Haven’t heard anything about him getting a walk speed increase in V Trigger. Which I assume they wouldn’t do that any ways because his dash pretty much becomes Slayer/Demitri anime game status once he’s activated V Trigger.
I know there’s definitely some OG Bison players who are probably turned off by his new Makoto walk speed. Bison has pretty much never been in a game with slow walk speed until now. In new SF games you have these characters that kinda just put up walls of buttons while sitting in place (which I guess is inspired by Makoto). OG players like having walk speed and not having to be stuck with anime/SF3/IV dash or run options to get around.
Similar reason to why I didn’t play Ibuki very long in SFIV. Walk speed was just dragging compared to her 3S counterpart and her normals seemd more stubby. She just feels very lethargic compared to 2I or 3S and then is based around vortexing the opponent while no longer having her cross up dash that was already solid for mix ups.
After SFIV’s interpretation of the move, I want nothing more to do with it :lol:
The original concept of the move was great and it flowed well with FBA “ideally”, but the move itself was just garbage. Low priority, really slow. The EX version in SFIV was awesome though, loved it. But otherwise the move had no purpose. Almost as useless as Scarlet Terror :neutral:
Yes he can lose the claw on block, which in fact ADDS to his depth in this game. They offer the claw switch option so Vega can prevent that from happening; for example, if you’re getting blown up, switch the claw out when you get the chance and it won’t be knocked off. Only thing is, since we have tools to save Vega’s claw, once we do lose the claw from block, it’s gone for good.
Worst case scenario you’re only losing the claw for the round and having the non claw stance should teach you to work without the claw. Which will inevitably keep you having access to it more often.
That’s something I was wondering about. If it’s true that having the claw off actually keeps it from getting knocked off your body, then is that actually a practical strategy?
It’s not easy to decide ahead of time that you’re going to get pressured and so you should have the claw off. Vega is the type of character who doesn’t tend to go back and forth a lot between defense and neutral - once you’re on him you want to stick to him. Maybe it might happen by accident if you generally switch to barehanded when you’re close (and so you’re barehanded when someone catches you with a reversal or a stray jab into pressure) but other than that I’m not sure how realistic it is.
Will depend on some things. Like whether or not you can switch before the round starts and the match up youre playing. Strategies revolving around using a clutch V reversal when you’re blocking with claw on and then switch to claw off when you get your space. Providing theres enough options where his V Reversal will work for that.
Barehanded seems to give you better close offense so it may be more of a decision of playing offense or neutral. If that happens to work into keeping your claw available more often then that works too.
Hold it and he follows up with a counter attack with more range than you’d notice. The attack is only safe at a further range. But this skill is very useful and is good for dealing pressure. V-Reversal does his signature flips. Triple Kicks will do one little flip to get away and the punches will do two flips to create more distance. Uses the V-Meter and can only be done on guard. His V-Trigger is brilliant. He throws a very fast rose and follows up with a series of slashes. It is safe on block no matter where it is done. He has three variations. The standing one will whiff on crouching opponents but is his best version as you can CA straight after or EX FBA. It also does work as a good anti-air if someone neutral jumps or is coming down. Crouching will throw the rose uowards and is the anti-air option. Jumping forward will throw the rose ful screen and is brilliant for countering full screen projectiles but is harder to use because of it’s angle. You can V-Trigger cancel for a great dealing in damage and thrn CA after. However, crouching attacks will only cancel into the crouching V-Trigger thus this can not be follwed up by his CA. His CRITICAL ART has him jump to either wall depending on the motion. If you jump up to your opponent then the knee will hit them cause of it’s speed. This can be comboed from punishable on block. The backjump version has it’s benefits as well. Say you do your rolling loops, anticipate a jump in and Vega comes back down in them while they’re in the air. A good read and a sad opponent. That’s basically all I’ve accumulated from these oast days. Any questions then ask since I might have missed something out. Also add whatever you discovered with the narcissist as well.
So Chun-Li has more range (fireballs don’t count) than Vega according to her animated card. She’s at a 4, Vega is at a 3. I’m not sure if that’s accurate though, considering the range on Buster Claw (stupid name, please change! should be something more fabulous!) and Aurora Spin Edge hits from far away. Chun also shares the same level 5 mobility and so does Cammy. Birdie also has more range, rated at a 4, I guess because of his chains. I don’t see anything from Chun that shows she has more range. Her st.HK looks good and her jumping split kick, but those two don’t seem to out range s.MP or BC. Cammy, listed as the same range as Vega, clearly was not out ranging him in the ground poke game.
Well you can’t take stats like that super seriously any ways. Not much more realistic than the trading card stats have been for comic characters or anything else.
Well the difference is that clawless Vega has unique tools, like Grand ID. They’re making it similar to a “stance change”, like Gen in SFIV, as opposed to a simple boost like Hakan gets from oiling.
He always was. Id say its just new technology allows him to wear more elaborate outfits and have more personality. A Spanish Ninja that yodels can only be so bad ass any way.