Super Street Fighter IV/Vega

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Super Street Fighter IVSSFIVLogo.png



Vega

SSFIV-Vega Face.jpg

As Shadaloo's #1 assassin, Vega relishes in taking out Shadaloo's enemies one by one with his signature claws. Equally ruthless as he is vain, Vega obsesses over things that he considers beautiful. His passion for beauty, particularly his own, causes him only to desire to kill those he deems ugly all the more. And thanks to his High.png standards, there is almost no one that he does not consider hideous in appearance. And thanks to his effectiveness at what he does best, M. Bison trusts no one more than Vega to accomplish the most difficult assignments.


In a nutshell

With the best combination of speed and range, Vega will pick you apart slowly but surely. Though the damage rarely comes in chunks, trying to defeat a defensive Vega or keep out an offensive Vega is never a simple task. Vega definitely is at his most effective preying on the opponent's frustrations and fears, letting opponents defeat themselves trying their best to find a way in against the claws or taking advantage of opponents scared to attack for fear of getting outpoked. Thus, using an effective Vega oftentimes requires an adept reading of your opponent.


Moves

Unique Attacks

Name
Command
Notes
Piece of Mercury
Df.png + Mk.png
High.png
Cosmic Heel
Df.png + Hk.png
Wall Jump
(in air, near wall) Uf.png

Throws

Name
Command
Notes
Rainbow Suplex
F.png or N.png + Lp.png + Lk.png
Throw.png
Crescent Line
B.png + Lp.png + Lk.png
Throw.png
Stardust Drop
(in air) Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Rolling Crystal Flash
B.png (charge) F.png + P.png
Ex.png
Scarlet Terror
Db.png (charge) F.png + K.png
Ex.png Armorbreak.png
Sky High Claw
D.png (charge) U.png + P.png
Armorbreak.png only during ex; Ex.png
Flying Barcelona Attack
D.png (charge) U.png + K.png
Controllable with F.png or B.png after coming off wall; Ex.png
   Claw Attack
(far from opponent) F.png or B.png + P.png
Perform after Flying Barcelona Attack; High.png
   Izuna Drop
(near opponent) F.png or B.png + P.png
Perform after Flying Barcelona Attack; Throw.png Airthrow.png
Back Slash
3p.png
Cannot be used as a Reversal
Short Back Slash
3k.png
Cannot be used as a Reversal
Remove Claw
Dp.png + P.png
Ex.png version removes mask; Cannot be used as a Reversal; Ex.png

Super Combo

Name
Command
Notes
Flying Barcelona Special
Db.png (charge) Df.png Db.png U.png + K.png
Controllable with F.png or B.png after coming off wall
   Claw Attack Special
(far from opponent) P.png
Perform after Flying Barcelona Special; High.png
   Rolling Izuna Drop
(near opponent) P.png
Perform after Flying Barcelona Special; Throw.png Airthrow.png

