Ultra changes (location test)

Damn, darkfroggy bringing the real rap.

I hate mirrors likely more than you do. I’d still rather have a fully functional character than the status quo

Nicely said

The cosmic heel note isn’t mistranslated. Look at the note: http://imgur.com/a/JkcZm#2

The first note (line 3) says they reduced the frame count of the move from 32f->27f. Line 4 specifically talks about the 1st active frame, and says it’s +2 on block, then line 5 goes on to say the 2nd active frame = -4 on block. You can see the +2 and -4 plain as day, even if you can’t read Japanese. The rest of the line 5 talks about reducing the blockstun on active frames 3-5, probably to match the reduced recovery of the move.

In summary it basically sounds like:
-They left the startup and active frames the same, took 5 frames off the recovery
-Left the blockstun of the 1st active frame the same as it is in 2012 (which is why the move went from -3 to +2)
-Reduced the blockstun for all the remaining active frames by 7.

There are many other moves in the game which have different properties depending on which active frame it hits on, so it’s not unusual.

It’s still unusual, actually. A few other examples don’t change that.

Besides, it really doesn’t make sense in this scenario.

Sadly it does, thanks for sharing that m16ghost

Not sure what to make of that though, essentially we are back in AE properties. Time to learn the minimum range of CH instead of the maximum :confused:

How fucked is that.

Now I understand why Reiketsu was wondering why the hell someone would do something like this to CH.

We are being punished for spacing a move really well?
CH was tweaked and dumbed down.
Not cool, man, not cool.

Is it so hard to give +1f of blockstun for all active frames?
A good hitbox to hit low profile moves is also really needed, but what they did… blah, makes me salty.

Well we already out of the whole cast gets penalized for blocking X amount of times… I always felt capcom has something against vega ever since vanilla. They are still treating DeeJay bad

Capcom japan fears an ST type caliber Vega. So he gets overnerfed rather than overbuffed to be safe. That’s why I’m confident he won’t keep all these changes.

I really think it just boils down to someone on the DIMPs team got their ass handed to them by ST Claw at a huge Japanese tourney and decided to get their revenge in some way. 20 years later, they finally have it.

At least, that’s what I tell myself when I cry myself to sleep every night after realizing how awful it is to have a top tier ST character in a SF4 engine. Seriously, if you put SF4 Claw in ST he’d be ridiculously incredible, even more so than he already is. He’s designed incredibly well, IF he wasn’t in SF4.

It’s also sad to see DeeJay get beat so hard with the ugly stick. He’s another ST top tier who got nerfed to hell, which blows my mind because if anyone would take advantage of the SF4 combo heavy engine you’d think it would be DeeJay, since in ST he has every tool in the book from the most godly normals to tons of combos and mixup/cross up game.

His jLK bullshit pwns me free

So cosmic heel frame advantage being backwards is intentional? I really don’t understand the thinking on that one…

In summary, I will still play Vega regardless of whatever he got from buff/nerf

I enjoy being lost by Vega, rather than winning by another character

It still sounds like an error/misprint to me. An accurate translation of wrong information.

It just doesn’t make sense for the move. The intent behind this move has always been “space it so that you can hit as far/late as possible for safety” and “time it so you can go over lows.” It makes very little sense that the following frames to do a ton less blockstun, it runs contrary to the logic of the move and pretty much every normal. Now they want to rework the move into “it gives you Bison-like repetitive rushdown as long as you do it close.” It’s very counter intuitive, looking at the move, it doesn’t even make sense that it’d work like that.

And are there really normal moves where blockstun depends on which active frame? Some normals do more damage depending on active frame or have different hitboxes, or different block/hitstuns depending on if they are standing or crouching, but I never actually heard of blocking depending on which active frame (except multi-hit moves). There probably aren’t any other active frames that get LESS safe the later they connect.

All that said, that would still be a buff, cuz the first active frame is still huge range and what you’re going to hit with like 80% of the time even at long range. It’s actually pretty difficult to hit with the later frames in a non-meaty situation, you usually are just connecting with the first active frame or not at all. Even when you think you’re hitting late, you usually aren’t. You’ll rarely get a CH block right now that Gief won’t punish with LP SPD.

Nah. Hitting late isn’t super hard.

And yeah this is still a “buff” anyway because the move will still have applications.

It’s STUPID, though.

So, super launcher hit actually combos into RID… Mother of god…

I just saw that myself, my god. Kreygasm

I’m just gonna feel like a complete jackass throwing out CH at point blank range.

What about my feelings, Capcom? Peter, please.

Yeah, the launcher is pretty weird, though.

But the damage is godlike.

Hell, Vegaman, you have to split heavens complaining about WTH they did to CH. Really, I’d rather leave it as it is.
Anyway, CH in the AE2012 version with +1f of blockstun or -1f of recovery is just what it needed to be decent.
To be good it’d need a hitbox buff to hit low profile moves,

That and the EX FBA still whiffing on crouching opponents in the corner. A hitbox buff in EX FBA is really, really needed.