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Street Fighter V/Vega

From SuperCombo Wiki

Introduction

About Vega

Unique Mechanics

By inputting 236P, Vega will switch stances putting his claw away or vice versa. While in no claw, Vega has access to different punch normals and different special moves losing Aurora Spin edge but gaining a command grab. The properties of his Flying Barcelona Attack also changes; with the claw on it causes a knockdown however without it it leaves the opponent standing for a combo. Also if Vega takes enough damage while his claw is out, he will lose his claw and be in no claw stance for the rest of the round. He can also lose his mask shortly after that. Note that this does not have to be direct HP damage; blocking attacks with it out causes a small amount of damage to the claw and mask as well.

Final Patch

Players to Watch

  • Doomsnake
  • Tourniquet
Vega
SFV-Vega Portrait.jpg
Vitals
Life Points 1025
Stun Points 975
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.055
Backward Walk Speed 0.045
Forward Dash Speed 17
Backward Dash Speed 21
Forward Dash Distance 1.537
Backward Dash Distance 1.225
Backdash CH Frames 3-10
Jumping
Back Jump Speed 47 (4+39+4)
Neutral Jump Speed 47 (4+39+4)
Forward Jump Speed 46 (3+39+4)
Forward Jump Distance 1.95
Backward Jump Distance 1.872
Throws
Throw Hurtbox 0.4087
Throw Range 0.8557
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
No claw
No claw Startup Active Recovery Hit
3 2 6 6
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vs2 vt1 vt2
Can not hit crouching opponents
Chains into st.LP / cr.LP / cr.LK
FATonline.png
Claw Startup Active Recovery Hit
5 2 9 7
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vs2 vt1 vt2
Can not hit crouching opponents
Can cancel to switch claw, -7 on hit and -11 on block
5MP
Stand MP
5MP
No claw
No claw Startup Active Recovery Hit
7 3 15 4
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: 14
    • Target Combos: 17
    • V-Trigger: 14
  • Cancel options: sp su vs2 vt1 vt2
Frame advantage changes to +1 on hit and -2 on block if canceled into switch claw, or +0 on hit and -3 on block if canceled during broken claw state
FATonline.png
Claw Startup Active Recovery Hit
8 2 14 6
Damage Stun Attack Block
70 100 H 2
  • Confirm windows:
    • Specials & CA: *13
    • Target Combos: 13
    • V-Trigger: 13
    • Notes: *Claw Switch
  • Cancel options: vt1 vt2
Can cancel to switch claw, -1 on hit and -5 on block
5HP
Stand HP
5HP
No claw
No claw Startup Active Recovery Hit
9 2 21 4
Damage Stun Attack Block
90 150 H -1
  • Confirm windows:
    • Specials & CA: 16
    • Target Combos: 16
    • V-Trigger: 16
  • Cancel options: sp su vs2 vt1 vt2
Frame advantage changes to +6 on hit and +1 on block if canceled into switch claw, or +5 on hit and +0 on block if canceled during broken claw state
FATonline.png
Claw Startup Active Recovery Hit
8 2 21 7
Damage Stun Attack Block
80 150 H -2
  • Confirm windows:
    • Specials & CA: 16
    • Target Combos: 24
    • V-Trigger: 16
  • Cancel options: sp su vs2 vt1 vt2
Forces opponent into standing state on hit
Frame advantage is identical if canceled into switch claw, +7 on hit and -2 on block
No hurtbox extension during start-up
5LK
Stand LK
5LK
Startup Active Recovery Hit
3 2 9 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: vt1 vt2
FATonline.png
5MK
Stand MK
5MK
Startup Active Recovery Hit
7 3 12 4
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vs2 vt1 vt2
Hurtbox hovers above the floor, allowing it to counter most low attacks given proper spacing
FATonline.png
5HK
Stand HK
5HK
Startup Active Recovery Hit
11 3 16 4
Damage Stun Attack Block
80 150 H -1
  • Crush Counter: Stagger, 18 Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Cannot hit crouching opponents
Always -1 on block even if it hits meaty on later active frames
FATonline.png
2LP
Crouch LP
2LP
No claw
No claw Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
FATonline.png
Claw Startup Active Recovery Hit
4 3 6 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vs2 vt1 vt2
Can cancel to claw switch; -9 on hit and -12 on block
2MP
Crouch MP
2MP
No claw
No claw Startup Active Recovery Hit
6 3 14 4
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 16
    • Target Combos: 14
    • V-Trigger: 14
  • Cancel options: sp su vs2 vt1 vt2
Frame advantage changes to -2 on hit and -4 on block if canceled into switch claw, or -3 on hit and -5 on block if canceled during broken claw state
FATonline.png
Claw Startup Active Recovery Hit
6 2 15 3
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: *13
    • Target Combos: 13
    • V-Trigger: 13
    • Notes: *Claw Switch
  • Cancel options: vt1 vt2
Can cancel to claw switch; -3 on hit and -5 on block
2HP
Crouch HP
2HP
No claw
No claw Startup Active Recovery Hit
9 4 15 5
Damage Stun Attack Block
80 150 H 3
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vs2 vt1 vt2
Forces opponent into standing state on hit
Frame advantage changes to +4 on hit and +2 on block if canceled into switch claw, even during broken claw state
FATonline.png
Claw Startup Active Recovery Hit
9 3 18 5
Damage Stun Attack Block
80 150 H 3
  • Confirm windows:
    • Specials & CA: *16
    • Target Combos: 16
    • V-Trigger: 16
    • Notes: *Claw Switch
  • Cancel options: vt1 vt2
Forces opponent into standing state on hit
Can cancel into claw switch; +3 on hit and +1 on block
2LK
Crouch LK
2LK
Startup Active Recovery Hit
4 2 9 4
Damage Stun Attack Block
20 70 L 0
  • Cancel options: vt1 vt2
Can be chained into from st.LP / cr.LP (no claw) but cannot itself chain into other chains
FATonline.png
2MK
Crouch MK
2MK
Startup Active Recovery Hit
8 2 16 7
Damage Stun Attack Block
50 100 L 2
  • Confirm windows:
    • V-Trigger: 13
  • Cancel options: vt1 vt2
FATonline.png
2HK
Crouch HK
2HK
Startup Active Recovery Hit
9 9 18 KD
Damage Stun Attack Block
80 150 L -13(-5)
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 68(76) KD Adv, 19(27) Quick Rise Adv, 24(30) Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 23
  • Cancel options: vt1 vt2
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
Juggle Limit: 2 (Can juggle after EX Crimson Terror, almost any cancel into VT1, Cosmic Smart (V-Skill 2), HP Aurora Spin Edge)
KDA after Cosmic Smart or HP Aurora Spin Edge into cr HK (+69/20/25), KDA after EX Crimson Terror into cr HK (+75/26/31)
The Online Claw experience
FATonline.png
8LP
Jump LP
8LP
No claw
No claw Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
Claw Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
8MP
Jump MP
8MP
No claw
No claw Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
70 100 M -
Reduces lower body hurtbox and shifts position forward during frames 4-23
FATonline.png
Claw Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 100 M -
Reduces lower body hurtbox and shifts position forward during frames 4-23
Juggle Limit: 1 (Can juggle after EX Crimson Terror, its followup into air VT1, and HP Aurora Spin Edge)
8HP
Jump HP
8HP
No claw
No claw Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
Claw Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
90 150 M -
Can be used as a fuzzy overhead on very tall opponents (Birdie, FANG, Urien, Abigail, Sagat, Gill, Zangief)
8LK
Jump LK
8LK
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Cross-up
Can be used as a fuzzy overhead on above-average height opponents (i.e.: Guile, Balrog, Rose, etc)
Juggle Limit: 1 (Can juggle after EX Crimson Terror, its followup into VT1, raw air VT1, and HP Aurora Spin Edge)
FATonline.png
8MK
Jump MK
8MK
Startup Active Recovery Hit
7 7 - -
Damage Stun Attack Block
70 100 M -
FATonline.png
8HK
Jump HK
8HK
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Command Normals

8MK
Mercury Shard
8MK
Startup Active Recovery Hit
22 3 15 0
Damage Stun Attack Block
60 100 M -7
Throw-invincible during frames 13-19
FATonline.png
6HP (claw)
Buster Claw
6HP (claw)
Startup Active Recovery Hit
13 2 24 -3
Damage Stun Attack Block
80 150 H -14
  • Crush Counter: Spinning Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16/*20
    • Notes: *VT2 Activation (not the attack)
  • Cancel options: vt1 vt2
V-Trigger 2 cancel window is 4 frames later than V-Trigger 1 upon connecting
FATonline.png

Target Combos

5HP > 5HP (claw)
Reverse Claw
5HP > 5HP (claw)
Startup Active Recovery Hit
8+10 3 22 KD
Damage Stun Attack Block
80*54 (134) 150*72 (222) H*H -10
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 16
    • V-Trigger: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Knocks down opponent into a limited juggle state (Juggle Start: +1)
Not cancelable into anything but V-Trigger on block
FATonline.png
5HP > 5HP > MPMK (VS1) (claw)
Matador Flash
5HP > 5HP > MPMK (VS1) (claw)
Startup Active Recovery Hit
8+10+22 2 - KD
Damage Stun Attack Block
80*54*48 (182) 150*72*64 (286) H*H*H -10
  • Knockdown: 77(78) KD Adv, 18(19) Quick Rise Adv, 23(24) Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *16
    • Target Combos: 20
    • V-Trigger: 16
    • Notes: *CA only
  • Cancel options: su vt1 vt2
This V-Skill follow-up cannot be canceled into if the initial 2 hits are blocked
+1 extra KDA (+78/19/24) on this target combo if finished with an empty V-Skill instead of V-Skill attack
FATonline.png
5MP > 5HK (no claw)
Matador Blitz
5MP > 5HK (no claw)
Startup Active Recovery Hit
7+9 3 18 KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) H*H -3
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Launches opponent into a limited juggle state (Juggle Start: +1)
2nd hit (HK) cannot hit crouching (leaving Vega at -11 on block after the MP)
Not cancelable into anything but V-Skill 1 on block
FATonline.png
5MP > 5HK > MPMK (VS1) (no claw)
Matador Blitz 2nd
5MP > 5HK > MPMK (VS1) (no claw)
Startup Active Recovery Hit
7+9+22 3 - KD
Damage Stun Attack Block
60*54*40 (154) 100*72*64 (236) H*H*H -13(-16)
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 17
  • Cancel options: su vt1 vt2
-13 on block if the V-Skill 1 attack is blocked (otherwise -16 on block if just doing the V-Skill dodge)
KDA on this target combo is the same whether or not it is finished with V-Skill 1 dodge or V-Skill 1 attack
Input window to press HK for this target combo is longer than for special attacks canceled from MP
FATonline.png

Throws

LPLK
Rainbow Suplex
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 170 T -
  • Knockdown: 59 KD Adv, 10 Quick Rise Adv, 10 Back Rise Adv.
FATonline.png
4LPLK
Crescent Line
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 57 KD Adv, 8 Quick Rise Adv, 8 Back Rise Adv.
FATonline.png
LPLK (air)
Stardust Shot
LPLK (air)
Startup Active Recovery Hit
5 2 6 KD
Damage Stun Attack Block
140 200 T -
  • Knockdown: 80(81) KD Adv, 21(22) Quick Rise Adv, 21(22) Back Rise Adv.
KDA varies depending on height of opponent when thrown (the higher up the throw is performed, the lower the KDA is
6F landing recovery frames if air throw whiffs
FATonline.png

Special Moves

9 during jump near wall
Wall Jump
9 during jump near wall
Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
Vega is susceptible to special counter-hits during the entire duration of his wall jump (also any follow-ups done from the wall jump) by any medium / heavy / command normal, this special counter-hit state puts Vega into a free juggle state
FATonline.png
28KK
Bloody Garden
28KK
Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
Vega hops on the cage wall and starts climbing
Fully invincible on frames 9 and onward during the wall climbing
Only usable on the Flamenco Tavern stage
EX Barcelona follow-ups that occur after the wall climb do not cost another EX bar
Can not control the movement of the wall climb or timing of the follow-up leap
FATonline.png
623LK or 421LK
LK Flying Barcelona Movement
623LK or 421LK
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input with simple inputs (Forward, Down, Forward), must be input as Forward, Down, Down-Forward
Airborne on frame 8
FATonline.png
623MK or 421MK
MK Flying Barcelona Movement
623MK or 421MK
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input with simple inputs (Forward, Down, Forward), must be input as Forward, Down, Down-Forward
Airborne on frame 8
FATonline.png
623HK or 421HK
HK Flying Barcelona Movement
623HK or 421HK
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input with simple inputs (Forward, Down, Forward), must be input as Forward, Down, Down-Forward
Airborne on frame 8
FATonline.png
623KK or 421KK
EX Flying Barcelona Movement
623KK or 421KK
Startup Active Recovery Hit
9 - 31 -
Damage Stun Attack Block
40 0 H -
Airborne on frame 8
CAN be input with simple inputs (Forward, Down, Forward)
Cannot hit crouching or cross-up
Has no collision boxes until he reaches the wall
Launches opponent into a free juggle state (if this was the hit that initiated the juggle state)
Counts as its own hit for combo scaling purposes (10% damage penalty)
Juggle Limit / Increase / Start: 1 / 0 / 0
FATonline.png
623K > P
Flying Barcelona Attack
623K > P
No claw
No claw Startup Active Recovery Hit
3 6 31(9) 7(9)
Damage Stun Attack Block
80 100 M 1(3)
Frame Advantage varies depending on height (increased advantage the closer to ground the attack connects)
Has reduced recovery frames (9) upon landing if the attack connected on hit or block (has 31 recovery frames on whiff)
Juggle Limit / Increase / Start: 3 / 2 / 2
FATonline.png
Claw Startup Active Recovery Hit
3 6 31(9) KD
Damage Stun Attack Block
120 150 M 3(6)
Launches into free juggle state on hit (if this was the hit that initiates the juggle state)
Frame Advantage varies depending on height
Has reduced recovery frames (9) upon landing if the attack connected on hit or block (has 31 recovery frames on whiff)
Juggle Limit / Increase / Start: 3 / 0 / 0
623KK > P
EX Flying Barcelona Attack
623KK > P
No claw
No claw Startup Active Recovery Hit
9 5 31(9) 10(15)
Damage Stun Attack Block
30*30*60 (120) 50*50*100 (200) M 1(6)
Frame advantage varies depending on height (increased advantage the closer to ground the attack connects)
Forces opponent into standing state on hit
Has reduced recovery frames (9) upon landing if the attack connected on hit or block (has 31 recovery frames on whiff)
If performed close to the ground, will complete full attack before landing
Juggle Limit / Increase / Start: 3*3*3 / 0*0*3 / 1*1*3
FATonline.png
Claw Startup Active Recovery Hit
9 5 31(9) KD
Damage Stun Attack Block
30*30*60 (120) 50*50*100 (200) M 1(6)
Frame advantage varies depending on height (increased advantage the closer to ground the attack connects)
Launches opponent into a limited juggle state
If used on an airborne opponent, has 2f more advantage afterwards than no claw version
Has reduced recovery frames (9) upon landing if the attack connected on hit or block (has 31 recovery frames on whiff)
If performed close to the ground, will complete full attack before landing
Juggle Limit / Increase / Start: 3*3*3 / 0*0*3 / 1*1*3
623K > LPLK
Izuna Drop
623K > LPLK
Startup Active Recovery Hit
4 2 31 KD
Damage Stun Attack Block
150 200 T KD
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Can grab grounded and airborne opponents
Juggle Limit: 10
Throw, negates ability to perform back-recovery on successful grab
Will increase total recovery of the Barcelona dive the higher the Izuna Drop is performed (right before landing: -1F, at head grabbing range on Ryu: -2F, at head grabbing range for Abigail: -3F)
FATonline.png
623KK > LPLK
EX Izuna Drop
623KK > LPLK
Startup Active Recovery Hit
4 2 31 KD
