No, I think he just means that the super should start off with EX FBA leap, and then into the rolling izuna drop.
Wouldn’t it be cool if the super had these tweaks?:
On super cancel, the lunge to the wall is like EX FBA hitting with knee and it’ll flash on the wall like the one he has now. The movement will be as silppery and drops just as fast.
When done alone, it doesn’t flash until you land a Izuna like his old incarnations. It will use a regular wall dive.
Super definitely needs some more damage. Its only real setup is within an izuna loop (imo) and the grab range is already great. Call it a 350-400 damage buff?
RCF cancel into super in the corner seems to work sometimes aswell. I actually chip damaged someone to death by doing RCF chip damage in the corner, cancelled into super, and just spammed punches (without moving the joystick). As soon as Vega hit the wall the opponent got killed by the 4-hit claw strike version from chip damage. It looked pretty cool.
As for damage increase, 350 isn’t enough. Thats only 20 more damage than it is now, which isn’t much. It needs to be 400 imo.
hell at LEAST 400, it’s the most situational super ever and pretty much only works on characters who are in the first place susceptible to izuna loops
bison, akuma, dhalsim, vega, will never get hit by it.
you know i’d like to see how easily the rolling izuna can beat a lariat, just to get an idea of it’s hitbox
^
Go Go Gadget training mode test scenario?
Edit
Oddly enough, based on the animations of super it should do around 420-450 damage. It’s three Izuna Drops in a row, with possible damage scaling on the third.
I’ve actually rolling izuna dropped a chun-li out of her EX-Spinnging bird kick before. I was quite suprised.
^ ya i remember the vid of the one Vega who izuna’d an EX SBK. O____O was my reaction. Never been able to replicate that.
Also @ View, the rolling izuna is a seperate move. It’s not 3 izunas in a row, it’s a rolling izuna, and the hits add up to 330. Those izunas don’t count as normal ones so they just add up to the base 330 instead of being scaled as individual moves; because they are one move.
Right, right. I just saw it as 3 izuna animations.
I had a dream where I performed a wake-up Ultra 2 against a spamming Sagat and it finished him off. Probably the best dream I ever had.
Also I would be content with 400 damage for a super that activates on connect, simply because it could be used in izuna loops.
Cody got a regular slide that goes under fireballs what if they made Vega 2nd Ultra slide couldn’t i would be so pissed. But that would be crazy How come Cody the only one who have a slide that goes under fireballs anyways :mad:
Dhalsim’s slide also goes under fireballs. I think rose’s does aswell.
It is silly though how Vega is closer to the ground than Cody is and he’ll still get hit by fireballs.
Why not super works like in super turbo.
You don’t use super meter when you touch the wall, only if you grab them. otherwise you get regular off the wall attack.
Agreed, in fact it would be great if the devs decided to give Vega’s c. HK the same properties as those characters’. Honestly Vega has alot of moves you would assume do one thing when in fact that’s not the case at all. At least they fixed piece of mercury though shrugs.
vega’s slide was used to trade with fireballs historically. It was also safe on block, he doesn’t need to go under fireballs with it. A trade is good, so he can start off the wall shenanigans
About the wakeup abuse:
Of course, I agree with that. Pokes don’t do that much there. But are wake-up abusements really the reason Vega loses a lot? If an opponent can push you back by safejumping on you all the time, in a game where jumping should be literally killing you, I’d say I don’t think so. Look at the matches of Daigo vs. Reiketsu, for instance. Daigo manages to push Reiketsu in the corner by just early-jumping on him all day and this seemed to be Reiketsus biggest problem - Reiketsu was able to defend against almost all of his blockstrings and throw attempts. If the opponent jumps at the right distance, Vega has to cede his position all the time because all he can do is back off - into the corner. Also, he was losing a lot of his life taking hits when his mask came off while doing almost no damage himself. Daigo didn’t hit him that much, but he had no problem being close to him because Vega doesn’t have that many great tools to keep the opponent away anymore. And once he hit him ONCE and he didn’t have his mask on, it was really game over, because, like I said -> no comeback potential.
