Street Fighter IV/Vega: Difference between revisions

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*Standing Roundhouse: Great move for a couple of reasons. At medium range, about the point where Vega's knee bends, this move hits twice. This is very, very key in the Balrog matchup, which is pretty bleak. It also works great against Abel's EX CoD. It's rather situational, because although it comes out in the same time as c. strong and jab, it has a very long recovery and whiffing it often means you're going to get hit. It's also -7 on block so try to avoid throwing this move out at bad times.
*Standing Roundhouse: Great move for a couple of reasons. At medium range, about the point where Vega's knee bends, this move hits twice. This is very, very key in the Balrog matchup, which is pretty bleak. It also works great against Abel's EX CoD. It's rather situational, because although it comes out in the same time as c. strong and jab, it has a very long recovery and whiffing it often means you're going to get hit. It's also -7 on block so try to avoid throwing this move out at bad times.
''Combos into'' Nothing
''Combos into'' Nothing
''Combos out of'' c. jab, st. light, cl. fierce, c. forward.
''Combos out of'' c. jab, st. light, cl. fierce, c. forward.



Revision as of 22:48, 9 August 2009

Introduction

Basic Stats
Health: 1000 (With Mask), 750 (Without Mask)
Stun: 900
Forward Dash Speed: 20f
Back Dash Speed: 22f
Jump Speed: 4+35


Vega is a bottom tier character for a reason. The first thing to know about Vega is that of all the characters in the cast, every single one of them has a move that grants invincibility frames except Vega. This means by principal that Vega is the worst character when it comes to getting out of a sticky situation. To accomodate for Vega's lack of defensive moves, his back dash grants him invincibility and Vega has a long-range focus attack coupled with a long back dash to act as a reversal. However, since the use of the backdash is situational, as well as the use of a focus back dash, this basically means that under most circumstances Vega can not escape. A tight player who knows the matchup will ensure that he has you under his thumb for as long as he can pin you down. Some matchups, like against Balrog, Rufus, and Abel, will at times have you extremely frustrated, mainly because you're pinned down and constantly getting thrown when you're blocking, meaty'd when you're trying to scarlet terror, and other such stuff.

Because of Vega's disadvantageous position being at the receiving end of a rushdown, Vega has abilities that help him avoid these situations altogether. As a Vega player, if you find yourself in matches constantly getting corner-raped and beatdown hard, you need to rethink your strategy. Coupled with the claw and mask losses, it's simply dangerous to be careless. The tools that help Vega avoid getting beatdown are:

  • Long-Range Ground Pokes : Vega's crouching strong, standing roundhouse, standing fierce, standing forward, and crouching forward kick are all top of the line pokes. Standing Roundhouse hits twice so as to defend against armored attacks like an EX Dash punch, while crouching strong is simply a move Vega could not go without. When it comes to keeping opponents out with a strong ground game, Vega is one of the best. Poke strings also help an offensive Vega safely return to max poke range. Vega's sweep also has considerable range, though it is ineffective at close range.
  • Aerial Dominance: Vega has many formidable attacks in the air. Most notably are the Air Grab, triangle jump fierce, and roundhouse for jump ins, and triangle jump strong for powerful air-to-air. Vega's jump straight up moves are strong as well: roundhouse keeps many jump-happy opponents at bay with a strong defensive hitbox, and fierce has spectacular reach, though an odd hitbox. Forward kick can be used for neutral jump offense. If used correctly, Vega can dominate just about any other character in the air-to-air department.
  • Agility: Vega is very quick on his feet. His walk speed is above average, and while his forward dash is mediocre, his backdash ranks highly among the best. His jumps are quick, and coupled with the timely use of Flying Barcelona, Vega can avoid many hostile situations by jumping out. As Vega you should always be moving on your feet. Not enough to expose yourself: jumping in and random barcelonas are very dangerous. In a matchup like Zangief, Vega can strike him once and avoid him for the rest of the match for a Time Over victory.

These three attributes are key to succesful Vega play. Vega's footsies are very solid: crouching strong is unrivaled in speed and range. The main thing bogging Vega down is his situational ultra, and inability to escape rushdowns. If you can create a gameplan that helps you avoid being rushed, and with solid footsies and aerial prowess, you can win. The gap between Sagat and Vega may be immense, but enough of Vega's matchups are 5-5 to be OK, and the ones that are 6-4 are tricky, but do-able. The 7-3's are disheartening, however.