Damage Stun Attack Block
160 250 M KD
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Can grab grounded and airborne opponents
Strike AND throw hitbox; can hit extended limbs and hurtboxes, but still negates ability to perform back-recovery on successful hit
Juggle Limit: 10
Will increase total recovery of the Barcelona dive the higher the Izuna Drop is performed (right before landing: -1F, at head grabbing range on Ryu: -2F, at head grabbing range for Abigail: -3F)
FATonline.png
63214LP (no claw)
LP Grand Izuna Drop
63214LP (no claw)
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50*80 (130) 100*100 (200) T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Command grab; negates ability to perform back-recovery on successful grab
FATonline.png
63214MP (no claw)
MP Grand Izuna Drop
63214MP (no claw)
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50*90 (140) 100*100 (200) T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Command grab; negates ability to perform back-recovery on successful grab
FATonline.png
63214HP (no claw)
HP Grand Izuna Drop
63214HP (no claw)
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50*100 (150) 100*100 (200) T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Command grab; negates ability to perform back-recovery on successful grab
FATonline.png
63214PP (no claw)
EX Grand Izuna Drop
63214PP (no claw)
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
80*100 (180) 100*150 (250) T -
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Command grab; negates ability to perform back-recovery on successful grab
Has more knockdown advantage than other variants
FATonline.png
236LK
LK Crimson Terror
236LK
Startup Active Recovery Hit
8 3(16)5 12 2
Damage Stun Attack Block
20*60 (80) 20*130 (150) H*H -6
  • Cancel options: su vt1
Crouching on frames 1-19
Airborne on frames 20-33
Cancelable into super on the 1st hit only
Cancelable into Bloody Kiss: Azul (air VT1) on final hit only
First hit (frames 8-9) have pretty strong anti-air hitboxes (but this is not easy to utilize properly due to spacing and timing needed)
Juggle Limit / Increase / Start: 0*1 / 1*1 / 1*1
FATonline.png
236MK
MK Crimson Terror
236MK
Startup Active Recovery Hit
17 2(10)2(20)5 14 2
Damage Stun Attack Block
20*20*60 (100) 20*20*110 (150) H*H*H -7
  • Cancel options: su vt1
Crouching on frames 1-39
Airborne on frames 40-57
Cancelable into super on the first 2 hits
Cancelable into Bloody Kiss: Azul (air VT1) on final hit only
Juggle Limit / Increase / Start: 0*0*1 / 1*1*1 / 1*1*1
FATonline.png
236HK
HK Crimson Terror
236HK
Startup Active Recovery Hit
19 4(12)3(10)3(22)5 16 KD
Damage Stun Attack Block
20x3*60 (120) 20x3*140 (200) H*H*H*H -8
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su vt1
Crouching on frames 1-62
Airborne on frames 63-79
Cancelable into super in the first 3 hits
Cancelable into Bloody Kiss: Azul (air VT1) on final hit only and has higher juggle count than any other version (2 instead of 1), making EX Flying Barcelona followup impossible
Juggle Limit / Increase / Start: 0*0*0*1 / 1*1*1*1 / 1*1*1*2
FATonline.png
236KK
EX Crimson Terror
236KK
Startup Active Recovery Hit
16 6(21)5 2+8 KD
Damage Stun Attack Block
20x4 (80) 20*0*0*100 (120) H -2
  • Knockdown: 107 KD Adv, 48 Quick Rise Adv, 53 Back Rise Adv.
  • Cancel options: vt1 vs1
Projectile invincible on frames 1-49 (and again until the end of active frames on hit extension only)
Airborne on frames 35-49 (and again frames 59-76 on hit extension only)
Launches on hit into a limited juggle state
Final hit can cancel to Bloody Kiss: Azul (air VT1) for additional followups, or V-Skill 1 upon landing for a guaranteed juggle
The active / recovery frames shown refer to the whiff / block version (not including extra follow-up launcher attack that only activates on hit)
Juggle Limit / Increase / Start: 0*1 / 0*1 / 0*1
FATonline.png
214LP
LP Aurora Spin Edge
214LP
Startup Active Recovery Hit
12 6 20 KD
Damage Stun Attack Block
100 200 L -7
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su vt1
Low Hit
Does not gain meter on whiff
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
214MP
MP Aurora Spin Edge
214MP
Startup Active Recovery Hit
15 6 18 KD
Damage Stun Attack Block
100 200 H -6
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
  • Cancel options: su vt1
Does not gain meter on whiff
Juggle Limit / Increase / Start: 2 / 2 / 1
FATonline.png
214HP
HP Aurora Spin Edge
214HP
Startup Active Recovery Hit
12 6 18 KD
Damage Stun Attack Block
100 200 H -4
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
