Ultra changes (location test)

https://twitter.com/reiketsuhidou
But I can’t read shit aside from Google Translator… that doens’t help anyway.

EH missed the launcher in the Super. RCF xx Super does launch the opponent like U1. (Source: Kim)

Well, if MP.RCF is a true blockstring and +0 on block… I don’t care about HP RCF. But I am still curious about LP.RCF.

crMK crMP xx EX FBA works on crouching Ken in the corner as long as crMK is point blank. crMK **crLP **crMP xx EX FBA doesn’t work, though. So that doesn’t mean much.

Depending on how they are designing it, they don’t want you to be able to use CH as a method for getting in AND asserting pressure. To this end they could have a secondary hitstun box after the initial hit frame which is reduced guardstun, allowing a punish, while still maintaining it’s usage in close to beat frame traps and certain other defensive mechanisms. I STILL think +2 is just 1 frame too strong, but I could see why they are doing what they are doing.

I want +1 on MP RCF block, a man can dream right?

What I saw from an anonymous Japanese source (they’re just posts in Japanese BBS or notes in Japanese wiki about location tests), is that Cosmic Heel is +2 on block point blank range, and then for the next 4 active frames it goes -4, -3, -2, -1 on block.
However, from what I saw in wiki with location test info is that Cosmic Heel is +2 on block point blank range, and then for the next 4 active frames it goes +4, +5, +6, +7 on block. They’re two conflicting information so I do not know which one is true when it comes to hitting at the later active frames, but it seems that +2 on block point blank is indeed true.

i would of think if really was +2 at point blank, wouldn’t it go to +3, +4, +5, +6? i would like to believe it’ll be +6, but what normals moves has ever given you +6 on block?!??!?!?

**Updated 11/25/13 off Eventhubs:

  • Blocked Cosmic Heel is +2 frame advantage if blocked on the first frame, -4 if blocked afterwards. Full move is now 27 frames total, down from 32 frames.

  • Ultra 2 is now 5f

  • Ultra 1 now has invincibility, number of frames currently unknown

  • EX Scarlet Terror has 4 frames of invincibility.

  • Normal Rolling Crystal Flash is -8f on hit (changed from -2f), but can be FADC’d on the final hit.

  • EX Rolling Crystal Flash is +4f when blocked.

  • To pick the mask up from the ground, stand above it and press down+2 punches.

  • Medium Rolling Crystal Flash is now 0 on block (changed from -2).

  • Crouching Light Punch is now +5 on hit (changed from +4).

  • Crouching Heavy Punch active frames increased to 4 (from 2).

  • Vega’s Super now hits the opponent while rising (similar to his Ultra 1), this hit will do 50 damage.**

This is way more than Vega needed, but I’m not complaining! Finally Super is useable (?) I wonder if he can combo from FBA-Slash-Ultra2 in corner? What’s with the mask pickup? perhaps it will be more useful in matches - ignoring it for situations. EX Scarlet Terror has 4 frames of invincibility alone is going to make Vega much better. I cannot wait for the release, and EVO 2014 >:D Bring it bitches

Depend on how fast its start-up is, if its start-up similar to rising EX FBA, unexpected rising from the ground might destroy dump players, or punish whiff moves, 450 damages (495 no mask) from half-screen is godlike. On the other hand, we can find setup for cross-up Super ( like cross-up FBA) later on.

However, I think Capcom will soon nerf this move

Two cases I am worrying about:

1- Super damage reduction
2- Hard to connect into super

I think they just won’t let you juggle into RID at all, just the 4-hit claw follow-up. Still 330 damage.

Anyway, is anyone here planning to go to the next location test ?
With many interesting buffs for Vega like this, I think number of Vega players will rise soon

Jozhear, Tatsu…where are you guys now

.

