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

Exclusive release of my most up to date SF4 Mega Man-inspired Vega sprite in this thread!

Premium Avatar Sized Vega Sprite:

http://is.gd/59GBL

Non-Premium Avatar Sized Vega Sprite:

http://is.gd/59GW0

@ Shack, regarding your logic about Ultra Combos. I agree with you quite a lot. However, this logic already applies to Ryu & Balrog. The damage is pretty low on them in the end. |

I think Capcom just hates Vega.
Did you hear that Guy also got a new move called “rolling izuna drop.” Money says its gonna rape ass compared to Vega’s shitty super

Command motions though, they can be standing when doing theirs instead of waiting on the ground hoping your opponent will jump.

I don’t understand it.

It would be one thing if Vega was some silly non-relevant narcissist with no weight under his name. Dammit, he rolled with Shadowloo. He was one of the final four characters to face in the original WW; a boss character. Now he’s just some pretty boy getting knocked around by the whole cast and the developers are like “Well, tough cookies mainers”. Man, I hate tough cookies.

Anyway, I doubt SFIV will have a cage stage in it, so how about giving Vega the ability to climb walls. Holding down P or K (depending on which down charge move you want to do) will allow you to hold on to a wall for a limited amount of time. During this time you can climb up or down and even drop off the wall by pressing any other button. Letting go of the initial button pressed will make him push off the wall and do whatever move you specified. It would act the same way as a cage climb, but you’ll do this againist the wall and you’ll be vunerable so it won’t be broken.

The wall climb was entertaining, but completely removed the pressure aspect of Vega’s walldives, instead just making them highly telegraphed and therefore useless.

Climbing the wall was about as much of a taunt as throwing your claw away.

I think holding a wall would be fun IF they made him jump to the wall higher. The current height he is at will always get you hit by a fireball. Some might say it would be overpowered but pretty much every character without a projectile has a regular move that gets them through a fireball on reaction. Wall Dive currently takes too long unless you do a psychic one.

ORRRRRR allow the diff punch buttons to control damage and recovery. Lp FBA will do less damage, but recovers quick enough to either follow up with a juggle or does not knock down and allows you to combo after? that would be pretty Ninja like.

And yes Balrog and Ryu have lower outputs on their ultra juggles, but I’m talking about lowering it to that of like Sakura’s. Both Ryu and Balrogs will still take off like 30% or more of your health without even needing to use EX meter.

I would really love it if they made all the ultras fireball motions like SF3. It would suck for those who can’t do fireball motions, but hey, is db,df,db,uf any easier? Didn’t think so.

They should make at least one character with charge and fireball inputs, kind of like Urien in SF3. that would be very unique. But that’s another story

One thing that always pissed me off since SF2 was that his claw had no claw like abilities. His claw would clearly be in someone’s gut only to lose to their jab attack… can u say wtf? It’s like they want to keep vega, but don’t want anyone to use him.

Sakura’s ultra does more than ryu’s. It appears to do little because it is usually at the end of a long combo, with damage scaling making it mostly useless. Look at the damage after a simple ex tatsu (one of the few times you should actually use the ultra). It is more than you would expect.

I think sakura’s ultra is perfect actually. Everytime I am in the middle of the combos I am forced to decide if I should use the ultra or not. These sort of decisions as opposed to simple, always do ultra if you have it gameplans, are what keep the game more interesting.

You can stuff those close fireballs.
Vega’s ultra has the secondary effect of making opponents want to fireball less from far, usually making their zoning game that much less dangerous. This is HUGE against Ryu, Akuma, and Sagat players.
And if they DO decide to throw out a fireball or jump around, fantastic! That’s an easy 375! Otherwise, use Vega’s faster walk, better jump, and farther pokes to 1a2a3a your way to victory.

Just because you can’t combo into it doesn’t make it useless. If you’re like me, you always have a db charge ready, taking your opponent’s ability to build meter, throw projectiles, and even jump. It could be better, but it is more useful than you think.

I realized that vega’s super is simply supposed to be a trap. If you knock certain characters down and come down on them meaty with a super there is not much many characters can do. They could leave it as is and merely boost the damage (330 is absolutely nothing for 4 EX) and it would be a lot better. The hitbox is huge so it’s nearly impossible to miss the izuna.

After more thinking, I simply think that Vega’s normals need a tune up- faster recovery on st. RH, what I said earlier about the sweep, standing forward should be faster, standing strong should have further range and a bigger hitbox, Vega’s walk speed needs to be faster, his dashes need to be faster, cosmic heel needs to have a faster start up, piece of mercury should be +2 meaty on block, EX FBA should have a slightly bigger vertical hitbox to aid in comboing small characters, SHC should be safer / much faster, Ultra should go to wall and come from wall faster and either have a bigger hitbox or home in, standing fierce and crouching fierce should have faster recovery, close fierce should have faster start up, you should be able to combo out of close forward kick, c. short should be 3 frames but not able to be combo’d out of (this means a hitconfirm for scarlet terror, and also a better interupt move for getting out of tick pressure).

I think if they strengthened Vega’s run away game by actually making him faster then the mask loss and HP loss would be justified. Thinking on it, Vega’s biggest strength is his mobility. FBA Strike’s hitbox should be altered too so it doesn’t lose to virtually everything. I’m pretty sure that with these changes Vega would be able to run away way better than he does now.

EDIT: fake wall dive would also be a great addition

Not sure if you meant this, but you think he “shouldn’t” be able to combo out of crouching short? Crouching short into ST is pretty beastly, and one of his fastest punish options without meter. I think he would lose one of his best up-close options if he lost it.

I love it if they took away that stupid hop he does after landing from everything but his normal jump.

^ That.

I meant that it should be +2, not +3, so you can only combo into cancelled specials, not link out of it. Should have specified.

Here is my list of improvements for the SPANISH NINJA. Some stuff will probably get repeated so bare with me.

-Improve his overall speed.
-Make DF + Forward an overhead (should have been in the first place)
-Make Jab > Jab easier to link (not on the level of Rog, Ryu, etc…but something close to it), also make Jab > Strong a 1 frame link if it isn’t already, so a jab > jab > Strong > EX Flying Barcelona Attack > Izuna Drop will be easier to pull off consistently.
-Give the D + Roundhouse less startup frames, same recover though.
-Make the Rolling Crystal Flash have less startup frames for all punch strengths and EX, making it easier to link.
-Give the Scarlet Terror more priority in anti-air/wake-up situations and make the EX version have same invincibility frames like the EX Psycho Crusher. Also make the inputs B (2secs), F + K instead of the inputs.
-The inputs for the follow up after the Flying Barcelona Attack should be P to get claw slash and Jab + Short to get the Izuna Drop making his vortex much more dangerous like how Akuma/Gouken demon flip follow up inputs.
-Fix the whole claw/mask removal system.
-Make the inputs for the follow up after the Super is activated like the Flying Barcelona Attack.
-For his Ultra you should be able to link it from a normal (Strong punch) like Guile can link his Super off a Jab in his hard trial 5. Make the timing the same as Guile’s Jab > Super. Also if the inputs for the Bloody High Claw end with UB + KKK, Vega head to wall behind of him, Ultra begins and this version will be used as a punisher for a random fireball for example. If the inputs end with UF + KKK, Vega will knock his opponent in the air like the EX Flying Barcelona Attack, Vega heads to wall in front and Ultra begins. It’s basically like the EX Flying Barcelona and Bloody High Claw combined. Improve tracking on Blood High Claw.

Other than that I think Capcom can leave his offense/defense stats the way they are or make slight improvements. At the end of the day somebody had to be low tier, so in Capcom’s eyes I guess Vega was the logical choice. Hopefully Capcom makes significant improvements because Vega is such a fun character to play and watch.

Any specific reason you dont think it should be +3?
I mean it would still only be comboable into itself (a 1 framer at that) and after 2 or 3 of em, the opponent would be pushed too far back for ST and FBA to hit unless they have a huge hitbox.

he just needs one reliable gtfo move.that is all…

well… as you said there, it adds up to being pretty redundant. at least when Bison uses c. lk alot he can use scissors. I’d rather have a reliable kara set up that I have now then 2 c. lk combos, you know?

Joz, if by “fake FBA” you mean an FBA with no attack input would have no recovery frames, I want to sign on.

that would be great, yea

I heard in HDR Vega can do a wall dive and at the wall cancel the flight and drop straight down. Just like Gen’s in this game