Ultra changes (location test)

Wow. Guess since I’m new I don’t know on what “level” discussions are held here, but requesting a change (as great or terrible as you find it) is not being douchy to another member, nor does it warrant such a response.

Anyway, back to topic. I’m wondering about the new buffed super. Does anybode know out of which combos/specials we can link it? Is for example jHK, crMK xx ST xx Super possible? Or is it only the RCF?

Also, can someone confirm if crHP has in fact gotten a buff as well (and if so, what is the actual buff)? Better hitbox, more frames, lowered hurtbux…?

@WM
I find forums in the FGC to be VERY uninviting to new posters. I agree with you 100%. There was nothing douchy about your change request. I find it hilarious that Vegaman called you a douche even though to any rational person reading these post he comes off as the douche. Just laugh it off and don’t let it discourage you.

I have a bit of advice for anyone having trouble inputting U1, using UB motion. If you have difficulty with the UB motion, just don’t use it. I never finish with UB motion when inputting U1. I only use UF, which is much more comfortable.

The way to control Vega’s direction is to simply hold UF (to make Vega do the Forward Ultra), or immediately release UF, having the stick go to the neutral position (to make Vega go to the nearest wall).

The motion to replace UB is, DB, DF, DB, UF+KKK (immediately release stick, having it return to neutral).

Not sure how effective this solution is for pad players.

oh man, that’s interesting, something so trivial that I have over looked. the back wall is always the closest anyway, so neutral would definitely help

That moment that you think "Why I’ve never thought of this before…"
Thank you for the idea.

You could also use up instead of uf or ub and he’ll also go to the back wall. I still think UB is easier though considering I’m already at db, it’s just a slide up to ub and going to uf also puts me at risk of accidentally doing ST instead. My main problem is pressing the buttons too fast, but eventually I will overcome that.

I love how BOTH of you took what I said to mean the exact opposite of my intent.

The point I incorrectly assumed would be deduced is not that his request was douchy but that my original post wasn’t.

However my response was intentionally douchy so that you could compare and contrast being douchy and not being douchy. My apologies for going over your heads.

But I’ll reiterate my original point.

You’re entitled to your opinion. Even if it is a stupid one… bitching about how useless SHC is claiming the move should be removed. The problem is its not useless. You don’t want the move to accidentally come out… no matter how you try to justify this, there’s no reason to fear this if your execution is sufficient. With or without neg edge. Obviously your execution isn’t good enough to avoid this fear. So instead you want to just get rid of the move.

Sorry if I hurt your feelings by saying your execution sucks… after you indirectly say it sucks yourself. If it makes you feel better my execution sucks too. Otherwise I wouldn’t ask for neg edge to be removed.

But at least I can admit my faults and don’t ask for changes based on bullshit reasons that anyone that’s played the character for more than a month could see is false… including you who went back on it in the very next post.

If you wanna request a change because of your own shortcomings do so. That’s fine. But don’t try to hide them and justify on bullshit.

Wm to answer your question they increased active frames on cHP by 2 to 4 total. No other changes as of yet but so far everyone is happy with it that’s tried it and reported back.

So far the only 2 moves super connects from is RCF and cMP and cancelled from both. If anything else links or cancels I haven’t heard

So whats the bet Capcom will remove all the vega buffs for the final build like they did with the previous two versions?

I think because Vega is a tricky character to balance, some of the buffs, for example the 2f jab links, should only be accessible by removing the claw. What do you guys think about having certain buffs attributed to the removable of his Claw or Mask? This would minimize some of the concerns that seems to plague Vega. Think about it and let Combofiend know if you find this idea interesting.

Anyway, I mentioned on the Capcom Unity forum that I thought it would be fun if Vega’s Super was given a knee animation and could combo off of RCF because it was already super cancellable. Did this make it through?

I think that’s a pretty terrible idea actually. What’s the point on making his links easier if he doesn’t have the claw on? That’s a huge nerf for no reason other than trying to sate the fears of Capcom Japan thinking he’ll become god tier if they buff him even a little. He needs offensive pressure, and the easier links will help that become the case.

Plus, we already get buffs and nerfs for losing our mask and claw. Claw decreases our damage output already, and he is the only character in the game who not only loses range, but also damage output for simply blocking. Losing the mask decreases our already weak defense, yet again the only character in the game this applies to, by taking 10% more damage to our already low health and low stun but luckily we also get 10% more damage output. Guess he has to fight harder when his beauty is on the line, lol.

