This time Combofiend did a good job, he knows our Vega need “fun” more than “overpower” or “easy to do” so he make Lk cross up so we will have more fun switching around both defensive and offensive style
I’m fine with this changes, although no Ex- SC and no Cr. Lp +1
I was not talking about the crossup, I was answering to General_Awesomo who was asking about empty jump followed by c.MK xx RCF.
But of course the cross-up variation won’t work.
F*ck yes! I’m so glad I was wrong.
So, in the end, we got at least one huge buff. A 5 frames move that does 70 damage with great and reliable comboability on hit, and that leaves you with +2 at the perfect range for kara-throws mixups on block is big. Most of us wanted cls.LK removed, but what we got is basically a super version of fs.LK working up close.
By the way, Combofiend still hasn’t updated the list with the startup reduction, but at this point I think it is safe to assume that it will be there as well.
At this point, EX ST invincibility would be OP on Vega. I wanted it in Ultra arcade because everyone else was absurd anyways and Vega needed something to be competitive. Seriously Ultra Arcade Vega was pretty much AEv2012 except most of his matchups were harder, even with DWU and RF. Now that the rest of the cast has been brought down and we got some nice buffs, this will probably be the best Vega has ever been in the IV series. A solid mid.
I still can’t see having an invincible reversal option that can’t be FADC’d (though It’d be -5 anyway), requires charge, has shitty hitboxes, requires meter, and doesn’t lead to any follow up damage making Vega OP in any way, shape, or form when most if not all of this doesn’t apply to the rest of the cast.
All it does is reduce the risk to be able to blow up frame traps.
Not saying I want any version of ST to have invincibility though. Just that it’s not OP.
Agreed! It’s not OP, it just makes Vega’s neutral game become increadibly difficult for opponents to approach, and Vega will become the most being hated character in SF4 series
There would be too many matchups where Vega could literally just build a meter or two then sit on d/b, poking with strong and forward, and ST if they decide to jump. A good half of the cast would be unable to beat Vega because he’d be an iron wall once you get the EX ST timing down.
I still want him to address his AA situation, but probably not like that. I’d probably prefer a kind of Chun-Li situation where she has 101 anti airs, all very situational.
Vega with EX ST would basically be like Honda and his ex headbutt post nerf. Except twice as fast on startup ofc.
Would it be annoying? Yes. Would it be fun to have? Hell yeah. But we’re not getting it so I won’t hold my breath.
[I’m still going to check for un-listed changes, that being one of them.]
BTW, since the dive kick matchups might actually be worse in Ultra, I recommend picking up Hugo as a side character. It looks as if he destroys dive kickers for free. Vega does have tools to deal with dive kicks better in Ultra (c.HP active buff, DWU, RCF for comeback potential), but they also have access to DWU without caring too much about yours. Like Rufus will definitely be an even worse matchup, maybe Cammy and twins too. If you find you can’t deal with them as Vega in Ultra, Hugo is a good counterpick that has a playstyle I think Vega players can adjust to. Hugo has some damn good buttons…
Speaking of Hugo, I actually planned to make him a secondary before even considering the divekick matchups. I can’t tell for a fact but isn’t Vega’s cr.hp good enough to beat or at least trade with Yun/Yang Dives? Their hurtboxes seem pretty egh, but I could be wrong I guess, just feels like Vega can really challenge them in Ultra to me.
Yea c.HP buff will definitely help against dive kicks. The c.HP always worked against them, the trouble was timing/predicting perfectly so that c.HP would actually interact with the other character.
c.HP was seriously a big doo doo. It very difficult to get that move to interact with anything, period. It worked sometimes in certain matchups, like against Gief’s that aren’t smart enough to jump in with j.LK a lot or against Rog, but to me it just wasn’t worth the risk of actually using that piece of shit. People earlier claim that c.HP is now a powerful AA, I have to wonder if they fixed the hitbox behind our backs.
it beats their dives and j.mk and j.hp, so yes, it’s a solid answer to those moves. only problem is rufus. it somewhat works on rufus, and he can’t combo you since he hits your limbs at a high angle.
Anyway, +5 on cl.MK is a nice boon. Definitely makes for decent options after the new crossup and decreased roll charge. Still plenty of things on the wishlist I’d much prefer to see, but meh, spilled milk and all that.
Against those dive kicks, stLP is more reliable when Yun is closer then 3/4 screen.
stHK moves the hurtbox further too much, so its really easy getting counter hit when trying to AA with that move.
As much as I’d like for Hugomania to run wild, I don’t have too much faith in Hugo right now. Maybe this will change when I get my hands on him, but his size and speed are looking off to me. Thawk is going to be my secondary in this one, he has excellent footsies, an srk, and speed.
The hyper armor on Hugo’s ex lariat is gonna help a lot and the invincibility on the start up of his ex air grab will give him a solid answer to jump ins and jump backs. I can’t wait to play him.