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

And super armor.

I could seriously see Capcom not giving it to him and having him get normal-ed out of his ultra.

Sounds nice.

They better not take away my izuna loops.
Capcom seems to be nerfing the wrong shit.
First Chun, now vega…

Well here are my two cents:

  1. Wall dive recovery does look faster. (Thank God Almighty)

  2. I sure as hell hope Splendid Claw has I-frames on startup. Let’s stop all this perfectly-safe-meaty bull shit no one else in the cast has to worry about as much as Claw and a select few others do.

If FBA and SHC both got better recovery, and RCF starts up quicker, and Splendid Claw has I-frames on startup, he is already miles ahead of where he was.

POM overhead will help out wake-up mix ups, which is a big plus. Right now I think wake-up games is the best thing about Claw.

I hope BHC does a LOT more damage. If you were a big enough dumbass to get hit with that move, you deserve to take a beating. Also, faster normals please!

I have a friend who mentioned standing light kick for Sagat is 2 hits now, how this effects how the tiger knee loops I don’t know.

I saw that too. A tear came to my eye :’)

It looked reliable to me.

Currently the c.hp has to be performed 2 character lengths away and the steel part of the claw has to hit the opponent. If so much as Vega’s skin gets touched c.hp fails. At the distance it has to be performed you may as well just do a ST or jf.hk/mp.

The newer on looks like it’s angled higher up now with a better hitbox. I saw it beat/trade Cody in situations that would never work with the way it is now. If someone approached Vega at that angle now, c.hp would get beat clean.

dude mycah,no offence but you clearly dont know what you’re talking about.

giving vega a solid AA would be like giving dhalsim a solid aa which beats out everything.i mean,it would completely change his
playstyle.vega and dhalsim are zoning characters who when pinned down,should guess their way out.period.anyother option would make them look broken,since the opponent working long and hard to get in on them would be practically pointless.

so what they should be working on is areas where vega is supposed to be good in.which is his zoning(outside of his crap
shc and rcf which already seems to be fixed).
so to be precise he needs a better forward dash and a much better jump speed with a lot more zoning tools.as it stands,the opponent doesnt have to work as hard to pin vega down compared to pinning sim down.

as for the izuna,unlike before only skilled players can use it as an abusable tool.in other words,its perfect.

so please play a good vega player before you make your assumptions.this game is pretty balanced(makoto being a vega grandmaster proves it),so he certainly isnt as bad as you make him out to
be.

being a claw mainer myself,i honestly dont feel as helpless as taking q up against makoto in 3s in my singapore ranbats.its just that sometimes i feel some of my opponents only beat me because
of a very slight ground that they gain because of my predictable zoning.
vega does seems to be making impact in japanese tournies.i can tell you for a FACT that the sagat players over there
now consider vega as a major headache.so even in the current build he’s yet to be fully figured out.

its just that the american sf4 scene is completely different.from the looks neither ryu nor sagat take the top block in the american tier list.so i understand your completely different views.

^ I’m glad we share a similar viewpoint, hopefully we can find out the facts on these moves soon enough.

It may just be me, laxlight, but I think we have different definitions of “zoning.”

It could just as well be my lack of sleep, too.

the funny thing being ive only tried to explain what you’ve already completely explained.i guess most of them skipped through your post.

and mr beef,

what i mean is quite simply,a vega in his current build,needs rythm to zone his opponents(i.e keep his opponent where he wants him to be).when the flow is lost, opponents can simply walk upto him from a full screen distance(in some situations) which is outright dumb.

Ah, gotcha.

If they make BHC ALOT more damaging, I could see myself using that over this new ultra against certain chars. Except against sagat.

If Vega’s AA normals were as good as their ST counterparts, Vega wouldn’t have to worry about a decent reversal at all. But as it stands now you really need to know your spacing and timing very well to make shit not trade in an ugly way. It’s simply not as free as it used to be: in ST I would simply push hk to AA and this worked at a lot of ranges because of the weird hitbox. In SFIV I need to position myself in a smart way and although I think this is really really fun I do think that making his normals even more reliable (like Dhalsims strange b.mk/lk thing) would be the better way to go instead of just throwing in another nice reversal ST.

He’ll probably be able to use his Ultra as a reversal anyway, so that would sound pretty fair to me.

I’d like Vega’s st. RH & cr. Fierce to be exactly the same as Dhalsim’s Back + RH & Back + Strong anti-airs. Meaning I’d like their priority but I’d also like how you’d have to switch between the two anti-airs depending on the opponents angle so that the anti-airs aren’t completely free and require some sort of knowledge on what/when to use each AA.

if the damage stays the same on the first ultra BHC would have to be like a fucking nuke of damage in order to do more.

Splendid claw or w/e looked like it did geif ultra damage.

Dhalsim does have a solid AA that beats out almost everything, his B RH knee move has incredible hitboxes and pretty much can handle all jumpins when timed properly.

Sim’s knee is so good as an aa also his st mp(?) is great. Chun li has ex sbk and st hk. What makes these chracters need a reliable aa and what makes vega so good that he doesnt need one? Because clearly he fkn needs one! On top of that geif, chunli have better pokes. Its ridiculous. In st he had his flipkick, he relied on his pokes and speed now hes slow, basically no aa and second rate pokes.

If he cant rely on his gimmicks (poke, speed, mix ups) then he needs a strong fundamental game which he doesnt have without an AA.

Offensive characters give him trouble because hes weak and has no reversals, defensive characters give him problems because his pokes suck and hes slow. He’s far too easy to be get shut down.

Vega has good AA my god what are you on? St. RH, early ST, neutral jump RH, airthrow, and even BHC are all anti airs.

Highlighted and underlined options are exceptional tools, the others are situational.

I agree with this for the most part. Although in my experience, St. RH likes to trade if you don’t time it just right, and your spacing is a tad off, but whatever. With Vega, you always have to expect a jump in. As soon as you see your opponent leave the ground, you have to pick one of the listed options.

Vega has good aa? News to me. ALL of those are situtation, NONE of those will make someone think twice about jumping in given the opportunity. St.Rh works at a distance. nJ Rh is good, i like the mechanic of using it as vega rises up or falls down but it wont stop an early jump in. None of those are as reliable or easy to use as sims knee or ex sbk and their aa’s will easily stop early jump ins.