Aye. There definitely is a requirement to learn both stances since you cannot oick up your claw or mask again. Since this way day 1 I had found more stuff on the second day such as the juggle from an FBA followup allowing you to super on ground if you had not used EX. A juggle in the air allows you to do further EX FBA or crouching V Trigger. Cr.mk is definitely his go to option from both stances since cr.mp in claw is only good as his second fastest poke and is great on startup. Claw off feels more accessible in combos but a disadvantage without better normals. He loses his st.hp antiair and has to resort to cr.hp which is very similar to SF4 one. There are also crush counters so a st.hk counter allows for anything and is a nice anti air. You see when I do this really far range poke with st.ho which is his longest normal and very nice as long as they do not.jump. Vega can play both a rushdown and still maintain his footsy game very well. He did seem quite a bit too strong but then most the players I fought were still getting used to the game. The few good players I did fight did gibe me a struggle and I found Birdie and Cammt are amongst his tougher matchups though playing the grounded game against Birdie favours the Claw. I was on endless streaks both days so Im not sure whether it was owed to any amount of skill or maybe the character is OP. I suppose it might just be MU experience, everyone struggles with Vega at first. Feel free to add me on Facebook if you want to ask questions and Im not available here. Benjie Clawnelius Daly. I don’t aim to sound boastful, just know a lot about the character and want to share all my accumulated knowledge. I was even teaching the Capcom rep stuff it got that fun
Okay I spent the day with Vega, there were only 2 setups and there were a ton of people, and I was literally the only one to pick him, which made me sad.
On the plus side, my friend got a ton of footage, when it’s up I’ll link you guys.
Let’s talk shop, sorry if these are all over the place, I’m just typing as I remember:
- I hate the way VTrigger works for Vega, it’s so shitty. Whiffs on crouchers when standing, and has a ridiculously small hitbox when you try and use it otherwise. You have to be super, super precise with it or it whiffs. Very unhappy with it in it’s current form. It’s laughably bad. The #1 thing I would request to change, other than making TC2 work on crouchers.
- Cr.MP cancels with claw off, claw on its not a cancel. You have limited combo options with claw on.
- Cr.MK is your go to poke, and can combo into itself at certain ranges.
- Roll is amazing. Heavy roll pushes them from almost the middle of the screen to the corner.
- Slide is pretty good.
- Vega’s wakeup game and answers for pressure are terrible. I tried all of his moves (including super!) and didn’t fine one with enough invul to beat a meaty.
- To further the point, I had a Ken do jump in heavy punch delay stand heavy kick. I tried V skill, spin and SPD and all of them got beat. The invul on the Vskill doesn’t last long enough to make it useful from what I’ve found.
- Vega has anti air options, but you need to chose the right one for the right circumstance. Stand HP claw on seems like the best.
- SPD has a substantial amount of startup, I’m guessing 6 frames.
- EX FBA is not anywhere near as good as 4
- Jumping neutral HK is gone
I have a lot more, ask stuff and we can discuss it I guess.
Vega is a new beast in this game. Took me a long time to get used to, and I’m still not sure I was. I was charging to do FBA’s and various other little things. He’s really weird, and different.
How good was his V Reversal for escaping pressure? What anti airs did you like in specific situations? If I wasn’t already hooked on Chun Li I would check him out.
V-Reversal seemed okay. Screen is so short you really don’t to be moving that far back, and in the corner you’d be fucked.
Stand HP is the generic anti-air, Stand HK works for jumps from far away, Spin HP works for jumps that are almost on top of you, and crouch HP can be used in the same way as SF4.
Jump forward early MP, and airthrow, also work as anti air.
Super works as AA but has an unfortunate habit of trading for no DPS.
I accidentally used slide to AA one time, and never tested it after that because I forgot until right this second. Will test it more when I have the game next.
St.hp seemed to beat nearly everything while st.hk covers further ranges and a great counter. The wakeup game isn’t much if an issue since you have no hard knockdowns and his cr.lp beats any normals people are trting to pull out. And the V Trigger is good in my opinion. Yes it whiffs on crouchers if you’re doing it mid combo or standing but it’s nore of a situational special that helps if you use it right, is safe and can be done into super as you’ve seen from my ganeplay. You’ll be punishing far acreen projectiles with the jumping on so it’s essentially an extension of your big combos which does tremendous damage. Vega is solid.
Speaking of which, how much damage does V-Trigger do? In most videos people either don’t use it or whiff it, and in the one where someone (you) actually lands it, the opponent’s health bar isn’t shown
Also, you tried once to do EX FBA after connecting a standing V-Trigger, but you missed. However, it looks like you didn’t do it instantly after recovering for the V-Trigger. Do you think it’ll work with tighter timing or at specific distances?
which version of Tatsu hits the crouchers ?
Medium.
- plinking is used for more things than just combos, people don’t know this though.
- no matter how large the window is, plinking makes the window essentially 1f longer. Your 3f window just became 4f. I will use every advantage possible against my opponent.
- the physical act of plinking(using 2 fingers on 2 seperate buttons) is easier than double tapping(2 fingers on 1 button). It requires less finger/hand movement across the joystick IMHO.
- there will be 1f links.
That kind of 1f link doesn’t benefit from plinking though.
Do we actually know for certain that plinking has an effect, vs. just appearing on the input display?
It was never specified what type of 1f link will benefit from plinking. The problem is people think there’s just one type of 1f link, the “LP to MP” or “MP to HP” type of 1f links. There’s more situations where 1f links can happen.
Yeah the EX Fba V trigger works I just mistimed as all. V trigger does about 15% maybe. Not highly damaging but it clutches nicely. The standing one is also a nice anti air if situational but yeah V trigger is nice lol
On further thought, I guess the reason people suggest double tapping in this game is because its weakness actually turns into a strength here. It could be objectively better than plinking in the situations where plinking would work (assuming it does.)
Normally it’s less reliable than something like plinking, because getting the double tap on consecutive frames is difficult. But in a game with a buffer, if you’re fortunate/practiced enough to space out the button presses by a couple of frames, you can now widen the window up to 6 frames rather than 3.
Legend:
= : frame with no input
1 or 2 : frame with an input
| : edges of the default buffer
===|==|1
===|=1|=
===|1=|=
==1|==|2
=1=|=2|=
1==|2=|=
That’s a good thing to know. 15% as a ranged punish/combo finisher isn’t bad, but if that 15% can be extended not only with CA (meaning a full super bar has to be ready), but also with an EX, that’s fantastic news.
And regarding of V Trigger: What are the combo opportunities after jumping and crouching V-Trigger, if any?
Jumping V Trigger knocks them too close to the ground for anything. Crouching seems like it should work but Vega is in the air too long to recover and do anything in this version which makes the standing onr the way to go.
In which video? Not the one I posted
The one that says 20 minutes of Vega play. THe one on Eventhubs. The blond geezer who is playing Vega. Yes the one you posted.
Ah, right, I thought it was Tux/Nicholas playing, my bad.
What if anything did you work out as meterless combos from jab and/or to punish. I didn’t see him getting much of anything from jab pressure…
No problem. I hope not everyone thinks that lol. On day 2 I did a lot of jab roll pressure which worked really well and could easily build them to a corner. That move in general seems pretty OP since I found I could do a lot of loops before they jump right or try DP but then thatball comes to the mind games.