Hopefully with the knowledge you gain from this wiki we can make Vega a serious contender; I'm convinced he has the potential but it's tough to see.

Move Analysis

Normal Moves

Ground Pokes

  • Standing Roundhouse: Great move for a couple of reasons. At medium range, about the point where Vega's knee bends, this move hits twice. This is very, very key in the Balrog matchup, which is pretty bleak. It also works great against Abel's EX CoD. It's rather situational, because although it comes out in the same time as c. strong and jab, it has a very long recovery and whiffing it often means you're going to get hit. It's also -7 on block so try to avoid throwing this move out at bad times.

Combos into Nothing

Combos out of c. jab, st. light, cl. fierce, c. forward.

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Flying Barcelona Special: charge db,df,db,uf+P
Rolling Izuna Drop: press P close to opponent after FBS startup

Ultra Move

Bloody High Claw: charge db,df,db,uf+PPP

Notes:

  • Beginning leap to wall is invulnerable to fireballs?
  • Only comboable off of crumple (Focus Attack)

The Basics

Combos

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 30[20] 50 4 2 10 15 -1 +2 10 13 20 HL X O O -
Close MP 70[60] 100 7 2 13 21 -1 +2 13 16 40 HL X O O -
Close HP 50[40]x2 50*50 9 3(7)3 14 35 +1 +5 17 24*21 60*20 HL X O O 1st hit cancellable, Forces stand
Close LK 30 50 4 2 10 15 -1 +2 10 13 20 HL X X X -
Close MK 70 100 6 2 13 20 -1 +2 13 16 40 HL X O O -
Close HK 40*70 125*75 4 2*2 23 30 -7 -2 17 22 60*20 HL X X O 1st hit cancellable, Forces stand
Far LP 30[20] 50 4 2 10 15 -1 +2 10 13 20 HL X O O -
Far MP 90[80] 100 7 2 14 22 -2 +1 13 16 40 HL X X O -
Far HP 120[110] 200 8 3 23 33 -8 -4 17 21 60 HL X X X -
Far LK 40 50 5 2 7 13 +2 +5 10 13 20 HL X X X -
Far MK 70 100 8 2 15 24 -3 0 13 16 40 HL X X X -
Far HK 40*70 125*75 4 2*2 23 30 -7 -2 17 22 60*20 HL X X O 1st hit cancellable, Forces stand
crouch LP 30[20] 50 4 2 8 13 +1 +4 10 13 20 HL X O O -
crouch MP 70[60] 100 4 2 16 21 -4 -1 13 16 40 HL X O O -
crouch HP 110[100] 200 5 2 27 33 -11 -6 17 22 60 HL X X X Forces stand on hit
crouch LK 20 50 4 2 9 14 0 +3 10 13 20 L X O O Low attack
crouch MK 70 100 8 3 9 19 +2 +5 13 16 40 L X O O Low attack
crouch HK 110 200 8 13 17 37 -12 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 50[40] 50 6 5 - - - - 8 11 20 H - - - -
Jump up MP 80[70] 100 5 3 - - - - 11 15 40 H - - - -
Jump up HP 100[90] 200 6 2 - - - - 15 18 60 H - - - -
Jump up LK 40 50 6 9 - - - - 8 11 20 H - - - -
Jump up MK 80 100 6 7 - - - - 11 15 40 H - - - -
Jump up HK 100 200 4 5 - - - - 15 18 60 H - - - -
Jump forward LP 50[40] 50 5 5 - - - - 8 11 20 H - - - -
Jump forward MP 80[70] 100 5 5 - - - - 11 15 40 H - - - -
Jump forward HP 100[90] 200 5 4 - - - - 15 18 60 H - - - -
Jump forward LK 40 50 6 7 - - - - 8 11 20 H - - - -
Jump forward MK 70 100 6 6 - - - - 11 15 40 H - - - -
Jump forward HK 100 200 6 6 - - - - 15 18 60 H - - - -
DF+MK 60 100 19 4 13 35 -5 -1 11 15 40 HL X X X -
DF+HK 80 100 14 5 10+4 32 -1 D 17 - 60 HL X X X (translate)
Triangle Jump - - - - - - - - - - - - - - - -
Backflip PPP - - - - 65 65 - - - - - - X X X 1~57f invincible, (translate)
Backflip KKK - - - - 42 42 - - - - - - X X X 1~32f invincible, (translate)
Focus Attack LVL 1 60[50] 100 21 2 35 57 -21 -21 15 15 20 HL - - - -
Focus attack LVL 2 80[70] 150 18+11 2 35 65 -15 D 21 - 40 HL - - - -
Focus attack LVL 3 140[120] 200 65 2 35 101 D D - - 60 - - - - -
Forward Throw 120 120 3 2 20 24 - D - - 40 1.05 - - - Throw range 1.05
Back Throw 120 120 3 2 20 24 - D - - 40 1.05 - - - Throw range 1.05
Air Throw 150 130 3 2 - - - D - - 40 1.2 1~4 (translate), Throw range 1.2
Rolling Crystal Flash LP 20*90[80] 20*100 9 9(7)4 22 50 -2 +2 14*23 17*27 20/10*30 HL X X O charge 60f
Rolling Crystal Flash MP 20x3*90[80] 20x3*100 16 9(5)8(5)9(6)4 22 83 -2 +2 14x3*23 17x3*27 20/10x3*30 HL X X O charge 60f
Rolling Crystal Flash HP 20x4*90[80] 20x4*100 20 9(5)8(5)9(5)8(6)4 22 100 -2 +2 14x4*23 17x4*27 20/10x3*30 HL X X O charge 60f
Rolling Crystal Flash EX 20x4*90[80] 20x4*100 20 9(5)8(5)9(5)8(6)4 22 100 -2 +2 14x4*23 17x4*27 0/0 HL X X O 1~78f (translate), charge 60f
Scarlet Terror LK 100 150 7 10 15+8 39 -12 D 20 - 30/30 HL X X X Armor break, charge 42f
Scarlet Terror MK 80*60 100*100 7 5*5 14+9 39 -12 D 20 - 30/20*20 HL X X X 2nd hit Pursuit property, Armor break, (translate), charge 42f
Scarlet Terror HK 100*60 100*100 4 8*5 14+9 39 -15 D 20 - 30/20*20 HL X X X 2nd hit Pursuit property, Armor break, (translate), charge 42f
Scarlet Terror EX 110*70 150*100 4 8*5 14+9 39 -15 D 20 - 0/0 HL X X X 1~4 (translate), 2nd hit Pursuit property, Armor break, (translate), charge 42f
Sky High Claw 110[100] 200 ???15 ??? ???17 - -20 -16 17 21 30/40 HL X - - (translate), charge 42f
Sky High Claw EX 60[50]x2 100 ???10 ??? ???17 - -18 D 17 - 0/0 HL - - - (translate), 2nd hit Pursuit property, Armor break, charge 42f
Flying Barcelona Attack - - - - 31 - - - - - 20/- - - - - (translate)
Flying Barcelona Attack EX 50 50 8 ??? 31 - - D 20 - 0/0 HL - - - (translate)
Flying Barcelona Strike LP 70[60] 100 3 11 31 - - D 20 - -/40 H - - - Mid attack
Flying Barcelona Strike MP 80[70] 100 3 11 31 - - D 20 - -/40 H X - - Mid attack
Flying Barcelona Strike HP 90[80] 100 3 11 31 - - D 20 - -/40 H - - - Mid attack
Flying Barcelona Strike EX 50*90[40*80] 50*100 2 1(1)11 31 - - D 20 - 0/0 H - X - 2nd hit Pursuit property, Mid attack
Izuna Drop 150 150 2 1(1)11 31 - D D - - -/80 0.6 - - - -
Claw Throw - - - - 40 40 - - - - - - X X X (translate)
Mask Throw - - - - 40 40 - - - - - - X X X 10%(translate), 25%(translate)
Flying Barcelona Special 60[50]x3*100[90] 0 ???6 10(2)10 31 - - D 17x3*20 - 0/0 H - - - (translate), Pursuit property, Mid attack, (translate), charge 42f
Rolling Izuna Drop 100*100*130 0 2 11(2)10 31 - D D - - 0/0 0.8 - - - -
Bloody High Claw 450[375] 0 ???1 9 31 - -39 D 17 - 0/0 HL - - - (translate), (translate), Armor break, charge 42f
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.