Ultra Combos

Name
Command
Notes
Bloody High Claw
Db.png (charge) Df.png Db.png U.png + 3k.png
Armorbreak.png
Splendid Claw
Db.png (charge) F.png B.png F.png + 3k.png
Low.png Armorbreak.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 30[20] 50 20 sp/su 4 2 10 -1 +2 - -
Strong.gif HL 70[60] 100 40 sp/su 7 2 13 -1 +3 - -
Fierce.gif HL 50[40]x2 50*50 60*20 sp/su 9 3(7)3 14 +1 +5 - - 1st hit cancellable, Forces stand
Short.gif HL 30 50 20 - 4 2 10 -1 +2 - -
Forward.gif HL 70 100 40 sp/su 6 2 13 -1 +2 - -
Roundhouse.gif HL 40*70 125*75 60*20 su 4 2*2 23 -7 -2 - - 1st hit cancellable, Forces stand
Standing Far Attacks
Jab.gif HL 30[20] 50 20 sp/su 4 2 10 -1 +2 - -
Strong.gif HL 90[80] 100 40 su 7 2 14 -2 +1 - -
Fierce.gif HL 120[110] 200 60 - 8 3 23 -8 -4 - -
Short.gif HL 40 50 20 - 5 2 7 +2 +5 - -
Forward.gif HL 70 100 40 - 8 2 15 -3 0 - -
Roundhouse.gif HL 40*70 125*75 60*20 su 4 2*2 23 -7 -2 - - 1st hit cancellable, Forces stand
Crouching Attacks
Jab.gif HL 30[20] 50 20 sp/su 4 2 8 +1 +4 - -
Strong.gif HL 70[60] 100 40 sp/su 4 2 16 -4 -1 - -
Fierce.gif HL 110[100] 200 60 - 5 2 27 -11 -6 - - Forces stand on hit
Short.gif L 20 50 20 sp/su 4 2 9 0 +3 - -
Forward.gif L 70 100 40 sp/su 8 3 9 +2 +5 - -
Roundhouse.gif L 110 200 60 - 8 13 17 -12 - - - cannot fast recover
Straight Up Jump Attacks
Jab.gif H 50[40] 50 20 - 6 5 - - - - -
Strong.gif H 80[70] 100 40 - 5 3 - - - - -
Fierce.gif H 100[90] 200 60 - 6 2 - - - - -
Short.gif H 40 50 20 - 6 9 - - - - -
Forward.gif H 80 100 40 - 6 7 - - - - -
Roundhouse.gif H 100 200 60 - 4 5 - - - - -
Angled Jump Attacks
Jab.gif H 50[40] 50 20 - 5 5 - - - - -
Strong.gif H 80[70] 100 40 - 5 5 - - - - -
Fierce.gif H 100[90] 200 60 - 5 4 - - - - -
Short.gif H 40 50 20 - 6 7 - - - - -
Forward.gif H 70 100 40 - 6 6 - - - - -
Roundhouse.gif H 100 200 60 - 6 6 - - - - -
Unique Attacks
Downright.gif + Forward.gif H 60 100 40 - 20 3 13 -4 0 - -
Downright.gif + Roundhouse.gif HL 80 100 60 - 14 5 10+4 -1 - - -
Triangle Jump - - - - - - - - - - - -
Backflip PPP - - - - - - - 65 - - - - 1~57f invincible
Backflip KKK - - - - - - - 42 - - - - 1~32f invincible
Focus Attacks
Focus Attack LVL 1 HL 60[50] 100 20 - 21 2 35 -21 -21 - -
Focus attack LVL 2 HL 80[70] 150 40 - 17+12 2 35 -15 - - -
Focus attack LVL 3 - 140[130] 200 60 - 65 2 35 - - - -
Throws
Forward Throw 1.0 120 120 40 - 3 2 20 - - - -
Back Throw 1.0 120 120 40 - 3 2 20 - - - -
Air Throw 1.2 150 130 40 - 3 2 - - - - -
Special Moves
Rolling Crystal Flash Jab.gif HL 20*90[80] 20*100 20/10*30 su 9 9(7)4 22 -2 +2 - - charge 60f
Rolling Crystal Flash Strong.gif HL 20x3*90[80] 20x3*100 20/10x3*30 su 16 9(5)8(5)8(6)4 22 -2 +2 - - charge 60f
Rolling Crystal Flash Fierce.gif HL 20x4*90[80] 20x4*100 20/10x4*30 su 20 9(5)8(5)9(5)8(6)4 22 -2 +2 - - charge 60f
Rolling Crystal Flash EX.gif HL 20x4*90[80] 20x4*100 -250/0 su 20 9(5)8(5)9(5)8(6)4 22 -2 +2 - - charge 60f
Scarlet Terror Short.gif HL 100 150 30/30 - 7 10 15+8 -12 - - - Armor break, charge 42f
Scarlet Terror Forward.gif HL 80*60 100 30/20 - 7 5*5 14+9 -12 - - - 2nd hit Pursuit property, Armor break, charge 42f
Scarlet Terror Roundhouse.gif HL 100*60 100 30/20 - 4 8*5 14+9 -15 - - - 2nd hit Pursuit property, Armor break, charge 42f
Scarlet Terror EX.gif HL 110*70 150*100 -250/0 - 4 8*5 14+9 -15 - - - 2nd hit Pursuit property, Armor break, charge 42f
Sky High Claw HL 110[100] 200 30/40 - ???15 ??? ???17 -20 -16 - - charge 42f
Sky High Claw EX.gif HL 60[50]x2 100 -250/0 - ???10 ??? ???17 -18 - - - 2nd hit Pursuit property, Armor break, charge 42f
Flying Barcelona Attack - - - 20/- - - - 31 - - - -
Flying Barcelona Attack Punch.gif H 90[80] 100 0/40 - 3 11 31 - - - -
Flying Barcelona Attack EX.gif HL 70*60 50 -250/- - 9 until ground 31 - - - -
Flying Barcelona Attack EX.gif P H 50*90[40*80] 50*100 0/0 - 2 1(1)11 31 - - - -
Izuna Drop 0.6*H 150 150*100 0/80*40 - 2 1(1)11 31 - - - -
Claw Throw - - - - - - - 40 - - - -
Mask Throw - - - -250/- - - - 40 - - - -
Super Combo
Flying Barcelona Special - - - -1000/0 - - - 31 - - - -
Flying Barcelona Special P H 60[50]x3*100[90] 0 0/0 - 2 11(2)10 31 - - - -
Rolling Izuna Drop 0.8*H 400*100[90] 0 0/0 - 2 11(2)10 31 - - - -
Ultra Combos
Ultra Combo 1 (1st hit) HL 30 0 0/0 - 8 until ground - - - - -
Ultra Combo 1 (2nd hit) HL 450[375] 0 0/0 - ???1 9 20+31 - - - -
Ultra Combo 2 L 150*300[285] 0 0/0 - 1+6 15 39 -36 - - - 1~13f invincible
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage


