll call it a day.

Your wrong, to put it bluntly. The ones you listed work best as air-to-airs. He needs something to reliably beat people who jump in on him as he is waking up.

his power is fine, his lack of defense magnifies his lack of power. if the ultra was homing it would hit air borne opponents… thats worse then ryus trade ultra… st needs improvement… should be similar to boxers headup to ultra… and change the ultra motion.

He can’t do more than around 30% off of anything but a jump in, and even then, around 35% is the max. He doesn’t have the raw comeback potential that allows other characters to capitalize on opportunities when they are down. He could use a power buff. I don’t care if I have to use all of my meter and my Ultra, but he needs to be able to do at least 40% in a pinch when he gets the right opportunity and has the right resources without having to land a jump-in.

sure he can def use more power but thats not in his character…unless you think vega is a powerhouse… there needs to be a noticeable, not large difference of power between characters for verity, its a staple of fighting game philosophy.