  • Cancel options: su vt1
Does not gain meter on whiff
Whiffs on some standing hurtboxes as well as all crouching hurtboxes (but can still hit any hurtbox extensions that reach high enough)
Can hit the following characters standing: Abigail, Alex, Balrog, Birdie, Cody, F.A.N.G., Falke, G, Guile, M.Bison, Sagat, Urien, Vega, Zangief
CA cancel timing is unusually late
Launches on hit into a limited juggle state
Can hit cross-up
Juggle Limit / Increase / Start: 0 / 1 / 1
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214PP
EX Aurora Spin Edge
214PP
Startup Active Recovery Hit
12 7(12)4 21 KD
Damage Stun Attack Block
50*100 (150) 100*100 (200) H*H -3
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Cancel options: vt1 vt2
Throw invincible on frames 1-18
First hit has 1 point of projectile durability
Second hit is cancelable into Bloody Kiss (VT1, stand and crouch versions) and Alegrias (VT2 Activation, NOT the Flash Arch parry or launch) on hit or block (or whiff, if the 1st hit connected)
High juggle potential
Juggle Limit / Increase / Start: 5*6 / 1*1 / 1*1
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28PP
Sky High Claw
28PP
Startup Active Recovery Hit
11 - 18-22+14 KD
Damage Stun Attack Block
100 (80) 120 (100) H -17(-21)
  • Knockdown: 85 (81) KD Adv, 26 (22) Quick Rise Adv, 31 (27) Back Rise Adv.
  • Cancel options: vt1
Takes 30 frames to charge
Startup frames shown refer to after Vega touches the wall (Overall startup can vary greatly depending on how far Claw has to travel to the wall)
Active frames vary (lasts until Claw either collides with the opponent or the other wall)
Block advantage varies greatly depending on a lot of silly and nonsensical factors (if you're not sure; punish it with a 17F)
Airborne from frame 5 after input
Projectile invincible once active (but loses invincibility after hit)
Loses collision boxes on frame 5
Defaults to nearest wall direction unless alternate direction is held for 5F upon input
Recovery varies slightly due to positioning, but significantly more recovery on blocked crossup (+4F extra)
Can crossup in specific situations
Can only hit standing (but may miss if opponent is walking towards back wall)
Crouching attacks with large collision boxes may prevent Vega from crossing over before active frames expire
Can cancel immediately into air VT1 with no projectile vulnerable gap (if not canceled into VT immediately upon connecting, the cancel will delay for 13F)
Has slightly less hitbox range, 20 less damage and stun in barehand mode
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28PPP
EX Sky High Claw
28PPP
Startup Active Recovery Hit
13 - 15-19+12 KD
Damage Stun Attack Block
120 (100) 150 (100) H -11(-15)
  • Knockdown: 82 (78) KD Adv, 23 (19) Quick Rise Adv, 28 (24) Back Rise Adv.
  • Cancel options: vt1
Takes 30 frames to charge
Startup frames shown refer to after Vega touches the wall (Overall startup can vary greatly depending on how far Claw has to travel to the wall)
Active frames vary (lasts until Claw either collides with the opponent or the other wall)
Block advantage varies greatly depending on a lot of silly and nonsensical factors (if you're not sure; punish it with a 12F)
Airborne from frame 5 after input and travels faster than normal Sky High Claw
Projectile invincible once active (but loses invincibility after hit)
Loses collision boxes on frame 5
Defaults to nearest wall direction unless alternate direction is held for 5F upon input
Recovery varies slightly due to positioning, but significantly more recovery on blocked crossup (+4F extra)
Can hit crouching and crossup (but may miss if opponent is walking towards back wall)
Can cancel immediately into air VT1 with no projectile vulnerable gap (if not canceled into VT immediately upon connecting, the cancel will delay for 13F)
Has slightly less hitbox range, 20 less damage and 50 less stun in barehand mode
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236P
Switch Claw
236P
Startup Active Recovery Hit
- - 23 -
Damage Stun Attack Block
- - - -
Canceling into claw switch makes the overall frames a few frames faster and moves Vega's body forward, partially negating pushback
The stance change will occur at frame 13
Being hit from frames 1-12 will cancel the stance change
Switching with a broken claw results in a 1 frame penalty for canceled attacks on both hit and block, except barehand crouching HP (no penalty)
Canceling an attack that hit meaty on later frames will not confer additional advantage during switch
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Critical Art

