Ultra changes (location test)

Reiketsu’s twitt.

Actually, Twitter as a whole is flooded with those lists.

Here you can find the official release for all the characters (In japanese ofc) https://twitter.com/Noocta/status/454274083124154368

About 30min from now we shall see it on srk.com anyway.

Ugh, I don’t even know anymore, got confused by frame data so I should just wait for a proper translator because this frame data is driving me nuts.

Vega

  • Crouching Heavy Punch now has 4 active frames instead of 2.
  • Pick up the mask command is now down+2 punches.
  • Light, Heavy and EX Rolling Crystal Flash FADC is now +5 instead of ± 0 when opponent blocks.
  • Medium Rolling Crystal Flash FADC is now +3 instead of ±0 when opponent blocks.
  • Bloody High Claw upwards hitbox (during activation) increased.
  • Splendid Claw now has 7 frames startup instead of 8 frames.
  • Flying Barcelona Special now hits while jumping up towards the wall (but does 0 damage). The damage on the move has been changed to 100+100+100 from 100+100+200. Vega now only loses the Super guage once the move is activated from the wall, instead of when he starts jumping towards the wall.

[Source, event hubs.]

DROPPED.

Yeah, I’m probably out as well. I’ll pick up Rolento or Poison.

I’ll see if I can like Decapre.

Because seriously, Claw is looking bottom 3 material.

  • Pick up the mask command is now down+2 punches.

I don’t know how this will work. Will the the 2 punch animation still play when you go to pick it up or not?

  • Light, Heavy and EX Rolling Crystal Flash FADC is now +5 instead of ± 0 when opponent blocks.

What’s the point of this change. Isn’t RCF fairly safe? I guess it’s a change that kept Guile’s U1 in mind.

  • Medium Rolling Crystal Flash FADC is now +3 instead of ±0 when opponent blocks.

That’s pretty random.

  • Bloody High Claw upwards hitbox (during activation) increased.

Good. I just hope this doesn’t have any effect on how high an opponent is hit into the air.

  • Flying Barcelona Special now hits while jumping up towards the wall (but does 0 damage). Vega now only loses the Super gauge once the move is activated from the wall, instead of when he starts jumping towards the wall.

So having the knee do no damage is how they ultimately approach it.

Well seems like were not going to be getting +4 on hit for EX RCF. That a shame.

"Well seems like were not going to be getting +4 on hit for EX RCF. That a shame. "

So they’re leaving EXRCF alone and it’ll be the same as it is now? I’m very much okay with these changes, Vega wasn’t in a bad spot before and now he has some proper tweaks that give him slightly more options.

If I’m understanding this correctly they took out the RCF being super cancelable? Shame, I was looking forward to this change.

No nerfs but no real buffs either, underwhelming changes when you consider how different other characters are going to play in ultra. I don’t think he’ll be terrible just disappointed that he’ll be staying pretty much the same. I guess I’ll try out Decapre and continue attempting to play Ken.

As I thought, ok I can live with that. EX-RCF is back as it should be (and all RCFs are super cancelable right now, as they will be in Ultra).

+5 on FADC on block is odd. A poor man’s CH at the cost of two meters.

Super being activated on the wall is nice though.

Edit: changed TO activation on input FROM activation on the wall… Damn

I think Vega is already a very good character, people just have to play him right. The cr.fierce is just what he need to add to his already considerable defensive options. I’m not missing the iFrames on scarlet terror, Vega needs to stay mobile.

so can we still EX RCF>cmp ?

Jup, otherwise it would have been listed, since this is the changes list from v2012 and not from the earlier Ultra builds.

I heard that the changes are from AE 2012 to the latest version. You know what that means. EX RCF should be +4 on hit.

if super does 0 damage and only activates on the wall, does that mean we can use it as anti air, trade and then into an unscaled ultra? it’s not something i would do considering that if super hits clean, it’s only 300 damage…but it’s a thought i guess…

I’m glad about the changes I think. But don’t understand the roll changes.

So if roll fadc is +5 on block what is it on hit???

I like these changes.
Bring it on I say.

@neth: I fear that might be a translation error by EH. The thing that they mention this in the log points to an activation on input and not on touching the wall. SRK’s translation is different.
@GI: The same as now I think, +4 for all versions.

Seems fine with me. Also, I think their thought with nerfing the super was that it would be as useful as EX FBA, so to prevent people from crying about the super being OP they wanted to at least reduce the damage.

I’ve explained it all to Combofiend at SCR’14.

Cr.LP +4 > +5 on hit

I told him it’s mostly as a quality of life buff, so it’s actually a bit more possible online (if they’re not doing anything to improve the netcode). Just increase the hitstun but keep the blockstun the same. But whatever, I don’t jab. Maybe I would use them if they were a 2 frame link, but it’s not worth it as it is now (imo).

I-frames on EX ST

It’s fine. As Vega, I’ve learned to block everything all the time. Not as neccessary as I thought it might be. I understand the need to keep him from having a reversal other than U2. There’s plenty of other characters that don’t have good wakeup options.
However…

Cosmic Heel +3 on block at max range
CH airborne faster
CH’s hitbox expanded downwards to hit crouchers and crouch techs

… In addition to all his other buffs, an improved Cosmic Heel would be the only thing I would personally want. Vega’s all about poking, making CH a better poke would be the best way to help him. He struggles to get in.

But after seeing the Ultra arcade change list…
Improved frame advantage on block on RCF FADC? What’s the frame advantage on hit? I need to know if it’s actually worth going for it. If not, why bother since RCFs were all relatively safe as it is.

I’ll still have fun with Vega’s new EX Red Focus Attack combos, and s****ing on my friends with his new Super Combo for fun, but it could have been so much better.

Maybe its because I was an 09 Vega player, so I remember when he really was a trash character. As it stands now, Vega’s only limitations are the player.