Check the comments on the pages guys. Links will not be easier, they are not an extra frame because of the hit stop. Hit stop is a different attribute to hit stun, hit, block stun, active frames, recovery, and so on.
The only thing this helps with is charge times. We get an extra frame to charge.
"OK, I got to test this some more today and I asked combofiend about this. I can confirm 100% that they DID NOT add 1 extra frame of hitstop. I tried doing a no charge walk up c.lk > c.lp > c.mp > FK with Guile and the combo is just as hard as it is in AE2012. If 1f hitstop was added, then this combo would have been easier. So I asked combofiend about it and he said, no they didn’t add 1f of hitstop, but they added 1f of “detection”. It’s the system they put in place to fix 1f unblockables. I wont go into full details(i’ll leave that to combofiend), but it goes something like this… In AE2012 the reason why there’s unblockables is because when an attack comes out the game checks which way you are blocking, then it checks where the hitboxes are colliding. In USF4 this has been swapped around. The game first checks where the hitboxes are colliding, and then it checks which direction you are blocking. The thing combofiend said was that they needed to add one more frame of “detection” for when hitboxes collide.
I can definitely tell that there is a SLIGHT difference in timing for combos now, but it’s not that bad. I had adjusted to this new timing in less than 30 minutes. I was testing with Guile, and I was noticing that I was mistiming my s.lp’s after I would hit someone with a Sonic Boom. No s.lp would come out. This means I was pressing s.lp too soon. This makes sense if there was 1 extra frame of detection, I had to slow down 1f. Another thing I noticed was my close s.lp > far s.mp link was easier to “confirm”.
I wouldn’t worry too much about this very slight timing change that was added to combos. I wont take long for people to adjust, and if it fixes the retarded unblockables, I’m all for it. For comparison, the timing differences between 360 version and PS3 version is 10x worse than the timing differences in USF4. I’m really happy for the way this game is turning out. Shout outs to capcom and combofiend for fixing those unblockables!"
I spent a good 18 hours playing Vega in the current build of USF4 this weekend.
I have a few updates from Peter:
Vega’s Ultra 2 will not be staying at 5F.
Cosmic Heel will not be staying the way it is now. The animation is funky, and the properties are very whacked out. They made some very confusing changes to this move, and even Peter’s explanation wasn’t crystal clear. It’s a little more complicated than what is on Event Hubs. In any case, it will not stay +2 on block.
I’m sure this is obvious and has already been addressed, but RCF on hit will not stay at -8.
On an even sadder note, Vega’s 4F invincible EX Scarlet Terror may not stick around for the final version. Peter is working really hard to convince the big boys over in Japan that Vega with a 4F invincible Scarlet Terror will not make him “S+ Tier”. However, Japan feels different, and strongly believe that Vega will be completely overpowered with that buff. I think the people in Japan need to lay off the crack. This is by far the most important buff for Vega.
Other random observations:
Crouching jab link is amazingly easy now.
Crouching jab pressure is extremely useful, and very noticeable.
Cosmic Heel ends very abruptly, making it look as if Vega is teleporting towards his opponent. Because of this, a lot of people were having trouble teching my follow up throw.
Cosmic Heel spamming works well in this broken build.
Comboing into Super is really fun and one of the most rewarding things you can do. Cr.MP into Super works, if you can execute it. Also, if you Super on the way up, and you trade with your opponent’s normal, you will not lose your meter. This means you can technically spam it at a jumping opponent, in hopes for a clean hit. If you happen to trade with your opponent’s normal, you might be able to sweep, or even U2.
Cr.HP is very useful. I was able to beat in a lot of jumping normals with this move. I was also using this move as a poking tool against grounded opponent’s, just to keep them put. Lastly, it works wonders as a cr.tech against divekicks.
EX Scarlet Terror isn’t godlike. It still trades against certain jump ins (just like any other DP would). This may be because I am not used to waiting until the very last moment to execute this move, though. But it’s without a doubt his best buff.
His EX FBA didn’t change. Although Japan was debating whether or not to make that move invincible on the way up.
Well, that’s about it for me. If you guys have any questions let me know and I’ll try to answer…
regarding the ex scarlet terror not being godlike, i had the same feeling when playing wth fei long before, i felt it was bs that jump in trades with it. when i learnt to use it at the last frame, i love it as an anti air. i don’t want that vega 5 frame ultra to go away
for those people complaing about the invincible ex st, i wonder, is it because the character is overpowered? or is it because vega players are just technically more skilled because we’ve been playing with a handicapped character this entire time? and people complaining because they can’t beat certain players and are unwilling to change how they approach this matchup?
Many thanks for the share Chris, sad to hear about CH and U2 reworks. Regarding EX ST, what I saw from you play in the stream it still traded quite a lot if used as an AA. Did not look like Vega was broken with those 4 frames of invincibility. But just as you and Niah said, I we learn to use it as late as posibble maybe that will change.
Edit: Just saw this
I just do not understand the Dev team and their vision of Claw… A full screen DP, really?