He doesn’t need further nerfs/buffs for losing those.

Plus, changing input timing for combos and stuff as punishment for simply blocking an attack string is going beyond trolling. That fucks with a lot of stuff people practice in training when it comes to muscle memory and the like. It’s one thing to already nerf range and damage but to also kill someone’s hard earned timing? I can’t fathom.

That’s terrible. He’s no trickier than the rest of the cast to balance, either, without resorting to retarded ideas like that. That’s an annoying misconception

hakan :smiley:

Kind of a big difference between the two IMO. Hakan doesn’t get punished for blocking when he is supposed to. He can also restore his oil any time he can do the move. He never gets worse than round start. Only better.

He starts oiled, now, and time spent blocking = oil time decreasing so there are some parallels.

That said, the above idea is still fundamentally dumb and unnecessary. It wouldn’t even be a factor.

what part of sliding don’t you understan…

I shouldn’t have to hold on to button so that my move comes out. I’m not fucking playing on stick and will not be playing anytime soon.

  1. I play on pad
  2. Sliding is the easiest and fastest way to move from button to button.
  3. There needs to be an on/off function period.

He’s hard to balance becasue Capcom wants a fast paced game. The game itself works against Vega’s character principles, it really fucking sucks that it has to be that way. Capcom balances to ensure the game is “fun” first and foremost. And fun is let me push buttons, Yun in original AE made this very clear. Hell the easy reversals, fancy ultra’s, and the ridiciolous jab pressure all push the game to aggressive play. That’s the intended dominant playstyle in this game.


Pro tip on Ultra

two ways.

Ultra two motion except rather than forward you either do jump back or flick it upforward

you do a small circle taking advantage of the dead zone of your controller, and then extend the thumb as you finish the circle in the direction you want.

I understand sliding perfectly well, and when I was writing about it, it was for sliding the lever in a stick with a square gate. I wasn’t even talking about buttons other than hold them in if you are having these problems.

Sliding over buttons is probably your problem that causes you to neg edge. It’s likely you are still pressing them down after moving your thumb to another. Why would you play like that anyway? Can’t you use a lighter touch? It’s not only less stressful on your thumbs but also faster input wise to use light tapping over having the physical surface of your thumb fighting friction against the physical surface of the pad and then the edge of the buttons… In fact, I just took 10 minutes of my time to test it your slidey button way vs quick, light taps on a pad. I’m a stick player keep in mind. Quick light taps I got 24 out of 25 cMP to EX FBA combos, 1 SHC on neg edge when I accidentally pressed up too fast. My fault and I derped out a charge too fast. I tried sliding my thumb from button to button doing things the same way as the other 24 that I did perfect. About 7 out of 10 (I didn’t want to do another set of 25) ended up with SHC neg edge.

On stick I did a perfect 25 out of 25 with no neg edge SHC.

Regardless of pad or stick, this is execution error on your part anyway. Stop laying blame on the pad that it’s your limiting factor. If your method isn’t working out for you, then you either need to change the way you play because you currently aren’t as successful as you should be execution wise or suck it up and pick up a stick and have less of these issues.

If you are still getting neg edge SHC from cMP with light button taps, then you are pressing U too fast after having released the P button and not when you hit both K buttons. If you already have the up motion input between letting go of P yet before you hit KK, then obviously, you will get neg edge SHC.

^ Execution error. I sometimes do it too, but mostly in ST, rarely in SF4 mainly because of the large speed differences. Obviously, this is my fault, and usually happens when I am not paying particular attention, panicking, or rushing things instead of being calm and doing it the way it should be done.

In the end, it boils down to you. Why should the game pander to your errors?

I have 2 really bad execution errors in SF4. 1 is back to forward charge after a standing attack to RCF. I have a really difficult time doing this. My other error is pressing KKK too soon during U1 to my wall motion. 1 frame links are also not a strong point of mine, but thankfully, those have nothing to do with negative edge or motion inputs.

Just thought I’d share some of my own errors, I do not want you to think I am on a high horse. We all have execution errors. Except maybe Zeus, never seen someone so consistent at 1 frame links, lol.

Replace fast paced with strong defensive based

Currently the game is strong defensive based.

But it seems that Capcom wants to make it more fast paced.

I kinda disagree because everyone’s offense is fairly weak, and those with strong offense are getting weaker.

The offensive tools of pretty much 33 out of 39 characters are getting better.
Chun’s ridiculous buff in jump frames illustrate their intention perfectly.

Delayed wake up is just to avoid bullshit situations imo.