Super Street Fighter IV AE/Vega

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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. 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

Speed and range. These two assets are a deadly combination, and both are exactly what Vega is. Vega specializes in playing patiently while using his mobility and excellent pokes to scare and enrage the opponent into making fatal mistakes, then punishing them for their insolence. His assortment of high-flying, off-the-wall moves can confuse even the most skilled players. Vega's main weakness is that he must not get knocked down, for he has almost no defensive options on wakeup. In addition, when he gets hit or blocks in succession, his claw and mask can fall off, meaning that he could eventually lose his range or take more damage without the respective accessory (fortunately the removal of his mask also increases his own damage output). To work around this, one must find a balance between jumping around the stage and playing footsies in order to use Vega most effectively.

Players to Watch

  • PIE Zeus
  • Jozhear
  • Zeus
  • Reiketsu
  • Chris King
  • German Luger
  • El Cubano Loco

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
F.png or B.png + P.png
Perform after Flying Barcelona Attack; High.png
   Izuna Drop
Any direction + P.png (near opponent)
Perform after Flying Barcelona Attack; Throw.png Airthrow.png
Back Slash
3p.png
Short Back Slash
3k.png
Remove Claw
Dp.png + P.png
Ex.png version removes mask; 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
P.png
Perform after Flying Barcelona Special; High.png
   Rolling Izuna Drop
Any direction + P.png (near opponent)
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


AEv2012 Changes

(changes include ALL final changes from Super to AEv2012)

  • Crouching MK start up is now 6 frames (2 frames faster)
  • EX Flying Barcelona Attack damage reduced from 200 to 180
  • Crouching MP damage reduced from 70 to 60
  • 2 frames less recovery on EX roll(+4 on hit)
  • You can now combo Crouching MP, Crouching LP and Standing HK from EX RCF
  • Is considered to be airborne right after the invincibility frames of his backdash ends.
  • Cosmic Heel (down forward + HK) can now combo into U1
  • Cosmic Heel (down forward + HK) is now -3 on block at point blank range or +1 at max range
  • Ultra 2 startup increased from 7 frames to 8 frames
  • Sky High Claw now knocks down on hit
  • EX Sky High Claw now hits all crouching opponents except when they are in the corner
  • Ultra 1's hitbox on the first hit after animation has been increased, will miss less
  • EX Sky High Claw now lands at the same distance from the opponent regardless of the distance from the opponent when you input the move
  • EX Sky High Claw is now safer on block in certain situations

The Basics

The fundamental basics for playing Vega are virtually the same as those for any other character:

  • Learn your best punishes for each situation. Go into training mode and find out what moves can punish other moves on block, hit, or whiff. Take note of unpunishable moves since not everything can be punished. Make sure you do this for every character because some things will not work on some characters.
  • Find out how to beat opponent's moves out right. For example, Sky High Claw will beat E. Honda's Head Butt. Be aware that you may have to use a normal move to beat an opponent's move. You may also need to change your spacing by walking forward or backward.
  • Learn your ranges for your moves. This is critical. You need to know exactly when you are too far away to hit the opponent and when you are not as you will want to be in this range for the majority of the fight. This helps you stay out of the opponent's range as well putting you at an advantage.
  • Work on your reactions. Reactions are important because the sooner you can make the decision whether to attack or block, the more time you have available to ensure your spacing and timing is correct.
  • If you are physically incapable of improving your reactions, you will need to augment your play with extremely good reads. You will need to be able to identify exactly what the opponent is going to do next and how they are going to do it. Because you lack reactions you will need to account for this gap with accuracy in your reads..... make sure you are right and if you made a bad read find out exactly why.
  • Don't try to be an execution hero if you are not capable or even if you're having a bad day execution wise. If you're missing a link or dropping a combo swap to a more guaranteed punish. While you're playing the match get the damage you can get. Work on fixing it after the match ends.
  • Learn to correctly hit confirm cMP and cMK. Go into training mode and set the dummy to random block. Practice identifying when a move hits and continue the combo only if it hits. This will enable you to save both meter and life

Combos

No Meter

Key Combos:

  • CH, HK ST
  • CH, cHK
  • jHP, sHP, cHP
  • cMK, HK ST
  • jHP, sHP, sHK (character specific)


Easy:

  • sHP, cMP
  • sHP, sHK (character specific)
  • cMK xx HK ST
  • cMK, sHK
  • sLK, sLK, cMP
  • cMK xx MP RCF (character specific)
  • CH, cHK
  • cMK, cMP
  • sHP, cHP


Hard:

  • CH, HK ST
  • HPxx RCF
  • cMK, sLK, sLK, cMP
  • cLPx2+, cMP
  • cMK, cLP, cMP
  • cMK(ch), cMK


1 Bar

Key Combos:

  • jHP, cMK, cMP xx EX FBA
  • cMK, cLP, cMP, xx EX FBA (character specific)
  • jHP xx EX RCF, sHK
  • CH, EX ST
  • CH, EX FBA


Easy:

  • cMK xx EX FBA
  • cMP xx EX FBA
  • cMK xx EX ST
  • cMP xx EX ST
  • CH, EX FBA
  • cLK xx EX FBA


Hard:

  • cMK, cMP xx EX FBA
  • CH, EX ST
  • sHP xx EX RCF
  • EX RCF, sHK
  • cLP, cMP, EX FBA
  • cLK xx LK ST, EX ST
  • EX FBA(trade), cHK


2 Bar

Key Combo:

  • jHP xx EX RCF, cMP xx EX FBA


Ultra

  • cMK(ch), U2
  • CH, Ultra (Cosmic Heel should connect on airborne opponent)
  • Focus, Ultra
  • EX FBA(trade), U2


All combos can be preceded by jHP or by Focus Attack


(ch) = counter hit

xx = cancel

, = link



Note: damage and stun numbers need to be added, format needs to be cleaned up. Feel free to change, PM me with data, or post in AE Vega forums. -VegaMan

Strategy

  • There are 2 general strategies of successful Vega play. The first general strategy for playing Vega revolves around exceptionally solid defense and cautiously utilizing a mixture of Kara throw and pokes. The 2nd involves using his mobility and speed in a hit and run playstyle.


  • Vega's HK Kara throw is his best Kara throw, 2nd only to Ken's. This combined with the fastest walk speed in the game enables him to quickly close in on the opponent and land a throw. The vast majority of Vega's offense relies on this. The fundamental idea is to use this Kara throw at it's max range since the opponent will be outside their own throw range, and since the opponent will have problems in determining when exactly the throw will come making a tech attempt difficult. Vega's long range pokes also pose a threat as this same range and multiple pokes can lead into moderate damage and a hard knockdown. In addition, Vega has 2 normals that move him forward: Cosmic Heel (df+HK), and Piece of Mercury (df + MK). Cosmic Heel enables Vega to maintain charge while dealing good damage if it connects. However, if blocked Vega doesn't gain any advantage. Piece of Mercury also enables Vega to maintain a charge and is mediocre at best at keeping the opponent honest. It still has some decent, sporadic uses in mixing up between hitting the opponent as an overhead and whiffing on purpose to bait a high block. Both Cosmic Heel and Piece of Mercury as well as Scarlet Terror can be used to hop over the opponent when knocked down (aka corpse hop). This sets up a pseudo mix up between a low meaty, a throw, instant overhead, and block/backflip. EX FBA can be used to cross up the opponent if timed well.


  • On defense, Vega struggles to keep the opponent on the ground due to his weakness in anti-airing. Vega has to make an extremely quick decision on whether or not to take a fairly large risk of anti-airing or blocking. Vega actually has numerous decent anti-airs but almost all involve jumping normals or air throw. Many, if not all, of these options will lose to instant air normals from the opponent. Scarlet Terror is useful for anti-airing the opponent's instant air normal jump in attempts but Vega must already have been committed to having a down back charge prior to the opponent's jump in attempt in order to utilize this option. Jump back MP is Vega's best general anti-air in terms of success. However, it lacks damage. Air throw is generally the go-to anti-air due to the damage, range, and hard knockdown of the opponent. Neutral jump HK and HP are good in terms of damage against some moves that tend to beat out air throw attempts, and njHK is Vega's fastest air normal at a 4f start up. Neutral jump MP is good for anti airing high, floaty jumps directly overhead. And of course both Ultras are good for anti-airing the opponent as well, however due to meter requirements they cannot be relied upon. Although Vega has many options to anti-air, the problem is that all of these options are situational, and even his most reliable anti-air (jbMP) gives up tons of space putting him close to the corner. Due to the generally low damage and the inherent risk of Vega's anti-airs, it's common for the opponent to not be discouraged from attempting more jump ins.


  • Once the opponent gets in on Vega, the problems begin to pile up. Vega lacks a 3f normal to compete against the opponent up close. He also lacks a block string preventing him from gaining the ability to force some advantageous spacing so that Vega can utilize his range and speed. His only invincible reversal is Splendid Claw (U2), so he is forced to block frame traps (and in turn accept the pushback) setting up the perfect opportunities to tick throw, jump in again, or focus dash in to reset the spacing. The answer is simple. Block the barrage and take the throw attempts until you can get a read on the opponent's actions and counter it appropriately. Attempting to reversal or evade (particularly in the corner) only leads to more pain. If you can land a cMP or cMK use the cancel abilities to get out of the corner to the wall behind the opponent unless your opponent has shown they can put you back into the corner from full screen. Use wall jump to get out of corners instead of a wall dive from the back wall. Many times however, the opponent will attempt a crossover if you have been successful at defending their offense and will end up potentially cornering themselves. Vega can use this to swing the advantage into his favor.


  • The key to winning with Vega at any level is that you MUST be better than your opponent. There's no way around it, and marginally better will not suffice either. You must play safer, smarter, make fewer mistakes, maximize your opportunities to capitalize on EVERY mistake the opponent makes, and simply outplay the opponent in almost every way. You must be able to quickly get the life lead and do whatever it takes to keep it, because once it's gone it's extremely difficult to get back unless the opponent screws up.

