SSF4 AE Vega Changes

Am I the only one who thinks Vega is BETTER overall? Just on the strength of that faster c.MK. It’s really, really good. Range, frame traps, linking off of it, etc. Loss of gdlk Cosmic Heel sux, but not a huge deal to me anymore.

Also, it doesn’t come up most of the time, but s.HP (1-hit) xx EX Roll > c.MP xx EX Walldive IS a great punish.

Referring to the new combo, EX roll > cr.mp xx EX FBA is kinda debatable imho because I think someone said you basically waste two full meters for an extra 60 damage?
Ironically, I find it easier to link than his j.hp > cl.fierce >cr.mp xx ex fba but I find it a bit harder to land on people and somewhat pointless. I don’t know how other Vega players feel about this new combo but I’m somewhat neutral.

I’m the kind of person who likes to do 100% the damage he can off of each punish. I feel cheated if I say, link off of c.MK when I could have landed a stand fierce. So if I can do an EX Roll combo, I’m going to do it. Incidentally, if you only have 1 meter, s.HP xx EX Roll > s.HK still does more damage than the standard close fierce combo.

Still, most of my combo damage is c.MK > c.MP xx EX Fly because I can land it during footsies.

About the other thing, I don’t really find the j.HP > close s.HP combo hard to land on people. His jump is so fast that he can get away with it during footsies. They throw out a poke, I jump to make it whiff and punish with j.HP. Takes some predicting tho and you look really stupid when it doesn’t work.

also 1 bar for 60 damage is not bad!!! dont write of 60 damage so willfully… thats 6% of a lifebar… take the chance instead saving meter… what would you be saving meter for exactly with vega? making reversal moves save? a combo into super? An invincible ex-headbutt? those are not happening.
Or is it just for a future combo into fba that may or may not happen before that meter is build again?
And then that is only relevant if the combo completly empties your bar.

Go for the guaranteed damage everytime, tatsu used to fadc roll to s.hk if the roll hit… thats 2(!!) meters for around the same amount of damage because the hk is scaled.

I don’t agree with ShadowOS but his post made me lol hard.

overall vega is better but only because everyone else was nerfed so hard.if it was ae vega in super he’d be shit imo. AE Vega tho is still ass because he has extremely limited options

depends on character. I like to have options to go thru fireballs against fireball characters, most of which involve meter. but my view is this. If i’m THAT concerned about 60 damage, how hard is it for me to land a cMP? how much damage could i do without meter on the next combo? how much more damage would 1 meter give me? more than 60?

that’s why i dont do it. unless it puts me really close to killing them

Fuck, thats interesting , how much more damage does it do though, I hope its not just an incremental amount like Abel doing EX Wheel Kick rather than Falling Sky.

If the damage is significantly better I will have to start using this as the go to punish then. Kind of hard to build charge for the EX roll though in most situations where this punish is applicable. I’ll practice it tomorrow though.

Really interesting indeed. However we must account for the value of the hard knockdown setups the FBA combo gives us. They both have their uses though, that’s for sure.

ShadowOS, your opinions are welcome but theres no need to curse/insult others. Please refrain from doing so. This will be your last warning.

I don’t think we’re digging deep enough for Vega guys. Yesterday I think I made a discovery that will help our wakeup game tremendously. Still needs more work but it looks promising!

I know for a fact I’m digging deep enough, or at least trying to, with Vega lol. I’m learning matchups properly rather than attempting to have a passing knowledge. Whiff punishes , Spacing and character specific anti airs , safe jumps and max damage punishes.

Although you have piqued my interest with this discovery, elaborate please.

Not doubting anyone’s efforts but maybe we’re approaching this the wrong way is my point. I’ll share relentlessly once I get it perfected and I’m still unsure whether or not it’s viable at all so I still need some time. It’ll def change Vega’s wake-up strategy

I’ve been thinking of changing mains from blanka to vega a while now, only thing stopping me was vegas wakeup game :frowning: So jega.ix I hope the technology you got is on point

A new discovery for Vega’s wake up game you say? This is gonna be bugging me till we find out what it is now lol. If this technique is that great then it might be my saving grace. Because as I’ve already posted on another thread, I’m almost at my wits end with trying because I’m getting shat on just as often as I’m picking up wins which is just poor imo. The amount of effort is ridiculous, it’s like you gotta bleed the majority of the time to pick up a victory against people that are scratching there balls while there playing you!. And to me that’s just disrespectful! I can just imagine what people think when there going against a Vega, I bet the first thing they do is show a smile on there face >_>.

I’m loyal to Vega and always have been, representing Claw like the rest of you guys makes me feel good but lately I’ve been very disheartened and confidence crippled because I’ve lost a shit load of my PP over the last few days, when its taken me ages to acquire that PP because I only exclusively use Vega in ranked.

So again I honestly hope Jega’s discovery is a nice one, because as much as I HATE to admit this…Inside I find myself agreeing with Shadow0S sorry :(. I don’t ever expect to win any high scale tournament like EVO, but at the very least I want to be able to win consistently with Vega as well as have fun playing him.

i’m curious… however any wakeup option he has still is going to be conditional. especially if he’s getting safe jumped. regardless of whatever it is wakeup block will still be the safest answer

Yes, I feel like it’s pretty clear the qc team (quality control) at capcom has never set taking a good hard look at Vega a priority.

Theory fighter wall of text ahead:

Honestly, I think the one thing Vega is missing is a solid anti-air. He destroys people during ground footsies, but not someone in the air. He has an amazing walk and walk back speed, the best regular throw range in the game (and 2nd-best kara throw), long range in general, a bunch of moves that are as fast as jabs, a quick overhead, that fast c.MK that’s + on block and can be linked from and combos that don’t suck. But he’s free when they can jump at him.

He CAN anti-air people who are jumping in from far-ish with s.HK, but for like no damage and only from that angle. c.HP is a bad move with a bad hitbox with two active frames that will never anti-air anyone unless you’re a lucky MF. His front flip kick isn’t actually a good anti air. OK priority and no invincibility, basically it’s there to counter throws, be fast and AA sometimes from certain angles. So yea, imo Vega is absolutely powerless to someone jumping at his face. At best, maaaaybe he can U2 them (risky). He can also jump up and air throw, which DOES have ridiculous priority, but is also assuming that they haven’t already stuck out a normal that will hit you if you try to jump up there.

All of this stuff is absolutely moot during meaty jump ins. Using KKK or PPP will only get you option selected or just punished on reaction, U2 can’t hit a safe jump. All Vega can do is block the incoming blockstring, pay close attention so as to not get thrown or overhead, and watch his mask and claw fall off. If he just had an anti air that worked, he’d have pretty much no holes in his footsie game.

Possible fixes I daydreamed up:

Maybe he can have a command normal like Cody’s b+MP. It’d work aesthetically with Vega; he’d just kind of swipe the air in front of or above him. OTOH, I can see that being straight-up overpowered in a lot of matches. Vega dominates in ground to ground footsies, and with a great command normal AA I might actually be inclined to say that he’s overpowered. He could just walk back and forth all day against most characters and beat em up during footsies, and AA whenever they tried to jump. They could balance it out by giving it slow startup or recovery, so he has to on point with the AA and not get faked out. However, Vega would still retain his main weakness: get a random knockdown on him during footsies and safe jump him, and it’s kind of over for Vega.

He could also just have a special move that looks the last hit of his U2. It could be an AA and an anti-crossup move. It’d prob be best if it can’t hit grounded people. The motion could be QCB or RDP P (he’s out of slots for charge moves). This would also fit aesthetically with Vega. Like the previous suggestion, versions of the move could have slow startup or recovery to give it a weakness. Maybe the EX version would setup for combos after it hits, like the front flip or even Ultra 2. That’s work especially well if the motion was RDP, ending in d/b. Like the last suggestion, Vega prob wouldn’t be too good because he’d retain his bad wakeup.

The easiest and quickest fix would to just give him back his Scarlet Terror invincibility. This would actually give his game some depth to Vega’s game because it requires a d/b charge. He wouldn’t be able to counter a jump in while doing footsies and walking back n forth and such. He’d have to know the jump is coming. This also comes with the benefit of giving Vega a risky wakeup and anti-pressure option. OTOH, I can see Vega players being happy to just sit on d/b and poke all day (esp with c.MP) in a lot of match ups, secure in the fact that they have an invincible AA. Maybe make it so only the EX version has this invincibility?

Ofc course, they could just make c.HP into a decent move. Give it uses besides a meterless link ender. Just give it a non-terrible hitbox that can AA, and make it active for more than one frame. Vega would get an AA while still retaining his weakness to wakeup games. Bueno. I’d like it too if it wasn’t -6 on ground hit, but I ain’t picky.

Any of those 4 would work and Vega would be a great character without having any other changes.

Short version
-Give his an AA command normal like Cody’s b.MP
-Or give him an AA special like the last hit of his U2
-Or make his Scarlet Terror invincible again, at least the EX version
-Or make his c.HP a non-shitty move that can anti-air

OR rather than having better defensive options they should make him more offensive.

CH on block to have +1 frame advantage tip point and -3 on close. So 4 active frames. Start up should be 8 frames and he is considered arial at 5th frame.
U2 to do 400 damage but start-up frame to be 7 frames
Front dash 1 frame faster recovery
EX RCF to 6 frame advantage on hit (last hit)
Cr. MK to be restored to 8 frame start-up

Effect:
1)He will have a FADC combo thats not easy but it exists. (EX FBA–>FADC–>U2) which will probably do 450ish damage.
2)CH–>U2 is more possible now (Still almost impossible)
3)He can use the extra frame of recovery from his front dash to dodge far cross ups (it’ll be hard but atleast its there)
4)CH will become an alternative to jump ins as well as a punishing tool. CH/Kara throw mix up will be better.

OR rather than having better defensive options they should make him more offensive.

CH on block to have +1 frame advantage tip point and -3 on close. So 4 active frames. Start up should be 8 frames and he is considered arial at 5th frame.
U2 to do 400 damage but start-up frame to be 7 frames
Front dash 1 frame faster recovery
EX RCF to 6 frame advantage on hit (last hit)
Cr. MK to be restored to 8 frame start-up

Effect:
1)He will have a FADC combo thats not easy but it exists. EX RCF–>FADC–>U2
2)CH–>U2 is more possible now (Still almost impossible)
3)He can use the extra frame of recovery from his front dash to dodge far cross ups (it’ll be hard but atleast its there)
4)CH will become an alternative to jump ins as well as a punishing tool. CH/Kara throw mix up will be better.

why the fuck would you want his low forward to be restored back to 8 frame start up?