*"When I approached Seth about Vega at SB4, he said “We gave him a little something to help him out” and as I was walking away he said “I mean, he’s better, but don’t expect him to jump up in the tier list.”
Either way, I’m still very curious as to what they modified or added."*
Vega already has strong normal AA. The problem is not that he can’t air-to-air. He has no real reversal.
Again, invincible EX-ST won’t break him. He needs this direly, otherwise all the Vegas you see in Japanese videos get raped by Tiger Knee/jump-in spam. Vega will never win if opponents get free jump-in mixups all day.
All the characters in this game ARE unique. Ken and Ryu both have invul srks, but they are vastly different. SFII Vega was very unique and almost plays like the one we have here, except RCF didn’t suck ass and he didn’t get owned by constant jump-ins all day.
I’m sure Seth is just intentionally understating the changes so as to not get hopes up. The PR attitude with SSF4 is conservative at the moment.
Really though, as long as they fix the bugs and provide Vega with the same level of polish other characters are enjoying in Super, I’m a happy bunny, even if he’s still bottom tier.
I just don’t want my combos dropped because of some bullshit walldive glitch (which is ridiculously common). It’s never cost me a match but that don’t mean it ain’t BS.
i would like it if they tweaked these things
-ultra hits on the way up so i can use it as a punishment tool
-i honestly think Vega is the only character who needs a new special move desperately
-Make RCF not suck so hard, Gen’s version at least has an ex version that comes out quickly
-give vega some kind of safe pressure option, i remember how much fun it was in sf2t to be jumping off the walls and mounting a crazy ass guilty gear-esque pressure game.
That is because it is the most obvious thing you can give a character. Vega with a 4 frame invul dp (which is invul until the move is active, meaning timed right it will beat all air attacks for free. Also at 4 frames it will be one of the better reversal moves in the game), will result in a Vega that holds down back alot, against a majority of the cast. Man that would be boring.
If capcom REALLY wanted to appease all the complainers, reducing the recovery on the PPP backflip would be a much safer way to go. KKK is already near that of any other characters short range teleport IIRC.
Edit: Despite my pessimism towards heavy changes to ST, I do wonder what they were thinking with super slow RCF. At the very least take out the reversal-able 1f between the final roll hit and the claw stab. Or if they leave it in make it much faster. Giving it a much quicker startup could make vega’s offense alot more interesting, at least in my head.
So is the aim here to make the weaker characters better/more balanced or to make it “not boring”? There’s already plenty of characters that spend a lot of time holding down back. Not to mention that Vega is best played as a tricky/constantly in motion character AND the major factor that ST has a much quicker required charge time than most charge moves and yeah…I don’t think it’d be an issue.
Both, you want him fun and balanced. You want all of your characters fun, and balanced, not just vega. You want to give him tools to make him as competitive as possible without sacrificing the diversity that you worked hard to create with his moveset. Vega right now is a (tricky, wtf does that mean?) poking character, much in part because he doesn’t want the opponent jumping in from certain angles, and because he wants to maximize the value of his pokes, which are superior to almost the entire cast. Give him invul anti air, and you have a character who has ground superiority over almost everyone, and can’t be jumped on. That doesn’t scream balance for character specific matchups, even if it evens him out in the tiers. The gief matchup in sf4 might be as fun as it was for giefs in ST. Pretty much anyone without a fireball really, since it is so hard to chip vega safely.
Ground Superiority over almost everyone? That is pure theory fighter based on how Vega is supposed to be, but it is absolutely not the case. Vega is not even close to the best poke character in the game, and to say he actually has ground superiority is going way to far.
As a Vega main, I’d like to see some changes made to help make Vega more viable, but I don’t think I’m asking for the moon… just a few minorish changes to make him a bit more competitive.
Piece of Mercury becomes an overhead
Walljump bug fixed (or at least happens far less often)
Mask bonus damage lasts longer than just for one attack, encouraging users to try throwing the mask off to “go for broke”, so to speak. Think “Narsis Prince” from Super Punch-Out! for a good example.
Successfully teching a throw no longer counts towards knocking off mask/claw
Shorten roll startup, remove the ability for opponents to mash through the end of the roll with SRKs.
Extend active frames for Scarlet Terror a bit more to make it more useful (no need for full invulnerability)
Allow Ultra to hit on the way up at a similar angle as the ultra goes now from the wall, hitting standing/jumping opponents.
Change Izuna Drop command to a regular throw command done from a walldive so that Vega players ALWAYS know if they are getting a Izuna drop or claw slash.
Maybe for an interesting little tweak, allow Vega’s backflips to have a small amount of active hitting frames, perhaps less than Scarlet Terror has currently and also make it somewhat weak so that players can’t just backflip constantly to counter jumpins.