As some have said ultra 2 should be at 6f. Personally I am ok with CH staying as it is in AE2012 but invincible ex.st is crucial, if they ever opt to make vega competitive on equal terms with many of the cast. Especially since they didn’t improve any hitboxes for anti air purposes.
Either one of these is essential either not to allow brain dead wake up and frame trap pressure and instill some fear factor in the opponent or to be able to dominate footsies without worrying too much about jump ins in the neutral game with improved hitboxes.
If Vega doesn’t have any of these he will be stuck in the same position as in the current version considering most of the cast being significantly buffed.
First, thx for those valuable informations, Chris.
Now : I think it’s not rationnal to claim an invincible EX-ST is OP and wanting to have Ex-FBA invincible at the same time. EX FBA is far less punishable than EX-ST, not to mention one could still attempt an izuna after it.
From my point of view, an invincible EXST is good 'cause it still keeps an attacking Claw vulnerable to jump ins, while he would gain defensive possibilities on par with the rest of the cast. Charge and impossibility to FADC make it way less abusable than stronger DP’s, not to mention it’s hitbox still keeps him weak as an aa.
I really hope this stays… but hey, didn’t expected it in the first place if it didn’t.
That’s a good thing IMO. To have an ultra straight comboable from a jab is too much.
I would prefer it the way it was in AE, honestly, it’s a far superior tool to use in footsies.
On a side note, that funky animation problem seem to be the case for all the moves where they removed frames. Chun-Li’s jump ins is a good example of that « teleport » style fix. Looks like they didn’t want to draw animations until they were sure they would keep changes. It does look just like Error1’s hacked builds right now. ^^
They should make CH +0 on block imo, and remove that -4 active frame 2 shit.
Splendid Claw can be 6 frames and be fine.
EX ST strike invincible frames should stay in my opinion. Was trading, was being beaten. Requires downback and forthought. Really don’t believe it will create "Vega tier ", just think it will prevent bullshit. Without it, Vega will be the only one without some form of strike invincible reversal.
Honestly, ex ST retaining its invincibility isn’t necessary in my opinion. The only buffs Vega needs to retain are the jab, Ultras (U2 6f is a fine compromise), and his super change.
To better understand why people believe Vega will be S+ tier if he retains ex ST invincibility, being Vega users, we have to look at the buff from the outside (pretend we’re our main is not Vega).
I use other characters regularly, as well as others in this forum I’m sure. And I’ll be honest, whenever I face a SOLID Vega player (I use another character to avoid mirror matches), getting in is VERY difficult (Please keep in mind that the level of difficulty varies by character). Just imagine how much harder it will be with the current buff, especially since its designed to be used late in a jump in (increasing our charge time).
Before anyone gets upset and think that I don’t know what I’m talking about, keep in mind that I’ve mained Vega since Vanilla and have been grinding out victories as long as most in here. Yet, I immediately noticed that he appeared, “over buffed” once the initial changes were posted. I was able to do this because although the buffs more than we as a community even imagined, and we were given many of the things we were asked for, I understood that receiving EVERYTHING would create a broken character.
In the end, we all want a fighting chance to compete, especially in tournaments. What we DON’T want is a broken over powered character. It’s not in our nature. Anyone who chose to main Street Fighter 4’s itteration of Vega doesn’t want to completely obliterate opponents. We enjoy a good fight.
Lets focus our energy on retaining the buffs he needs to serioiusly compete without being blinded by the need for a solid anti-air. With the system mechanic changes in place, is there really a need for a decent anti-air? I say no! Have it removed. Vega will still be a formidable character, and we as a community won’t have to hear excuses of Vega being over powered.
I’ve been hearing people call Vega op since vanilla. Super and jab changes are the least important. Jab only matters on block, really. None of its new combos, barring to u2 which we’re losing, matter.
Are you always argumentative? Hearing people call Vega op since vanilla? Really? As if that statement has any credence? Who cares that random scrubs call Vega op, when in reality he’s not.
A better hit confirm MATTERS Prof. A jab buff gives us that ability.
I feel that you don’t take my replies seriously because I’m a new poster. With all do respect, I’ve been browsing these forums for YEARS learning from people such as yourself. I owe much of the success I’ve had playing Vega due to these forums and respect every member in here.
With that said, your little short trolling remarks to my posts are not necessary.
Who cares if -anyone- calls Vega op as people always have and will. That’s why I mentioned the former.
He doesn’t have a better hit confirm, either. He has the same hit confirms. I’m not going to argue the difficulty of cr.lp, cr.lp, cr.mp xx ex fba. I do it just fine. It being even easier is whatever.
However, objectively, it being a frame more lenient doesn’t increase Vega’s options at all. Same with other links using cr.lp.
He gains stuff like cr lp, st lk ie not anything super special. He gains better frame advantage on block which is pretty good and fine with me, but still not something that addresses any of his shortcomings.
Super combo is also winmore. While it’s nice we can use it if we want, it’s pretty irrelevant in the big picture.