Vega General Thread: The Masked Narcissist Enters The Tournament

Parry seems to be the weakest v-skill right now, lol. It requires you to make a read, and when you make the right read, you can barely do anything.

A parry v-skill is a very thin line to walk. Buff it a bit and you make ryu absolutely op.

They should at least remove the counter hit on the recovery of the move.

(chun’s v-skill also seems lackluster, because it’s quite a commitment to try to hit someone with it outside of punish situations)

Nope!

Like I said before. I like how the parry works. Builds a good chunk of V-gauge can get a small combo off it and parry basically any move that isn’t a throw. Sounds good to me.

Well he can build v gauge fast. Looks like while in vmode ryu get add frame advantage on all hit. I’ve seen him combo off of his overhead and it wasn’t a counter hit.

I feel a big reason as to why parry neutrally isn’t much stronger is it is as like said above, every successful parry builds V Guage so you are getting rewarded even if you don’t get a full punish from every successful parry. Learning to parry multi hit moves could give him a lot of access to his V Trigger making him pretty scary.

Chun Li’s V Skill is theoretically the weakest V Skill as it neutrally is the weakest as far as landing it in neutral and people are having trouble currently figuring out how to consistently use the hop itself in neutral or in combos.

How is it worse than Charlie’s or Bison’s?

I feel like it’s going to character specific, it should be good in fireball wars against characters with fast fireballs, however Ryu is pretty much the only character like that so far (well, and Ken, but Ken’s fireball looks like a small part of his gameplan). It should also be good against Charlies “jaguar” kicks, since you can hold db, and try to react with parry, and if you do, you should get a full combo. Getting an uppercut for a guess parry is lame, getting cr.fp xx lk tastsu > super from a reaction parry is going to be a thing though, people just aren’t used to it.

Well that’s the thing. It seems the options where you can punish with a heavy normal after a parry are limited. People say that if you parry a light attack you pretty much just have to parry again as there’s not enough window to throw anything out. Which means the attacks you will be able to punish with a medium or heavy normal may be limited to the recovery of an attack.

whoa what? is there footage of this? that would make me very hype, as Ryu seems to have the weakest overhead right now!

The only reason Ryu needs the donkey kick is FUN. Even if there are other/better options, kicking someone in the face with the that move gives an immense sense of satisfaction. It looks cool, and the fact that an EX version allows for a follow up is also great.

Its very fun to land a donkey kick especially in third strike and especially the EX version, when he shouts out like a power rangers like “Seyah!”. Would be even great if he can juggle after ex donkey with a normal move like in 3s. Imagine ex donkey --> crouching jab, dash under mix up etc.

Good to see people are thinking different scenarios where donkey kick is useful especially Ex donkey kick use for resets, setups, damage etc.

There’s some interesting request also like

  • Fireball charge dash cancel
  • Alpha hop kick but you can cancel into tastu like E.Ryu in sf4

It’s funny to me that when we first heard about Ryu being the only character able to parry a lot of us were concerned at the advantage he would have yet we’ve ended up with the reverse where it feels a little bit like he’s been given the short end of the stick.

There is still plenty of time to go but all I’m hearing from guys like Vesper and Max is that Ryu just feels very basic. I think Vesper went as far as to say that you simply wouldn’t pick him right now when Ken is a far better option.

I already knew parry wasn’t going to be as good as people were scared of it being. Parry has always gotten nerfed or changed frame data wise in some way in every game its been after 3S. You can always just mess with the frame data and properties of anything to make it balanced just like they did with Genei Jin and Seiei Enbu in SFIV. Just because something was really good before in another game doesn’t meant all of its data and properties will translate to another game.

I’ll try to look for it stayed tuned

Agreed, this normal is fucking garbage in the SF4 series. If this hits low then I can forgive them a little. If it doesn’t then this is just a fucking joke. I doubt it will have as much range as Ken’s st. LP which is the standard shoto far LP. At least give Ryu that much Capcom.

It look high as fuck

Looks like it hits low after all. I was just watching this new SFV upload showing the UK guys playing the game. At the 16 minute and 1 second mark you can see the Ryu player doing a dash under into cr. LK, st. LP and and Nash is put in block stun by the st. LP, I know this move whiffs all the time in SF4 when your opponent is crouching.

I just saw this now and posted it so I haven’t seen the rest of the video. This could mean that Ryu still has reliable light confirms. He could do cr. LK, st. LP, cr. MK, MK tatsu(which hits low) against crouchers. He’ll probably have to be really close for that to hit, but at least he might have that going for him. We’ll find out next week when we get the beta since nobody who has played Ryu on stream can seem to figure this out(or maybe it just doesn’t work).

Maybe Capcom is already considering Donkey Kick for some kind of SFV 2017 edition if they don’t implement in the current build of the game.

$3.99 DLC.

the game is still in development, so I’m sure we see a couple move changes … an Alpha 3 hopkick would seriously be great as well as a SFxT Hadoken, which you can cancel at any point or charge …