Vega: SSF4 2012: Apology Edition

well…

Capcom U.S.A., Inc.
Capcom Entertainment, Inc.
800 Concar Drive, Suite 300
San Mateo, CA 94402-2649
(650) 350-6500 main number

or

Capcom Interactive, Inc.:
10960 Wilshire Blvd.
15th Floor
Los Angeles, CA 90024
(310) 943-5470 main number

or

307-3310 South Service Rd
Burlington, ON L7N 3M6, Canada
(905) 637-6885

Ehhh, all too far. I’m in Chicago XD

Does H.HSC even make contact with crouched opponents?

Nope, I was trololing with it this weekend by trying to finish people with it, hasn’t hit once

Sky High Claw causes a knockdown when it hits a grounded opponent. < If it doesn’t hit then this is useless.

+1 more frame of hitstun on the opponent after a Cosmic Heel, making it -3 at worst. < Does this make CH any better?

Ultra 1 hitbox when he hits with the knee on the way up, the hitbox has been greatly expanded to prevent people from falling out. This is kinda good but U2 saved my ass more times than U1 ever did.

Ultra 2 startup changed to 8 frames.< will this allow a combo from EX RCF?

all of these are fixes other than the shc buff, which was a horrible buff. The ch fix will help a lot with dp’s but it can still be scooped up with spd’s when at point blank.

I’m not sure about the other frame data but compared to what other characters got its pretty shitty

no, and don’t expect any real changes.

After three game changes im not this is the fourth change. I really want to try and get good with my second main Cody, i feel most comfortable playing with him the same feelinig when i play with Vega.

sounds true, on some crouched opponents in some directions it doesn’t connect, never did, part of the stuff you need to knoz at the beginning of a round.

yup it mean that if you space it poorly only half the cast can reversal/ultra on reaction, as opposed to all of the cast now. and half the cast could still reversal you even if done from far, noone will now.

yeah sounds reasonable still better in the game than not.

nope to combo from EX.RCF it would have to be 4 startup we are miles away from it, why is that buff especially important to you ? it is a better gamble to try to land a focus II than an ex.RCF.

I doubt any smart Vega player would just throw a sky high claw out of nowhere with no reason. If you do a sky high claw and your opponent is crouching the whole time, you just suck. At least do it to fake them out of a wall dive or better yet poke them out of the air if they try to punish your wall dive.

which means they’ll be in the air and they get knocked down anyway…

so still useless.

Im just saying this got to be the worst buff in SF History.
“Sky High Claw causes a knockdown when it hits a grounded opponent.”

Is there any other buff that useless? They could at least made it standing also that would have made it be good. Almost like a E.Honda head butt.

Guile’s 18 frame command normal not throw invulnerable so you can use it as tech bait…

DID I WIN!!!1111111

How is an anti punish useless?

I guess that’s your opinion. >.>

because changing the properties and making it knock down on hit for a grounded opponent doesnt add any useful situations to the move. You’re still going to use it exactly the same way, by catching someone jumping up early to knock you out of the air, which means that you are hitting them airborne to knock them down, which is exactly the same single use it currently has.

so yeah… that buff is useless

if they seriously want to make that a buff SHC needs to be a LOT faster

your little saying in spanish is phrased wrong, it needs to say

Vos veras el color rojo cuando termino contigo. (what you say)

Vas a ver el color rojo cuando termine contigo. (what you should say) or

Veras el color rojo cuando termine contigo (much more aggressive way to phrase it, because it implies its going to happen)

Vos is used in Castellan spanish, and is used to refer to a group informally. (you all)

as to the SHC buff, its not really going to work if opponents are contempt with crouching while you FBA and SRK you for doing it outside of a combo. Its very easy to get around that specific buff.

how about -5/6 on block? they should increase chip to the level of honda as well, while keeping EX SHC the same.

Exactly, it is possible to hit someone on the ground who tries to jump too late. But I see what you are saying…but then again, wasn’t their something about him getting pushback with that move. I remember reading something about that.

Thanks for that. I did not know Vos meant you all. I had that in my head because I have a lot of Argentinos/Uruguacho friends who always use “Vos” as a way of saying “You”. I personally don’t even use that word.

As for your next comment, If I see that is how my opponent reacts to walldives, I wouldn’t even do a SHC let alone try to even Izuna drop his anti air. But i’m pretty sure at a high level they would not try to keep punishing wall dive in mid air…but then again, I watch many matches on youtube, I always watch their reaction to it…they always either FA or punish walldive. Anti airs happen sometimes if too obvious.

Just something I noticed.

yeah but most people try to pull that shit off full screen. the time you want to use it is when:

you dropped a combo and ended up having EX FBA blocked. They instantly reacted with oh say… air throw (a common thing i do against vega mirrors on blocked EX FBA) to catch you coming off the wall. Well that’s when you would cancel your cMP into LP Version SHC to make it look like a wall dive to beat the air throw. That’s the only intelligent use for SHC. That 1 single situiation because it comes far too fast for them to react to legitimately. That’s it. Doing it against honda’s headbutt isnt smart because you have both far better options and you cant hit him on reaction

More info from a bad translation (google translate =D)
■ Balrog
- Changed the limit pursuit of high-Bloody claw].
For example, it looks like the lead after hitting a combo of tricks - special - Cosmic smart.
Expanded to make it easier to hit down the whole page decision claw attack [Sky High] EX.

Edit: =O

Vega
[Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).
[EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.

[Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).

WTF?
For that being possible, does the BHC now charge faster, Cosmic Heel “juggles for more time” or the input for the ultra was changed?
I bet on the first one. But if all they did was to increse the hitbox on the jump to the wall, I will blow up all the buildings of CAPCOM, and kill all the owners of it as well. Who the hell could do CH>U1 reliably?
Anyway, if CH>U1 is going to be easy to do, everybody and their mother will try to connect that CH at the end of the round.