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30[20] 50 20 sp/su 4 2 10 -1 +2
Close Strong.gif HL 70[60] 100 40 sp/su 7 2 13 -1 +2
Close Fierce.gif HL 50[40]x2 50*50 60*20 sp/su*- 9 3(7)3 14 +1 +5 Forces stand
Close Short.gif HL 30 50 20 - 4 2 10 -1 +2
Close Forward.gif HL 70 100 40 sp/su 6 2 13 -1 +2
Close Roundhouse.gif HL 40*70 125*75 60*20 su*- 4 2*2 23 -7 -2 Forces stand
Far Jab.gif HL 30[20] 50 20 sp/su 4 2 10 -1 +2
Far Strong.gif HL 90[80] 100 40 su 7 2 14 -2 +1
Far Fierce.gif HL 120[110] 200 60 - 8 3 23 -8 -4
Far Short.gif HL 40 50 20 - 5 2 7 +2 +5
Far Forward.gif HL 70 100 40 - 8 2 15 -3 0
Far Roundhouse.gif HL 40*70 125*75 60*20 su*- 4 2*2 23 -7 -2 Forces stand
Crouch Jab.gif HL 30[20] 50 20 sp/su 4 2 8 +1 +4
Crouch Strong.gif HL 60[50] 100 40 sp/su 4 2 16 -4 -1
Crouch Fierce.gif HL 110[100] 200 60 - 5 2 27 -11 -6 Forces stand
Crouch Short.gif L 20 50 20 sp/su 4 2 9 0 +3
Crouch Forward.gif L 70 100 40 sp/su 6 3 9 +2 +5
Crouch Roundhouse.gif L 110 200 60 - 8 13 17 -12 - Hard knockdown
Jump Up Jab.gif H 50[40] 50 20 - 6 5 - - -
Jump Up Strong.gif H 80[70] 100 40 - 5 3 - - -
Jump Up Fierce.gif H 100[90] 200 60 - 6 2 - - -
Jump Up Short.gif H 40 50 20 - 6 9 - - -
Jump Up Forward.gif H 80 100 40 - 6 7 - - -
Jump Up Roundhouse.gif H 100 200 60 - 4 5 - - -
Jump Forward Jab.gif H 50[40] 50 20 - 5 5 - - -
Jump Forward Strong.gif H 80[70] 100 40 - 5 5 - - -
Jump Forward Fierce.gif H 100[90] 200 60 - 5 4 - - -
Jump Forward Short.gif H 40 50 20 - 6 7 - - -
Jump Forward Forward.gif H 70 100 40 - 6 6 - - -
Jump Forward Roundhouse.gif H 100 200 60 - 6 6 - - -
Downright.gif+Forward.gif H 60 100 40 - 20 3 13 -4 0 10~22f airborne
Downright.gif+Roundhouse.gif HL 80 100 60 - 14 5 10 + After landing 4 -3 - 18~24f Low strike and low projectile invincible, 14~ airborne, floats opponent
Triangle Jump - - - - - - - - - - From wall 6f~ can perform actions
Backflip Punch.gifPunch.gifPunch.gif - - - - - - - Total 65 - - 1~57f Invincible, can pass through opponent, can pick up mask or claw until 31f
Backflip Kick.gifKick.gifKick.gif - - - - - - - Total 42 - - 1~32f Invincible, can pass through opponent
Focus Attack LVL 1 HL 60[50] 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80[70] 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140[130] 200 60 - 65 2 35 - -
Forward Throw 1.07 120 120 40 - 3 2 20 - - Hard knockdown
Back Throw 1.07 120 120 40 - 3 2 20 - - Hard knockdown
Air Throw 1.20 150 130 40 - 3 2 - - - Hard knockdown, legs projectile invincible until end of active frames
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 20 0 +4 1~78f projectile invincible, charge 60f
Scarlet Terror Short.gif HL 100 150 30/30 - 7 10 15 + After landing 8 -12 - 1~16f unthrowable, 3f~ airborne, armor break, charge 42f
Scarlet Terror Forward.gif HL 80*60 100*100 30/20*20 - 7 5*5 14 + After landing 9 -12 - 1~16f unthrowable, 3f~ airborne, armor break, 2nd hit pursuit property, block advantage based on 1st hit, charge 42f
Scarlet Terror Roundhouse.gif HL 100*60 100*100 30/20*20 - 4 8*5 14 + After landing 9 -15 - 1~16f unthrowable, 3f~ airborne, armor break, 2nd hit pursuit property, block advantage based on 1st hit, charge 42f
Scarlet Terror EX.gif HL 110*70 150*100 -250/0 - 4 8*5 14 + After landing 9 -15 - 1~4f projectile and throw invincible, 3f~ airborne, armor break, pursuit property, block advantage based on 1st hit, charge 42f
Sky High Claw HL 110[100] 200 30/40 - From Wall 15 Until edge of screen After landing 17 -20 - 8f~ airborne, 2f~end of active frames can pass through opponent, fastest startup 24f, charge 42f
Sky High Claw EX.gif HL 60[50]x2 100 -250/0 - From Wall 10 Until edge of screen After landing 17 -18 - 8f~ airborne, from wall to end of active frames projectile invincible, 2f~end of active frames can pass through opponent, armor break, 2nd hit pursuit property, fastest startup 18f, charge 42f
Flying Barcelona Attack - - - 20/- - - - After landing 31 - - 8f~ airborne, fastest time to wall 10f, from wall can direct left or right, from wall 18f~ can cancel into followup, charge 42f
Flying Barcelona Attack Punch.gif H 90[80] 100 0/40 - 3 11 After landing 31 - - fastest startup 20f, damage is 70[60]/80[70]/90[80] depending on LK/MK/HK version of FBA
Flying Barcelona Attack EX.gif HL 30 50 -250/- - 9 Until edge of screen After landing 31 - - 8f~ airborne, floats opponent, fastest time to wall 10f, from wall can direct left or right, from wall 18f~ can cancel into followup, charge 42f
Flying Barcelona Attack EX.gif Punch.gif H 50*90[40*80] 50*100 0/0 - 2 1(1)11 After landing 31 - - 2nd hit pursuit property, fastest startup 19f
Izuna Drop 0.77*H 150 150 80 - 2 1(1)11 After landing 31 - - 1st hit hard knockdown, 2nd hit limited juggle knockdown, 2nd hit of EX version does 50[40]damage 50stun 0meter
Claw Throw - - - - - - - Total 40 - - Claw removed on 19f, reduces damage of Vega's attacks
Mask Throw - - - -250/- - - - Total 40 - - Mask removed on 19f, increases damage taken by 10%, increases damage done by 10%
Flying Barcelona Special - - - -1000/0 - - - After landing 31 - - 8f~ airborne, fastest time to wall 10f, after reaching wall flash starts on 12f, invincible during flash (1f), charge 42f
Flying Barcelona Special Punch.gif H 60[50]x3*100[90] 0 0/0 - 2 11(2)10 After landing 31 - - pursuit property
Rolling Izuna Drop 0.91*H 400 0 0/0 - 2 11(2)10 After landing 31 - - 1st hit hard knockdown, 2nd hit limited juggle knockdown
Ultra Combo 1 (1st hit) HL 30 0 0/0 - 8 Until edge of screen - - - 1f~ until wall projectile and throw invincible, can pass through opponents, 8f~ airborne, floats opponent, charge 42f
Ultra Combo 1 (2nd hit backwards) HL 450[375] 0 0/0 - After flash 1 7 31 - - After reaching wall flash starts on 8f, from flash to end of active frames invincible, hard knockdown, armor break
Ultra Combo 1 (2nd hit forwards) HL 450[375] 0 0/0 - After flash 1 9 20 + After landing 31 - - After reaching wall flash starts on 8f, from flash to end of active frames invincible, hard knockdown, armor break
Ultra Combo 2 L 150*300[285] 0 0/0 - 0+8 15 39 -36 - 1~14f Invincible, hard knockdown, armor break, charge 42f
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes
[] refers to damage without the claw