Ultra changes (location test)

Anybody else notice that we’re a day away from Ultra dropping, and we haven’t gotten an official changes video from Combofiend. Like it took longer to think of nice ways to say “He barely changed” and “We didn’t address his issues the way we did the rest of the cast.” It’ll probably come out today and I think he’ll be going with “Vega has been a solid character and we feel that the changes to the game mechanics complement him well. So, we gave him a couple offensive options and left everything else relatively untouched.” They’ll show his cross up j.LK about 5 times comparing it to the whiff from AE and then show him combo from cl.MK about 5 times showing the opponent blocking the follow-up in AE.

At this point I don’t really care what he has to say, I’m happy we actually got new toys to play with instead of our previous build which was basically AE2012 Vega w/ +5 FADC roll.

Don’t know if more characters got some kind of change or if they just corrected something in the Claw changelog, but it seems that EX RCF will remain at +2.
So yeah, we got a nerf around all those buffs.

Seems like it got corrected or something: http://usf4.nesica.net/sozai/2014Ver101_battle_balance.pdf .

i got a friend to test it out, and he said ex roll to cr.mp still works

Good, I already thought that they removed it from the recent version of the nesica list because that was not a change from v2012 or v1.0 ultra to begin with. So no reason to mention it in the v1.1 list.

My thoughts so far after only like a couple hours.

  1. c.HP AA trades a lot against decent jumpins. The active frames did a lot to get it to actually interact with the opponent at all, it use to be that this piece of shit would just never touch anything, ever. Now it still has a bad hitbox, but will actually interact with jumpins and usually trade. This is just me testing against stuff like Ryu j.HK, I’m sure in some matchups (characters with bad jumpins) it’s THE anti-air and in others the character has such a good jumpin box that it doesn’t work very well. I think there is a “sweet spot” tho from very far away where it’s hard to get past that tiny stretch of hitbox that isn’t cover by hurtbox, where it AAs perfectly.

  2. crossup jLK does not consistently combo into close MK, has to be fairly deep to connect. c.LP is much more consistent, but runs the risk of dropping if you do a string of them.

  3. close MK is great, no surpsises here. It’s definitely his best frame trap move. Haven’t found any characters where it links into itself, haven’t really tried tho.

  4. IDK what to do to deal with DWU. I think all my old safe jump setups are pretty much gone and I have to find new ones. Now on hard knockdown I just kinda strut in front of them and try to do mixups/pressure that isn’t neccessarily as safe.

  5. I feel like you should be able to cross up LK close MK into jab then strong then LP roll, but it’s harder to get the charge than I thought and it never works on tiny characters.

  6. Jump in into roll combos are absolutely free, less roll charge time was a good buff, lets up more liberally use that move. I use this move a lot more just to corner carry now that it doesn’t feel like I have to sit on my ass for an eternity just to use it, my intention to use it is also a lot less telegraphed. Good buff, there was no reason that a move that wasn’t even that good needs to have such a long charge.

  7. Red Focus is great. Good anti-footsie tool for Vega. It gives Vega much-needed comeback potential when he’s behind. Tho unless you’re a prude with meter (or were winning with no combos, just footsie normals), you’re not gonna see it much in close games or ones where you’re behind. Other characters always had the means to both dominate then secure the round with a setup into Ultra. Vega more than likely will only be able to land combos into Ultras in games where he’s behind. Games where you’re ahead, you already spent that meter to do more damage but probs aren’t gonna be closing out the round with a combo into Red Focus. Still, there are some many ways you can combo into a s.HK or roll to make that comeback happen when you’re behind.

  8. Roll FADC is not worth it at all. Two whole bars for a frame trap that might not even pay off. Maybe other Vegas will like this buff better, but I will never spend that much meter on a pure gamble.

Oh, and having Mask Pick Up be a command really throws you off. I keep trying to just walk over it. And it’s weird that the claw pickup is the same as always, but not mask. Whenever I lose an item I would just reflexively walk over it and perhaps not even notice which I lost.

Guys : EX RCF FADC is now +6 on hit.
They probably screwed it up by reverting to +2 and to +4 on hit again. So currently it has the same recovery as SSFIV but with +2f of hitstun. (The new timing to link may be bothersome at the beggining).

And we lost CH U1. It does not juggle anymore.

Btw, shoto’s jiHK is far from being a good jump in.

Yeah, that was probably a mistake in the first place. They seem to have “forgotten” that it was not nerfed in the first version of Ultra in Japanese arcades.
Nothing to worry about, Haztlan. :wink:

Concerning the new combo cs.MK ~ cs.MK ~ c.LP ~ c.MP xx EX-FBA, it looks awesome but I’m not entirely convinced by its reliability. Sure, it is entirely possible and yields great damage and stun in addition of a hard knockdown, but you need a damn good execution for it. cs.MK ~ cs.MK is yet another 1 frame link to master (though it is plinkable, but still …) and in addition it doesn’t have the same timing as c.LP ~ c.MP for example. I think it could potentially make the full combo noticeably harder than c.LP ~ c.LP ~ c.MP because the latter was at least rythmic, whereas cs.MK ~ cs.MK ~ c.LP ~ c.MP xx EX-FBA has two differently timed 1 frame links.
Moreover, we will need to be careful about the pushback, since the second MK could easily become a fs.MK, screwing an excellent combo opportunity.

However, counterhit cs.MK ~ c.MK ~ c.MP xx EX-FBA looks awesome as well and easy as cake, with fantastic damage, stun and subsequent opportunities for a 5 frame combo starter.

The same unblockables are still in the game. Nothing changed aside from the unblockables whose jump in’s hitbox were changed as well.

Except that the former unblockables now became 50/50s at best due to DWU. Did you expect them to fix anything that goes beyond that?

Regarding EX RCF FADC: great news, but I guess we have to learn a different timing now for the link? It is 2 frames later than in v2012 right?

Any infos regarding the FADC on the other RCFs? Is the +frames really only on block? Only on medium RCF?

I can’t get my hands on the game until Friday unfortunately…

RCF timing are all screwed up. It’s really hard to get a perfect FADC. Currently its very weird. On block all are +5 except medium that is +3. On hit… I couldn’t combo clMK yet, but FADC stHK still works, obviously.
EX RCF timing seems to be even further away from that. Like I said its very weird.
And DWU as a solution for the glitch of unblockables is stupid. Combofiend said that the unblockables are gone… but all that it’s gone are my 15 bucks.

clMK clMK crLP does not work on crouching shotos.
clMK clMK does not work on standing shotos (the second clMK comes out as a stMK).
So it seems like we will be doing clMK crLP for hit confirm and clMK crMK when we confirm a counter hit almost every time. There may be some characters that get hit by those combos above, though.

Its also considerably harder to counter hit confirm now due to the overall faster clMK.
Maskless ch clMK crMK crMP xx EX FBA does 350dmg 430stun.

still don’t understand how ex rcf is +6 after FADC and only +4 normally when his recovery for his roll and his dash are 20 frames…

From much testing, it looks like they added a special forward dash for roll FADC on block which recovers a bit faster than his normal dash.

i wonder if we can exploit this dash if this is true

At what point is it +6? FADCing after the last hit of the roll?

(in other news: LONGEST DAY AT WORK EVER)

Vega is high - top tier. finally.

Fellas, this crossup short is pretty sweet when you hit deep with it. I was able to hit most of my bnbs off of it.

Haha, I’ve been saying DWU won’t change shit for how long? Unblockables and vortex still gonna be in the game.

Any word on empty jump into roll stuff?

Two hours until I’m going home :smiley: