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

Sky High Claw safe on hit.

What’s with people and the purity of charge characters? Just take it easy man, there’s always characters that have both quarter circles and charge moves.

There’s no heroic bonus for using a character that only works one way. That’s just the way the character was designed.

Mmm… screw the idea of giving him an invuln attack. I say make the wall dives good again.

I main Vega exlusively, and I would like at least a 2 frame link for those jabs.

get rid of mask dropping,the move to do drop mask and the move to drop your items so slow you cant use it the way intended anyway

If claw falling is tradition lets keep it going and make him ridiculously quick

Fake wall dive ? not sure if this had its uses in hdr but then again this is gonna open the floodgates for ryu to get way better at ticks

random thoughts and wishes
dude would be able to put sum kinda fear in people if his cl hp 2nd hit was an overhead maybe thats why it raises you up not sure if that would break him tho

can i have youdle win poses, or a cvs taunt where the snake comes off his body or put that into ultra sumhow

and lastly if hes gonna stay the same outside of ultra and supers if im getting block stringed to death when my mask falls off give the other character half a sec of stun because their stunned by his beauty
thank you be kind

I agree. Invulnerability is the opposite of Vega. It’s his chief weakness and his chief strength. I really adore the fact that Vega’s the only char without invincibility on moves, so hopefully they can provide him with a fix WITHOUT slapping invincibility on ST. If it were harder for people to catch him in the FIRST place, then this would be much much less of a problem for Vega then it is now.

Vega only has to run away in this game because he has no invulnerability. It wouldn’t be out of place for him to have it, it is strange that he doesn’t.

He is not a runaway character, and he shouldn’t get jumped in on for free.

He is a runaway character in 4.

just import everything from his Alpha 3/Cap vs SNK 2 movelist/frame data…and his 2d sprites.

I used vega in the first place because one i cant do srk moves reliably, and two the idea of how charge characters work appealed to me much better than qcf. The purity of how charge characters work will always exist, and if that idea sounds apealing to you i can point to you in the direction Gen or Cammy. Having qcf type moves would one impact my game a lot as well as a lot of other Vega mainers and thats not fair for them. And it will create a whole new entity that no longer is Vega. Are you seeing my point?

If you want his wall dives to be good then you have to increase the game speed 2 times the current rate it is. If you played HF (not saying you havent) and you look at his landing animation its exactly the same it is now. It was safe only because of the game engine speed, and the ridiculous hit boxes at the time (which was a giant rectangle around the limb of the character). And if you where to increase the speed by 2 times it wouldn’t be fair for Viper/Gen/Fuerte/Honda/etc.

He is only missing invul frames on ST, and a few supers. I mean he’s got everything + plus more attack options. I say no to the 2d sprites he looks funky without his mask.

that would be nice but id rather have a 3 frame jab with the one link frame is more fair because it would fix a lot of match up specific problems. Now if you had a 2 frame window with those links then moves like jf.hp/hk - cr.lp - cr.lp - cr. - mp xx EX FBA/RCF would become to easy and allow for some stupid stun build up IMO. It sounds good, but thats my opinion.

please explain this run away concept to me?

Right now, you have to run away. In certain matchups like vs Abel, where he can us EX armor against a poke, or EX throw, or basically any invincible move, you put yourself at serious risk for a knockdown… why put yourself at that risk when Vega has a great back dash and plenty of defensive capability, especially when you dash to avoid throws and st. RH… stuff like that, for other people when on defense they can use an invincible move to clear the air but vega can’t, so it’s wisest to just prioritize staying away.

though i am trying to adopt a new strategy of staying in the centre instead of running away.

Sounds sound but the problem with that staying away isnt the most effecint use of Vega’s tools IMO. (im a HF/CE/Marvel player so i developed good footsies and as i studied Vega all of his tools leaned to a footsie oriented character). This led to the creation of “my” personal meta game. Meaning staying 1-2 characters length was the ideal space because it let you punish so much shit that running away did not let you punish, it opened attack opportunities that running away did not provide, allowed for more knock downs and meter building opportunities which leads to mix ups, allowed for the best possible use of your pokes to the fullest extent, and maximized his advantages like jumping and walking speed to the max. At first glance it seems like running away is the most viable strategy, but i think that is just the surface IMO. but thanks for the explanation.

overall
-speed needs to be increased at least 1.5x
-make his mask and claw harder to come off (dunno why they made it possible to lose both his mask and claw for teching throws, his equipment comes off much faster in this game than other games)
-damage boost (this goes for almost every character - ultra combos not included)
-faster and shorter dash

normals
-c.hp needs to have a better hit box for anti air
-c.mk at least 2 frames faster
-get rid of neutral jumping hp and hk
-make slide safer on block
-either get rid of d/f mk or make it an overhead
-close hp comes out much faster

specials
-wall dive is easier to steer, breaks focus attack, safer on block
-claw thrust bounces back further thus make it safer on block AND hit
-claw roll charge time shortened to normal charge time
-claw roll starts up much faster (all strengths)
-backlash/short backlash is twice as fast
-ppp backlash hops back more distance
-flip kick has a lot more invincibility (as much as a dp)
-ex flip kick completely invulnerable
-super gets a damage boost and doesn’t come out unless it grabs
-red impact super?
-ultra needs to have faster start up, more bounce back and make it comboable

neutral jump roundhouse is one of Vega’s best moves…

Some people have no idea what they are talking about. I thank those who actually thought out their suggestions.

what is it with people and wanting to make a special safe. there is no such thing as a safe special and in order for it to be safe it has to spaced right and the risk still runs of being unsafe because it was mispaced by a bit. Thats why wall dive will never been safe. Its always been easy to stuff, and punishable unless the izuna was used. Even as far back as HF unless the izuana was inputted you could get grabbed on landing even if the other guy was hit by the claw.

Quote by Ouroborus**(dunno why they made it possible to lose both his mask and claw for teching throws, his equipment comes off much faster in this game than other games)**

HF/CE 14 blocked hits for it to come off.

I made up my mind. No invincible ST for Vega, IMO.
Of course, some ppl in here would love to have this, (while others are completely insane, like Ouroborus) but this is the wrong way of balancing a game; a lot of people explained why.

There are plenty of sane suggestions on how to improve him, like increasing damage output on mask loss, increasing speed on mask throw, speeding him up in general and all that. I’d really love to have his speed, slide, walldive and roll from HF again.

Just… don’t make him boring and/or OP.

This is the best buff list I’ve read for Vega. I agree with everything on here. I hate how everyone on srk for some reason does not want a top tier Vega. He’s always been good and I’m sick of playing garbage version of him.

Anyway, I’m not sure if this has been brought up, but I think it would be cool if they brought back his fake wall dive. However, they should switch it up this time. It would work basically just like Bison’s empty devil reverse. I think this would add a layer of depth to Vega that the game has failed to incorporate. I just imagine this leading to a lot of set ups for his kara throw and df. hk.

edit (of course we’re talkig the ex version. lol)
This is for you guys who don’t want invul on his ST (I do). They could just put invul on the fake wall dive. I don’t know what would be a good input for it, because if it shared the same as the wall dive, it would basically be a free hit anytime with a ex fba and give you a free set up for body hop shenanigans, which would be pretty broken. However, if they could have the fake be a move of it’s own with a separate input this could totally work. it would compliment his runaway style and add a whole new aspect to his mind games.

not as good as his jumping towards hk.

now if his jumping towards hk was a neutral jump, then we’re talking