Question: What do you think that Vega would need to not being bottom tier anymore? More damage output, for sure, but how? Increased damage on pokes, increased comboability, or what?
And do you think the ultra should be changed? From the perspective of someone that has NOT played the game, it looks like it’s very difficult to land it, since it can’t be comboed (except after a FA) and Vega has to fly to the wall to start it. Maybe letting you choose the angle of the dive, ala Spiderman’s Maximum Spider in MSH? Well, not that exaggerated, but letting him choose between the current angle, straight forward, and the current angle but upwards could help it being a better antiair.
I have not played the game (sadly) but I have been playing Vega in every possible game he appears on, and from watching videos and reading the discussions, it seems to ME that Vega’s ground game has been nerfed pretty badly, so would that be it?
They nerfed his Roll, and his Flipkick kinda sucks, then again it was only useful in ST/HDR from what I can gather.
What else…oh yeah regarding Vega’s mask and claw this post reflects my thoughts exactly.
I will be playing Vega and pwning ppl even if he is the suckiest character in history, I know the guy still has some potential yet to be unlocked.
Better pokes and a decent anti-air. He flip kick is really weak, and his pokes are inferior to a lot of the cast. He needs to be faster overall, since that has always been one of his main advantages. His Ultra also needs to be safe on block. That sounds like asking a lot, but right now it can’t be comboed off anything but a focus attack, and it is high, high, high risk vs mediocre reward move since missing it means half damage against good players, and hitting it means a little over 1/3 damage.
Saving Attack ruined his air game personally…they need to just let his Barcelona Attack be a two hitter so people don’t just SA to massive damage after…change the animation to a double slash or something…that would fix every problem…and make Vega 50% broken, but its better then being 100% weak sauce.
While i don’t know if they could cleanly speed him up and keep a smooth animation going, that was my first thought. He may not be the fastest character anymore but he should be among the fastest. Pokes also seem to be a past strength of his too… maybe his flip kick, while weak, could get a significant stun boost instead along with his clawless punches…
re:Vzamm
Do you think a two hit (close or early hit) Wall Dive could be a nice compromise regarding SA counters? Maybe more dmg w/ his Aerial Claw too could increase there reward factor and his over all air dominance?
Barcelona Strike: 90[80] instead 5050[4040] so hits like a weak Ex.BS but needs both hits to knock down.
Ex.Barcelona Strike: 5090[4080]
:wonder: actually, i don’t see why not? you can normal throw them, seen gief sp.throw them, claw should be abel to sp.suplex throw out of a SA charge.
note: I haven’t played yet either but i notice the general thoughts of his low tier status.
Well I think it would remove the option of taking advantage of every single Wall Dive Vega does. I realize the EX Wall Dive is a twohit but it should just be normal.
Either way his damage output is fucking atrocious…and that’s the sole reason why Vega had low hit points…which I guess Capcom forgot…
After playing with Vega a lot over the weekend at UCLA (you’d think they’d keep better condition of their joysticks…), I think he’s a decent character. The only thing I would change on him would be his uppercut kick. I’d lower the damage and give it higher priority. It bothers me when a character’s anti air is situational or near useless because everything stuffs it. If you can set up or combo into it I’d possibly change my mind. I think giving that change would shut everyone up on his ‘tier’, but I don’t think he’s horrible as is… anymore (I admit I thought he was complete crap the first few times I used him).
Is it just me, or did they make his grab from the wall jump have a smaller hit box? Or did they just change the timing a bit? I missed my super five or six times when I’ll hit it 100% on HD Remix or SSF2T.
With ultra ready, down-back, down-toward+roundhouse (whiff), down-back, up+kkk.
Does it work? Do you get ultra? If you do, does it work if down-toward+roundhouse actually hits? Maybe this will only work if you’re in the corner?
Also, considering that it’s possible to do down-toward+roundhouse, immediately charge flipkick, and then land flipkick before the opponent hits the ground, can you charge for ultra instead if your back is to the corner? Does it take longer to charge for ultra than for flipkick?
Your options for a reliable anti-air essentially boils down to blocking and getting ready to tech throws. That’s really about it. Of course, the key word here is reliable. Against characters with high priority jump attacks, or just some characters in general, (looking at you sagat and your j.rh), their jumping attacks will at best trade with your standing roundhouse and even your j.fp. Air throw is awesome but it HAS to be pre-emptive in order to land, in which case j.fp is just as good an option. Flip kick will trade. Usually for the worse. I have especially poor luck using it on ryu. Oh, also, his backflips are ok vs. some characters, but even against the characters it works good on it can still be punished hard. Don’t even THINK about using his backflips to escape pressure vs. a good shoto, sagat, or… well… the list is pretty big actually.
Ya, the best advice I can give is learn defensive patience when the pressure is on. Don’t try anything stupid or risky and just get ready to tech throws. Many poking strings will stop your EX walldive dead with no trade and random reversal flip kick gets stuffed and is very risky for not a lot of damage. Blocking, jump back fp, neutral jump mk, back dash, teching throws, and the rare kara-throw or standing rh are all tools to help get out of pressure. Oh, and every once and awhile, if they are getting predictable with: jump-in > poke string > jump in > poke string > jump in… hit that jump back fp or EX sky high off the back wall.
He HAS options for this stuff. It’s just that they have little reliability. =(
I was playing SF4 today at the Edinburgh event, and fiddled about a bit with Vega’s super/ultra controls.
The standard :db::df::db::uf: to go off the wall behind your opponent is fine.
I couldn’t seem to get the normal method for going off the back wall though, :db::df::ub:.
It seemed to require me to hit :db::df::db::ub: for this, unlike previous SFs.
I’m pretty sure my execution was fine, but you never know. Anyone manage to get the old back wall command to work?
It is nice to know that you atleast get a bonus when you lose your mask, so its exchanging defense for attack power. I would find this useful if Vega had a low-risk way to make an opening and deal the damage. It makes me wonder what were they thinking when they made Vega for this game…he is completely different from all his older incarnations. :wonder: