Vega General Thread: The Masked Narcissist Enters The Tournament

Really? The only i did it cause L tastu on counter hit you can juggle anything after it.

Who thinks that Air tastu is really underwhelming it can’t cross up, can’t juggle into anything against grounded opponent, gives no meter on whiff. At least Jump m punch you can cancel from it but meh.

Someone sent in a video via the front page tip line showing how EX air tatsu still crosses up.

They’re claiming it’s the first true vortex in the game, though I doubt that since quick rise beats during testing (you need to move back to beyond cr.mk range to set it up).

Seeing as you generally want to quick rise that’s kind of silly to call a vortex.

Closest I’ve found is that after Bison’s EX SK an immediate jf.mk will bit in front and make DPs whiff (and air resets, but you can just not hit a button and do a punish) while walking forward for a frame or so makes it cross up.

I didn’t like it at first, but it’s still good. Still allows you to jump from 3/4 screen and hit your opponent. It’s easier, too. Not like 4 where there’s just a couple frames to execute it correctly. It’s just another example of vortex being removed. We need to look at a lot of Ryu’s attacks differently in this game. Just look at the glass as half full. This game feels like they’ve been saying they want it to. Every attack is useful for a couple things, instead of a couple attacks being useful for everything.

Air tatsu should at least be able to juggle into super IMO. It can’t crossup and your would be spending all of your meter to do it.

I just noticed this depending on the button press for super, determines the speed.

Does s.HK have any cancelability? And maybe Switch Claw changes up more properties of Vega’s normals. Maybe while one normal won’t cancel in one mode, it might cancel in the other. Also, does Vega have any normal that forces standing?

Regular DP or EX?

No, I tried

I hit someone with that thing, though it’s really only useful if they aren’t quick rising. Any other time, you’re getting AAd for attempting it because of how late you have to do it in the jump.

I’ve been using air tatsu to get out of the corner and as a full screen get in move occasionally. Obviously it’s not as good in this version but it still has it’s use.

Outside of counter hit€ no but with counter hit then you¤re open to do whatever after the juggle. Yes without claw your punch normals are different. Medium punch is cancellable standing and crouching. He still has piece of mercury which is his overhead now done by forward mk. Other than that I had not payed attention.

No, it wasn’t a counter hit. Also was done in the corner

Regular jab DP, and I think I managed to do it once with strong DP too. I was actually surprised when I did it, as I believe that was E.Ryu and Akuma’s trait, but seems like now ryu can do it too. Unless it’s a bug or something

Did you check if s.LK or s.LP can be canceled?

No sorry, had not used them at all. It’d be interesting to know though.

In most games he can cancel s.LP so not having to charge means we get a useful walk forward footsie tool that can combo or at least block string. s.LK can be canceled in older games, but they took it out in SF4. If it can be canceled, it could be another good priority footsie tool while walking forward. Might not be able to link off it, but if it cancels then all good.

i think that would be fair but for the overall feel of the game i quite like it not being a crossup move.

So ryu can hit with his st.rh after a jump mp. Seems to hit on a weird frame though lol.

Same with strong:

St.strong > target:
Damage - 240
Stun - 375

B. H. kick into TC is pretty good, damage wise. St. M. punch into TC is probably safer, though.

S.Hk whiffs on crouchers.