Vega: SSF4 2012: Apology Edition

if it combos after CH then it combos after AA ST and even possibly regular ST, any trades that dont knock you down, and possibly after EX FBA (slash to keep them in the air as you fall and doing U1 instead of EX ST)

oh and EX SHC buff is still useless… doesnt address the fundamental problem with the move

Wow…i actually wanted this exact change. Well i said before i want guaranteed 2 hits but this is good enough. A welcome change.

Thats what im talking about, buff his specials.

No use complaining about it anymore. This is most likely the final edition of Vega for the SF4 series.

I cant even look at the additional buffs for the other characters on top of what they already recieved. Its retarded.

Hopefully they changed the motion so it’s like Makoto’s U2.

if its not a charge motion I dont see that happening. But its a good buff makes the ultra a little less useless, and probably the one most people choose.

The ex SHC buff is a start. Glad they kept u1 consistent with u2 on the juggle. Although mostly a “fluff” kind of change. At least it’s addressing those inconsistencies

wait, we can combo into U1 now?

If BHC’s hitbox was the only thing changed, I’m thinking it’ll still require god-like timing to pull off CH>U1.
Same as how CH>U2 was “possible” in Super but the timing was ridiculously strict so you never saw it in matches, it was essentially useless. Sounds like the same deal here.

i hope it’s easy, that would be a very big buff. I rarely even use vega’s ultras in matches

I thought CH, U2 was only possible on an AA hit with CH in Super. Please tell me I missed something because I tried that when Super came out off a clean CH and couldn’t get it to work. I guess we won’t know if they mean that U1 hits off of a CH on a grounded opponent until the location test. Maybe.

CH > U2 is mostly connected as an AA CH, yes…but it’s extremely hard to land and in a way obviously, situational…
Like I said in the other thread…I highly doubt they mean grounded CH > U1…

CH>U2 was possible on a grounded opponent in Super, it’s just that it was slightly easier as AA. Both required ridiculous, spur-of-the-moment timing though. Who the hell tries to AA with CH anyway? I’m hoping they shortened BHC charge time,but I doubt it.

I’d say the only character that you can probably commonly land this stupid ass combo (CH > U2) is on C. Viper…might as well make it character specific lol

woooooowwwww

that buff to CH>U1 is RETARDEDLY good

so U1 will full combo after CH? does anyone realize how horrifying that is? it brings his kara throw game back but instead of throws they have to be scared of an ultra. also as others have theorized already, does this mean we can connect AA l.st/trade st>U1 towards back wall for a full ultra combo?

exactly I was thinking this exact thing over in my mind when I read the changes. How would changing the hit box on BHC make it possible to combo off of CH… it doesn’t add up. Or… the translation is shit.

I am not getting my hopes up. I went into training mode in AE and tried doing this…the opponent is on the ground by the time BHC ever comes out. it misses completely. They are going to have to change more the its “hit box” if this is going to be a feasible thing to do in matches . Something like changing the startup frames or reducing the frames needed to let it charge. If it had the same charge time as EX FBA… lol that would be awesome.

In any case, I need video before I believe it. I don’t want to get my hopes up. This is one of the only things I really wanted for Vega to have and it’d be great oif it actually came true. ( that and invul frames on ST) well…only time will tell.

p.s. if anyone has anymore info please post!

The kara-throw mix-up has always been throws or CH/low jab links into EX FBA. That hasn’t changed in AE.

If the Ultra 1 second hit has been increased to a Juggle point of 1.
Then a ground combo into lk.ST into Ultra 1 should be possible now in the corner, maybe even in middle if given enough time to go to the nearest wall and activate.

Have to wait and see for beta videos.

Hmm… let me expand upon what I mean exactly.

In AE, after CH, you are 0 at ABSOLUTE PIXEL PERFECT best spacing on block, and -4 at worst (could be even worst point blank but I don’t care to check), which of course we all know. What we lost in Super to AE was the risk vs reward ratio because of the horrible frame disadvantage we are now put at. We’ve all had the same discussion a million times about AE CH and how you’re unable to force your opponent into making mistakes and blah blah use Vega like this and use Vega like that. In AE2012 CH is getting 1 more frame advantage, lowering the risk, and this new combo spikes the reward, making for a much higher ratio than in AE.

While it isn’t the same mix up game Vega had in Vanilla/Super, it’s a similar and very potent one nevertheless. It heightens the threat and gives Vega a comeback factor he never even had before. Now compound all these new things with Vega’s c.mk buff from Super>AE and things start getting REALLY good for Vega in that range.

I rather like the AE2012 version of Vega. While you can’t spam CH like you once could in Vanilla/Super, AE2012 gives back his ability to crack turtles and pressures people into making errors - which is the most important thing he had lost when coming to AE in the first place.

Interesting. I would still trade this for invincibility on ST without blinking but its more than clear now that Vega will never get it in SF4.
But it is interesting. I wonder how useful this will be and if its useful in a real match or just a “it’s possible” like CH U2 in Super. Guess the front hit will have an improved hitbox (and maybe startup?). Hm, maybe the hitbox will extend a bit more back, making X-up U1 actually useful with the same timing for the whole cast?

I’m still a bit pessimistic, a reliable combo into Ultra after a move that is safe on block when spaced correctly? Don’t even know if the 1 front hit is a real hit and scales? If it does, it would still be huge dmg, 80 CH + 30 front hit + 0.7*450 U1, would be at least 425 DMG, no super meter and combo starter safe on block… Don’t know why they would do that… But I would gladly take it…

Seems there will be some fun training mode action with Vega after a long time :slight_smile:

I just checked it in AE and I would not get my hopes up. The knee hit already connects on a jumping opponent after CH, just the claw hits afterwards whiff. So there is no reason to change the charge time. “Hit properties adjustment” should therefore mean that now the claw hits afterwards also connect, after you used CH as an anti air…

So this is all dependent on one thing.
Is it AA CH like we have now for Ultra combo or not.

If it’s like CH >ST (Obviously stricter timing) then I think I’m going to be laughing my ass off. This makes Vega’s CH game so fricken scary XD