SF5 model faces can look very different depending on the angle and facial expression. So don’t judge his face just yet. I’m surprised by how buff he is, but he is getting older.
I love everything about the way he looks, especially the small details like his violet eyes, the frills on his sleeves and lined details on his white shirt when zoomed in.
If I want to be critical, the hair, especially at the hairline continues to look like clay fighter especially from up close.
Vega’s hair kind of has that banana-like texture issue that Ken has, but it’s less apparent due to him keep it in a braid and not having stranded bangs. The frilly shirt returning as his default is a nice touch. Although I may miss his old pants as they didn’t expose as much sock. And the yellow stripe. Now the pants are a shorter version of what he wore in the SFIIV anime. The claw glove is back. On the right hand. And since he’s right handed in his character art too, is this the new “canon?” His eyes changed color from azure to violet, is he Psycho Powered? lol. I’m fine with his hair being blond. As long as we get a color with brown hair.
At this point, I think it’s safe to assume Capcom wants this clay look. They are intentionally going for it, I think. I mean, they must have read those Ken comments. The internet exploded with Banana pictures.
The blond hair among other things is probably inspired by the SF2 Animated Movie (or his original SF2 ending). I noticed them draw inspiration from it with Bison as well. That movie is a gift that keeps giving.
Btw, I really like the Japanese VA. I’m not sure if they added a muffle effect to his voice because he is wearing the mask. Would be a nice detail.
I thought his moves couldn’t be more aesthetically graceful than in SF4, but here they more beautiful than ever. No FG has seen a more gorgeous HP normal. Although, as I said, it seems to start in 8 frames…
Having words about beauty is one things. Exhibiting that beauty is another thing.
Dude I have been a Vega main for the last 20+ years. I’ve loved Vega’s style since SF2. I used to draw him on my school binders in 5th grade FFS. However, the games are moving in a different direction these days, and games like SF4 for example, do not reward charge characters. It’s simply a drawback at this point. You don’t see any of the fast paced fighters having charge characters. Most every character in games like UMvC3, GG, etc, all are not charge characters. Charging means you need to stop being mobile, and Vega’s strength is being mobile. He was strong in SF2 because he was one of the very few characters who could react jump fireballs. The top Vega players like ARG do not sit around and do combos all day or links to hold charge for a combo finisher. They’re on their feet, using normal attacks, and so on. In CvS2, Vega had buttons, but very few combos and links, and little to no special cancel capability. His strength was good buttons and pokes. Of course, in these games, Vega has normal attacks that actually do damage and doesn’t need to do these things.
SF4 changed all of that. Being a charge character was a huge draw back. No capitalizing off walk forward jabs, or half his buttons. He needed to do 1 frame links to charge attacks for maximum damage potential from close proximity. He couldn’t walk forward and use his AA option, ST. In a game like SF4, him having to charge, he can’t do a lot of things characters like the shotos or other motion based controls can. He has ok buttons, but FA blows up st.MP, st.HP, st.MK, and st.HK at far ranges.
My thing is, if the SF games continue to get faster paced and require combos for maximum damage, then at some point, Vega will need to move on from charging to maximize his potential in such game engines.
I know you may love a character to death, but there is a such thing as evolving with the times, and those who don’t, become extinct. I’m ok with him changing to motion. If he doesn’t, no big deal. This game will reward buttons anyway, and most of his attacks have a lot of hit stun, so even if he is a charge character, he looks like he can certainly capitalize. If not a special, then it looks like he can use v.skill.
I don’t see what the big deal is with doing QCF/QCB + K for FBA. It’s not unrealistic at all. If you can walk forward fireball with a shoto or walk forward cr.MK xx Hado, then you could do that for FBA, too. It’s not hard to wrap your head around or execute on the fly.
I’m sure Vega will get a target combo, I just don’t think we’ve seen it yet. The input system is really different in SF5 though, Ryu can combo heavy attacks and they almost look like target combos. I love his target combo in Omega, it’s really fun to play with, and makes a deep cross up really rewarding instead of dealing with dropped 1 frame links.
I will note, we did see cr.LK. I can’t recall exactly what combo, but Vega was able to cr.MK and link into cr.LK, and then did his EX back dash slash plus lunge move. It’s there, just have to look for it. All the rest of the stuff, yeah we didn’t really see, but eventually we will. Why spoil all the tools so early? I hope CH returns, but not sure I really care about PoM so much.
What are the Crush Counters? Does everyone have them?
Anyway, @ both you and Gross, I really don’t think his st.HP is going to be a two hit animation. It would be worthless to throw out at a distance in such cases. I’m leaning towards it functioning like Hibiki’s st.HP, which you press twice to get both animations or simply let the first hit roll as is.
