Ultra changes (location test)

Cr.mk change is strange. We know if it’s 5 or +6 yet?

CH could be better. But. How it was was retarded.

Thanks for the updates vegaman. It is very significant that they retained the iframes on ex.st, it increases substantially the chances that they will stay in the final build.
I don’t get why they would improve cr.mk since it’s already arguably vega’s best move but I am not going to complain about buffs ;p Especially if they made it 5f. Yummy.

If it combos into itself then we now have ST Claw’s cMK. And that is good.

I doubt we’d get 5 frame c.MK and +1 LP. We’ll most likely get one or the other.

If it comes down to it, the jab is more important. But the cMK is great, be able to combo into itself into cMP is more damage than cMK into cLP.

damn, the location test is over. i would like to ask someone to request for having some input leniency on the u1 motion. i find it really annoying tht the ultra doesn’t activate when you miss the db motion because you moved too fast, but i have no problem doing chicken wings with fei…even missing the df motion…

maybe i’m just rusty cause i barley use that ultra, but after messing around with it, it reminded my why i don’t like it so much. after 2 years of using that ultra in vanilla, i would of think i mastered it…but it also occurred to me that the move has no input leniency like every other move

Do you play on pad? I find the pretzel motions like U1 on Guile and Vega to be very easy on square gate pads. It doesn’t need to be easier, that’ll just serve to get the move on accident when you want regular walldives IMO.

I think the way I learned to do it on pad way back when when I was playing Guile was just d/b charge into 360 motion kick.

nah, i play with stick. when i played pad, it was super easy. on stick, when i roll the stick from df, d, db, b, ub, the db motion always misses. i tried training myself to to always hit the corner, but when you do the motion really quickly, the corner misses. i need to force myself to do uf, THEN hold back to do it precisely. but the problem i want to address isn’t just because of my incompetency, it’s the fact that every other move has some sort of input leniency, yet vega/guile/deejay/blanka doesn’t. input leniency have peoples moves get cut down by 25%, i just want it to apply to vega as well. the reason you won’t get it out by accident is because you need the back motion to be registered as well. there’s no way it can come out accidentally. might happen if you did ex fba while your opponent crosses you up and why would you do that!

Sounds like something might be iffy with your stick. I’m more likely to have problems performing U2 than U1, honestly. Maybe neither of Vega’s Ultras have input leniency?

that’s what i thought, but using 5 different sticks, it sound sounds more of human error really. u2 can be done with db, df, db,df kkk, so there is some kind of leniency since you don’t need to do it exactly forwards and backwards

they don’t want Guile that’s too strong.

that’s incorrect, late Tiger Uppercut stops that on the spot.

“Vega is a weird character in this game. The dev team is terrified of him.”

  • I want to say that this sounds ridiculous but I really don’t have some other plausible explanation about the hysteria concerning Vega’s potential buffs. He’s not getting buffed near the insanse levels some other characters are.

Anyway, crMK buff sounds great. Hopefully that AND crLP buff will remain in the final version.

No news about expanding downward hitbox of 2nd part of stHK? Having a decent FA-breaker would be quite useful regardning how exposed Vega’s pokes are to FA.

And I STILL want Sky high claw completely removed. it’s not that just negative edge needs to be fixed; that doesn’t do anything about the uselessnes of this movie. In fact, I dare anyone to come up with a worse move, or a move that’s used less, in SSF4. Even the EX version is horrible because AT BEST you can use it when you ANTICIPATE a fireball, but not as REACTION TO a fireball; the startup kills its efficiency at it usually gets blocked. After which you eat a sweep and then get crushed on wakeup, or eat a raw ultra then and there. There is absolutely no need for this move (other than the VERY OCCASIONAL crossup you can use once every 20 fights, but as soon as the opponent learns to block the opposite way any time Vega flies past, the uselessness of this movie becomes 100%). Just please remove this POS.

