Vega General Thread: The Masked Narcissist Enters The Tournament

Only because 100% is a mathematical limit.

You win the internet for the day. Try again tomorrow, everyone else. :lol:

At least there is a cap for his overflowing awesomeness lol

Am I the only one who wants to see what his mansion/villa looks like?

Well… I was on the fence with SF V. I guess this puts me on the “not buying” side.

Vega(Claw) is fun to play AS, but no fun to play against.

Vega has the advantage in pokes. Many of his normals have superior range, speed, and damage to most characters. He can trade all day and couldn’t care less about damage taken. Why not? You have average health, but above-average-range and damage.

If you somehow manage to get close enough to perform a string, he will punish you at the end. Vega’s moves are too fast. He can even hit you with an Ultra, and for Vega, it’s free.

Vega is a character that is amplified by your own skill at fighting games. If you are good at reads, Vega is super-powerful.

I’m not very good, but Vega straight-up owns me. In the years I’ve spent playing the only effective counter to him is Alt + F4. Nothing else works.

You are playing the wrong genre.

Talking about CVS2 Vega obviously.

Considering how many setups there were, and how much time they had, there was a woeful amount of footage released :-/

Oh well, better luck next showcasing, hopefully. At least we’ve seen every normal and the entire movelist. I would like to see more of Aurora Spin Edge and see how it fares as an anti-air.

Here’s my question: When you put the claw away, will it reset the counter of how many hits/blocks Vega can take before the claw comes off? In SFIV, if you toss off his claw then pick it back up, the counter gets reset.

For instance, I just ate a big combo and I know my claw is going to fall off soon, so I put it away. I take some more damage but then pull it out again. Will the hit counter remain the same?

That would make it kind of trivial to keep the claw on though. It would be more of an annoyance than a legitimate concern.

I think that’s the whole point of sheathing the claw, considering it gets knocked off permanently for that round. Vega is going to have a lot of depth to him, knowing when to sheath the claw and when to whip it out. It’s going to take a lot of micromanagement, probably another reason they went motion. It’s asking a lot of a player to manage the claw and no-claw style and then ask them to manage charging on top of it, which will then also be on top of meter management, space and footsies management, and so on.

What I’m worried about is block strings and frame traps. Are they going to be crazy enough that it will at some point become impossible to put the claw away to prevent it getting knocked off? If so, then what is the point? If corner pressure is going to be so strong that you get fucked in the ass for blocking like you’re supposed to, then claw management won’t matter and you’ll be clawless anyway. On the other hand, if you can v.reversal and during that, put the claw away, then at least damage could be minimized or at least not as bad as it might. If you’re in the corner though, I guess it won’t matter. v.skill will probably come into play then, considering it’s invincible to high attacks. Any character with low block strings might be a legitimate concern though, but hopefully we don’t have a lot of that. Actually, I can’t think of anyone who could maintain low block string pressure. Maybe Sim’s low slide into noogie might be a problem, if you don’t tech it.

I must be the only person who thinks this, but…isn’t it kinda disappointing that Capcom is still doing this “You can lose items with Vega”? My problem with this is that Capcom hasn’t really developed upon this mechanic and kept it uniquely for him for over 20 years, and even Cody’s knife is not a part of his regular toolset - you have to pick it up manually

True, maybe it adds to the depth of the character, since you gotta be careful not to get hit too much either in the face or in block to not lose the claw/mask, but to me it just looks silly. Or maybe it’s because the nostalgia factor doesn’t work with me here

His FBA is much safer on block now around 1:40

I would really prefer him not getting the class knocked off and being an actual stance character. The current method just seems dumb and really hard to balance

That video heavily suggests that claw damage is retained after swapping it out and back in.

If they’re going to punish damage for it coming off, hopefully kicks at least aren’t affected by it. Why kicks should get damage decrease because the claw came off his hand… If they don’t punish damage, then it’s simply a range thing and different tools. I wonder how fast his GID comes out. If it’s as fast as SPD, we may have a good reversal on block type of thing to use. Sheath the claw as soon as you see an opponent jumping at you, block, GID.

Was Ryu always able to link off B HK? If so, I missed it the first time around. Found some meaty set ups and whatnot.

Off a non teched forward throw, you can dash up OH for a meaty OH that you can combo off with jabs. Alternatively you can do another B RH to get a meaty if they quick get up.

If they choose not to quick wake up, you can whiff the first B HK and do a second one into cr fierce.

Found a bunch of meaty OH set ups off tatsus but they all require non quick get up. Gonna have to dig a little more to find anything for quick get up. Unfortunately now I cannot get back into the beta.

Someone posted a sick b.hk combo a few days after the beta was over. I can’t find the post but I definetly haven’t seen footage of people using it in combos.

I’m not surprised. They added frame advantage to the same kick in 4 so he could combo. It was +5. You can always combo c.mk or dp, and sometimes against certain characters or in the corner you could link c.mp.