236236P or 214214P
Bloody Rain
236236P or 214214P
Startup Active Recovery Hit
9 - 40 KD
Damage Stun Attack Block
20*60*15x13*55 (330) 0 H*H -25
  • Knockdown: 80 KD Adv, 40 Quick Rise Adv, 40 Back Rise Adv.
Throw and projectile invincible until the flash
Depletes all EX gauge from frame 2 onwards
Airborne from frame 8
Active frames last until Claw reaches the corner and then again after flash until he reaches the ground
Can cross up
If first hit is successful; remains fully invincible until active frames of second hit expires
Resets the positions of both characters to mid-screen upon successful hit
Denies back-rise
Claw and Bare-Handed versions are fully identical
Juggle Limit: 10
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Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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2PPPKKK
Reveal Face
2PPPKKK
Startup Active Recovery Hit
20 - 27 -
Damage Stun Attack Block
- - - -
Vega removes his mask manually, granting a 10% damage bonus but also causes Vega to take 10% more damage himself
This move cannot be canceled into or out of
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V-System

V-Skill 1

MPMK (VS1) (hold)
Matador Turn (attack)
MPMK (VS1) (hold)
Startup Active Recovery Hit
22 2 31 KD
Damage Stun Attack Block
90 100 H -13
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *16
    • V-Trigger: 16
    • Notes: *CA only
  • Cancel options: su vt1 vt2
Upper-body hit invincible on frames 6-19
Projectile invincible on frames 6-19
Subject to counter-hits during startup (including the initial V-Skill dodge)
Deals 10 less damage (80) without Claw equipped
V-Gauge gain on Hit / Block: 100 / 50
Juggle Limit / Increase / Start: 3 / 1 / 1
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MPMK (VS1) (dodge)
Matador Turn
MPMK (VS1) (dodge)
Startup Active Recovery Hit
6 27 4 -
Damage Stun Attack Block
- - H -
Upper-body hit invincible on frames 6-31
Projectile invincible on frames 6-30
Subject to counter-hits for the entire duration
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V-Skill 2

MPMK (VS2)
Matador Flip
MPMK (VS2)
Startup Active Recovery Hit
1 18 30 -
Damage Stun Attack Block
- - - -
  • Cancel options: vs2
Strike and Projectile invincible from frames 1-18
Airborne from frames 6-22
Can cancel into Cosmic Smart from frames 25-32
Claw is in a Counter-Hit state for the entire duration
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MPMK (VS2) > K
Cosmic Smart
MPMK (VS2) > K
Startup Active Recovery Hit
25+8 4 20 KD
Damage Stun Attack Block
70 100 H -6
  • Knockdown: 103 KD Adv, 44 Quick Rise Adv, 49 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
Launches opponent into a limited juggle state (Juggle Start: +2)
Juggle Start 2 will prevent many attacks from following up, such as EX Barcelona
Overall startup from Matador Flip is 33-41F
Builds 80/40 V-Gauge on Hit / Block
Juggle Limit / Increase / Start: 0 / 1 / 2
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V-Trigger 1