I don’t mind losing his far st.HP, we have new attacks like the claw slashes that will function as that, or st.HK which has good combo potential out the bat. Throw in the fact that st.HP might actually function as a close range AA (no data supporting this observation, just that it LOOKS like it could) then I’m ok with never seeing st.HP again. It didn’t have a lot of utility in SF4, not like in ST, A3, or CvS2 where it was a dangerous poke, and not something you throw out praying the don’t focus it or whiff punish because it has a lot of recovery.
As for how he looks? I think his eyebrows are way too thin and his face looks childish, almost baby like. His eyes look amazing behind the mask, but I am not sold on his face yet. There is still 8 months to go for graphic tweaks, and everyone in the cast has been getting visual upgrades since they were first shown.
Yeah, I’ve heard that that might be his c.LK, but wasn’t so sure. It had, like, the same range as c.MK. I guess I’ll be fine with missing s.HP as long as s.MK returns, which was Vega’s longest normal in SFIV, longer than s.HP.
Crush Counter are heavy normals that earn increased hitstun on counter hit. They may also have different properties on counter hit. For example, M. Bison’s Crush Counter, c.HK, launched his opponent.
The cls.HP-animation we saw in the video is likely mapped to b.HP now, if they’re continuing their line of making close normals into command normals.
I’ve thought a bit more about playing Vega in SFV, and I’ll basically do it if the following things are true:
he can realistically anti-air people (situational ground-to-air AAs are fine, as long as he can dissuade people from jumping in the neutral game)
he’s a CvS2-level spacing monster that relies on walkspeed and well-placed normals to grind people down
He’s actually good (which he tends to be in games that aren’t SF4)
I’d also very much like him to not be based around stupid-ass walldive shenanigans. His bullshit in ST is a very important reason for why I usually hate this character.
Well, the initial cr.MK was really deep, and the push back on hit not enough to not be able to link cr.LK. cr.LK looks changed a good deal from SF4, it’s longer than in that game and faster than the new cr.MK, not as long but still has good reach. Kind of like SF2, and it looks a bit like Vega’s j.LK. Plus, we saw no cancels from any medium attacks, so it’s possible that in SF5 we’ll be using cr.LP or cr.LK to cancel into RCF or the new claw slash from, which is what we saw in the video. If that is the case, then we have to be able to link cr.LK or cr.LP after a deep medium like cr.MK. cr.MP definitely looks like it won’t have anything link after it, too much recovery and space gained on hit, which I’m perfectly fine with. CvS2 cr.MP was only able to be canceled at the very start up, and not anytime later, so most of the time you were using it to counter poke or push people back.
I wonder if cr.MK will do the same for counter crush. Or perhaps cr.HP, which we have yet to see.
There are some 2X/ST Claw player here that hated the fact of his Flying Barcelona Attack will not knock down at this SF? I want to believe I’m not the only one hate it.
So, as that huge breakdown post of mine is on the 3rd page and most users don’t check previous pages, instead of editing that post I’ll write this additional info here.
As SF5 runs in 60 frames I’ve downloaded the 60f video and inspected in on my Adobe Premiere. Here are the start-ups for the moves in the video:
-j.hp: 7 frames
-HP: 8 frames HP second hit: 11 frames
-HK: 10 frames
-cr.lp: 5 frames, recovers in 3 frames.
-cr.mp: 6 frames
-clawless cr.mp: 6 frames
-lp.roll: 9 frames
-FBA-izuna drop: although we dont see it, he has a grab like animation before the claw attack and it seems to have 0 frames of start-up and the grab is active for 1 frame only.
-FBA-claw attack: including grab frame, 3 frames.
-V-reversal: KKK. After the flash, the total animation of the backflip takes 30 frames. After that, there are 12 more frames until he comes back to the neutral position. Either the recovery is this long, or he just crouches even though KKK ended and then stands
-Grounded ex.-izuna: the start-up is not shown :/If the first frame they show in the trailer is in fact the first frame of its start-up, then it’s 1 frame.
-ex.roll: 16 frames.
-Target combo’s start is also not shown.
-The new close-range ex special: 13 frames.
-ex.fba- izuna drop: same start-up, but seems to be active for 6 frames.
-ex.fba-claw attack: including grab frames, 11 frames.
-ex.fba-start up of the initial part of the special (leaving the ground and kicking the opponent with his knee)- 8 frames. Vega wastes 11 frames holding the wall before leaving it again.
V-trigger: As the screen freezes upon activation, I’ve measured this looking at the frames Necalli continues his fall. Vega sends the rose in 9 frames. As Necalli is in front of his nose, this seems to be the minimum start-up.
BHC: 10 frames.
V-skill: takes 19 frames for the turn and punch to end.
Sheathe: takes 32 frames for the turn and punch to end.
You may be confusing the sheath special and V-Skill as I have earlier. In the first combo, the first spin is the sheath special, the second spin is the V-Skill. Then the two spins showcased afterwards are the V-Skill again. And thanks for your contributions.