SSF4 AE Vega Changes

lol yeah it’s far from deserted now. if you lose a game, you have to wait over an hour or almost two hours for your turn to come up again. of course, it doesn’t help that SVGL’s second cab doesn’t work at the moment.

Do you mind if I pull up a seat and cry along with you Chuck? CH, Rose’s U2, and SPD concern me greatly. Chun’s U1 on the other hand…ha

Rose deserved that nerf. Free ultra any time you want with no consequence was kind of dumb. Rose players don’t need to block in Super as long as they have U2, the back dash, and ex soul spiral.

That SPD range is still ****

I find it funny that everyone is saying now Rose has to block on wake up, which is the exact strategy for the other player needs to have when they bait out U2. Walk up and block. As a Rose player this is of the utmost annoyance. Although I wouldn’t mind the nerf so much if they gave her something to compensate.

Anyone have Hawks SPD range? I think it’s only 1.5 vs 1.65 of Giefs… What about an oiled up Haken? I can’t find charts anywhere.

hrm i played AE for several hours yesterday. during testing, i could not punish the MK version of chun’s hazanshu out of a focus dash. what this means is that vega’s dash might have not been buffed afterall. yet i was still linking cr.jab out of rcf xx fadc VERY consistently. abnormally so.

this has led me to believe in one of the following possibilities:

  1. perhaps vega’s rcf has more + frames?
  2. perhaps i’m just gdlk and always had it in me

( ¯3¯)

anyway yeah. other vega players with access to AE, try doing his fadc links more often and let me know how it turns out~

I would go with option 2, but with what did you try to punish MK Hazanshu? It has 2 active frames and 19 frames of recovery, if you dash out of an FA, the dash is 1 frame faster. Lets say it hit on the 1st active frame, she needs 20 frames to recover. With a perfect FA-Dash and the fastest move being 4 frames, you need a 16 frame dash to punish her…

All I have to say is “YEOUCH” on CH. I did cry…but probably not on the same level of Chuck (Unless he’s also crying in laughter at that Rose U2 nerf from the way Yun’s attack just goes “aaaaand no. SLAM.” XD)

looks painful, but bearable. I think using decent footsies you can fish for a CH anyway.

was never too good with frame data but i’ll try to play along! ganbarimasu

basically, right now vega can punish all of chun’s hazanshu’s except MK version with a 4 frame move after FA-dash forward. MK hazanshu is 0 on block as opposed to -1 on block so i figured that vega would be able to punish MK hazanshu as well if his dash was buffed one frame faster

but i think i see my mistake now (?)

i guess i didn’t take recovery frames into account. never noticed before but MK hazanshu also happens to recovers 1 frame faster than the rest (19f vs 20f). i suppose that would matter too, right?

YouTube - Various move changes in Super Street Fighter 4 Arcade Edition

^
That…Was painful to watch. Maybe finally people will understand why I biatch about CH and how fitting that the video decided to use my example with Gief. Also… wtf with Chun-li pulling a Sagat in the corner? Thats bs T_T AE is gonna be horrible then Capcom introduces SSSFIV and everyone will just cringe their teeth. Although the rcf combos might be fun when applicable.

@Tatsujinken Also, do you notice anything about the new rcf? Does it reach futher on the first frames or is it actually faster startup? Or maybe hitstun was modified for the normals?

lolwut

Well, seems like I made a mistake, but I dont know where?

I tried it in training mode and you can really punish LK and HK hazanshu with FA dash, cr.Jab, but according to my calculation it shouldn’t…

Vegas Dash: 20 frames
Vegas Dash after FA: 19 frames
Active frames Hazanshu: 2 frames
Recovery LK, HK Hazanshu: 20 frames

If the Hazanshu hits on the first active frame, Chun needs 21 frames to recover, Vega can dash in in 19 frames and do a cr.Jab, it should hit after exactly 23 frames after the hit of Hazanshu, but she can block again on frame 22… Whats wrong???

Hm, now that I think of it, could it be the odd freeze on hit? I didn’t pay attention, but if she suffers from the freeze on hit and the one focusing the hit doesn’t, this could work… Only thing I can think of right now…

dash felt exactly the same to me

?(´??)?

Tatsu,

Is it because when you focus a move you are dealt no block stun while when you block a move, you are? Chun’s neutrality or negative frame position on block has to do w/ the difference between Chun’s recovery and block stun dealt. Total recovery frames don’t matter at all.

IE, a move that takes 45 frames to recover but deals 44 block stun is negative one on block.

A move that has 5 recovery frames but deals 4 block stun is negative one on block.

You can focus dash forward punish the former but not the latter.

EDIT:

I think the important factor is the number of recovery frames AFTER the move’s last active frame.

Rather or not the move is neutral or -1 is unimportant.

i see. if you focus absorb a move and are looking to punish it then blockstun is irrelevant

tatsu is learning desu ne

edit: but when focus absorbing, active frames would be added on with recovery frames right? so active frames would matter too wouldn’t they? not just what happens after

Active frames should also count. But even then, focus dash cr.jab shouldn’t connect. Maybe the data for hazan shu recovery is wrong? Or, some moves have different recovery when they whiff than when they hit/get blocked, this could be one of those cases.

Can you focus dash cr.jab Ken’s close fierce? That’s also supposed to have 22 frames for its active + recovery.

you can

I’m having trouble doing the EX RCF>cr. mp> EX FBA. I tried p-linking the cr. mp, but to no effect? What am I doing wrong? Maybe my timing on it is messed up…?

I was just about to post about that!

Personally, I find the link super easy. It’s pretty much a timing thing, I believe. There is slightly extended delay between when the move finishes and when the move is actually finished for linking purposes. I managed to hit it three times in a single match today, so its very much a combo that you can use to really punish fireballs.

The way I do it is to watch the animation…and then, after the final roll has finished, use the same timing I would if I were trying to link c.mp from c.mk. It’s very do-able.