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

What’s going on man? I thought I was gonna get trashed. You haven’t added me yet :’(

Not that many vega’s stay db charged…especially not against blanka… atleast i hope not… most of your specials are useless against the green one outside of combo’s.
punishing blocked blanka horizontal rolls is not that big of a deal either… a good blanka wont use them much to actually hit you anyway… its used more to get close for throw/jump/slide mixup.

My point is that once he gets lifelead he can sit on it…literally… i dont know of an option to get in on a blanka with meter, sitting db if he is decent at teching throws.

When you have the lifelead, blanka can have a hard time with you to get in… , but not as hard as the other way around.

SSF remedies this alot with the overhead… we will see if anything else changes for this matchup.

The Blanka discussion should really get taken to the SF4 Vega forum.

Who thinks Vega’s s.MP needs to be like dhalsim’s in terms of AA properties. Animation needs to change of course, since its basically useless right now anyway. Maybe a slice going from in front of him to above his head. That, or s.HK needs to have better vertical range. What do you guys think?

Agreed, and I just joined in when people were arguing about invul ST vs same ST (like 12-14 pages back).

Out of all the character threads Ryus got the most posts…they make u think somethings wrong with him…freakin unbeliebable…i cant even believe theres a Ryus needs and wants thread…makes me sick really…but oh well

To avoid all my negative arguing with other people about ST, I will post a list of changes that could work.

-Better backflips
-Better anti air hitbox on stand HK, maybe more damage on the second hit in case of trades
-A better anti air hitbox on cr. HP
-Faster and/or safer slide
-3f crouch lk.
-Allow for the new ultra to combo off anti air df hk. (I was kinda unsure about this, but I feel that if you set the opponent into a mindset to get hit by anti air df hk, you deserve the ultra)
-5/6f crouch mk
-HP and EX RCF much faster, like combos off crouch mp fast. Maybe the same speed as lp RCF
-A close lk that doesn’t suck
-Longer reach on stand mp
-Possibly +2 on crouch lp
-Add more health/block before the equipment comes off. I should not automatically lose my mask every round.
-A NJ Fierce/strong move that hits far below him. NJ mk is ok, but I would rather something that had a good angle downwards, maybe change his not terribly useful nj mp.
-shave 1 to 2 frames off the recovery of his dash.
-Much safer SHC’s, higher damage as well.
-I would still like to see juggle state NJ RH, but I won’t keep my hopes up. With the new ultra being as damaging as it is, it might be a bit silly for it to combo off an air normal.
-More damage on BHC, it is one of the more creative ultras out there, but given its usage it certainly merits good damage.

All the changes made so far are pretty good, although the overhead seems odd for vega, it could be fun. They will still need to tweak the frames a bit, perhaps +1 on hit?

I think this could easily make him mid tier, depending on how good they made his anti air normals. Remember Cvs2 vega? Fuck you didn’t even need a reversal or ST, because people were not getting in on you. Standing RH that shit. (Luckily you had RC RCF though)

I know it’s pretty crazy Ryu is all ready PERFECT! matter of fact im going in there. :badboy:

To avoid all my negative arguing with other people about ST, I will post a list of changes that could work.

-Better backflips
-Better anti air hitbox on stand HK, maybe more damage on the second hit in case of trades
-A better anti air hitbox on cr. HP
-Faster and/or safer slide
-3f crouch lk.
-Allow for the new ultra to combo off anti air df hk. (I was kinda unsure about this, but I feel that if you set the opponent into a mindset to get hit by anti air df hk, you deserve the ultra)
-5/6f crouch mk
-HP and EX RCF much faster, like combos off crouch mp fast. Maybe the same speed as lp RCF
-A close lk that doesn’t suck
-Longer reach on stand mp
-Possibly +2 on crouch lp
-Add more health/block before the equipment comes off. I should not automatically lose my mask every round.
-A NJ Fierce/strong move that hits far below him. NJ mk is ok, but I would rather something that had a good angle downwards, maybe change his not terribly useful nj mp.
-shave 1 to 2 frames off the recovery of his dash.
-Much safer SHC’s, higher damage as well.
-I would still like to see juggle state NJ RH, but I won’t keep my hopes up. With the new ultra being as damaging as it is, it might be a bit silly for it to combo off an air normal.
-More damage on BHC, it is one of the more creative ultras out there, but given its usage it certainly merits good damage.
-Less recovery on his crouch mp, this one is a maybe though.

All the changes made so far are pretty good, although the overhead seems odd for vega, it could be fun. They will still need to tweak the frames a bit, perhaps +1 on hit?

I think this could easily make him mid tier, depending on how good they made his anti air normals. Remember Cvs2 vega? Fuck you didn’t even need a reversal or ST, because people were not getting in on you. Standing RH that shit. (Luckily you had RC RCF though)

Haha…I SPY…hmmm I wonder what theyre asking for? U go in first…i got your back…lol

Toss 6f far forward and 6f far fierce in that list and I’ll be a happy man. We could use more information about Vega’s current development, but I doubt that Capcom will be doing character specific demos anytime soon.

One thing I find peculiar is that people keep suggesting that Capcom “make backflips better”, yet I haven’t noticed anyone actually give any specifics on how they should go about doing it. Not that I have any bright ideas on the matter myself, but I just found it kind of strange that people were just making such a blanket statement like that.

Eh, if we’re talking back flips then my only opinion is that PPP back flip either covers more distance or recovers faster. KKK back flip isn’t too bad, as long as you don’t throw it out without thinking. Maybe full invincibility on that, if it doesn’t already have it (I can’t remember if the start-up frames are i-frames; haven’t used it in a long time).

I was considering the 6f far forward but it seems really good as is, I rarely have problems with it, when I want something faster I go with crouch mp. They compliment each other very well right now, and it is always more fun to play characters who use a variety of moves.

As for the backflips comment, it is simple, either faster recovery or more distance covered. I would go with faster recovery, they are both very slow right now for me. Usually they are fast and hard to punish, but give up distance to the corner. In this version though, vega has a rather strong method for escaping the corner in EX Barcelona, so that might have factored into capcom’s decision to make the backflips slow. Nonetheless, I think we can safely say that they would not be too good if faster.

Sounds reasonable to me. I’m probably wrong, but it looks like one of his backflips may be quite a bit faster in [media=youtube]bosf8b-L-Hk"[/media] (though that may just be due to the entire game being faster).

Can somebody determine which RCF/CRF is used in that video? I’m guessing at strong, but I can’t count all the hits atm (too tired :yawn:).

It didn’t look that much faster. He really needed an increase to a basic set of his damage, giving him his old RCF seems like a good way to achieve this. I can’t seem to figure out what scared capcom into making it so slow. Obviously the 1f gap at the end needs to be fixed as well.

Here is Jozhear as Vega replay vs a Rufus.

[media=youtube]48Im_b6xFAs[/media]

Ok ummm… I know a lot of Vega users have seen their one blue bar meter magically disappear after they did their EX move and the move doesn’t even come out cuz it get stopped by something. just saying that happens to me. :wonder:

Oh yeah, I forgot that the hit that knocks off his mask should not do the extra damage as well. This would help alot with ultras that end in one big hit, which of course is the hit that knocks the mask off, and therefore almost the entire damage of the ultra is 25% higher. I am especially looking at abel for this one, although many characters have the bulk of their power at the end of their ultra.