Even what you think is true, that is still beautiful , 4-hits claw follow-up look badass as ever

setups like cross up super is a pretty gamble considering that delayed wake up mechanic is in the game…

i’m mostly worried about cosmic heel and somewhat the rcf. i usually using rcf on setup jump ins, but with the wakeup mechanic etc, i wouldn’t be using it much anyway. but that cosmic heel…our kara throw/cosmic heel mix up is nerfed pretty hard…

I am not worrying about the new delay mechanic, because I have given up jump in, even safe jumps long ago.
What I normally do after a knock down is to walk over the corpse, move it to do meaties or hop over

Just wait for a few more days, we might get details on how frame data change

Well, if they just changed the launcher in the Super… then yeah, combo into Rolling Izuna Drop will not be possible because currently its just a throw. As everyone knows in SFIV you can’t combo into throws aside from crumple/stun. So yeah, they would need to insert a hitbox of the “strike” type for the combo be possible.

But hell, only the slashes are already decent enough. No need to change any damage imo.

If RCF xx Super > Rolling Izuna Drop is possible… then RID will need to suffer a big damage nerf.

Technically there are no airborne throws in the game, just unblockable moves with an “air hit only” property. This is why it’s possible to trade hits with moves like EX Falling Sky with Abel, Soul Throw with Rose, air throws and Izuna Drop. They aren’t technically throws, just unblockable air moves. I don’t see why you couldn’t combo into Rolling Izune Drop if it now works like EX Izune Drop. The rising part of EX Izune Drop leaves you in an “anything can hit you” airborne juggle state, no reason to think that the super works any differently.

Well, actually, technically there are no unblockables air moves. Just strike hitboxes that trigger an animation, and the damage and stun comes into play at the end of said animation.

EX FBA actually has 2 hitboxes, one to grab people, and the other that is considered a strike (the red ones) that works just like Abel’s Falling Sky. It triggers an animation and then deals the damage, as its a red hitbox, it can be combo’ed into.

What makes a lot of people to miss this, is the fact that both hitboxes are in top of each other. You can see it here: http://puu.sh/5tuP1 .
See that overlapped text in that upper blue box? Yes. Grabbox and hitbox altogether. Thats why you can combo into it.

Beastly.

Hopefully Japanese Vega players don’t kick too much ass and get hit with the nerf hammer.

So disappointed regarding CH, reading the dreadfull -4 frames. Plus +2 point blank just doesn’t make sense. I hope that is somehow a misstranslation.

I don’t care that much for the super change though, because it will be al lot harder than now to save the 4 bars. Also, with Red-FADC cumpling you already have virtually the same options damage wise with your ultra(s). Almost any normal will lead to a ton of damage if you have 4 bars, be it via Super or be it be via RFADC - Ultra.

That’s the reason I also do not think that the Super damage will be reduced or the Izuna denied after the knee hit. It still is a welcome buff, no matter what.

But CH… :frowning:

Edited for grammar justice

https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/q71/s720x720/1456127_10152027567049592_886795826_n.jpg

Off topic for a moment, I found this image on my favorite comic page

I hope with those new buffs, our Vega will become great eagle, like this picture :))

P/s : translation : He comes like great eagle and lightning from the sky. So fast !!!

it’s a super cosmic heel!

OK, I’m going to cry here a little bit because of happiness. WE GOT EVERYTHING WE WANTED FOR YEARS! USF4 will be called “The Revenge Of The Spanish Ninja”

What I fear is Daigo picking Vega LOL.

What is confusing me is the framedata of non-ex RCFs. mp is 0 on block but “normal RCF is -8 on HIT”? What is normal rcf? As mproll is also a normal RCF how is it 0 on block but -8 on hit? A move that’s best for the attacker if the defender blocked?

I still couldn’t care less for the super buff, unless for some reason the game changes enough that we won’t be using EX as much. A-ism Red Impact from Alpha 3 could have been handy though. Long range super grab those damn Focus Attacks.

-4 CH meaty CLEARLY doesn’t make sense. Maybe, since the total frame count is lower, the active frames were lowered. Meaning it can’t hit as meaty as before, making the advantage range +2 to +4 instead of 2 to 6.