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
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.