makoto had huge fucking feet.
You’re quite clueless for a joker :looney:
I’m Twelve and what is this? :lol:
Vega’s wall dive attack should be able to be able to hit twice with an EX bar just like Bison’s Devils Reverse.
It can hit twice.
I’d like it if the EX hit twice all the time, though. It only hits once if you whiff an Izuna.
oooohhh i forgot all about that makoto i was talking about the top claw player makoto lol
also not wiff on an Izuna just not holding in any direction while att will only then hit twice
o i c.
That’s kinda odd, it’d be a much better “safe” attack if even after holding a direction you can still get 2 hits. (off of the EX version only though)
Thats a bad idea for a few reasons.
- Have you ever noticed that the izuna drop sometimes whiifs because its delayed? Let me paint this in a much more clear picture. You know how the Super has a huge grab buff if you press punch early and hold to the directional button right? The normal/EXgrab has that property as well at a much smaller frame. Without it, I can tell you now many Izuna drops will be gone. Besides, theres no problem with the two hit sweep right now. Why fix whats not broken?
- Becomes a noob’s tool because the cross up will be endless. Granted that it would suit Vega’s tickster style but common… You already can control the first hit to hit one side and the 2nd hit sweep the other side with proper placing. It takes skill to do it but if you were able to do it so simply without taking your hand off the stick is just… blegh
You know, I do have a change of heart with his df.MK. Yes its not a overhead but so what? Vega never really did have a overhead in his older games. His instant overhead is character specific but its still enough as is. I think what he really needs is his old slide kcik back for the pressure game; fast and safe. And his ST doesn’t need to sweep crouchers full length, it never did before anyway. But it still does need invincibility.
I agree with you on all accounts, my good sir.
I’ve been using that dfMK as an antigrab, and it’s been giving me happy results~
Yesterday, I kept my friend in the corner very often, and was able to keep him trapped for entire rounds sometimes. If I had an overhead, killing him would have been infinitely easier, and would probably make the whole thing too easy. Right now, I have to work for my wins, but it’s so satisfying picking at my opponent’s brain.
just got my new TE stick before my Izuna drops were like 70ish % now it’s 80ish%
I agree with more practice makes it easier it and can be sometimes abusable wouldn’t really matter to me if they didn’t change the way how you izuna drop but i would like them to change the speed of it, i want to get to them alittle more faster
but still training with the stick to get better even thos im losing more
I think we should fix Vega by killing him off the cast…
No seriously, he’s been my worst nightmare over the last few days.
-sigh-
Well now that that’s off my chest, keep it up guys!
(Y)
…Are we talking about the same attack?
Does it even get off the ground faster than df RH? Does it have any advantage over df RH at all? Like a single one?
good question there isnt really a simple answer to that. df. rh is a incredibly useful move in vegas tool box, it moves you forward a ton while pressuring non srk and TU characters, it can set up throws on non srk and TU characters. and on SRK and TU fighters you can use it to hopefully get them to whiff an SRK. Its also one of the best moves for punishing a whiffed SRK. this isnt even going into ambiguous corpse jumping crossups into cr. lp pressure.
that being said peice of mercury does have a couple uses. Its a great tool to use when mixed up with a throw on someones wakeup ( assuming they dont have a invincible reversal ). it can be used to corpse jump like df. rh.
and im pretty positive it gets off the ground faster to avoid a throw.
Only use I ever get out of for piece of mercury is it hops over some low attacks.
http://www.capcom-unity.com/s-kill/blog/2009/12/29/super_street_fighter_iv_las_vegas_fight_club!
we need a vega main to end up going, let us all know if the scarlet terror is back to his old form or not.
if piece of mercury had a slower start up and more blockstun then it would be a great move
the way I see it, cosmic heel does everything piece of mercury should, but better. you have a 19 frame start up on piece of mercury (i do think people are correct in saying that you’re airborne sooner) to a 14 frame on your cosmic heel. if you are airborne sooner on your piece of mercury, the window for you to beat throws and lows is bigger than the cosmic heel. However, your piece of mercury hits for a meager 60 damage… for the most part, the only way i find this move useful is for really digging into an enemy on wakeup, getting a potential +2 because my meaty PoM hit, and either mixing up into jump out fierce cause you’re that close, c. lk, or throw. If this move were tweaked so a meaty piece of mercury were +2 on block, you’d be able to initiate this mix up very effectively… as it stands, though, you’re -5 on block if it’s not meaty, and you’re only -1 at it’s meatiest. Cosmic heel at it’s non-meaties is -1, so you can use cosmic heel for a much safer approach, and a meaty cosmic heel on wakeup sets you up for either the ST combo which does tons of damage and stun or a much better frame advantage to get wakeup tactics going. plus you go way further, shorter overall frames, and in basically any situation you connect with piece of mercury, you’re actually at a worse position than if you hadn’t used it, whereas with cosmic heel you’re in a very, very good one. Piece of mercury sucks incredibly bad and it needs to be tweaked. There’s no reason why any vega should use piece of mercury over cosmic heel, basically.
EDIT: Come to think of it, there is one scenario where PoM > Cosmic Heel. A meaty PoM beats non-invincible reversals like say Headbutt, because the hitbox spikes downward and hits low, unlike Cosmic Heel which is a mid-level kick. So PoM is better on wakeup in the Balrog matchup. However, if he just blocks, you’re at -1 in front of Balrog. AKA, a big disadvantage. So, that’s why I say this move needs more block stun… if you were +2 on block, you’d be able to get your throw game going which makes it a good pressure move, and you’d be close enough that youre jump out fierce will beat throw attempts. there’s a sick mixup right there. plus, if you could be +4 on hit, you’d combo into c. mp and the like, which I don’t really think is excessive, but merely another good way of applying pressure that Vega needs.
I concur. Somebody go and see if they’ve changed him at all.