I’ve seen 6 (I’ve got poor quality screen of each moves, those that I saw of course, minus the special, throw and V stuff if someone want to see it)
Medium Punch, Heavy Punch.
Jumping Heavy punch.
Every Crouching Punch without the claw.
Oh, and, can you explain the difference between the far and the close LK ? I’m not a Vega player but I want to understand what are the differences (and I don’t have my game to check that myself)
That was diffrent in all the wrong ways…he isn’t going to be a charge character, and he isn’t going to work as a more character that’s defined by his normals and the power his normals give him.
S.LK had a 1 frame link to itself and cr.HP, and a 2 frame link to cr.LP, cr.MP, and s.HK. Also, being +2 on block made it Vega’s safest normal from afar, setting up his offense for baits, tick throws, and frame traps.
Cl.LK was just a normal you would accidentally get for thinking you were far enough for s.LK.
Only on characters with a very specific hit box geometry. the fact that st.lk- cr.lp - cr.mp xx EX.FBA didn’t work on important characters was painful, very.
No problem. Those are actually some nice pics. So now only punch s.LP, more jumping normals, and Cosmic Heel (if it’s there) need to be seen. The fusion of neutral and diagonal jumping normals have me worried that neutral j.HK won’t be returning. That one rocked as an air-to-air.
Every Claw Normals (Standing, Jumping and Crouching)
Every Kick Normals
Those 6 Punch moves that i posted.
Two Command moves (I can be wrong but I think that uppercut like move is a Back heavy Punch or something like that - and the second hit would be HP, like Back HP > HP.)
The chain seems to be Mp > HK > Matador Turn, only without the claw.
While Cosmic Heel would still be good to have, it’s not quite as necessary now that Vega is no longer charge. It was a useful advance -> combo while maintaining a charge, but now he can just shimmy -> poke xx special.
You’re thinking about this as if it was SF4. So, now that SF4’s nj.MP can be used at any trajectory, if someone jumps, you can now jump under them at an angle and hit them above you and under their hit box. This is good, because they now can’t simply jump almost over you with no fear of you retaliating because you don’t have the tools to hit under. Most of Vega’s jumping attacks have been from the perspective that Vega will always be above his opponent in the air. SF4’s nj.MP was the first to really change that, but because it was neutral it was a bit harder to make use of, especially since the hit box isn’t all that large.
Also, j.MK will be great as a neutral jump, it’s been his neutral since ST and works amazing in that game when you use it right. He looks to have some good range on it, so it will probably be his neutral answer and j.MP will probably be his diagonal answer. The other thing about that move is that he tucks himself into a smaller profile so he’s harder to hit behind his leg or under him.
There is a lot more thought going into Vega than there was in SF4. I’m glad he is an early roster character, they’ll complete him as he should be and not be tacked on and unfinished like in Vanilla.
I don’t think they’re going to give him a typical cross-up this time around especially since people can no longer focus our Barcelona Attack, the recovery is much better, and you can combo after it. Seems like it would be a little too much lol.
Vega has had a legitimate cross up since SSF2, they’re just really hard to do, but possible. I don’t mind if he still gets to have one, it’s not out of character. I like the offensive options it opens up. My major concern about FBA even though there is not FA is how much hurt box is under his slash. If it’s anything like 4 or Alpha, then it’s still going to be really easy to AA with a close range normal. However, if he is a really strong poke monster like he used to be, then he won’t even need the cross up, so it won’t bother me all that much if he doesn’t get it.
Did anyone catch the audio in the last vid we saw? RCF was QCF+K and FBA was SRK, no word on P or K.
CH has uses but FA will eat it alive. It’s also - on block from a distance meaning you’re open to throw or SPD punish and too slow on start up to make it “safe” on block at point blank. Capcom completely fucked the move up.