Seriously. This incarnation of Vega has been in 6 games now, starting with Vanilla Arcade. And in every single one he lacks one of the most fundamental parts of Street Fighter, anti-airing. Every single character has at least one tool for AAing decently from the ground. He hasn’t had a viable reversal either, something every other character has. Scarlet Terror was always invincible before the summer of 2008… Why are they designing him around his LACK of basic shit? Essential tools needed to succeed.
Vega in SFxT got some buffs and nerfs but overall he was extremely buffed. Vega is now GREAT at everything he was good/decent at in SF4. (Except very nerfed throw game and somewhat nerfed forward walkspeed. IDK what was the problem with him having the 3rd fastest walk speed in SFIV.) But he’s still bad for the same reasons as before and the only reason it might sting less… is because your other character might have an AA.
You might argue that the problem has been lessened can now counter-hit air to air people and then juggle for decent damage, nice damage if he has super stocked. And that’s awesome, air-to-air MP now actually does some damage. That gives them SOME incentive not to jump. But it’s also pretty evident that in SFxT, anti-airing in general isn’t as good and jumps-in fucking rock with some characters. The problem is made worse than ever.
And, like it’s always been with the newer Capcom games, scrubs jumping around like idiots is actually a huge problem for him. Your entire gameplan works only because Street Fighter players are conditioned to jump carefully. When you fight someone who figures out that Vega can’t stop you from jumping on him, or you just fight some idiot who likes to jump all the time, it’s done. Vega’s one strength is his excellent footsies and that does not matter at all when you fight someone who jumps a lot. This is only compounded by the fact that Vega doesn’t have a reversal; when someone is on you (probably because they jumped on you for free), they have no reason to stop going in on you because you have no invincible move to threaten them with. You getting out pretty depends on dumb luck/very lucky guess that creates goofy enough trade for you to get out. So, if they can keep putting you are frame disadvantage, you’re practically locked down and all you can do is keep blocking and teching while you watch your mask and claw fall off…
This entire time for the last 4 years of Street Fighter games developed by DIMPS, Vega has had two moves created especially for anti-airing since SF2: c.HP and Scarlet Terror. And they both have thoroughly terrible hitboxes that, at the absolute best if you’re lucky, will trade with a jump in normal. I have never actually seen c.HP hit someone who was airborne, the hitbox is THAT bad. How has he gone through 5 revisions and Capcom never touched on the fact that he loses to jumping? c.HP is a normal especially for anti-airing, and it can’t do it at all, not even an empty jump. Seriously, if they just fixed the hit/hurtboxes on that, I would have no reason to play any other character in SF4 or SFxT. I wouldn’t mind the lack of an invincible reversal, as long as I could anti-air to prevent the situation where I would need to fucking use it.
For reals, why can’t Vega have an anti-air? What’s so good about him that he warrants having a giant hole in his game that’s extremely easy to exploit? Isn’t AAing Street Fighter 101? Vega always been really good but having footsies + an AA or two never made him broke. c.HP alright from decent distances. Why can’t he have that basic tool that he always had? Scarlet Terror has always been a decent AA/reversal move that gets boned by crossups. What the hell is the problem with him having an AA that he needs to sit and charge for?
Glad I finally dropped him. Fuck Vega.