Ultra changes (location test)

I just feel like Capcom is teasing us: “Here are a few actual, noticeable buffs. Wait no. That makes Vega viable against characters with all the tools in the game. We gotta take all of those buffs back. Here have some buffs that won’t affect him in any dramatic fashion. Oh and remember that stuff we took away in the last couple iterations? I guess you can have that back.”

That being said +3 on RCF block would give us a nice Super Turbo-style frame trap in the corner. I’ll take that.

SN: Last night I was playing against a Ryu and blocked his Ultra 1. Claw flew off in the middle of blocking but I needed to do something to punish, so raw Ultra 1 it is. Now if I still had my claw, it would have killed him. Instead, I had to continue on the offensive because Ryu can mount a comeback like nobody’s business. I won but my question is, why is our defensive character punished for playing defensively?

I highly doubt roll is +3 on block now, any Vega player would have noticed that by now and it would give Vega really stupid pressure (which is why I was opposed to it back when CH was +2 on block). It would be absolutely huge and Capcom has made it clear they don’t want to give Vega anything substantial. It would also make the roll more advantage on block than it is hit FFS.

What’s more likely is that the dash is faster (neat!) or that it might be 0 or +1 on block now, or a combination of both, slightly faster . Or maybe the focus cancel just happens sooner in the special, who knows.

And I understand your pain all too well. Vega has always been a character that has to win very slowly, and can lose very suddenly. They’re not out as long as they have at least 1 HP left, Vega can have a very hard time opening people up, meanwhile you’re pretty much done if you ever get hit by an Ultra that does damage or have a significant life disadvantage. Win slowly, lose suddenly. TBQH they could have at least gave us small QoL buffs like CH hitting lower, EX FBAs not whiffing on tiny crouching characters (shotos + almost every female) and the whole losing items for blocking or even getting hit needs to go. When a character is this defenseless to pressure, he shouldn’t be punished for being under pressure. But yea, it wouldn’t be so bad if the character had anti-airs that work, a reversal and not having basic combos arbitrarily be 1f unplinkable. Goddamn Capcom hates Vega.

The dash is not faster. 1) They wouldn’t make it a whopping 5 frames faster. 2) MK RCF is only +3 on block, which means it got a smaller rise in advantage, which would mean the dash has different frames from different moves, which is unheard of.
Focus Cancel window cannot be sooner, at least not 5f sooner. That would mean he magically cancels the move before the hit is even out, and then hitstop would make him gain more than 5f.

The ONLY way I can think of that would allow him to be +5 on FADC on block without affecting anything else, is if the move has a hidden, 0-damage hit after the cancel window that has enough hit and blockstun to make the move +2 on hit and -2 on block. This is NOT impossible though, since I’m quite sure they played around with something like that back in the alpha, where you couldn’t cancel the last hit and it was like -5 on hit. But that would also mean meaty RCF does 0 damage.

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

don’t be too excited guys

The whole point is that they can’t change it on FADC on block without changing something else as well.

https://www.youtube.com/watch?v=IPfJb1MMmuU
Look at 1:42.
Seth’s yoga sniper on jump back has been removed cause it’s too good since noobs can’t walk forward and block.

yeah i know, but some people here is talking like they think it’s +3 on normal block

1st derp: one click away from the seth forums
2nd derp: posted here even though you scrolled down and saw a vega video

still find it hilarious though

Well, if they just gave it 5 more frames of blockstun, it would be. I doubt that though.

Or they could have just broadened the active frames, hit stun and block stun by 3 frames and that will leave standard block stun and hit stun the same however we will now be able to achieve some ridiculous meaty if somehow you can setup a medium rcf as meaty

https://www.youtube.com/watch?feature=player_embedded&v=e_Wv_aopH8w

Man I hate hearing people gush about how strong crouching strong, forward, and crouching forward are… They are long but hitboxes are so damn bad that they lose to jabs… and much shorter strongs. Lol

Well crouch strong is so fast and long range that its poor priority and hitboxes rarely even come into play. Odds are that when you’re using crouch strong right it outright stuff things on their startup. It’s annoying when people who don’t play Vega talk about him, but that’s not wrong… Vega’s crouch strong is one of the best normals in the game. Low forward is super-good too. IDK about stand forward tho, it has really long range but it’s a big commitment to use it.

Man, part of the reason I was looking forward to some version of Scarlet Terror doing the job its always done in Street Fighter is that it suddenly gave Vega a meter-management game.

Right now, for all practical intent and purposes, Vega only spends meter on finishing his BnB combos. 90% of the time low strong into EX Barcelona, sometimes stuff like LK ST into EX ST. EX Roll and EX SHC aren’t good anti-fireball moves unless you make a big prediction before using them.

In Ultra, he was actually going to have some interesting decisions to make about how to spend meter.

-BnB combo finishers
-Red Focus
-Anti-air/reversal

The EX ST invincibility gives you some incentive to not just spend all your meter on max damage and actually save some. Myself, I would be very inclined to always hold on to at least one bar. But with the EX ST out of the picture, you’ll go right back to only spending meter on combos and once in a great while Red Focus in footsies when you want to make a big, risky commitment. You will have very little incentive to ever save meter. The only difference is that now if you have 3 bars and Ultra, you might go for a Red Focus cancel combo instead of the usual low strong into EX FBA ender.

You should aim those normals at your opponents limps instead of their body.

If you whiff those moves opponents will get free jump in pressure

And if a divekick character reads a whiffed normal you lose lol

I thought you were talking about Vega losing to ground normals, unless there’s a character in the game that can utilize ground normals while being in mid air…Vega should fair a little better.

I am saying Vega loses to ground normals because they have better hitboxes, and you answer is poke farther back, and my response is that does not work because your normals will whiff if you are farther back and a whiffed normal = death from jump in for vega.

None of these matter. The important thing is the fact that every Cammy and Rufus player feels a big relief when they see their opponent is a Vega player will also continue in ultra. Cammy will do normal divekicks even closer to the ground and Rufus will delay wake up after izuna to stop our cross up. Good luck cr.hping Cammy out of divekicks that are right above your head. Tokido is just saying good things only because they obviously got paid by Capcom for those series of videos.
Imagine him saying "Capcom didn’t give any of the buffs Vega needed, instead gave him a bunch of meaningless changes. He surely is as bad as Hugo, the absolute bottom tier."
The S tier of the game recieves the ability to cancel her another special to her most overpowered special and the bottom-mid tier char receives the ability to not put his mask on walking by. Things are even now! Yay!

about the cr.mp hurtbox, when i was playing against a solid ryu who uses cr.mk a lot, i notice it stuffs up my start up frames even if his cr.mk doesn’t reach. i think this is what you’re talking about. as long as you concentrate on counter poking instead of challenging ryu’s cr.mk, then you’ll be fine