Vega: SSF4 2012: Apology Edition

seems like that there are definitely secret buff/nerf for every char, who knows what we can expect for Claw…

elcubanoloco is on twitch.tv/iplaywinner with Vega 2012 check it out!

Doesn’t “increased range for deep hit” mean the hitbox got bigger on the side CLOSER to Vega? That’s what I assumed, anyway.

thx, right on time! Saw the match against Mr Naps (Eryu) right now, and so far: One Ultra II against a dive kick connected, and one anti-fireball connected too.
Also: several close blocked CHs remainded unpunished (escaped by backdashing). Although he lost, I liked what I saw :slight_smile:

Rizhall I think you’re right… I’m watching the 2012 tourney and I don’t see a difference in focus range.

Yeah? What did the opp try to punish with?

And yeah, Crim. I missed it, but I’m pretty sure that’s what it means

Well, jabs of course - Oh I hope the record doesn’t prove me wrong :wink:

Ricky Ortiz put an end to EC Loco btw…

if it makes you feel better I under use kara focus and over use CH still. My kara throw game is about right if you ask me though. I use it enough to throw off timings for techs but not enough to get blown up with it.

the match against fchamp was awesome. I havnt seen a vega do that to him since Tatsu showed me his matches against him.

as for the FA range buff I never saw a max range FA from loco so it’s hard to tell the difference. U2 is definately better. I guess that 1 frame makes a big difference for the move, I may even consider adding it back to my arsenal for a few of the heavy footsie matches.

i never saw cHP as anti air but sHK hitbox looks exactly the same so far.

the SHC knocking down still looks pretty useless. It’s jsut too slow to be viable unless you’re playing someone that doesnt know the matchup.

anyway, i’m lookin forward to it.

No I-Frames on EX ST confirmed: http://de.twitch.tv/iplaywinner/b/301661031 1:10:34

Thinking on it, I wouldn’t even be bothered by no EX.ST I-frames, but I’d enjoy the EX version to be FADC-able. So then in a way, it’s like Dudley, three meter (which shouldn’t be a problem for any Vega to generate) to make it safe. It gives an option at least, since Dudley’s uppers don’t have invul either and I’ve seen a lot of Dudley’s use EX Upper FADC to make some really good pressure when needed granted his jabs are good, but so are Vega’s it’s all dependent on the frames after FADC really. Course, Vega would need to be plus frames after the dash forward…

Then again I’m probably one of the few that wants Vega to have better frames on his overhead on block so it would make for a decent setup for pressure -_-

The ninja nerfs to my alt Bison sucks :<

EX Jet Upper - invincible 1-5, airborne 6, puts opponent in juggle state on hit, 2nd hit can juggle

i frames on ST would really only help against frame traps or dumb jump ins. Even then it’s a big risk because it’s not FADC-able.

like perfect IMO would be sHK buffed so it doesnt whiff 2nd hit if first hit connects.
and
cHP hitbox pointed upward/enlarged + 1 frame faster startup or 2 more active frames

and keeping him as is.

I’ve never found any info on invul frames, I’ve always assumed it throw invul. I know the rest of the frames but never figured it was invul after the amount of times I’ve seen people hit out of it.

The main point was 3 frames to make it safe, but meh, my main points never seem to get read first.

I also agree with Vegaman on the crHP and st.HK buffs. I just abuse overhead like there’s no tomorrow on people who crouch too much xD I would love to see a buff on it, but that’s just personal with my playstyle.

st.HP would really benefit from faster recovery in the footsie game, but it’s fine really, it’s knowing when to use it which is easily found after a few seconds of thinking during footsies, I do sometimes find myself looking at it though going “Better recovery would be lovely…”

I just think st.HK having a nice buff so that like Vegaman says, the two hits actually connect, works. I’ve done it to stuff focus and had the second hit to whiff just to be focused and killed x_x When it happens near point blank, that’s when it gets annoying.

But meh, I frankly hate playing theory fighter.

:frowning:

Also pondering on it, chances are they would never be able to make ST FADC-able unless they changed how it hit. Hitting airbourne makes it entirely unable to harbour FADC properly. Had a total brain fart lololol
It would mean Vega would have to get from air to ground, which takes like, 2 frames to get between…and then dash.

No, that’s definitely not going to work laughs I guess invul would be the only other option, or make the hitbox a bit bigger compared to the hurt box. I personally like EX.ST as it is, but if you want to play theory then…

i wouldnt trade the damage for it though.
i was fighting a yun/ryu buddy of mine last week. 3-4 of those meant half health. maskless meant more. That move has almost an insane amount of damage for the reach it has. It’s my new CH. I’ve gotten pretty good at stuffing fireballs with it.

Oh god no, I don’t think it would need to trade anything for it. I love like, most of Vega’s normals. Only one I can say that I truly hate and has like no use (feel free to prove me wrong) is cl.LK.

I saw loco using it to set up throws

but he finds a use for even close standing mp

I dont agree with either way he uses them but it works for him

If you wanna set up with cr.lk do it with cr.lp, no?
More reach and stuff

But the st.MP after a jump in is a really good mix up tool. People may expect that is only the first hit of cl.st.hp, and expect the second hit or the RCF, then they just block… to eat a throw.

I said cl. as in Close. That stupid little knee thing he does that has like no frame advantage (dont get this confused with far. I abuse the shit out of far standing lk.)

As for uses, I guess it can be used for throws, but I prefer st.LK kara throw setups more tbh.