Vega General Thread: The Masked Narcissist Enters The Tournament

So jab links into roll? Does roll seem punishable?

And yeah, you dont look alike haha

Haha yikes. And roll is safe no mattwr what. Blockatun allowing for loops. Rolls have always been safe though but there’s real push back allowing for links. you’ll have seen me link cr.mk cr.mk mediun roll at points as well.

Those c.MK, c.MK xx (MK?) CT were off of counter hits, though.

Sorry, it’s just that I’ve studied and made timestamps of interest for that video and your play lol.

Haha fair enough. The cr.mk. ce.mk has been done without ch as well at least on the second day I did namely after a stun. Not sure if that will change. Thanks for pointing it out though lol

One thing I will say about this game is that it feels sllloooooow. Everything feels like you are moving through custard.

Wow, that sucks because SF4 felt slow compared to previous SF games I played.

I don’t know man, maybe it’s just the animations and walkspeeds that makes you feel so. Just slightly accelerate character animations across the board and it’ll be fine. The fact that on average the matches take about 20-30 seconds already makes it faster than SF4

I thought the game was very fast paced and was entertaining to watch as well. Did not feel slow in my opinion.

SF will always feel slower compared to other fighting games. SF stopped being “fast” after Alpha 3. That was the last really quick SF game as far as the basic walk speeds and jumps. 3S, SFIV just kinda rely on whatever your character’s movement has to make the game appear faster than it is. In 3S everyone has really quick dashes and some of the characters have good walk speed which along with their specials can make the game appear fast, but the basic things like jumping and walking forward are generally slower than ST or Alpha 2/3.

The game moves at a good pace because there are a lot of options outside of dashing and jumping to move forward and there isn’t as much emphasis on hard knockdowns and invincible backdashes. Quicker transitions from knockdown that are more fair for both players and less scooting away from things that aren’t OS’d. There’s a difference between pace and speed though and while SFV moves at a good pace (definitely better than IV’s and more along 3S’), it’s definitely not the speediest SF game.

Ryus parry gains less V-meter in the latest build.

Whelp, looks like we’re losing any kara throw we may have had. Plus the claw on c.LP, c.MP link and any other light to medium links we may have had.

What? No light to medium combos? That’s straight up ridiculous. Now it’s all going to revolve around medium attacks if that’s the only attacks that link to other attacks. I’m not going to get upset about this at the moment because the game is still being made. Perhaps they’re trying to avoid the close range combat from revolving entirely around light attacks, but then, I have to wonder about that since medium attacks are slower. It would change the frame trap game a good deal since people are going to want to combo and you won’t get anything off scoring a 3 frame jab vs a 4 frame jab and winning out with a counter hit.

New v.reversal might not mean much for us, since we always had 2 v.reversals. Short backslash and long backslash.

Edit: Come to think of it, I’m happy kara throw is gone. There was no guarantee we’d have the same kara throw in 5 vs 4 so it shouldn’t be an issue for us. Plus, we have tools in this game, and won’t need to rely on a throw game so much.

It’s just beta guys. Even if this info is true, they are just seeing what happens when they tweak the game. It’s still months away from release.

If this were true, I would like it if Vega could keep his claw on c.LP, c.MP link. Claw on c.MP not being cancelable could balance out him being the only character to have links from a light normal. Plus, c’mon. It was in his freaking trailer! lol.

Good stuff here!

HP DP doesnt sound like its any good. Maybe cos its 5 frame startup ?

Possibly it doesn’t have full body invulnerability and Birdie’s kick has a dope hitbox which hits crouchers.

fully body only on ex as in 3S is cool because it really makes it a hard choice between saving ex for an invulnerable shoryu or letting it go for super.
forces you to be cleaner with your decisions and makes a larger distinction between normal and ex.

I think we’re all forgetting something: Those changes are from stress test beta to current build. Of course Ryu, Chun Li, Nash etc are going to see changes. But Vega has only been in one build, and in that one he does have that link. Capcom is trying to discourage jabs hitconfirming into mediums into specials/supers, but as you said, that’s not an issue with that Vega combo.

Yeah. And now I just realized something. With this new philosophy of having light normals be quick and gaining little advantage, there’s a chance s.LK won’t be as good as s.LK was in SFIV. We’ve barely seen s.LK in one video. We might not be able to link out of it like in SFIV. In a game like SFV where they did away with close normals and all normals are supposed to have a use, I wonder what use s.LK will offer. And on that same note, what use does s.LP and s.MK offer?

Scratch that, s.MK will probably serve the same purpose as cl.MK did in USFIV (combo tool especially after cross-up j.LK and frame trap). Still, what about s.LP and s.LK?