I just want vega to not suck ass like in IV. I got to play him for about 5 matches in V and his current iteration seems like the natural evolution of the character. His v-trigger has me scratching my head a little though. It extends combos but is that really all it does? I’m aware that you can AA with it and punish fireballs but the hitbox on it seemed tiny. It just doesn’t look as useful as every other character’s v trigger but that’s just from an initial impression.
Also, does anyone know the current frame data on Barcelona?? It seems like it’s + on block, which makes me hard to just think about.
lol, i was thinking the same thing when I saw that comment. Makes me wonder if some people actually tried playing these games at any level above scrub.
Vega is the only character in this game that even remotely interestsv me at the moment… I’m sure he’ll get all the fun things about him removed by next build.
those changes sound… really boring. like really limiting with no recourse? the rumored EX DP juggle potential decrease hurts me the most. if we go back to SFIV style shit juggles…
Street Fighter 4 Vega is an odd case to me, true he is not top tier material like his past iterations but I feel he is a solid character with amazing speed, one of the best set of normals, long reach kara-throw, decent Ultra and ok use of EX bars.
Yet I theorize Vega did not work on SF4 because of the heavy emphasis on hard knockdowns, mix up game, heavy use of FADC all if which Vega cannot take huge advange off. Here is Reiketsu(Vega) vs Kazunoko(Yun) from SCR, that video highlights EVERYTHING wrong/good about Vega, even watching it now it still hurts me to the core…
Yeah once the knockdown happened it was pretty much over, didn’t matter how far ahead Reiketsu was
Thankfully SF5 is moving away from that nonsense and that change alone has me stoked
Not to mention Vega has a lot of new and interesting stuff going for him so I can’t wait for the beta.
Vega is weak to pressure and knockdowns (incidently, the matchups where he has knockdown setups, he’s a monster)
He had to work too hard for his anti-airs and he was fucked if he messed up once
his damage wasn’t that great
This all adds up to a Vega that wins slowly and loses suddenly. He was about as good as he could be without being high/top tier… but he was also really weak to everything that made the top-tiers, top-tier. You can only get so far with good footsies and the occasional kara-throw and EX walldive. It’s like, when you’re in the lead as Vega, you could still lose at any moment off of any random hit into meters into Ultra. No character was weaker to knockdowns than Vega, in a game all about knockdowns.
Almost all of this is being rectified in SFV. Footsies are very good, Vega actually has rushdown again, he has good anti-airs, his damage is in a good place. He still retains his weakness to pressure, but now he actually has ample strength to go with it. wow! He sounds like he’ll actually be a lot of fun to play. Can’t wait for this beta!
Vega won’t go back to being a motion character. There is no way to do a stance switch or a SPD with charge in a SF game.
He might get walldive as a charge move, unlikely though. Roll will most likely stay a motion.
He has been redesigned from the ground up. The move that needed to stay a charge move, his flash kick, is entirely gone, so really, at this stage, it’s unlikely he’ll be a charge character unless they redesign the character again.
yeah i think it’s pretty set in stone. they got near-universally positive reception from it based on what i saw, i think everyone agrees that motion really suits him excluding a tiny minority who didn’t really make that much noise.
i could see his roll and walldive becoming charge again and him becoming a hybrid though. that honestly wouldn’t be that terrible, especially if FBA got some buffs in return. actually, maybe not the roll, now that i think about it’d make it REALLY awkward to use with vega’s combos as they are now…
Watching that SFIV Vega shit is sad. He was absolutely horrible in Vanilla, but even in Ultra he still isn’t the former glory he had in ST, A3 or CVS2. Not even close.
I just don’t understand in that 3rd match how you can dizzy someone going for a perfect, then only be able to do a 10 percent damage combo after dizzying someone. Then get fucking basted by Yun going ham afterwards. That would never happen in any other SF game. In other games when you get dizzy the combo afterwards is going to HURT and if you’re still alive after the stun combo you’re lucky or generally another throw or chip damage away from death. Stuns are fucking meaningless half the time in SFIV especially when you take the heavy scaling and are using a character like Vega that isn’t known for huge combos to begin with.
Hopefully in SFV you’ll get stun combos that pack more of a punch and end rounds more often. Doesn’t make sense to do all that work for a stun and get less damage than you would have if you went for a reset. LOL.
DevilJin01 : He did weak damages because he did a weak combo after a big combo to the dizzy state, but he did for the Yun scarlet corner set up (which he actually missed). Trust me Vega hurts after a stun.
Those combos are insane and not a lot of character can do that damages on a stun :
-Jump HP. HP x HP rolling x SUPER
-Jump HP, HP x Ex rolling, 2mp x Ex FBA izuna drop.
-Jump HP, HP x Ex rolling, Hk. (then mix up with forward dash throw, or 3HK, or wait opponent moves)
Vega had huge problems after being knockdowned in USF4. And…that won’t change. May be even worse because now he can’t rely on focus backdash or simple backdash.
The only thing changing is that now he has now a close range viable anti-air but only with Claw-on.
Uh, knockdown pressure in SF5 will be way easier to deal with for a variety of reasons. SF4 at the end of it’s lifespan has become this weird hybrid anime game where the entire game is knockdown into setup. USF4 at high level is the most repetitive shit.
now that clHP don’t exist anymore will be cool have stHP special cancellable
i know one can say that there is already crHP for that, but i like way more the stHP… for dmg, range, target combo potential (MP-HP->special), CH juggle potential (like CH stHP-> EXhado/EXsrk)
Also i don’t know if already possible but fMP -> crHP combo sound nice
Don’t think they’ll do that.
Looks like they got standing heavies reserved for that crush counter nonsense.
Crush counter is the only mechanic I hate in this game, it’s fucking useless.
As if you couldn’t punish uppercuts hard enough already since Street Fighter 2 no, now you get some extra damage from that stupid crush counter shit.
The stuff that it was originally intended for is the dumbest idea ever, too.
Who the fuck plays footsies with standing heavies in the hopes to land a counter-hit?
Someone on this dev-team is literally retarded, and they need to let him cleanup the cellar or some shit instead of letting him put stupid shit into the game.