There is a difference between having the tools, and having easy ways to use them. Vega has light attacks hitconfirms ranging as far as 1.5 training room’s centimeters, a kara throw reaching just a bit closer, and and overhead reaching even further. So he has tools. The thing is that to use them, you must get past opponent’s zoning, and then zone him yourself, which is tough.
The thing is it’s way harder to achieve this with Claw than with other chars, who can anti-air by pressing a button, and vortex you from a single sweep/overhead. But hey, would we be there if we searched easy wins ? =)
Vega actually is easier to AA than Ryu, you know? Up and a button, or just push a button while on the floor. doing a dp is harder by nature. Being able to AA with Vega well means you have a good understanding of space theory in this game.
OK, Vega has the tools, but lacks the ability to take advantage. He also has a glaring weakness where he can’t fully take advantage of those tools because those incomplete hit boxes are there to give the other opponent a “fighting” chance. So we are at a crossroads.
A) make his footsies dominating by extending the hit boxes all the way like they should
B) give him normals that shift the hurt box away and cover more vertical space
C) possibly the more popular, give him the tools to be like everybody else where all you do is fish for knock downs to run a train of stupidity that is more brain dead than anything Marvel 3 can muster on a bad day.
If red FA works like I think, then it means fuck your pressure strings and your frame traps. A huge deal. It could weaken the overpowering jab pressure that exists due to having so much block stun on rapid fire jabs. Not an ideal solution, and a stupid quick fix to years of oversight but hey. We aren’t actually going to get anything that addresses any real issues.
Capcom, the type of nigga’s where their solutions can be likened to that of Democrats.
True, the input is easier. Now air to air has the weakness that it must be early, or at least that the opponent mustn’t be already above you. That being because of pre-jump frames + startup and trajectory adding themselves. Ryu, and Sakura do have grounded buttons to counter this, with only 4 or 5 frames delay ; and DP does work if out at the last moment.
So personally I find it harder, but it is true that doing the DP input in time isn’t something natural, and takes quite some reflexes too. =)
Personnaly, I’m not impressed by Oni’s pokes. Most of the time they get counterhit badly by Claw’s. I think his most powerful ones must be kinda slow. That is were I see Claw’s advantage, 'cause his normals have the same reach than most characters farthest pokes, but are way faster.
Speaking about hitboxes, I really would appreciate more combo compatibility. A third cLP into LP-RCF does not combo on half of the cast, cLK does whiff at that range against the same character, and cMK cLP does too against a lot of crouched hurtboxes.
It’s a shame that those possibilities are so unreliable at the moment, they hurt our pressure game (specially if RCF/FADC based). =(
against Vega, they aren’t the best, but they beat normals that beat Vega’s. it’s rock paper scissors when it comes to the type of normals and how they work. Vega needs all types of normals, and not just a few. But that’s me, they aren’t ever going to fix him, without major revisions to the game, the least they can do is this.
Do not forget red focus consumes a lot of meter, and at the moment isn’t freely dash cancelable. So it means one have to respect a character with meter until he gets none… just as we’re used to do against 95% of the cast.
Really, one it will make most difference against is Claw itself.
What I’m worried about is the offensive usage other characters could make for it : canceling it from a normal, even level 1 does crumples !
Yeah I’m not seeing this in any form. Both as an answer to elbow and as a poke worth of any significance over any other poke Vega normally uses. I just spent an hour testing it after losing to jHK pressure. Vega’s only offensive answer is if he’s already in the air before jHK’s startup begins with njHP, jMP, air throw, and njHK available once active frames begin. If you’re not already in the air by the time duds feet is at belt level your aa options are gone. That’s not very reactable… meaning you have to guess on whether or not to attempt to jump and AA or not. Unless I’m missing something, I can’t see how the Dudley matchup is in Vega’s favor at all. He can bypass Vega’s entire ground game with virtually free jump ins and can mix up on wake up with a comboable overhead that can lead to ultra. Where if you guess right you don’t even get an oki.
It’s not the focus crumple possibilities that are new, it’s that level 1 does crumple while it was level 2 previously. Meaning any character (including Claw) could get a crumple string from any normal, as long as they are cancelable : clHP, cMK, cMP… cLP… with an ultra combo at the other end of the string.
For example, if you’ve confirmed a cMK, you can link cMP Red Focus1 crumple-> ultra.
Or cLP cLP cMP confirm into red focus lvl 1, CH–HKST.
Or clHP cMP red focus, ultra.
This game is gonna look like UMVC3 as soon as someone gets 2 bars. Comboable ultra for everybody, with post focus juggle able character’s damage going skyrocket…
You wanted damage out of footsies ? You’ve got it. If that stays in final version, that is. =p
Vega’s focus is too slow to combo if you cancel from a medium attack. This leaves first hit of st.hk or first hit of cl.hp to connect with Rfadc crumple.
Rdafc from roll will be our most damaging option.
Does this even apply to Claw at all? I can’t think of anything he can do since he has no invulnerable moves to go through fireballs, although maybe you could U1 as long as they don’t end up counter poking you. U2 would be too slow to start up, right?
Also, does this completely shut down any chances we have of poking now?
Well, I forgot to add, the post where it says the same status change happens as someone jumps over you, now that may be useful for auto correct EX FBA (since you’d hit from behind chances are good you won’t get hit out of it) or ST?
Yeah, but you dont need to dash cancel to juggle. You just need a raw crumple, that’s all. =)
Yeah, cMP may not have enough stun even for level 1, I got carried away. This still leaves RCF, sHK, clHP… and with cLP being +5, cLP sHK will become increasingly popular.
cLP cLP sHK red focus lvl 1, crumple, ultra or CH-HKST. =)
It does apply to Claw. U2 is’nt too slow 'cause we’re talking of whiff punish here, so you have the whole move’s recovery to punish. Charge is needed though.
Dunno why a ryu would whiff a cHP while footsiing in front of you though. XD
No, 'cause you already know that whiffing stuff is bad. ^^
We can use U2 to whiff punish Ryu’s crHK on reaction.
PBOS with U2 is really useful, the thing will nail anything with more than 12f of recovery for sure. The problem is that you need charge to do it. So its not that pratical to do it.
And @TriasNT it doesn’t matter if you dash or not, it will spend 4 bars (2 to cancel out of normal and 2 to use red focus). You can see like this : If someone does a DP and he doesn’t dash after the focus he still spend the 2 bars.
I see, so EX cancel still have the same cost, and red focus adds 2 bars no matter what. I misunderstood that part, thx for clarifying it, Haztlan, as usual. =)
Niah, you had hints on super getting a launcher ? =D