Move Analysis

Normal Moves

Standing Close Attacks

sc.LP - This move is not especially notable because it can't link into other normals and does not create frame advantage on block. However, it is the fastest way to get a hitbox directly in front of your face at point blank.


sc.MP - An unusual choice for a close attack, sc.MP hits lower and slower with more power than sc.LP, but faster than sc.HP. It cannot normally link into other normals and does not create frame advantage on block. On a counterhit it can link into cr.LP, and versus a few characters it can combo into MP.RCF. Like sc.MK, sc.MP can be used to combo into HK/EX.ST if cr.MK would push a crouching opponent too far away.


sc.HP - This is a very powerful close-up attack that pushes your opponent away and forces them to stand up on hit. It hits twice and gives you plenty time to react to combo into cr.HP (claw needed) or cr.MP xx EX.FBA . Only the first hit of this move is cancelable, and it can combo (cancel) into HP.RCF.


sc.LK - The same deal as sc.LP, except you can't cancel into any special moves and sc.LK works better as an unreliable last-second anti-air for front-hitting jumpins.


sc.MK - This move is interesting because it is very good at hitting crouching opponents while staying close enough to combo (cancel) into HK/EX.ST and vs some characters into MP.RCF. On counterhit it can link into cr.LP.


s.HK - This move does 2 hits from close up. The frame disadvantage makes it a bit risky on block, but it's speed (4 frame startup), damage, and ability to hit both crouching and jumping opponents makes up for it. The second attack frame (5th startup frame overall) is a decent anti-air in some situations. The same animation occurs from any range. Kara-cancel s.HK into throw for great throw range.


Standing Far Attacks

sf.LP - An uncommon choice of attack, you would only use this if you liked something about where the attack box is. It can only link into something else as a meaty counterhit (both at once).


sf.MP - Similar to sf.LP but slower, stronger, and farther reaching. Linkable on counterhit.


sf.HP - A slow (for Vega...), very far-reaching, and damaging attack. It actually does 10 more damage than cr.HK if you have the claw. It always puts you at significant frame disadvantage (especially if blocked), but you will normally be pretty far away from most retaliation.


sf.LK - A very useful attack, sf.LK is fast (5 frame startup), creates a +2 frame trap on block, is a good combo starter since can link into any 4 or 5-frame move, has good forward priority (see attack box), and also has a ludicrously quick recovery which makes it great for baiting.


sf.MK - A useful poke, sf.MK has the best range of all normal attacks except for cr.HK. There is no comboability except after a meaty counterhit into cr.MP.


s.HK - This move does 2 hits but only the second will connect from far away. It is an ok anti-air from this far range - if it doesn't cleanly hit, it will at least trade in most situations. The same animation occurs from any range.


Crouching Attacks

cr.LP - Crouching jab (4 frame startup) is Vega's fastest hit-confirmable combo starter. On block, it gives you a +1 frame trap (good enough for tick throws), and on hit you can combo into cr.MP or another cr.LP (both are one-frame links). You can cancel it to combo into LP.RCF, EX.FBA, or HK/EX.ST.


cr.MP - For it's speed (4 frame startup) and range, cr.MP is undeniably one of the best pokes in SSF4. By canceling it into EX.FBA, Vega can punish more things harder and from farther away than most of the other characters.


cr.HP - With a quick startup (5 frames), but a slow recovery, cr.HP can sometimes be useful as an anti-air from strict ranges. With the claw, you may choose to link into this after a cr.MK or sc.HP if you can't or don't want to combo into cr.MP xx EX.FBA.


cr.LK - A quick (4 frame startup), low attack. As a counterhit or as a meaty attack, cr.LK can link into another 4-frame normal such as cr.LP but not otherwise. On block, you are at even frame advantage with your opponent. You can cancel it and combo into LP.RCF, EX.FBA, or a Scarlet Terror if you are sure it will hit.


cr.MK - With an 8-frame startup, the low-hitting cr.MK is a bit slower than some of Vega's other attacks but it is still very useful. It creates a +2 frame trap on block, can link into any 4 or 5-frame move, and moves Vega's body forward during the attack so you can cancel it to combo into LP.RCF or EX.FBA from farther away. Vs some characters or on counterhit you might see this able to combo into MP.RCF. It has 3 attack frames instead of the usual 2 so it's a bit easier to use as a meaty attack.


cr.HK - This is a far-reaching, low-hitting slide with many continuous attack frames. It causes a knockdown on hit, but in order to not be punished on block you must only connect with your opponent from near-maximum range. You can slide underneath an airborn opponent with cr.HK when normally you would not be able to avoid an attack, but be cautious since you might have a long recovery time depending on when you started the slide.


Unique Attacks

N/A


Normal Throws

N/A


Focus Attack

N/A


Special Moves

N/A


Super Combos

N/A


Ultra Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

cr.mp ex izuna drop

cr.lp cr.lp cr.mp lp. rolling crystal flash

downfoward hk(cosmic heel) cr.hp

downfoward Hk(cosmic heel) cr Hk

cr. mp hk scarlet terror

jumping hk.cr mp. ex.izuna drop

jumping hp. cr.mp lp. rolling crystal flash

Hit Confirm Combos

  • N/A

Dizzy / Focus Crumple Combos

  • N/A

FADC Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A

Combos Into Ultras

antiair cosmic heel splendid claw

Matchups

  • Vs. Abel

To Be Written (TBW)


  • Vs. Adon

TBW


  • Vs. Akuma

TBW


  • Vs. Balrog

playing aginst balrog(boxer) is a diffacult matchup that requires a great knowledge of spacing and timing.finding spots to attack on a turtling balrog is extremely diffacult so it is best to get first poke and wait out a dash punch. now here is where the match turns to your favor when a dash punch has been baited it is extremely punishable with all of your pokes as well as hard scarlet terror. after 2 punished dash punches you should be in the life lead if so play as defensive as possible.with your tools to run away such as your wall dive and corner jump should let you turn his normally defensive balrog into a frustrated less gaurded oppenet. if you are playing a naturally offinsive balrog then avoid the corner at all cost. a cornered vega is much less threatening than one with an open space to work with.Also avoid using your wall dive for offinsive purposes you will eat headbutt ultra.this stratgy is not a sure win though. if you take to much damage while playing footsies he may turtle up and that is when you are at the highest risk of loss.try getting in good throws by using cosmic heel throw as a sneak a throw in.to scare him and gain much needed life damage.your goal in this part of the game is to force him into a jumping towards you hk and punish with splendid claw. This punish will put you on an even if not an advantagous position.


  • Vs. Blanka

TBW


  • Vs. C. Viper

TBW


  • Vs. Cammy

TBW


  • Vs. Chun Li

TBW


  • Vs. Cody

TBW


  • Vs. Dan

TBW


  • Vs. Dee Jay

TBW


  • Vs. Dhalsim

TBW


  • Vs. Dudley

TBW


  • Vs. E. Honda

TBW


  • Vs. El Fuerte

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

TBW


  • Vs. Guile

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. M. Bison

TBW


  • Vs. Makoto

TBW


  • Vs. Rose

TBW


  • Vs. Rufus

TBW


  • Vs. Ryu

TBW


  • Vs. Sagat

TBW


  • Vs. Sakura

TBW


  • Vs. Seth

TBW


  • Vs. T. Hawk

TBW


  • Vs. Vega

TBW


  • Vs. Zangief

TBW