sigh
Well hell, I’m happy with this. Not entirely, but at least now there’s a better chance at escaping rushdown.
yeah… slightly.
but while he has much improved defense, his offense is still severely lacking. And none of this helps at all.
The ex roll nerf is completely unnecessary imo. It made shotos think twice about using cr.mk -> fireball in footsies and it was also used in his best dizzy (or punish if you were fast) combo. Sad to see this go. Also no more styling with j.hp ->cl.hp -> ex roll -> cr.mp -> ex izuna slash -> ex st in corner.
I don’t particularly mind losing it…
but I want buffs that are worth losing it for. It was put in to replace the lost +3 on block CH. If it’s getting reverted we need a comparable offensive buff.
ex roll was one way to score huge damage on a whiff srk from sagat/seth
guys i believe (and i hope to be correct) that the made a mistake on regards the info we just saw from the new changes, i believe its supposed to say plus 4 on block instead of on hit… it makes more sense cause if they removed something, the could have just put a mark on it like they did with u2 starup being now active on 7 instead of 5.
no idea what you’re talking about
I don’t know about you but I will twitter mash combofiend about that ex.roll nerf. Taking out our most damaging combo like that. What is this?
About Vega… making EX RCF +2 on hit will suck. That will remove his biggest stunning combo (j.HP, cl.HP xx EX Rolling Crystal Flash, cr.MP xx EX Flying Barcelona Attack, Slash, EX Scarlet Terror (corner only) for 435 damage / 604 stun).
I didn’t mention this during NEC since Vega still had that 3 meter combo, but I did notice that all normal Rolling Crystal Flashes had their super cancel properties taken away. If the previous combo is not to Capcom’s liking, why not give Rolling Crystal Flash it’s super cancel property back?
Vega would have a new combo (j.HP, cl.HP xx HP Rolling Crystal Flash xx Flying Barcelona Special, Rolling Izuna Drop for 466 damage / 394 stun). Every other character can Special Move > Super Combo, why not Vega?
I dont know what it means, pls explain guys :
Cosmic Heel (3+HK) total frames reduced from 32F to 27F; +2 on hit against point-blank opponents; -4 when blocked on 2nd active frame (on active frames 3-5 block disadvantage decreases by frame)
what it means by “+2 on hit”, wasnt it supposed to be making opponent into juggle state in the first place ???
It’s on block. C’mon, man.
CH that is +2 on block is going to be a huge rushdown buff, I think you guys are really downplaying that a LOT. Between the long range light attacks and karathrow and this, it will give Vega Bison-like pressure with repetitive CH into light attack mixup pressure. That’s not a gimmick, this will give Vega one of the better rushdowns in the game. Yes, CH is relatively slow, it’s only the first active frame and it’s beaten by Focus Attack, buuuut…
-CH isn’t THAT slow and it shrinks his hurtbox enough during startup to be safeish to throw out at range
-first active frame still has huge range, the rest of the active frames are barely longer in range, like by pixels
-mixup fundamentals. Between light attacks, kara-throw and reseting pressure with CH (and just blocking to bait DP), Vega will have an insane midrange rushdown/mixup game. And it’s a mixup game, so you MIX THEM UP. Predictable CH moves will get focused, but kara-throw beats that very hard. Put the fear of it in them, and they’ll be a lot less eager to go for Focus every time when you’re at the range to reset pressure and put yourself at +2 again, because at the same range you can either CH and still get +2 or step forward and karathrow them.
I can see it now: CH, c.LP, s.LK, c.LP another CH, c.LP s.LK kara throw… you can mix in kara throws and crouch tech punishes and more CHs at any point in these strings, you could mix it up real good, everyone would be terrified of Vega at CH range.
This is going to be some srsly stupid rushdown. I actually disagree with it. As much I’ll enjoy cheesing people out with this stupid rushdown, it doesn’t really fit Vega’s character design and goes against the whole point of the move (precise max range spacing). It’s basically reworking it into a whole new move.
Buffs I’d rather see on Vega that lend themselves more to the character:
-less pushback and disadvantage on far MK
-give use to a lot of his offish normals that don’t get used on purpose, just give them better frame data, like close LP MP LK and MK, and make c.HP less absurdly unsafe on hit/block and let it hit crouchers so we might actually use it as a poke once in a while
-somewhat better frame data on his slide, I’d like maybe 3 more frames of blockstun so I be a lot more likely to make it safe with max range spacing while still being absurdly unsafe if used badly
-adjust c.HP hitbox so that it can actually hit as an AA where the claw is, visually, and make it a situational AA for that distance
-just make that piece of shit c.HP better in general
-make neutral jump HK hit behind him after he twirls, a psuedo-crossup kind of like Chun and Juri’s neutral j.HK, this will give him an interesting tool and let him deal with people who dash beneath his guess neutral jump. Or like the situation where you try to neutral jump punish Rog’s straight, but he winds up dashing behind you, might be able to punish it still.
-make EX walldive hitbox lower
-make Sky High Claw be slightly advantage on block and make it a bit faster, srsly this move is a piece of shit, give me SOME reason to commit to using this slow ass move, not so I can just give them a free Ultra on block
-makes all rolls faster. Make it like ST, not so fast that they can be comboed into, but don’t give it a fucking 3 second startup
I think darkset01 is right on this one. The poster mixed on block and on hit up. First: he also did that for cosmic heel (@Claw Strike: it means on +2 block, I am positive of that.
Second: In the alpha build they made EX RCF +4 on block, so it would make sense to fine-tune this change in the new build.
So please do not panic over a wonky translation, better weep because of the “new” CH they try to force into the final version apparently.
like you said, pixel difference. it’s not like we’ll hit on the first frame all he time (hitbox on different characters etc), plus some characters would have longer crouch tehcs so you might want to move back a little more then others. and in that one instance they happen to block, boom, it’s -4.
I would not worry about CH. They must be working on a fix. Same thing with EX RCF, I doubt it that they will take away that combo.
Taking away offense and adding defense. Booooo Wendy Testaburger. Booooo.
I’ve heard super cancel is back, at least.
They seem pretty scitzo at the moment.