I knew people would misinterpret what I said about ST.
notice how I said connecting with an ST lets you ambiguously corpse hop in 3 different ways? Meaning every time you hit with it you can initiate your offensive game at full capacity? Confirm combos into EX FBA, jump out fierce, kara throw set ups, etc.? I am aware that there is no such thing as ST pressure. Which is why setting up an ST (which there are plenty of options to do so) is very important, and which is why considering it has plenty of uses already (cosmic heel, combo into, RCF neutral frame advantage, used as a mix up with your air throw, or a poke) it makes no sense to give it better defensive properties as well. I don’t know anything about Vega? Come on, add my GT. I know a lot about Vega in this game.
And yes, jump in, close fierce, fierce RCF, is definitely a block string. I realize there are no block strings other than that, but being able to use fierce RCF for that purpose alone is good enough for me. Free chip off a great jump in. Otherwise you can catch people turtling if you’re kara throwing a lot and use it to dupe people out for free chip.
I never said he should have a comboable ultra and honestly I like the ultra. I agree with what you say there about having a comboable ultra not work with his playstyle. I set up the ultra in plenty of ways, it works great as a reversal in the corner, you can learn to dash xx ultra, focus dash xx ultra, and then when you learn to jump to either wall out of your dashes you can really dupe people with it. One buff I would suggest is giving Vega the ability to use normal FBAs out of Dashes and Focus dashes. This would make the surprise of an ultra going off out of a dash (normally you can’t FBA out of dashes) much more effective. That would be a very effective, inadvertent buff to the ultra.
The slide is really hard to make safe. Only at max distance is it safe and that positioning is hard to integrate into an actual match considering it goes a fair distance past the rest of Vega’s pokes. This contributes to the most effective kind of zoning however which is 3/4 screen, at c. st counter hit distance. Maybe it should be a little easier to make safe but not t hat much as it is a pretty beast move for punishing purposes.
Just because ST was a reversal type move in super turbo doesn’t mean it should be in this game. For me it’s 100% offensive set ups, confirming into it, or using cosmic heel into it which I integrate into my footsie game. Very rarely do I use ST as an AA unless I’ve been mixing up with my air throw, but it’s great because it also takes people out of any part of their jump arc. I also don’t use it as a reversal often either. If you gave it invincibility or any dominant defensive property Vega would be able to initiate his offensive game far too easily which is why IMO it shouldn’t be changed that much.
People always tell me I must never play Vega, then use SF2 as a counter-argument. Well I’m not playing SF2, I’m playing SF4. The only people who probably know more about Vega than me are Bebop, Tatsu, Sasaki, and the japanese pros. I’d like to hear one of them dish on this.