Ultra changes (location test)

Last post, sorry for the triple-post:

In the build I played, if you got hit out of the air before touching the wall during Ultra 1, you kept your ultra meter. Same for Makoto and Ultra 2.

I asked Combo about it (because it didn’t seem like you retained 100% of it, wanted to see the exact number) and he had no idea what I was talking about and said that was a bug.

Sorry dudes :frowning: almost snuck past :frowning:

Actually, @jambell‌ , Zeus also said that about clMK. We don’t know the specifics, but if clMK is now +2/+4, thats actually amazing.
Also, clMK currently has a 6f startup, which woudn’t make it “pretty easy” to hit confirm after a jiLK. You were just being emphatic or it is actually pretty easy? If so, we may got a faster startup along with it (in theory we could get more hitstun in jiLK too, but thats much more unlikely).

One detail: We can combo crLK into crLP as long as crLK is a counter hit. Maybe that was the case?

Out of all of this, I only know one thing: I could kill for the complete and actual final changelist.

Ah, cool! Didn’t know Zeus had mentioned that, but good!

jiLK to clMK was definitely very easy. The clMK to cLP was the difficult part, but the clMK was definitely a breeze! +2 on block makes for another rad frame trap tool, which I’m more than happy about. It felt really weird basing my offense around jiLK and clMK to get a feel for them, but it definitely felt like a really solid up-close tool. Not sure if that’s a result of more hitstun on jILK or less startup on clMK – either way, it was definitely not tough.

Yeah, this was non-counterhit. Again, I could be absolutely insane but I remember thinking “whoa what, that countered on non-CH?!”

I downloaded the Ultra PC mod tonight for the sole purpose of familiarizing myself with and practicing combos into RFC and man does it ever feel great!

[edit:

A thing I found to feel natural as hell and something that might help understand how jiLK feels as a crossup: after a mid-screen crossup ex sky high claw, holding up forward immediately results in a perfect crossup distance. As everybody’s been saying, pressing jiHP instead leads to a delicious little setup!]

Still in the subject: Makoto0124 showed that its actually possible to combo into super from LP RCF. He is pretty much the Claw player with the best execution around and he was struggling to do it consistently, but it may be due to the lack of practice. The combo is done by abusing the large leniency that Ultras and Super have in this game.
You can crMK xx LP RCF xx Super by doing this:
crMK > Cancel into LP RCF by doing forward+LP, then immediately going DownForward > DownBack > UpForward + mash LK to improve your chances. I didn’t bothered to test the viability myself, but its something that its worth looking into it.

Try to not get too excited. Everyone is capable of “doing some unbelievably sick shit now”. That was the whole purpose of USFIV. But I’m glad that now Claw is actually getting some actual buffs.

I disagree. Since it’s not on the change list, nobody has any reason to try it, not to mention that the fact that it costs money is counterproductive towards new discoveries since any experimentation might cost them the game. And since the move is confirmed to still be -2 on block, despite the extra blockstun, hitstun must have been made longer as well, unless they’re content with the move being -3 on hit, which I highly doubt.

ah, the rcf to super, i was testing this when i first saw makoto doing it. i find it really lame. you either combo yto super from the last hit of the rcf with no hit confirm, or you combo it from cr.lp, cr.mp x first hit of lp rcf, super. i much rather just go from cr.lp to cr.mp straight into super. haven’t tested if anti air rcf would combo into super though

I’ll believe the buffs when I see them in the final game. Shouldn’t be too long now.

another 1 frame link clmk>cmp… anyways might have some use since the pushback isn’t that bad and +2 is good momentum…Really hoping for the cr lk one though… kinda will like to teck with a low hitting move and relatively good start-up

Any insight on the published RCF FADC +frames change on block? Does it also apply on hit? Are there uses for it? Was it removed altogether?

Didn’t do much if any RCF FADC forward on block, so I can’t speak to it. Sorry!

https://www.youtube.com/watch?v=3UJvytNiHOQ

someone send this clip to combofiend so he can give us back the jab buff

Man, srsly, why does Vega need to have his most basic combo be 1f unplinkable? It won’t even remotely approach OP or even change how we play, it’s only there to make the Vega player’s life a bit easier. I was really disgusted when I heard Combofiend’s explanation, “It was too much, whenever Vega landed jabs he either blockstring or confirm into a combo. It was too brainless, on hit he gets a combo and on block he’s safe.” It’s like, YES COMBOFIEND, THAT IS WHAT LIGHT ATTACKS DO IN THIS GAME, GOOD JOB! Light attacks being too safe and rewarding has always been a problem in SF4, there’s no reason that Vega should be exempt from this advantage that literally every other character in the game enjoys.

