Ultra changes (location test)

If need be I can go and show him on a machine exactly what his problems are and how to fix them.

I will be asking for the removal of the super buff if it comes with a damage nerf though. So don’t be surprised if we lose that. Sorry, but it’s fucking worthless for 300 damage using 4 bars… it doesn’t matter if we can cancel RCF into it on the last hit for guaranteed damage.

I’ll probably go and just print out my feedback from the CU topic and Haz’s input he posted awhile back and staple it to the feedback form (re-link it cause I can’t find that shit again), try to get someone’s attention (Peter, Ayano, etc) make my case, and call it a day. I’m not typing out that shit for a 10th time.

He’s got 3 critical issues:
He struggles to keep opponents out
He struggles to get opponents off
He struggles to regain the life lead

2 of those need to be fixed for him to be viable. Short of that, I’m not coming back. One is addressed with cHP making it far less risky to AA… to keep opponents out. Ideally, they’d give him offensive options since he has no way of getting the opponent off down back and only 1 decent one of getting a button press. DWU in particular is going to hurt his offense tremendously to the point where going for resets is more than likely going to be the norm. Don’t wanna give him offensive options? Fine up his damage and stun then across the board. But if they don’t give him that, then they need to give him the ability to get the opponent off by giving him invincibility on all versions of ST or just EX with the ability to FADC it (unless the invincible specials being -5 on FADC block sticks, in which case he only needs invincibility on EX ST and no FADC ability). You can’t make it hard for Vega to properly zone the opponent enabling them to get in relatively risk free, then make it hard for Vega to deal with pressure by giving no defensive options (except U2 and block), then make it hard for Vega to come back from the life deficit due to lack of offensive options that the opponent can just sit on down back and not care. The risk vs reward in all 3 of these situations is heavily skewed in the opponent’s favor, both in number and degree. There are hundreds of ways to fix this and even out the risk vs reward in these situations. Even it out in 2 of those situations and he’s good without being too good. It really is that simple.

annnnnnnnd fuck it I ended up typing it again.

anyway i love seeing your typing Vegaman hahaha

thihi forum hahas been bitching since day one.

just give up already

Hey guys, I’m a relatively newcomer to SSF4AE but have been lurking a little bit to see what people think of the changes coming in ultra and whatnot.

Just wanted to post in here to say that I’ve found Vega to be my personal favourite character just based on his design and play style, and wanted to say don’t stop fighting the good fight! I’m sure he won’t be COMPLETELY unplayable if the current changes go through (of course, I expect more to be trialed), but it would be nice to see him elevated a bit in terms of making him a more competitive choice.

Keep up the good work guys, the only way to get things done is to make your voices heard so don’t give up!

ps. Big props to Vegaman, you clearly know what you’re talking about and hopefully you can get some attention at the venue.

@Vegaman :

My shit is here:
http://puu.sh/6PAo3.jpg
and here:
http://puu.sh/6PAnx.jpg

I’ve taken away the crLP+5 buff because its never going to make it to the final build according to Combofiend. So I made the request being crLP +2 on block instead. Its really something as crLP crLP would become an actual frame trap and 3f button spammers would not get away so easily.

If you could print that and take it with you to FR I’d be really thankful.

crLP should 100% be +2 on block and it’s crazy that it isn’t. Having more range as the basis for my frame traps is silly.

Good luck learning the best fighting game there is, and grats on discovering the funnest character! :wink:

my dream change would be to make mask/claw throw cancleable so we can get some more damage while scarificing a mask/claw togthr with hazlan/vegaman fixes/changes

Wouldn’t it be cool if we could combo super from rcf with it hitting on the way up :kreygasm:

Ugh… jab chains not being unplinkable 1f links is overpowered. REALLY, combo? Fucking seriously?

I already have the jab chain down with like 90~% success rate, what the buff really means is

  1. I can actually do it online.
  2. I can actually do it in particularly intense offline matches where I’m on tilt, I’ve definitely lost some matches because I couldn’t link the LPs due to being too on edge/desperate/nervous

How the fuck is that overpowered? It’s literally just being able to do your combo more consistently…

This whole affair makes me really goddamn bitter. Thanks for the new super!

it should either be a 3f move of +5 on hit. One or the other. Doesn’t matter which one.

I think Vega’s cLP being 3f would legit be OP. You know how goddamn free it would be to punish everything with that range? And a safe confirm too if you mess up. Balrog would never be able to dash punch on me ever again.

But it being 1f frame easier to link? Holy shit no that’s not OP how is this even a thing jab chains don’t need to be unplinkable 1f links to be balanced argh

Scratch that, Vega’s gonna be so ass in Ultra anyways, might as well give him a 3f jab, it won’t help that much anyways… It’d just be an annoying caveat to fighting a character that’s otherwise very weak.

I am not arguing what it should be anymore. I am arguing about what we can actually have.

So thats why my posts have less than 50 words nowadays.

in current builds you can… and no it’s worthless with the damage nerf. You’re getting 466 damage for 4 bars when I can get 358 damage landing the same jump in with 1 bar

tune your sarcasm detector

people need to understand that giving vega to hit confirm from cr.lp would mean he doesn’t need to walk up too close to people to do hit combos, unlike everyone else in the cast. walking up and cr.lp until your opponent gets hit by 1 cr.lp and take 219 damage for it is what they are worried about. no charge characters should be able to just walk up and combo from mid range, at least not like that. vega can link up to 4 lp and be able to pull off a 216-219 combo while no one else can even come close to that damage from that kind of hit confirm with just 1 meter. +2 on block is what’s sensible i reckon

btw, that ex rcf, cr.mp x ex fba doesn’t work on rose either :(. i seem to hit rose with an ex rcf while she’s crouching more than anyone else with a fireball for some reason…

oops. it failed this time lol. need to get a new one

2 things:

  1. Lemme get this straight… You’re saying that no one else has the ability to hit confirm a 4 frame or better normal into 220 damage or more off 1 bar? Guy has one of the lowest damage outputs in the game per hit confirm and he can beat 220 with 1 bar. No, half the cast can’t do it from cLP range, but all of the cast has better options at closer range anyway. The other half of the cast can combo into ultra from landing a crouching light. So I don’t wanna hear that nonsense.

  2. Anyone who can’t hit confirm a cLP already isn’t going to gain that ability with an additional frame of advantage.

The purpose of the buff was to homogenize online play with offline play so that the 2 are more similar. Offline, in all seriousness, isn’t really all that useful for anyone who is already decent with Vega since they’ll already have the link down. They don’t wanna give the buff? Cool. Fix the online then.

Yea, it’s not like Vega can’t already do that. Further, as far as frame trapping goes, Vega has one of the worst crouching jabs in the game. It’s 4 frame and only +1 on block, it’s not like walk up jab jab walk up jab jab is a foolproof blockstring, just press a fast button… The only thing that gives Vega a threatening mixup at that range is the fact that his karathrow and crouch jab are about the same range. Or maybe you’re a character with a particularly slow crouch tech so he might be able to frame trap you if he has good timing, but just late tech in that case… but he might be able to Cosmic Heel you in that case, which is like, a pretty basic frame trap/throw mixup that a lot of characters can do.

c.LP being an unplinkable 1f just means that you’ll drop it sometimes, once in a great while, right when you need to land it most… Making things harder to do is a horrible way to balance a game. What’s so bad about making a combo not fail on you right in the middle of grand finals? Sheesh, it’s this kind of thinking that made someone think it was a good idea to put tripping in Smash Bros.