Not sure about the meter build. As for stun, I don’t remember if the stun for all the strengths are the same but I know for sure that HP SRK does 150 stun. All the tatsu’s does 200 stun though. But even then, the damage is barely noticeable because SRK won’t connect with too much push back. So if you hit confirm with multiple lights or st. MP then you can’t finish with SRK if you throw in another medium attack. Here are a few examples
cr. LK, st. LP, st. LK, HP SRK 193 damage 294 stun
cr. LK st. LP, st. MP, MK tatsu 188 damage 353 stun
Personally I think I’ll only finish combos with SRK when I want to do max damage for punishing or after a dizzy.
I feel that Ryu is gonna end up being mid-low tier in this game. Theres just way to many characters with tools to deal with any type of Fireball zoning game. I think Capcom is doing this on purpose to introduced Evil Ryu. Keeping normal Ryu for beginners.
LOL yeah his fireball game in V-trigger mode is just outrageous. I’ve already seen people get knocked down in the corner and just get locked down by a complicated pattern of fast, slow, charged and ex fireballs. In theory you can jump over a fireball whenever… in theory.
Ryu is awesome in this game, for three reasons: first, his AA game hurts. It’s not like SFIV where opps can jump on you will little fear of damage, AA DPs do a lot more damage, which is where Ryu shines. Second, he does really good damage and pressure up close. And third, his V trigger gives him a full screen win condition. When you’re looking to close out a round and have v trigger, it’s really easy to close it out not only because of the insane fireball pressure but also because of 1, his very powerful AA game. Especially his EX DP, it’s insanely good.
I’m not quite sure what you mean, but I’m guessing that you’re asking whether Ryu could link another normal. If that’s the case then yes, he can link into sweep but that’s it. No other normal has enough reach. So with that confirm you have to either go fireball, tatsu, sweep, or finish with the target combo.
So after this round of testing, did anyone get their MP dp stuffed when mashing/reversaling (trying to know if the “no lower body invincibility” that is being tossed around is true)?
@“Her0 of Tim3” I asked you last time if cr.lk, cr.lk, cr.lp xx whatever would work to punish people walking backwards or teching throws and you mentioned it doesn’t reach. Do you think cr.lk, cr.lk, s.lk xx whatever works? Can you still cancel out of that chain?
I think once people start to figure out the parries, then Ryu is going to be more than fine.
Things like Necalli’s stomp and Vega’s roll look like they could be made pretty unsafe with a good parry. And I reckon there’s gaps in Charlie’s target combos too.
I’m pretty sure it was in a video. In many ways, it almost seems like we get to keep a FA through fireball option, v.skill through instead. I doubt i can be used against really slow fireballs. Maybe we can trade Matador Turn in those cases. IMO, it just seems like you won’t be throwing a lot of fireballs against Vega and will have to play the footsie game against him.
Alright so here’s all the knowledge I got so far for SFV Vega, motion-based now and plays rushdown; this character truly serves well for El Garra del Dios I’ll start with normals and then specials etc… PUNCHES
St.lp Didn’t really use so don’t know its properties.
St.mp This move had great range and I found it could link so you could ideally do St.mp cr.mk EX FBA for example. It can’t cancel though except for V-Trigger and probably his Critica Art.
St.Hp His best normal anti-air and one of his best normals. One of the best ways to start a combo and can be cancelled into into cr.mk from it so it might have bonus potential. You can do his target combo hp hp v-skill but I found st.hp hk-roll to be more useful. Not only do you make the normal safe even on block, but you do considerable damage and chip as well as pressuring them to the corner. St.hp mp/lp-aurora edge was also a beefy combo.
DF St.hp His longest ranging normal and nearly covers half the screen, it does a considerable chunk of damage and is usefu for catching opponents who are walking forward or whiffing normals from a distance since DF hp has pretty good speed. Safe at longer ranges but is punishable if you try to do the attack more closer. Because of it’s long recovery, anyone who jumps over will give you a full-sized chicken combo for free. Ouch.
Cr.lp One of his fastest normals and beats out a lot of other normals as it has better priority. You can link this into a potential cr.lp cr.lp cr.mp that deals a nice chunk and if your opponent presses buttons; then one of those normals are gonna sting. I found the best use was cr.lp lk-roll which works thus you can deal a limitless loop of pressure by repeating either on block or not. This loop can be DP’d, jumped or V-Reversaled but is one of the most useful forms of pressure Vega can deal at this point. In the corner, this leads to a lot of chip and frustration for your opponent and if you’re making reads at their jump; st.hp, EX FBA or Critical art that escape.
Cr.mp Perhaps his fastest normal with the most positive properties, it works like IV where it beats most other normals out so if someone tries to apply some footsy pressure then throwing this out can put a halt to their tracks. It does not link or cancel into anything however apart from V-Trigger so be mindful that this is a footsy tool and not a pressure or combo tool.
Cr.Hp This makes for a decent anti-air and can do considerable damage. It’s best use is as one of Vega’s crush counter moves and can then open a door for another path of combo opportunities. WITHOUT CLAW
St.lp not too sure on this
St.mp This is his goe-to-tool now for combos and such, not as much range but can be linked into say, st.mp st.mp st.hk then CA or whatever. It is is the start of his target combo but st.mp st.hk launches them into a juggle where you can possibly V-Trigger then CA for some nice beautiful damage.
St.hp He strikes forward this time and is more of a footsy too this time.
CROUCHING
Cr.lp Much like his claw variation and has the same properties but less range. You have to be much closer for possible combos.
Cr.mp While not as much properties as Claw mode, it links so you can do cr.mp cr.mp CA for example.
Cr.Hp This serves as his anti-air now so spacing is what you have to be aware of now if you don’t want to eat a jumpin.
JUMPS CLAW
J.lp not too sure but strikez horizontally
J.mp much like IV where he strikes at an angle but has weird properties where it beats certain attacks such as Bison’s headstomp. J.hp very fast and beats most other air-to airs. Your best jump in option as it’s hard to beat depending on your timing. Also makes a great overhead if you do it on somebody’s wakeup and adds to your mixup game.
WITHOUT CLAW
J.lp again not too sure.
J.mp is weird as he strikes upwards so this can make a useful if you jumped too late to contest them.
J.hp again the best jumpin here mich like his claw version. BOTH NEUTRAL JUMP PUNCHES I DID NOT EXPERIMENT WITH SORRY apart from NJ.HP which is exactly his forward jump hp but works well as a pressure tool especially on their wakeup.
KICKS
St.lk is fast and good to throw out there as a tool.
St.mk is his cl.mk from IV so it’s range is pathetic but is a reliable meaty and can link into other normals though I hadn’t used this too much but I imagine it works like IV. Can be done after the lk crossup. Forward St.mk is his overhead which comes out fast and is safe allowing you to maximise your pokes and pressure. St.hk is a brilliant normal with good range and a good anti- air at a range. It whiffs on crouchong opponents but ti’s recovery is good so that you’re able to resume your pressure and probably catch them attempting to punish your whiff. It is also a crush counter and juggles them allowing for V-Trigger, CA or etc. CROUCHING KICKS
Cr.lk is fast and cancels so it is another tool you can throw in for your roll pressure.
Cr.mk is brilliant as it cancels into anything, hits low and links into other normals. Cr.mk cr.mk was the best option for a lengthy combo so you could do cr.mk cr.mk into CA, rolls or such. The links is tighter and if you’re cancelling into rolls then you have to be closer to the opponent but this tool is also a great poke as well. Cr.hk is a reliable slide which is fast and safe at max range. Just don’t abuse or you’ll eat damage if blocked closely. It makes a great low profile escape option for those who are trying to jump and cross you up so you can regain your space. It’s also an anti-air so you can catch people off who keep trying to jump.
