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That's 3 people more than I expected.
Was there someone I skipped then?
We've talked briefly in the past...and I personally don't have anything against ya. So you can count me. Welcome back.
There are more instances which you can convert damage now which don't require mixup resets.
He's a lot better for this, but they still didn't address his actual problems.
He's supposed to long range poke character, but his hit boxes and animation design don't allow for that, instead of fixing this, they give him more combo paths, it's cool and everything but they're still ignoring the fundamental design flaw of this iteration.
I was just talking with prinnyuber about this earlier, so one of biggest indirect and unintentional nerfs to Vega is the fact that the game plays on a 16:9 screen.
SFII, and SFA, and vanilla SFIV were 4:3 ratio, the reason this matters is because his height and the length of his claw meant that the farthest reaching normals could cover nearly half the screen, something like 2/5ths of the screen for just mid range pokes.
The switch to 16:9 puts him at a disadvantage since they didn't compensate by extending his claw. In SFV his claw is actually shorter than the previous games on top of this, while they animate him to lean away from his opponent during his strike. Making Vega have oddly stubby normals.
His older animations from the previous SF games actually functioned more like Laura's normal do now, where she leans forward during her strike, then leans away on recovery. For Vega, this gave him the "hit and run" quality even in his normals animations themselves. But this is no longer present in most of his animations now in SFV.
All that said, he's way better after this patch, but I still want them to fix the design issues.
He needs to be able to natively do his invincible backflips, they never should have made them into a V-reversal considering he has no decent AA outside of air throw, and because V-reversals keep getting global nerfs every season.
A frame 1 invincible (EX) move could fix the defensive part a little.
Vega's V-Trigger I is kinda scary, universal on ground and air, especially in combination with his critical arts, because it covers the whole screen and completely invincible during the active attacking frames (bloody torero), so I think V-Trigger I is fine.
The balance between high damage combos and screen coverage is a completely different beast....
Vega definitely plays very different in SFIV, so giving him all the defensive options back, without cutting/balancing anything else, would make him over the top tier very quickly, he wasn't that combo heavy in SFIV either..... so yeah, by giving up the "hit and run" profile and going for the close-up combo heavy path, Vega becomes a more generic/mainstream fighter, if you don't take his FBA/Izuna command moves into account.
*realizes even that is better than nothing*
xD
It has no invincibility and it doesn't execute on the first frame though. Without EX Sky High Claw, and his V-Skill being useless, at least they could make his standing VT-1 invincible to projectiles.
Damage for it is really weak considering it's only single use, and to really convert any damage from it, you have to blow through the rest of your meter. Considering what other characters can do when they activate V-Trigger, I feel some improvements are needed.
I think it should either be a 1 bar V-Trigger, or be able to be executed twice per activation, like his V-Trigger II.
The reason it needs to be better is because they removed Sky High Claw, and V-Trigger1 is supposed to replace EX Sky High Claw.
The removal of SHC hurts Vega in unintended ways, because you used to be able to mix-up people by alternating between FBA and SHC, because these moves required different counter attacks to stop. If you're spamming FBA, then the opponent will neutral jump hit you out of the air, and you can use that assumption to nail them with SHC.
But without it, people know exactly what Vega is going to do once he clings to the wall. The mix-up is gone :(
And a single use V-Trigger is a poor replacement for it considering the variation and availability that's sacrificed.
That's actually my gripe with him though, he shouldn't be about combos in the first place.
I would rather they give him is proper high damaging, far reaching, fast pokes, instead of trying to make him so combo happy. Vega is supposed to slowly bleed his opponents dry by stabbing them and running.
It's just frustrating because we see no such constraints on Menat and Abigail, who have far reaching pokes, and heavy combos.
I do see how that it's difficult to balance Vega, because 1 wrong buff can make him top tier above the most broken characters, but I think they should risk it at least once in a while.
Oh, It's not invincible?!
04:22:16 +++ shows VT-1 invincible frames (it's season 3 hitboxes though):
https://youtu.be/D473xMQrdTQ
Look at it frame by frame, the same frame that time resumes allowing Chun-li to begin falling again, that's when Vega's hurtbox returns, before he even throws his rose, the same frame the cinematic ends.
No invincibility.
EX SHC from SFIV was projectile invincible for the entire duration of the move, and his hitbox was so good on it that he was virtually strike invincible too (he could still get hit out of it, but you had be nearly Diego to pull that off).