Can you easily do U1? If you can, you can use the same input as U1 and get U2 to come out. db, df, db, uf. It works exactly the same. The game doesn’t care which f you get, uf or df or regular f, so pick you’re easiest to do.

@WM “No news about expanding downward hitbox of 2nd part of stHK? Having a decent FA-breaker would be quite useful regardning how exposed Vega’s pokes are to FA.”

Hitbox doesn’t need changed. All they need to do is have it force the opponent to a standing position like close sHP does.

“Even the EX version is horrible because AT BEST you can use it when you ANTICIPATE a fireball, but not as REACTION TO a fireball; the startup kills its efficiency at it usually gets blocked.”

I’ve used it fine on people who throw bad fireballs. Never really had an issue with that. It’s also good to tag people with if they decide to jump, especially in cases where the damage will be the winning hit, EX SHC will often blow right through their jump attacks, rather than using something like EX FBA or EX ST that will get hit out of.

As moonchilde said. Its good for tagging jumps. Particularly against people who try to air to air wall dives.

And I can use it on reaction to most fireballs. Guile’s and DJ’s are the only 2 that come to mind I can’t react to.

Don’t write off a move just because you’re incapable of or don’t know how to use it. Its not meant to be spammed. It’s meant to have a calculated, specific use. The only move Vega should have removed is close standing short.

The difference is that Vega gains the ability to poke with a good poke at new ranges. With SHC removed he gains nothing.

As far as worse moves? Honda and Balrog’s U2, Guys df+HK (never even seen the move used in a match), Ryu’s U2, non EX versions of ibuki’s jump kick, non EX versions of running bear grab, non EX versions of SBK, Dan’s super taunt, Makoto’s super… I can keep going but I think you get the idea. And I’ll admit there may be a couple listed that are debatable but the fact of the matter is that SHC isn’t any more useless than any of these other moves.

Those U2’s you mentioned are only worse because they have to take the spot (or now some damage from) the U1

Thats funny, I use clLK to deal with Tsurugis that are done to catch my backdash. Not a single other tool can be used to accomplish that task as well as clLK.
clLP works simetimes, but clLK is more solid.

But I would like to see it being removed. The main issue is that are are ranges where you are too close to stLK come out and too far to clLK connect. You are standing there right in the face of the opponent in 15f of recovery. Not to mention its terrible advantage on block/hit.

SHC can stay IMO. Its pretty much useless. But we can use to punish some moves when we are meterless. Like a whiffed Dictator’s U1 and some other very specific shit. Just make it to not be triggered by Negative Edge and its good to go.

problem is with u1, not u2. i was just saying how u2 sort of have input leniency and u1 doesn’t. i also would like them to change the priorities to ultra than super. so many times you wanted ultra to come out for specific characters, but because you missed one button by one frame, super comes out…

problem is with u1, not u2. i was just saying how u2 sort of have input leniency and u1 doesn’t. i also would like them to change the priorities to ultra than super. so many times you wanted ultra to come out for specific characters, but because you missed one button by one frame, super comes out…

First of all, what’s up with that douchy tone? No need for that, really.

Second, what makes you think I’m spamming out SHC or even want it to be spammable? It’s the very opposite.

Third, I have used it to tag jumps or to anti-projectile. There are other uses too, like a very occasional corner escape or a cross-up the way Bison uses his torpedo to cross-up wakeups. So we can refrain from the “you’re incapable” stuff. However, ALL of the uses for SHC is very situational. If you watch a tournament, I can guarantee you that during each fight, you will se EVERY character use each of their special moves atleast once. The exception is of course SHC. You might see it once every five-ten fight or so (if even that). I just don’t want something near useless lying around in my arsenal waiting to be accidentally activated and me getting killed as a result.

And fourth, obviously I’m comparing SHC to other special moves, not ultras or command moves. And with that said, regular SHC is IMO worse than Ibukis up kick or Zangiefs bear grab. And ex version is definitely worse than Ibukis ex upkick or Zangiefs ex bear grab.

With that said, I do agree that clLK needs to go. It’s a terrible move.