Ultra changes (location test)

Most character that are not charge characters can combo into Ultra using meter. This just gives charge characters options.

This is a direct buff to Vega.

But granted, there is some degree of execution involved. Red focus into crumple state requires nothing execution wise. NO ONE will drop it. In my eyes, its a win button.

I will abuse the heck out of it on purpose. And I’m sure I won’t be the only one. Don’t be surprised if it’s not nerfed in a later patch.

I don’t understand how you got these numbers. There must be something I don’t see here …

For example, taking the scaling into account, my computation for the last combo listed is

c.MK (100%) + st.HK (100%) + EX Red Saving (70% of 150% of Saving Attack Level 1) + Ultra 2 (50%)
70 + 40 + 0.7 x (1.5 x 60) + 0.5 x 450

which gives 398.
By the way, I think it would be impossible for the same combo with Ultra 1 to do more than 30 more damage. :wink:

Ultra 1 still does not have any frames of invulnerability in the current beta version. I would absolutely love it, but as far as we know, the only change made to Ultra 1 is a vertically expended hitbox. Whether it is for the knee launcher or for the first hit after the Ultra flash is unclear though.
In the first case, it means that Ultra 1 could become a better anti air. However, I suspect it would still get stuffed by jump-in attacks if launched too late, and still whiff after the knee launcher connects if launched early, so I see this change as irrelevant.
In the second case, it means that Ultra 1 would probably never whiff again after the knee launcher connects. Still not enough to make it a reliable anti-air to me, since I think you need godlike reactions to hit the opponent early enough in order not to get hit by their jump-in attack on your way up.

i’ve been using the mod to calculate it. went back to see what was going on, red focus cancel in that mod seems to do 80 damage for some reason…

also for the u1, the knee hit does 75 damage, haha, doing a total of 525!

the mod also made attacks after red focus to scale 1 level instead of 2 for normal attacks as well.

I think if she doesn’t do the follow up for her dive kick, it safe. it also may allow her to combo into her u2 easier. (I just wanted to say that lol.) Hopefully vega gets an actual anti air.

What I would like for Vega: I think at this point making a huge list with changes is not usefull. It’s already beta version, I doubt a lot of things will change from now on. So, my take:

  • remove Ex Rcf nerf - it’s pointless and uneeded
  • Ex Rcf: remove fireball invincibility, add 1 hit of armor
  • Izuna drop regular version: increase the grab range or make it faster
  • Give him the dmg back for cr mp and Ex Fba (cr Mp 60->70, Ex fba 180->200)
  • CH: +1 blockstun (making it -2 on block)

I would like Ex ST invincible, but they removed it and I don’t think is coming back. cr Lp +5 on hit is also gone, and cr lp becoming 3 fr start is not happening. I think at best Vega could get 2~3 buffs, so if the changes above happens, I’m happy.

Just read that the (very few) good buffs we got and that the mediocre crHP a.f. buff and the (near useless) Super knee hit buff is what remains…?

Wow. I don’t get Capcom. Someone actually believed that crLP buff and EX ST inv. buff made Vega owerpowered? Jesus, are they kidding me? Those buffs aren’t NEAR the level of the buffs other characters are getting. Ken, Makoto, Chun, Guile, Rose to name a few. Not saying they don’t need 'em, just that Vega’s buffs weren’t that grand in comparison.

Second, even WITH the crLP and EX ST buff, he’s nowehere near being owerpowered or a “unique tier” or whatever Capcom believes. Sure, he’ll move up from the low/mids and perhaps even into the top ten, but he will still not be in the running for the top tier spot. As it is now, he’s Titanicing to the bottom.

I believed people joked when they said “Capcom fear/hates Vega”, but those comments to his buffs (and the ridiculous decision to remove them) seriously has me reconsidering.

Capcom please;
crLP: either more+ on hit OR more+ on block.
EX ST: let us have the measly 4 i-frames. It’s a move requiring a DB CHARGE, not FADC-able, requires a meter (something important for Vega) not comboable into anything, and it’s only 4 i-frames. Even with this buff, it’s still worse than similar moves of other characters.
EX RCF: why was this one even nerfed? I don’t get it. Absolutely nothing about this move deserved a nerf. Even connecting with it in the first place is an uphill battle, and then you have 1, just a measly 1, frame to link your combo. I don’t get it…
U2 7f: well yeah, nice, thanks. Although this “buff” really is a fix for something that shouldn’t have been nerfed at all.
crHP a.f.: well… meh, thanks, I’ll take it. It’s no gamechanger though.
Super knee hit: good on its own perhaps, but with the damage reduction, whatever usefulness this “buff” had is gone. Vega depends on meter for his very basic combos. There’s no Vega alive that is going to save up 4 meters, and if they do, they sure aren’t going to spend it on this tripe. Pass!

