Well im heading for Elena or Decapre.
The cl.MK is +4 on hit. Unfortunately, that’s another one frame link opportunity. Perhaps the purpose to using this over cr.MK is that cr.MK has some noticeable pushback that messes up some combos (cr.MK, cr.LP, cr.MP xx EX FBA).
RCF charge time to 50 frames, that I wasn’t expecting. Now you don’t have to immediately shift your stick backwards (like a spaz) to get enough charge for j.HP, cl.HP xx HP/EX RCF to work. That might be a gross description of that, it has become easier for me lately. The point was RCF is slow to charge, and having it charge faster is a nice addition.
The RCF charge buff might be more important than you may think. If the charge is fast enough, that will allow Vega a safe method of empty jumping. Previously we had to rely on things like cr.LK xx EX FBA/the STs, or work with the relatively slow cr.MK to allow for more links afterwards to allow for actual hitconfirming.
Now, if it’s fast enough, we could do empty jump cr.LK xx LP RCF (xx EX RFA). I feel that is big news.
The Super Combo damage (re-)buff comes with some disadvantages over the previous builds. In previous builds, the knee launcher did 0 damage, so that would scale the Super Combo less in combos. But I suppose it all evens out anyways.
And Bloody High Claw’s buff, okay. Though some invincibility would be nice too.
LOL Decapre - none of you Vega onlys will switch your main at this point in the game - none of you
Anyone here with the PC mod with the know-how to modding wanna try out empty jump cr.LK xx LP RCF to see if the faster charge time makes that possible? Previously this wasn’t possible with the 60 frame charge time.
You’re damn right I won’t, you got me there, but I sure as heck plan on putting work into dat Hugo as well.
They’ll switch and then come back because Vega feels right. I don’t get the complaints, you picked a low tier character and if your fundamentals are sound, you can win against most opponents regardless of the character they pick. If you were waiting on Capcom to buff your character to braindead status then why did you bother with Vega for so long? Cammy is right there.
I’ve been messing around with T.Hawk since Super but never seriously. I’m taking him as my true second, that red man is going to be a problem.
Do you think we’d need two or three c.LP to link after close s.MK to get the EXFBA finisher? Because I actually like the motive behind the buff, giving him a good normal to do when he’s that close. But it sure sounds like they really want to use to drop unplinkable 1f links. So they’re giving us this neat new tool, but they want us to drop it sometimes and throw rounds because of it…
I want to play Rolento or Hugo.
^ One crLP.
We already can stLK crLP crMP xx EX FBA.
clMK has much more frame total/hitstop, so having the chage for the EX FBA will not be a problem.
As much as I want Hugomania to run wild, he just looks like he has some shit matchups. It took them a few iterations just get T. Hawk looking right, Hugo 2015 may be the man.
Other than the pushback from cr.MK possibly messing with combos, why use cl.MK? Same startup but less advantageous on hit and block.
Maybe… If it forced standing! That would be something worthwhile. With cl.MK forcing opponents to stand, bnbs would possibly be less likely to whiff. Or you do a fuzzy guard setup by doing cl.MK > instant overhead j.HP.
Previously, Vega couldn’t do the latter because his ground normals that force stand are 2-hitters.
cl.MK -> cl.HP might be possible? cl.MK cr.lp cr.MP hitconfirm?
Nowaitigotitright. Cl.hp is 9f start, so there’s no way. I need to go to bed. Geez.
Those buffs are some nice icing on the cake. Problem is, we got no cake.
Whether its a more reliable way to do combos, some kind of reversal/escape option, some way to open up the opponent… nothing. At least if we got ONE of better cr.lp, short invincibility on EX ST, or better CH/PoM, you could say we got something. Now, there’s icing but there’s no cake.
Cross ups are a way to open the opponent up.
Oh, right. Maybe with shorter charge time we can cross up, cr.LK xx RCF?
[Source here btw.] http://usf4.nesica.net/sozai/2014Ver101_battle_balance.pdf I hate to be the bearer of bad news[or good?] But what the heck is this supposed to mean?
http://i.imgur.com/m1cOUWJ.jpg
Editted to be more cleanly.
- Start-up of Close Medium Kick from 6F to 5F.
Recovery changed from 13F to 10F, thus making Hit/Block adv changed to +2F->+5F on hit, -1F->+2F on block. - Think that refers to J.lk crossup
- RCF from 60F to 50F charge time
- About EX RCF, likely referring to 2F hit to 4F.
- Talks about Super Knee hit doing 100dmg.
- Refers to ultra knee hit as wide as EX:FBA knee hit.
1 and 2 refer to K= Kick ( 1 of course talks about cl.Mk ( in which we should get some hypes because it includes start up, recovery, ad on hit and on block) and 2 talks about jump LK cross-up) - my opinion
but how about 4 : EX??? what’s it meaning, anyone here can read Jap?
5 refers to SUper I think, not a typo, Knee hit does 100 damages
but heck, where Ís our U2 buff from 8 to 7 frame ???
3-4 Refer to Rolling Crystal Flash. 4 is just EX version of it. Probably about hit stun from 2F->4F
ok that makes sense, I see
so this is the change list from current build compare to previous build, not v2012