edit: yes, his jabs have more range. They’re also balanced by the fact that they have bad hitboxes and bad frame data. 4f jabs being only +1 is unusually mediocre for this game. Vega is supposed to be a fast character and doesn’t have a 3f move to contest other people mashing out of his jab “frame traps”… shit, I’d take it being either +5 on hit or a 3f move in exchange for it being only 0 on block, if it’s really that fucking bad.

you forgot that vega has low charge times and can combo just by walking in and out, while other charge characters have to be in people’s faces to pull of charge combos while walking.

cr.lp doesn’t have bad frame data, because of it’s range, the cr.lp beats every other 3 frame normal because their normal don’t reach. having a 3 frame normal reaching that far as hit confirm would be ridiculous.

it’s unplinkable because they don’t believe he SHOULD be using it. they are discouraging you to use it. stop treating cr.lp as something that should be used at close range. they don’t want vega to dominate both close and medium, that’s why they think it’s op.

if people are mashing jab, why are you not using cr.mk to cr.lp as a 2 frame frame trap? or far.lk to cr.lp? or stay right outside their spam range and kara throw them? or comic heel their spam? there are so many options to deal with spamming that you are not looking into. i don’t know how you play, but whenever i get a jump in, i go STRAIGHT for cr.mk. why? because it’s +2 on block and i’m at a range when i can cosmic heel, cr.lp or kara throw and no amount of spamming will save them.

vega’s cr.lp isn’t suppose to be used like everybody else, keep that in mind. this is why i don’t find it necessary to have it on +5 on hit.

Except this isn’t true and Cammy’s jab beats it clean if the tips hit at the right distance.

Was watching Zeus at that fingercramps stream, j.lk crossup looks really good, at least to me. Though he was only trying to go for cr.lp’s after and never got anything off it, it still looks really, really ambiguous.

I don’t think Vega’s short charge times will be too much of a problem because, to walk right up and hitconfirm for long enough to charge, you need two c.LPs into a c.MP. You have to be pretty upclose for c.LP LP MP to connect and not whiff, at most practical ranges you can only get c.LP into c.MP without enough time to charge. And this would be okay anyways what with c.MP into EX FBA whiffing on a ton of crouching characters still unless you’re right up close.

As Moonchilde said, there are 3F jabs with such good hitboxes (cammy balrog and cody off the top of my head) that are technically out of range but will stuff/trade Vega c.LP frame traps. I don’t think being +5 on hit will suddenly make him dominate upclose, being at the tip of c.LP range is already a pretty ideal range where he can hit with far s.LK and karathrow and can do all kinds of stuff. Get closer and you’re at a range where Vega isn’t in as much control because of the bad frame data on his c.LP, no far LK, and he as to commit to a bigger normal like c.MK to get a real advantage (which has such whicked pushback that you’re only frame trap option after is often low strong, I don’t think a lot of good players will fall for it, it’s good for pushing people out back into your ideal range if you’re pointblank tho). Yes, I am aware that you can beat out low jab mashing, thank you and I know what normals are good for vega at that range. I’m making the argument that +5 on hit low jabs wouldn’t be op BECAUSE people can spam out of them on block anyways and Vega needs to find ways to beat it. The tldr; of this paragraph is that with a +5 on hit low jab, Vega will still not be that great up close and would need to still use all his normals to win.

the distance that vega dominates is right outside their cr.lp/cr.lk, at that range, he can 2xcr.lp to cr.mp easy. this is also the range where capcom don’t want use to excel, they want use to back of a bit, at far.lk range. your opponent is scared of getting comboed if it’s +5, so they might not even push a button. but with +4, they are more confident to spam at that point cause we can’t really walk up cr.lp into combo like most of the cast, simply because we are NOT the same as everyone else. this is what i think combofiend is thinking of.

sure, the hurtbox sticks out and get countered but other peoples fast cr.lp, but that’s the same as cr.mp vs ryu cr.mk.

our bad matchups and loses isn’t based on us not able to combo from super short distances in footsie range, our bad matchups is solely because they can avoid the footsie battle altogether.

IF we are able to confirm with cr.lp, it means we can play a closer game. against some characters like sagat, they have no way out but to dp. as of right now, cr.lp isn’t a means to hit confirm into itself. it’s only a tool to counter poke, punish confirm with cr.mp and frame trap.

Vega being more positive on blocked cr.lps would be a ok with me.

Would also love ex fba not to whiff at ranges it shouldn’t.

If it makes you feel any better, they made his combos “easier” by adding one frame of hitstun to cr.mk, but drastically increasing the pushback. So it’s easier to hit some links, and cr.mk cr.mk works now, but some combos no longer work at all, and it’s harder to convert in footsies. It’s a buff and a nerf.