Can someone tell me if there is a way to voice opinions to Capcom directly? How does one go about doing it?

capcomplz@ლ(ಠ益ಠლ).com

That or the unity boards I guess. Er’body chill I’m sure it will work out. Acting like the world is ending wont get you anywhere. I’m hyped for ultra no matter what!

Adding a few frames of startup invincibility on Vega’s U1 could be neat and may alleviate some disappointments for the lack of invincibility on EX ST which doesn’t bother me. I’d personally would like to see Vega be a bit more elusive so that his weak wakeup game is actually warranted.

Ummm correction, this means a simple jab could lead to 350+ dmg, dropped claw, dropped mask, knock down setup and probably cornered…If capcom desnt rethink beta vega my suggestion for SF Ultra is all u vega players take a page out of hakkan’s book and LUBE up…

Does Capcom know every time they turn their back on vega, somewhere in the world a little puppy dies…

i’m pretty sure I didn’t write that…

I’m speaking from a Dudley perspective also. Do you know how easily I can build 3 bars with Dudley?
Now, all i have to do in order to turn the round in my favor is a simple abc combo, into red focus crumple, into Ultra. I have NO reason to choose Wultra as an option because why on earth would I need the option of a second ultra when comboing into ultra have been made so easy?

I was watching some of the archived Ultra UK footage that was posted on the main page and realized that the majority of players did not have the state of mind nor awareness of this option. Particularly a few Zangief match ups that I viewed where the opponent had the option but never used it. I thought to myself, it’s so easily exploitable, WHY ON EARTH isn’t anyone doing it?

I do not think that our Claw is a lost cause just yet. In the recent Challenge Capcom, Combofiend was pretty adamant about discussing Vega and that they will still keep working on him hoping to make him as good as possible. Hopefully his words will strike true and we have an EVO-Worthy Claw on our hands by the time ultra hits. Zeus or Reiketsu should win Evo in the next few years.

Or Dan.

Combofiend thinks 2 frame links is OP for him. I have no faith that anything will get done.

“capcomplz@ლ(ಠ益ಠლ).com” Hahaha :slight_smile:

But for someone (like me) who doesn’t frequent online forums that often; “unity board”? What’s that? Link?

Anyway, there is another change I’d look forward to, but I’m sure it will never happen; I really think losing the claw as a result of blocking is complete BS.

Capcom has DESIGNED Vega like that. He has no easy DP-FADC free card or an awesome “get off me”/escape move. He is SUPPOSED to be played with a lot of patience, calm nerves and steady blocking. So why am I getting punished with losing both range and damage for blocking?

I am fine if losing the claw was a result of (only) taking many hits. If I’m taking several hits, then I’m not blocking properly, then I’m not playing properly, then I’m ok with losing the claw. But why the unnecessary punsihment as a result of blocking? Even IF he had that measly 4 i.f. EX ST, his defense would still be very lackluster compared to other characters. In short, in many situations you are forced to do nothing but block. So tell me Capcom, why punish me for playing the character the way you have intended for him to be played?!

So an additional request from me would be to only lose the claw as a result of taking x number of hits/damage in USF4. I think it’s very frustrating to perfectly block the cheap wake-up shenanings from Akuma or Cammy before managing to escape, but instead of getting a pat on the back I’m rewarded with a dropped weapon, shorter range and lesser damage.

yea, losing your weapons is just a dated mechanic that’s only there for the sake of tradition, and like you said, Vega is not a character that needs to be punished for blocking

just watched chris king using c.hp against pr rog very effectively at socal regionals '14

in his opinion that c.hp buff is enough to make vega better than AE, i wonder what he thinks about the removal of ex.rcf into c.mp combo

I still think that’s one of the dumbest nerfs in SF history. It was really hard to do in the first place, why wouldn’t you reward a player who can do something with tight timing a extra damage?

We got that nerf when we were getting everything else, thats a change that will most likely get reverted.

he said cr. hp is enough to make vega good, so I don’t think we are going to see any buffs… maybe reverting the ex roll so they will say it’s a new buff lol