But now, the design question is - does giving him an EX ST for his wakeup really fit his playstyle? This is basically where everyone has different opinions. I never really liked the Scarlet Terror as a reversal. And think about it like this: if Chun can be rank 4 and literally only has one viable reversal that even gets stuffed at the right angle on wakeup, then wouldn’t it be better if we just gave Vega better pokes and maybe a 3 f jab? How does Chun get out of situations like this? She does Focus -> Backdash. Why can’t Vega really do this? Because he can be swept/reset cuz his backdash doesn’t cover enough ground Then why not let his backdash cover some more ground instead?
Chun Li’s EX SBK is getting nerfed as well, and maybe this happens for a reason - character design. Also, if you compare Chun and Vega, Vega looks like a really poor version of her. Why is that so? Because she has a reversal? Or maybe because she does a shitton of more damage (Vega on the other hand is high risk/low reward) and has better pokes than him? Always remember, her reversal will be bullshit in SSFIV and I still think not much is going to happen to her position in the tiers. Except maybe the others get stronger and surpass her.
An ultra is different to EX ST because you can only use this once or twice a match.
Sorry man, but I’m just one of the guys who think a reversal is not going to change much about him. Vega can be really, really good without this thing that does not fit him by design at all IMO
That’s my take on this.
I guess I can see your point. I-Frame EX-ST would be a simple way of solving all these problems, but since they’ve decided to change Vega’s core gameplay to hit and run, then I guess the best answer would be improved AA’s such as s.HK not trading anymore and having better angle on it. Pokes do need to be quickened though. There’s no reason why a high-ranking member of shadoloo known for his speed should have slower jabs than a high school girl karate kid wannabe.
My only reason for wanting I-Frames on EX-ST is because I’ve never been a fan of running away. I’m used to rushing down people like crazy in Super Turbo and punishing them for jumping in. Better AA normals just seem to make the game more turtle heavy, waiting for the opponent to make a mistake and punish. SF already had turtle characters in the begining (guile, blanka, honda, dhalsim). There’s really no reason to make a once extremely aggressive character into someone who’s afraid to attack first.
I personally don’t enjoy spacing myself out from Boxer all day and crouching from full screen just to find an opening. Vega definitely needs better aggressive tools, and the best way to be aggressive is to have no fear of being on the defensive (aka EX-ST). You’re not going to be aggressive if the enemy is going to be all over you, with minimal chance of escape once you get knocked down. That only promotes playing it safe 100%, which for Vega = Constant spacing, walldiving from one side to the other to prevent corner abuse, and pokes.
I can see your point of view as well. I’m not a big fan of turtling either, that’s why I’m suggesting to make his pokes better overall, not only his AA normals. Tatsu is definitely right when he says Vega is not a poke string character at all right now because he has almost no frame advantage on his pokes. This sucks ass. It’s also generally a problem of SFIV. Blockstrings just aren’t that good anymore because of all of this mashing in between them. If they give him better normals, he can be just as everyone wants him IMO - explosive offense, then run away with a decent lead and make your opponent get frustrated of catching you. Rinse repeat. Right now, his offense is far from explosive because of said reasons. Also, in ST his shit used to be safe, he could mount a relatively safe offense with almost no recovery. Look how many recovery frames they slapped onto him now, normals and specials.
And really, Chun Li is also a rush down whore, but has almost no life and bad wakeup, so I really wouldn’t mind rushing with Vega if he had the tools to do so.
see that’s where our two parties agree to disagree
Sas and I are used to playing the runaway style. So are the other Vegas from the forum. so we would like that aspect fine-tuned. Whereas you guys are from the ST days and want an invincible ST like he used to have. it’s just two different points of view from two perspectives. I don’t think either of us are wrong.
I prefer a faster Vega as well, as opposed to having I frames. If he would walk faster, faster dashes, maybe faster jumps, certain moves faster, then he’ll be fine. Doing something with mask and claw is seriously something to consider as well. I think its dumb that he is supposed to be ninja like when everyone is faster than him (moves), and has faster dashes.