HPHK (VT1)
Bloody Kiss - Torero
HPHK (VT1)
Startup Active Recovery Hit
10 - - KD
Damage Stun Attack Block
30*50*60 (140) 150 H -2
  • Knockdown: 116 KD Adv, 57 Quick Rise Adv, 62 Back Rise Adv.
2 bar V-Trigger
The rose itself is a physical object with 1 point of durability and is Projectile invincible
If the rose hits; Vega launches himself forward towards the opponent (during which travel he is vulnerable) - but then upon close proximity Vega becomes fully invincible during the follow-up slashing attack until recovery
The follow-up slashing attack breaks armor
Launches the opponent into a free juggle state (if this was the hit that initiated the juggle state)
Juggle Limit / Increase / Start: 10 / 0 / 0
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2HPHK (VT1)
Bloody Kiss - Rojo
2HPHK (VT1)
Startup Active Recovery Hit
10 - - KD
Damage Stun Attack Block
30*50*60 (140) 150 H -22
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
2 bar V-Trigger
The rose itself is a physical object with 1 point of durability and is Projectile invincible
If the rose hits; Vega launches himself forward towards the opponent (during which travel he is projectile and throw invulnerable) - but then upon close proximity Vega becomes fully invincible during the follow-up slashing attack until recovery
The follow-up slashing attack breaks armor
High pushback on Counter-Hit from frame 1 (aka Vega's collision boxes move far forward)
Crouch-sized hurtboxes on whiff recovery frames (but not actually considered a crouching state)
Launches the opponent on hit but will only have enough time to juggle if done against airborne opponents
Free juggle state on aerial hit; Juggle Limit / Increase / Start: 10 / 0 / 0
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7HPHK (air) (VT1)
Bloody Kiss - Azul
7HPHK (air) (VT1)
Startup Active Recovery Hit
10 - - KD
Damage Stun Attack Block
30*50*60 (140) 150 H 2
  • Knockdown: 119 KD Adv, 52 Quick Rise Adv, 57 Back Rise Adv.
2 bar V-Trigger
Minimum height restriction of 0.6 to activate (Vega must perform it at least 2f after leaving the ground or 3f before landing)
The rose itself is a physical object with 1 point of durability and is Projectile invincible
Projectile invincible for entire duration (even if the rose misses) until landing (any overlapping projectile will hit Vega as if standing upon landing)
If the rose hits then Vega becomes fully invincible during the follow-ups until recovery
The follow-up slashing attack breaks armor
Vega is in a crouching state during whiff recovery frames
Launches the opponent, launch duration is longer than Bloody Kiss - Torero
On grounded hit: Juggle Limit / Increase / Start: 10 / 0 / 1
Free juggle state on aerial hit; Juggle Limit / Increase / Start: 10 / 0 / 0
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V-Trigger 2

HPHK (VT2 activation)
Alegrias
HPHK (VT2 activation)
Startup Active Recovery Hit
1 - 5 (11) -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 2000 frames (~33 seconds)
Gives access to Flash Arch series
6F total duration when performed by itself, but 12F total duration when canceled from an attack, making it vulnerable to 12F startup V-Reversals
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HPHK (VT2 parry)
Flash Arch - Rossa (stance)
HPHK (VT2 parry)
Startup Active Recovery Hit
3 13 36 KD
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Parry is active on frames 3-15
Can counter physical critical arts and some separate objects such as R. Mika's Nadeshiko, but not projectiles or most physical objects
Activates Flash Arch - Rossa (attack) if hit during active frames
Spends 1000 V-Timer (50% V-Timer) on each parry attempt
Counter-Hit state during recovery frames
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HPHK (VT2 attack)
Flash Arch - Rossa (attack)
HPHK (VT2 attack)
Startup Active Recovery Hit
1 2(21)2 26 KD
Damage Stun Attack Block
50*100 (150) 200 H -
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
2 bar V-Trigger
Launches opponent into a free juggle state on hit
Spends the remaining V-Trigger timer upon activation
Juggle Limit: 10
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6HPHK (VT2)
Flash Arch - Granate
6HPHK (VT2)
Startup Active Recovery Hit
17 2(21)2 27 KD
Damage Stun Attack Block
50*50 (100) 120 H -11 (-25)
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
2 bar V-Trigger
Launches opponent into a free juggle state on hit (if this was the hit that initiated the juggle state)
Spends 1000 V-Meter (~50% V-Timer)
If first hit was blocked crouching then second hit will always miss due to locking opponent in crouching block state, and Vega is now -25 on block
Must be performed with a strict forward motion; down-forward and up-forward are invalid inputs and will result in a parry stance instead
Juggle Limit: 10
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Beautiful Severance
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Fully invincible during startup and active frames
Inflicts temporary damage, cannot kill
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V-Reversal

6PPP
Backslash
6PPP
Startup Active Recovery Hit
1 - 40 -
Damage Stun Attack Block
- - - -
Fully invincible on frames 1-40; last frame punishable
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6KKK
Short Backslash
6KKK
Startup Active Recovery Hit
1 - 30 -
Damage Stun Attack Block
- - - -
Fully invincible on frames 1-30; last frame punishable
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SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven