Vega: SSF4 2012: Apology Edition

…I edited it…now youre gonna seem crazy…lol

does thye aditional +1 frame blockstun on CH means it will be now +1 on block when spaced correctly?..and does anyone know if that at least leaves you at range to use cmk also does anyone know the frame data for cmk on counterhit?..is it +8?..or +7?

Well, since you asked so nicely. I like using the slide rather than dash because it keeps my downward charge, so if my following cr.mk connects I can immediately do EX FBA

PS: there’s whining and then there’s just plain being unlikable. You’re leaning to the latter

neth

just counter pick man, just do it. you’ll be a much happier man, and the game will become f-u-n-n-e-r.

We aren’t getting a top 8 character, and at most, we still have a solid contender for top 32 character at major like EVO. You want to win big? do like the Japanese and pick top tier.

btw way, just do like i do

st = standing
cr = crouching
cst =close standing
etc. avoids the whole what are you talking about confusion.

I forget if Counter Hits give +2 or +3 but cr.mk is +5 on hit (by AE’s data anyway), but I’m not sure if CH at max range would have cr.mk touch the opponent.

thanks gemakai…i’m asking cause counterhit cmk–>U2 may be posible again…i don’t wanna think they change things just because…that one frame that was removed must make a diferrence somehow…i know it would be incredibly hard but i do get counterhit cmk pretty often so it may add something to claw’s game…

Did you even read the article or have any idea what we’re talking about?

Apparently even forums are now “spoon feeding”, truly you are the hardest of hardcore even harder than the “reliable aa is spoon feeding” crowd.

Max range CH in AE is about +1. If you’re being realistic, you’ll rarely get a CH that meaty, so a well spaced CH now is about -1/-2. The +1 frame of hit stun just pushes everything down a frame so you get closer to 0/-1 on a well spaced CH. It used to be around +1/+2 most of the time in Super, so that’s why there have been so many complaints about the change.

Also, counter hit low forward/mk is around +8, enough to link a sweep afterwards.

so at least i will be less likely to be grabbed by t hawk…well that’s something…i’m glad they keep it cmk the way it is in AE…the fba attack range buff is still there too…i really hope there is some sort of problem with translation with the whole sch doing “blowback” cause if really blowback is the same than knockdown then this is the most pointless buff seen in any game at the very least it should have been safer on block…

In an effort to upgrade from the latter ill give you a more constructive answer. Slide is 38 frames and a jump is on average and for Ryu is exactly 44 frames which gives you 6 frames to react (44-38). This is exactly enough time to do a meaty cr. mk however we both know you would take some time to read and process he is jumping. Once you take more than 4 frames then you lost all the advantage you need to use cr mk. In this case you can still meaty cr. mp however if you are sliding on the 4th frame of his jump they you are sliding during its start up frame and here you would be able to recognize the difference between a fwd jump and a neutral jump so you can be baited. On the other hand dash takes 20 frames so you will have enough time (44-20=24 frames) to dash and still make the charge for your Cr. Mk>Cr. Mp>Ex FBA combo. Also you have a lot more options after the run under such as back dash, focus, Kara, CH and best of all block.

However this forum was much fun trolling instead of constructive answers…so how do you feel now you know you’re a party pooper.

This is just enough time to repeatedly attempt and successfully wiff ultra 2 now that its start up is down to 8.

Interesting tidbit of information, but wouldn’t dashing make your hittable box be much bigger than sliding?

PS: Party pooper?

Just one thing to add, Pedo. funner is not a word, so stop that

Not really because the person beneath your post quoted you :wink:

counterhit cmk–>U2 to me falls in the same category that CH–>U2 and trade EX Fba–>U2…the “i’m glad is possible even though extremely unlikely to ever happen in a real match” category…i’m glad to know it is possible again…

I hope there is no nerfs later to “balance” out these buffs. After the initial shock of it the changes are much easier to take in. Cosmic Heel was shown a lil love and so was BHC. If SHC is any good Vega might have a shot as being at good offensively in AE as he is in Super.

EDIT: IDK about that at this point, other characters are getting nifty buffs.

Neither of these will work if you wait that late to use either evade tactics. The slide lowers your hit box but yow will be at a tremendous frame disadvantage causing you loose all your momentum and you will be on the shitty end of the mixups since now he can focus, Cr mk>hado or even worst his next hump is gonna be a cross up. Also at most spacing some of these will connect before vega can finish his slide (im not 100% but i think ryu can super hado sloppy slide evades).

With the dash i always use fadc for the armor, the hit mixup or the back dash but generally if ryu is coming down from his jump already you HAVE to use the reliable anti air ono is gonna give us after he reads all this trolling. lol

Blowback. They used the very same word when they mentioned Gen’s Super changes, particularly in crane cr.HP counter hit. The opponent now flies away a little distance with a techable knockdown.

Ah - very good then. Better that than getting a hit and then punished for actually hitting.

Guys, we’ve always had an anti air. All you gotta do is :u: :lp:+:lk: