I’ve been playing AE now for a few days and found many things that are kinda cool and kinda dumb…heres what I got so far:
cr.MK people say that it is a buff… I argue its actually a nerf. Because cr. MK was more usefull with its slightly slower start up but with more active frames. It lost its meaty set-up because the active frame is gone. cr.MP is still the same but better than cr.MK by hitbox alone. cr.MK lowers body size but not enough to dodge anything significant. So why would anyone do cr.MK as a poke when cr.MP is the better choice? It hits higher also well as the low ground that cr. MK covers. The speed is slower but it reaches further. So…whats the point?
With cosmic heel shut down and Gief’s SPD range longer than most ppl’s junk, I can confirm that this match up is extremely gay its painful. My friend that mains gief grabbed me from 3/5s of screen range for a lucky guess that I was gonna bluff with st. MK. My jab was reversaled at tip point even though I didn’t go for a second jab. st. MK at tip point can’t get reversaled by SPD but any closer can result into a SPD reversal… Meaning this matchup=Vega pokes and jumps. Theres no viable way to move in without the risk of SPD or Lariat. Be scared Vega players… Zangief vs Vega will quickly become player violence if the Gief player has bad temper. leave the arcade if you sense it.
The upside to this match up is there will be no EX green fist knock down shenanigans. Considering that the combos following up after the frame advantage does little damage, I’d say that is the one thing that improved for Vega.
Lets see…Guile matchup doesn’t really improve either since CH is no longer a viable way to get in at all. So you’re down to…Really stiff gameplay where you try to push Guile back by walking and poking with st. LK and st. MK. The occational EX RCF can work just as before of course. The nerf on Guile’s air grab doesn’t really affect the fact that Guiles arial normals shuts down Vega’s. So…Whoopie.
Ryu’s cr. MK is pretty much the same as Vega’s cr. MK but with better follow ups because of Ryu’s movesets. But individually, they are about the same. Ryu still has the hitbox shrinking that is much better but at the same time its tighter timing be cause his normal hitbox gets restored quite quickly. I’ve found this match-up quite annoying because of this change. Ryu can actually play Vega’s poking game =.= Oh well…Its not like Ryu didnt’ have his nerfs >:D
His jump is still the same… j. HP just won’t land because he has little to no threat of crossing up with j. HP. If you land overboard you’ll just eat combos or throws. Those who know that won’t be intimidated by it at all and just block it. There are very little oppertunities to land EX RCF even on combos. If you don’t land EX RCFon a combo and continue with a cr. MP–>EX FBA the damage is like what… 280 ish…for 2 bars. No thank you…
EX RCF–>cr. MP is not always worth it if you don’t plan on connectiing with EX FBA. Because one of the reasons why I use RCF is to gain offensive on them while pushing em back. cr. MP alone will push them away from me which I don’t want when I’m on a offensive.
Lets see… there are some good things that come out of cr. MK being 6 frames. It makes people respect it more when they are standing up. So its like an alternative to cr. MP. You’ll land it more often than before but it does less damage but the trade seems to be ok in that respect. The extra frame start-up on U2 is actually not too bad. Infact I had problems with it by activating it too soon in SSFIV so the extra frame start-up kinda helped me with the anti air.