Other characters get buffs and nerfs, vega gets nerfs and a 1 frame link that leads into a 2 meter combo. Ship it.
but but but they buffed his FBA and Super range!!!
super lol
hey man… don’t diss Super. That’s a scrub killer right there.
ehhhhahahaha(does my best vega laugh) true, but so is everything else!
If your opponent is someone who’s relatively unfamiliar with the Vega matchup, you’re almost guaranteed to land super on them. They don’t know how shitty and easy to counter it is.
it’s actually not easy to counter if you set it up in the corner…
the only safe thing they can do is time a perfect backdash or teleport.
Well, yes. In the corner it’s a bit more scary, just like the regular/EX walldives. But in the grand scheme of things it’s a huge waste of meter that I’d only use if I was almost certain it would win me the round, or if I’m simply trolling.
who doesnt like to troll scrubs?
To cancel a RCF just before the claw strike with the super and land it remains the greatest taunt in the game!
Combined with claw or mask throw and this useless but incredibly annoying if you got catched super it always seemed to me that vega has more ways to taunt than dan.
Not to forget the four claw strike, which is acualy harder to land than the Izuna for less damage… Or a Lv3 Focus --> Air throw…
If you actually land the super it does pretty sweet damage, though… really hope it’s somehow more viable.
super range was increased
Wheres jozhear when you need him to tell us how great the changes are.
i’m sure he’s lurking quietly till evo
is it confirmed that you can now combo cmk to mp rcf…i mean i know it was always possible on counterhit but supposly now in AE you can always do it…i hope at least that turned out to be true…
that doesnt sound very “confirmed” considering theres about 5-6 characters he can do it on in super without being a counterhit.
i honestly didn’t know that…so it depends on the character…maybe now is possible to do it on everyone…i just really hope ae vega doesn´t suck that bad…there are some very decent vega players if you watch the videos on you tube but in general he seems to be lower in the tier list than he was on super… maybe i’m just too optimistic but until this day i still think someone will find some unsuspected and really cool buff and we all be glad of it…and there’s a video of the highest ranked ae vega player izuna dropping to death a pretty decent sagat…so maybe the range buff is something it may worth looking into…
he’s definately nerfed.
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Vega
there’s the frame data (most is accurate) for vega in AE. there was no change in frames for cMK on active or recovery so unless it’s hitbox is changed then it’ll be exactly the same as super
My hope and dreams crushed!..but thanks for the link…there is one thing i would like to ask…i did not understand…about the star up time of U2…it says 0 and 9…what does this mean…it used to be 0 and now is 9?..i must be getting it wrong…also is the aditional star up time in U2 so bad that you can no longer punish fire ball spammers at mid range?..i havent seen ae vega do it and i’ve seen lots of vids…
0+9 means that there are zero frames between the last input of the move for the super/ultra and the super/ultra freeze, and 9 frames after the freeze before the active frames come out (when you can hit your opponent. Add the 2 together to find out how many frames the move has for startup. So in the example of U2… it starts the instant the last input is recieved into the game for the U2 (in this case as soon as KKK is registered). No delay. if that number is greater than 0 then there are animation frames before the freeze, and that number dictates how many of those frames there are. Vega’s is different than stated for U1 because the number of frames is determined by the distance he travells to the wall. the further he goes the more frames he has.
When it’s done on the recovery side (like for ST) for example 14+9. it means there’s 14 frames after the active frames end where he’s airborne and 9 frames where he’s “landing.” I dont entirely agree with the U1 numbers but it doesnt matter. U1 should never be used in a situiation where it could be blocked anyway. I assume that’s the recovery on block.
as for the usefullness… i personally never really used U2 as an anti air due to the fact that 90% of people safe jump. Because i don’t know without a doubt it’ll hit i don’t do it. as for punishing fireballs, it depends on the recovery of the fireball and how far it’s travelled. It’s max punishing range is a bit closer to the opponent now but it should still be possible.
personally i use it as a counterpoke or as a move breaker like for abel’s U2, hakan’ slide, cammy’s SA, and for dive kicks (i guess you can call that anti air but i view dive kicks [other than akuma’s] as pokes and not jump ins. mainly because of how low to the ground they do them).
another interesting tidbit about frame data is that the recovery can be offset and changed. these moves are done at point blank range. meaning that the first active frame hits the opponent. you can delay that and hit on different active frames to start his hitstun later. for every frame after the first you hit them on add 1 frame to your advantage at the end.
take sweep for example. it is -12 on block. that may sound pretty unsafe. but if you hit them on the last active frame (active frame 13), their hitstun starts at that point. meaning you are now +1. you have turned an unsafe move into a safe move.
this is why i had my doubts about CH being at -4 at all ranges except at max range. no other move to my knowledge works like that. that means either they manipulated the hitstun to be different and CH is treated like 4 seperate moves, or that what some idiot said was wrong (we’ll find out which is the case in 3 days). It should be proportional. the further away you are the safer you are. it still doesnt really help much because at best you’er +0. they probably forgot about their own move they designed and assumed CH was an overhead. That would make sense to put it like it is.