In AE, CH was unsafe on block. -4 point blank reduced it’s utility to only using it from max range and even then it did nothing but create a stalemate. Now, it being -3 point blank means so long as we don’t hit w/ the first active frame, we’ll generally be safe. Say we hit w/ the second active frame and are left w/ -2. If you have a good defense and don’t mindlessly mash crouch tech, you can safely block any attack that comes your way and manage to tech a throw if you input a late crouch tech. You can even back dash if your opponent doesn’t OS punish. I honestly don’t care if I can’t press buttons like in Super after a spaced CH. I just care that it’s not a guaranteed punish like it is in AE.
What had a 6 frame start up? His U2 or his cr.mk? Either way, both actually had 8 frame start ups in Super. So I don’t know what you’re talking about there.
I’d rather take on Rufus over Yun any day. Dive kicks aren’t THAT much of a concern for me (even though dive kick characters do give Vega a hard time). What I despise of Yun is his damage output and the fact that he can net huge combos off of 3 frame jabs. A couple of reads after getting in and it’s over for Vega. The range on his TC (st.mp > st.hp > b.hp) is ridiculous. And his command throw even makes blocking a risk once he gets in (and it’s throw invincible… wtf…). Of course, there is also the obvious bullshit like his ex dash punch which leaves him at +1 from max range.
I can rant on and on about the twins (mainly Yun) but if they’re reasonably balanced characters, I really don’t give a shit if I’m at a disadvantage. I just want to have a fighting chance lol. Rufus is beatable… even Super Cammy was beatable… but if a really good Yun is on point, he’s practically unbeatable [for Vega].
~_~ Even if SHC knocked them all the way across the screen it would still be as useless as ever… I cant believe people are discussing this move, only time i ever use this is when i do it by accident thanks to negative edge.
Shit has always been garbage and always will be.
while the buffs Vega got werent exactly what I was looking for (faster startup on any of the rolls, better ST hitbox, better dash, safer flips etc), but CH got SOME utility back and U1 was fixed (at least i hope so). i think i can live with that.
honestly though, LOL@ people still getting mad that Vega didnt get good buffs or invincible EX ST, you’d think after almost 4 years of getting trolled nonstop in the sf4 series that Vega mainers would get the message, but sadly this forum is destined to be nothing but a pit of crybabies… oh well
Actually by saying that, you completely ignore the “fun” part. Everyone chooses the character they play with if they get fun while playing him/her. Vega is the only character I like. No other character gives me any fun at all. So winning with a character I don’t even like means winning a game that gave me no pleasure. That’s why these 2 character suggestion is wrong.
I mean Vega is such a different character with all aspects. Noone gets near him even a bit.
I would think about it if Rolento or Sodom was in. But that’s a fantasy.
Oh, I’m well aware of the fact that some people only enjoy playing one character. And I’m not saying there’s anything wrong with that. But I’m just making the point that if you don’t want to deal with some retarded matchups, for the most part you’re going to have to have a secondary character that can cover those matches. Either that, or just deal with the cards your dealt and grind the tough matchups regardless.
My post was more aimed towards people who complain that Vega didn’t get enough buffs and still won’t be entirely viable in tournaments. I’m saying that at this point you should just learn a second character if you really feel Vega’s (or whatever character you happen to main, this could apply to lots of players) bad matchups are really that bad.
I… I don’t even care anymore…I don’t have the strength to change characters. Well it looks like im stuck with him, this is not gonna make me choose a different main.o_O
so it’s a given that we all pretty much play vega better than any other character, so i really don’t get why some of you guys don’t want vega to be buffed to A tier…wouldn’t that mean we all get better?
when people say invincible ST, I immedietely think of deejays ex Upkicks(oh how powerful vega is if invin ST acted like EX up kicks). I don’t know about you guys but I never jump on deejay when he’s crouching, give that power to VEGA and he’ll do wonders. And that is CHANGE WE CAN ALL Believe in!
it sickens me when newbie characters like yun, yang, adon, ibuki, deejay, makoto, juri hell even cody’s taken over vega in the tier lists.
first number refers to the number of frames before the ultra flash before the move actually begins…
Then you have the ultra animation flash that takes up however many frames it takes up
2nd number refers to the number of frames once the move actually begins (after the ultra flash) until the first active frame (with the last frame being the first active frame as usual)
So if you see 0+# then it has instant ultra activation. For example, back in super, balrog’s U2 (1+1) could be jumped after ultra flash (dunno if that got changed or not). The reason for this is because although jump takes 4 frames to become airborne, they are still unthrowable. That 1 frame gap after the flash enables you to be able to jump out of his grab. Gief’s U1 on the other hand (1+0) you can’t jump out of after the flash because even if you hold up you need to at least get to that first unthrowable frame. Since there’s no gap you never make it to that frame and therefore eat BUSTAAAAAAAAAAAAAAAA!
This is also why it’s a bit more difficult to autocorrect U2 and actually hit the opponent now.
Before with 1+6 you had that extra 1 frame gap before the flash to cheat and get an autocorrect. THEN, 6 frames later (or whenever your opponent landed) your opponent was getting nailed. Now, because it’s instant with the frames made up at the end of it, it’s a bit harder to autocorrect and STILL hit your opponent 9 frames later. If you try to make up for the extra frames too early it doesnt autocorrect and you go forward (because you cant autocorrect after the flash). If you do it too late your opponent has time to block and punish. The ultra itself was only increased 2 frames total. But the placement of those extra frames make it “appear” or “behave” as if it was 3 frames longer.
Thanks a lot! This also clarifies why in AE I can reversal-ultra a random ultra instantly after the opponent animation ends. Or I doesn’t since it’s not a reversal per definition, but I just didn’t do it in super
So quick question. Now that U1 has been buffed to not randomly miss do you guys feel as if it will be more viable vs more of the cast, or should I just stick with U2?
I personally never really picked up on U2 and even when i did i still didnt really use it the way most people did because it could still be safe jumped to hell. I used it to counter dive kicks and low moves like hakan’s slide and cammy’s SA. I still use it the same way. So nothing’s changed for me.
U1 does more damage and i really don’t see how it’s harder to land than U2. So if you ask me pick U1
For me the invincible frames at the startup of the U2 makes a hell of a difference. Cause it is possible you to get hit at the startup of the U1 before you even got to the wall, hell, even before you could leave the ground. I have lived it lots and lots of times. And they tell nothing about changing the move’s priority so you will get stuffed by the same normal moves of the other cast at the startup. Also they don’t say it will “never whiff” they say it will “not whiff that much”. And you can actually do the ultra after a focus, but making U1 after focus is real harder. Also the input is much easier. We already deal with 1 frame jabs during the match, the easier the input for the ultra the better for me.
When I see the changes made over the years of SF4, it really makes me think that they are trying really hard to make sure that Claw doesn’t end up top tier. It makes me think that internally, they have one hell of a godlike Claw player on Capcom QA… so it’s very possible we’re not getting some of the things we’d like because they’ve already tried them internally and saw it was just too much. The invulnerability frames on Scarlet Terror has been asked for repeatedly since 2008 and we still don’t have them, so there’s probably a damn good reason for it. It would be very interesting to see how the game’s balance evolved during development. The Deejay EX Solbat crumple is one of the few things we’ve seen change between development build and final. Would really love to see what they were tinkering with for Claw.