what would you like his second ultra to be? don’t go by just the names of previous games supers or i won’t know what you are talking about lol.
Second Ultra?
Probably a really cool and cinematic move that ends with a devastating Izuna. Doesn’t matter which moves come before it.
Red Impact, followed by a giant Izuna Drop while your opponent is still in the air from the initial attack.
I got a few bluffs
1.Vega super is only comes out on hit plus more damage.
2.Better izuna range
3.DF.HK and DF.MK(maybe some better frames on Block for DF.MK too) are over heads.
4.Ultra bluff.
5.Cr.Mk and Cr.MP gets small bluff in damage.
With Better range with Inzuna-Drop & DF.HK DF.MK and becoming overheads + His pokes doing more damage up’s him in the tier list by Alot.
Giving him a SFT2, ST would be broken and dull in a game were the tiers are so close already.
I think his 2nd Ultra should be his 3x Scarlet Terror super from Alpha, with the 3rd one kicking him high to do a fliping Izuna Drop.
No - you got negged for pulling “Since 1991” out of your ass… Vega wasn’t playable until SF2: CE and that dropped in April of '92.
Shut the fuck up, you are no longer allowed in Vega Improvement Threads.
And to all the folks asking “What will his 2nd Ultra be?”
9 times out of 10, it’ll be his Lvl. 3 Super from Alpha 3/CvS2
I posted this a long time ago in the original changes thread but this is what should be done to Vega.
1.) ST Scarlet Terror
Why the hell doesn’t he have this? In a game where characters can trade Uppercuts into Ultra and do Antiairs into nearly 40% why the hell can’t he have ST Scarlet Terror? RH ST and then be able to hit another RH ST afterwards. Come on, seriously bring this shit back, he’s been missing it for god knows how long and it sure as hell wont break him.
2.) ST Slide (c. RH)
This move has been ass for a long time and in game where you can focus absorb moves why the hell isn’t this move like it was in ST? It’s not like it’s going to be nearly as good because you can focus it and hurt Vega bad if he gets predictable but this was a huge part of his game back in ST and since this is SUPER, give it back to him. It’s one of his main outside pokes and pressure moves. I see no reason not return this to him.
3.) Faster, More damaging, Unfocusable Wall Dive.
Bad enough that Vega’s freakin Wall Dive is slow as hell AND does crap for damage(you need to hit like 15 of them to win a round) but guess what unless you do an EX one and come down at the right angle it can be focused every single time. This is BS. This move should armor break. Remember Vega doesn’t have a cross up because THIS is supposed to be his cross up. Make it do better damage, make it faster, and make it unfocusable. I’m not asking for ST over the top but it’s got to be much better than it is now.
4.) Faster Run/Walk Speed
Two of Vega’ strengths have always been Speed and Zoning. The man moves slow as hell. Speed him up. I don’t care if it’s not Turbo the man should be able to walk back and forth really fast and zone people. No one should be faster then him. Fix this.
5.) Fix his Roll make it, useful!
His roll is so ass in this game. He can be uppercuted out of it, it’s slow as hell to start up, does shit for chip damage, and it can’t be comboed outside of LP. For god sakes man, this move is pathetic. Faster start up all around, every version should have the same start up, make MP comboable, and make FP and EX be uninteruptable and do some actual chip damage. Did I mention safe? Yeah don’t make this move unsafe either.
6.) ST jump ins!
It’s bad enough you took away his neutral jump moves just make his jump in FP and RH have better priority like in ST.
Really I think that’s all I want or anybody should want or need. Vega isn’t about big damage combos so I really could care less if he can combo his Ultra or whether or not he has a stupid over head. He’s about spacing, speed, poking, WD shinangins, throws and chip damage. He pecks away at you. Yeah basically I’m asking for ST Vega but why the hell not?! It’s not like if ST Vega was in SSFIV he’d be top tier. He’d be good but he wouldn’t be god like. Just give the man his tools back and we can do the rest.
Pretty much, Vega def doesn’t need to have his game built around FADC combos or stuff like that, he’s definitely more of an alternate play style for the above reasons. Here’s to hoping they restore Claw back to his former glory.
How Vega play in SSFIV should look like
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[media=youtube]6Q92yoT1N9c&NR=1[/media]
Yeah I went there.
i like the style vega has where he keeps people out and is very fast and I kind of prefer if they gave him a buff without giving scarlet terror invincibility
RCF is fine too, whoever said for the other to shut the fuck up, relax. he’s right, you can use block strings into all 3. vega’s special moves are not the problem, it’s the fact that the opponent doesn’t need to take any risks in order to get close to vega and once they ARE in close they tear him down easily. He has no solid anti-air normals or threatening counters from the ground aside from an air grab which can be beat easily, as well as ST. S. RH is situational and depends on positioning. Overall if they gave him something that made it tough to get in – like altered hit boxes on ST or some anti-air properties on c. fierce – someone also suggested a jump straight up roundhouse that could juggle into ST, which was a good idea, then he would be much better off. ST is an offensive move that you need to combo into for it to be useful, aside from that it serves its purpose as a great poke, cause every time you hit with it you can ambiguously corpse hop in 3 different ways, and considering you can ST out of cosmic heel it has tons of uses. ST is the core of Vega’s offensive game, much like his sweep.
All I want is for a more imposing defensive game aside from always running away, you should be able to mix it up with better results, but the offensive side of things is fine. piece of mercury being an overhead would be great but in that case it should be slowed down. cosmic heel being an overhead would be pushing it for sure.
I took this from the thread I made in the Vega Fourms. This needs to be in the game!
EX Flips. Seriously. check this out and think about it before you judge.
Right now KKK or PPP makes Vega do either a one or two hop flip to escape. But these flips are pretty useless in most situations and can be punished rather easy by even an intermediate player. They are not that safe and end up being kind of a waste. They do have their place but they don’t help him when he is getting crossed up or pressured heavily.
What I was thinking is add a motion to the Flips so you can still do the regular flips when you want but you can use the EX flip when you need to .
Lets say the motion for EX Flip is dB, KKK which would make Vega Spring back almost full screen and have complete invulnerability and fast recovery. He would also have df, KKK which makes him spring forward almost full screen with the same properties.
The reason I like this Idea is that while, yes, he would have complete invulnerability while doing the flip it is costing him an EX gauge to use which he needs badly for his game to be effective. Also, the move is not hurting anyone its just letting him get the fuck out of bad situations.
Having the option to flip forward and instantly spring out of a corner would really save Vega in a lot of situations against basically the entire cast.
Abel can EX his roll so I figure Vega should be able to EX his flips in almost the same manner…more speed, distance, invulnerability and safety.
If you want to read my discussion about it go here
Also…
Make his Ultra be able to hit. right now it sucks. No invulnerablility (until he hits the wall meaning you can’t “pop up” and do it to get out of wakeup traps, it does not go full screen, it rides the same horrible angle no matter what. It should track the other player like SpiderMan in MvC2.
Vega is one of the 4 divas. Bison, Balrog and Sagat are all great characters…Vega needs to be in theire ranks at least. It just makes sense.
oh ya while we’re at it I’m all for getting rid of both his claw throw move and the mask throw… the shotcuts are retarded and so are these worthless moves.
I know what they do and I don’t care.
-Yeah, in case capcom actually reads this, make neutral jump RH juggle state like rufus’s jump HK. This would allow for combos into ultra, ST, or barcelona. This would also make his anti air more powerful, but not more reliable. I can’t think of too much to give vega without making him too strong.
-Oh, an air throw that allows for mixups, maybe just his izuna drop if you do standard air throw. That would be pretty cool and not really change his game too much.
-Take out the 1f gap between his mp and hp RCF and their final hit.
-Make crouch mk 7f instead of 8.
-Take out the vega hitting the wall and not grabbing glitch.
-Make cr.lk 3f to allow for 1f easier links if people want to be lazy.
I wouldn’t add range on izuna, that thing is REALLY good when you get it down, it doesn’t need to be any better. I much prefer having it this way without the lp+lk input.
Anyhow, these changes wouldn’t be dramatic differences for vega, just a bunch of little things that could help move him from E tier to D tier.
Safe Slide please.
Vega has a huge list of needs, but if you had to nail it down to 4, they would mostly be this.
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ST Scarlet Terror
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ST Slide
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Comboable Ultra
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Remove that ridiculous and horrible damage handicap he gets from losing his mask. It is completely unneccasary.
There is a huge list of other things he needs, but in his current state, this would make him a lot better without breaking him.
Most all of Slorps Suggestions in the Rebalancing Vega Thread were very level headed and impressive. It looks like a long read, but it is probably some of the most intelligent and insightful Vega rebalance that has been posted on this site.
It is really worth reading.
Disclaimer- I do not agree with his comments on Izuna Drop however. It is perfectly easy to hit as it is.
Claw and mask grafted into his skin, that is all. The only way to remove them should be with the removal move.
Just my 2 cents -
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Fix hitboxes on claw strikes so that they hit to the tip of the claw.
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df.forward overheads.
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Backslash/Quick Backslash have less recovery. In a game where 6 frames is considered very punishable, 10 frames is a bit much!
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Izuna Drop has slightly larger grab range.
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Walldive glitch removed.
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Barcelona has claw on side away from wall, not side closest to wall.
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Barcelona claw hitbox cannot itself be hit, same as other claw strikes.
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little hop after Walldive/Barcelona removed.
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Forward/RH Scarlet Terror hit to the extent of Vega’s feet.
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Short/Forward Scarlet Terror hit crouching targets.
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EX Scarlet Terror causes float instead of juggle.
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Skyhigh Claw slightly better recovery.
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Fierce Skyhigh Claw hits crouching targets.
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EX Crystal Flash has invincible startup (ala EX Psycho Crusher).
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Mask/Claw loss does not happen on teched throws or Focus’d attacks.
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Mask loss health penalty does not kick in until damage scaling resets (ie, combo finishes).
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Mask loss causes greater damage boost. During mask loss, voice clips are changed to show Vega losing control.
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EX Mask Toss costs 1 EX bar.
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Rolling Izuna/Bloody High Claw back wall shortcut returned. Really winds me up when switching between games!
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Rolling Izuna causes much more damage. The easiest Super to avoid should do damage worth the gamble. In ST, it did 50% damage. With it now being whiffable and highly telegraphed, I don’t see why it would be broken if this was the case again.
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Bloody High Claw hitbox fixed - no longer whiffs at the end of the pink line and hits above the line as it does below.
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Bloody High Claw otherwise as is - with improved mask loss damage and EX Scarlet to float setup, more damage would be a bit much.
I don’t think any of this would break Vega. I don’t even think it’d move him all that far up the tier list. I do think it’d make him more viable and retain the same flavour as his current incarnation.
I wouldn’t like for them to make him more viable by making him more like other characters (turning Scarlet into a crap SRK, removing equipment penalties, etc).
The EX Backslash idea I think would make Vega a bit too much like a short ranged Dhalsim, and if the walldive can be used for mobility again (no little dance at the end) he wouldn’t really need it.
make him have the wall climb on a level, just like in sf2 that would be fing awesome!!!
Yeah, that’d be quite cool as a nostalgic addition!
I’d really like to see a redone cage fight level. DoA and Tekken have both had really cool cagefight stages with baying crowds and an intense atmosphere, and I think SF4 could do it well.
Especially if they keep it as a ‘Vega’ stage - high society brutality, like his SF2 stage. A bunch of well dressed, masked nutjobs screaming for blood as they sip wine and abuse staff.
If he had the charge glitch droping claw/mask move would actuallly be usefull
toss claw walk up(dash maybe not sure how far claw goes never use him) ultra lol
No, Vega has no block strings in this game. Your opinion no longer matters cause you don’t even understand what a block string is. ST being an offensive weapon?! Dude STFU you are seriously on crack. ST only purpose is a reversal and an antiair for Vega. Maybe you’ve never seen how ST has ever been used in an SF ever. You just need to stop right now.
Vega should not have a comboable Ultra. He’s never used that once in any game he’s been in. If he ever uses super meter or any meter it’s been for CC or ST Super. Giving him a comboable Ultra goes against what Vega’s play style is. So no. That shit wont fly.
Also Slide has never been safe from close range ever but it should be ST style being +frames from long distance and fast.
It’s like SOOOOOOOOO many people here have never actually played Vega in any other game and just want him to be Ryu or Rufus. That’s the dumbest thing I’ve heard. He’s never been that kind of character EVER. The only time Vega’s ever done big damage is with CCs he’s never been a comboable super/Ultra character. He’s supposed to use his AA to keep people on the ground and play poking footies with him.