I agree, all we need is I-Frame EX-ST that is FADC’able. I’m tired of having to have a perfect defensive game while opponents just need to spam any attack on wakeup.
Chun has always had a mix of charge and rolling imputs, though, so it makes sense. Kikishou has always been qcfx2 ppp, whereas Red Impact, what most people consider the precursor to Splendid Claw was b,f,b,f ppp.
Sagat’s cr.jab is 3-frames unchainable.
I don’t think it should be made to FADC. I honestly don’t see the point in it. Something I’m missing?
Well it’d make it safe on block like any other fadc’able anti-air/gtfo special. Considering its basically the worst move of its kind, its not much to ask. Doesnt have any invincibility, doesnt lead into ultra or anything else, the fact that its db instead of just down means its useless against crossups unlike Blanka’s vertical ball, etc. Like I said, it’d be a nice little small buff, only reason there hasn’t been more outcry for it is because of the sheer number of other areas that Vega could also use improvements in.
Speaking of which, I’d love if they gave him some more juggle options. Cosmic Heel to ST to airthrow (or really any followup) would be lovely. I think I read that Guile can airthrow opponents in a juggle state now so it’d follow that Vega could as well.
agreed, air throw sets up vortex opportunities and would be nice to be able to combo into.
and as always the suggestion that jump straight up roundhouse be able to juggle into ST has never been a bad idea imo
what??? being able to move on the other side of the screen makes it the best EX in the game??? also they would still have the option to punch/kick/air throw after you bounce off the wall (if you still go towards them) :rolleyes:
Nevermind that Akuma can teleport to the other side of the screen whenever he wants, meterfree, to escape pressure. And oh yeah, also has fadc’able most damaging srk in the game.
But yeah, forget all that. The worst character that has no other options being able to escape, with recovery afterward, at the cost of meter, would make him just too good.
:lol:
Final/SSF4 Vega with Gen’s current EX Oga properties on EX FBA would be too good. Even if SF4 Vega had it, it would be too good.
How?
How is one really good thing on a char that’s already better then Claw gonna be even better on a char that is crap?
I swear the logic of this forum brings me to tears.
Do you WANT your character to be bad? This is a serious question for all Claw mains. It’s like you just violently don’t wanna deal with that old stigma of Claw being brain dead so you oppose any change that could make him legitimately good or threatening.
Should have added the “imo”. Full invincibility on the start-up of EX-FBA (imo) grants a “free” escape from wake-up/corner pressure. So, you’re “guaranteed” a way out for relatively little cost. Maybe the reference to SF4 Vega having full invincibility on start-up EX FBA was a bit much. Also no, I’m not interested in seeing any new character build being as bad as current Vega is.
Ok, maybe not full i-frames. Maybe like 4 or something or give it i-frames till the first hit frame.
Why the fuck not? Give him SOMETHING!!!
I’m all for giving him something (he NEEDS something; thread has been through this already) but it’s just that EX FBA is already a really good move (imo). Imagine a “complete” (i.e.whatever you think he needs) Vega with a move that has similar start-up invincibility to EX Oga, only it has the potential to launch into 200 damage and hands you the momentum and position advantage (at least temporarily; Vega has more control over the second half of FBA than Gen has over Oga, IIRC). I’m pretty sure that EX Oga has that invincibility because the first portion is defensive in nature.
I Like Invul frames on scarlet terror, because aside from it being something that existed in previous games, it’s a risky option, since they can block if they know it’s coming and punish. Risk/reward is good and balanced, plus vega gets a “new” tool and a hole in his game is fixed.:tup:
You bring up akuma. Akuma’s teleport is a low risk, low reward escape option. SRK is a higher risk, higher reward. I frames on EX Fba would have the risk of a teleport, with the reward of an SRK. On hit, solid damage, on block, vega get’s out. I don’t think meter use makes that skewed risk/reward okay.
The move would be so good vega would have no reason to ever use meter on anything else, which is terrible from a design aspect. Vega already has terrible EX moves that need buffing, you honestly want to buff his best one? It sounds like a bad idea on paper, is all.
A 4start up i-frames for ex.fba will make it the best AA move in the game, which I personally don’t think capcom will ever do that. Since vega is able to fly backwards as well as forwards, all jump ins including crossups will get stuffed.
I don’t like how you think having EX FBA would be too good you make it seem like once you do it your unstoppable they made freaking abel qcf move even more safe also what’s gonna happend when he EX it? and invin on FBA can still be block and once i again i’ll say they can kick/punch/air throw you out the air once you bounce off the wall as easly in SF4 (if you go back toward them)
u and me both i really just dont understand the logic either its like people enjoy fighting these uphill battles. all the other characters have so many more options compared to vega and people think giving him one thing is going to make him too good. thats bullshit i am so damn tired of fighting these uphill battles when it really isnt necessary
u realize this makes no sense right because u just said srk is high risk high reward. ok so when they have meter are you still saying that or does a shoto srk fadc and backdash to safety. that makes the move low risk high reward
Invincible frames on the start-up of EX FBA would probably make it the best move in the game. It would be pretty much completely safe (with very few exceptions), do great damage, hit on the first frame, hit crouching and jumping opponents from full screen (really fast) and is incredibly easy to pull off.
It also leads to a cross up/throw mix-up which breaks focus on wiff or block, and although it isn’t as strong as it used to be, that is a lot of great properties to have on an invincible move.
give vega the move kill blade.
I played online again today. First time playing with a stick online, since I used to play w/ PS3 dual shock.
Man its tough to make the switch to stick! My footsie’s game was terrible today!
Anyways, some more thoughts from me on improving Claw:
He needs better recovery on every single special. Period.
He needs a better hit box on every single special. Period.
His shit is just so low priority. I get thrown a lot because I block a lot, and why would I not block? No matter what I throw out will get stuffed by anything my opponent throws out. RCF get’s dominated by every other forward moving special in the game… dominated by scissor kicks, dominated by headbutts, dominated by dash punches, etc, etc… His FBA claw strike gets beaten clean by jabs.
And I’m not sure about this, because I had been playing for six hours straight that day and was starting to lose focus, but I swear I think Ryu swept and it cleanly beat my FBA claw strike. How does a sweep beat a claw flying at you from above?
Ryu was given absolutely generous hit boxes in this game. Huge orbs around his limbs. Vega doesn’t need to have as good hitboxes, but they should by better than they are. Every last one of them.