Ultra changes (location test)

The addition of “delayed standing” should make the izuna loop fairly obsolete, don’t ya think?

I imagine it can still be done, but…why would you go to such an extent to do such a shoddy psuedo vortex?

Because it’s hilarious?

http://www.youtube.com/watch?v=aaqfQvOOQGw

Lol wut? The loop only works on certain characters anyways, and even then its not the best of options. Comparing the izuna loop (which is situational based on the opponent) to another character’s vortex (which works on the entire cast) is silly.

So certain characters have a rough time with Vega, big deal. Its not like he doesn’t have his fair share of bad matchups himself. Besides, most of Vega’s “Good” matchups are situational. The Dudley matchup for example. Sure Vega can keep him out with good spacing, but once Dudley gets in he’s at full advantage with frame traps and ridiculous combos. What happens when Gief and Hawk score a knockdown? My point is that even though certain matchups might be difficult, they can balance out based on screen positioning.

Can anyone say this for Vega’s bad matchups?

It’s definitely the same thing since I’m comparing the Izuna Loop vortex thinking obviously in the characters that suffer from it. Hawk dos not care that you can’t do this on Dictator.
Actually, Izuna Loop on, for example, Hawk, it’s even worse than Gouki/Ibuki/Viper’s vortex. There’re ways around Ibuki/Viper’s bullshit and if you study well enough the timing and options for Gouki you can block most of the time. Izuna Loop it’s a gamble that you make putting your faith in the fact that your opponent’s inputs will be messed up… and they are most of the time. So the Hawk player have to keep trying something while praying that the game will actually understand his input. Which means that there is not even a guess here, it starts to incline into a matter of luck.
It’s almost a “RNG factor” that should be weakened/removed in the same way like all the others similar things are getting toned down.
And for your last question: yes. We can say that for Rufus, Juri and Seth matchup, but then it’s a different matter.

Did you see how much damage Seth got for 2 bars? That was ridiculous.

That was not one combo, it was two. Seth reseted after the stomps.

I thought something seemed off about the damage scaling there.

I like what I’m seeing from Vega, can’t wait to get into Training mode.

In the japanese change list, it no longer says EX RCF is +4 instead of +2. Did they remove it again!?

Vega new infos:
forums.shoryuken.com/discussion/185866/ultra-changes-location-test/p29

So, what do we do with +5 Frames ???, this a big advantage anyway

counterhit L RCF, FADC, U2?

Edit nvm… hmmm on block? going to be too close for sLK, but a great frame trap for cMK

tick throw.

The opponent will dp and you will get hit. Any frame trap is worthless against opponents with inv. start-up specials.

clMK clMK crLP crMP xx EX FBA will do more damage and considerable more stun than clHP crMP FBA.
clMK counter hit confirm crMK crMP xx EX FBA for the same damage of a a counter hit jiMK crMK crMP FBA.
clMK crLP for the first actual SOLID frame trap up close that doesn’t have so much pushback that makes your second move of the frame trap whiff on a dozen of characters.

clMK into clLP frame trap.
I’m not going to bother spending any meter at all on this thing, but if it fits your playstyle I’d suggest doing this the very first round to see how the opponent reacts. If they block, you’re set. If they react with a DP-ish move, refrain from using this again for the remainder of the fight until the last round, where you’ll now use a kkk flip after the FADC dash, and punish their missed DP with ultra. Of course, opponents aren’t static and blocking the first time doesn’t exclude DP the second time, and vica versa. But still…

Anyway, I’m not completely sold on the new changes. Super is nice (I guess) and clMK is nice, but jLK crossup does absolutely nothing for me. I really don’t know why people requested a jumping move that crossups.

I play Rose aswell, who has a decent crossup with jMK, and sure, against those average level online players it works ok, but against actual GOOD players, it is useless. 99% of the fight is won using solid fundamentals; footsies, pokes, backdash and big punishes when opportunity gives. Very much like Vega’s style.

If anyone questions this, ask yourself how often you get hit by Rose’s jMK crossup. I assume it’s very, very rarely. Watching Rose play in torunaments, the jMK is practically never used there, so I’m just going to assume that the same will be true for Vegas jLK (which does even less blockstun and damage). I’d much, MUCH rather have a better PoM or CH, but that’s just a fantasy wishlist now.

EDIT: have people seen the Yun changes? Holy Shit! Increased damage on MP (used in many combos), crossup with jMK and better recovery on EX rush punch (because apparently Yun players had “trouble getting in”…?!?). This douche is going to be really annoying.

Eh, for some reason I feel like Vega-Yun won’t be as bad as some of you think in Ultra.
I don’t think It’ll be 5-5 but it won’t be too bad either.

just because people spam dp, doesn’t mean you shouldn’t use frame traps. once they do a dp, next time, bait it. they will waste 2 meters if they fadc and will get punished as well. watch how cody and dudley players blow people up with frame traps and see how many of them fish out dp’s. i try to integrate other players style into my gameplay, even though they use different characters.

as for crossup lk, it’s not that people can get hit by it, it’s more like a pressure tool too keep that person in. not sure if that’s the right choice though…i can only think of one universal setup for the lk: ST, kara grab, jump lk. and i think kara with something other than hk will make it more ambiguous.