JUMPS
J.lk is his crossup and can be linked into cr.lp combos or st.mk combos and even cr.mk combos depending how deep it hits. You can also just simply throw them
J.mk I never really used so not too sure.
J.hk has the best range of his jumpins so is best used when you don’t think your j.hp will cut it. Neutral jumps I never had to use but I imagine his NJ.HK would work as well as IV and would be the best option.
THROWS
His throws are good and create good spacing, tick throwing cannot be done but you can walk forward a bit and stil throw them so that technically counts. His air throw is good and creates good spacing allowing you to carry them to the corner more effectively. SPECIALS
Flying Barcelona Attack is a good mixup tool and works really effectively. You can still do Izuna Drops but the timing is tight. EX only hits close so is best used as an anti-air or combo. I mostly used mp as the followup attack thus this juggled them. In the air, you could folloup with another EX FBA, crouching V-Trigger or super. I wonder if air throw would work. On the ground, you could CA after as well, it is also safe on block but not if you miss. Without the claw, it does not juggle if they are on the ground but causes hitstun which allows you to combo after.
Aurora Edge is a great tool and Vega performs a spinning slash away from the opponent. Not to be confused with his V-Skill. This is also a great combo ender. The heavy version is an anti-air and works really well, not sure if it juggled so maybe possible CA. This version cannot be comboed into however as it whiffs, but can be used for a reset which I did lenty allowing you to apply more pressure. The MP version knocks them down and CA can be done straight after. The LP version I thought would strike low but works more or less like the MP version. It’s great on your opponent’s wakeup as you’ll avoid whatever normal they throw and they’ll eat a claw instead. Can only be done with CLAW. The EX does the same as MP with an added cool claw strike. Can’t remember if juggled or not.
Crimson Roll thing, a very useful tool and amazing for corner carry and pressure. Unlike what the heel suggests, it constant pressure with added normals or constant loops of rolls. The EX ones goes through fireballs. I found that the MK version can be linked after so you have a chance for an extended combo here. Never actually tried to V-Trigger cancel.
Grand Izuna Drop is the command throw without the claw. Not sure what properties each version carries apart from the EX being more deadly. The range has to be very close and is very punishable if whiffed. Best used as part ofr your mixup tools rather than a reliable attack or punish when there are more damaging opportunities. But it does look cool.
Switch Claw sheathes his claw or such. This is useful for protecting the claw since you cannot pick it back up.
V-Skill Matador Turn has Vega perform a fabulous spin. Tap it to just spin and it doges projectiles and certain attacks making it very useful. It works best pre-emptively trying to counter rather than treating it as a parry as you’ll just eat a hadouken. It lasts a second so don’t sweat it. 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 fl
Yeah, if you do that combo that he listed for the MK tatsu, you can definitely land another cr. mp for max damage/stun from it. But that same max damage combo will not work for DP as it’s range is weird and will not hit far reaching combos. So in some ways, the tatsu does more damage.
cr. lk, cr. lk, cr. lp works but DP will whiff sometimes if you aren’t point blank and none of his other specials (EX or not) will reach besides super. You can definitely still cancel out of chains though. cr. lk, cr. lk, s. lk doesn’t work at least in my playing it didn’t.
But I feel like there is an emphasis on using cr. lk, st. lp as if you see it connect, you can do st mp and combo. Because aside from a two button chain confirm into DP, there is no other way to really land decent damage off cr. lk/lp.
I still wonder what Vega is up to in SFV. Are we still going to get any character development for him? I know you guys are focused on the gameplay stuff, but the story matters as well, right?
Now that FBA doesn’t require charge that probably wouldn’t be a bad option either.
I hate fighting game stories (overly convoluted and hard to keep track of what’s canon and what’s BS), so for me it doesn’t matter. Even when I was a kid playing SSF2 on Genesis and arcade I just wanted to play the characters and beat people with them. Why the characters were looking like they did or did what they did didn’t matter to me. I’m sure he’s just trying to be as beautiful as he can ever be.