Super Street Fighter 2 Turbo/O. Vega: Difference between revisions

From SuperCombo Wiki
Line 373: Line 373:
|}
|}
A Slide. This can be punished up close, but is safe at long distance. Often trades hits with fireballs.
A Slide. This can be punished up close, but is safe at long distance. Often trades hits with fireballs.
====Aerial Normals====
*<b>Neutral Jumping Jab:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage + Claw || align="center" | ? || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_njjab2_njstrng2.png]] || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" | ? || align="center" | ? || align="center" colspan="2" | ∞
|}
High claw attack with excellent startup.
*<b>Diagonal Jumping Jab:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage + Claw || align="center" | ? || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_djjab3_djstrng3.png]] || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="3" | ∞
|}
High claw attack. Not useful.
*<b>Neutral Jumping Strong:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage + Claw || align="center" | ? || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_njjab2_njstrng2.png]] || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" | ? || align="center" | ? || align="center" colspan="3" | ∞
|}
Same animation as J.Jab. This has some use in air-to-air vs. high jumpers like Chun Li or M.Bison.
*<b>Diagonal Jumping Strong:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage + Claw || align="center" | ? || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_djjab3_djstrng3.png]] || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="3" | ∞
|}
Same animation as J.Jab. Not too good because of its mediocre priority.
*<b>Neutral Jumping Fierce:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage + Claw || align="center" | ? || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_njfrc3.png]] || align="center" rowspan="4" | [[File:OVega_njjab1&3_djjab2&4_njstrng1&3_djstrng2&4_njfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="3" | ∞
|}
Vega's aerial move with better horizontal priority. Can beat a lot ait-to-air by anticipation.
*<b>Diagonal Jumping Fierce:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage + Claw || align="center" | ? || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_djfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_djfrc3.png]] || align="center" rowspan="4" | [[File:OVega_djfrc2&4.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="4" | ∞
|}
Good combo opener, very good priority and hits low to the ground, making it excellent for safe jumps.
*<b>Neutral Jumping Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njshrt3.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="3" | ∞
|}
A worse version of NJ.Forward but with more attacking frames. Avoid this move.
*<b>Diagonal Jumping Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_djshrt3.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="3" | ∞
|}
Low range, low damage, not very useful.
*<b>Neutral Jumping Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njfrwrd3.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="3" | ∞
|}
Counters a lot of special moves like Honda's Torpedo or Blanka's Horizontal Ball.
*<b>Diagonal Jumping Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_djfrwrd3.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="3" | ∞
|}
It's not a bad move, it has a decent priority, but since Fierce is straight better then use that instead.
*<b>Neutral Jumping Roundhouse:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njrh2&4_djrh2&4.png]] || align="center" rowspan="4" | [[File:OVega_njrh3.png]] || align="center" rowspan="4" | [[File:OVega_njrh2&4_djrh2&4.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="4" | ∞
|}
Like the DJ.Rh but with bigger hitbox.
*<b>Diagonal Jumping Roundhouse:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njrh2&4_djrh2&4.png]] || align="center" rowspan="4" | [[File:OVega_djrh3.png]] || align="center" rowspan="4" | [[File:OVega_njrh2&4_djrh2&4.png]] || align="center" rowspan="4" | [[File:OVega_djjab1_djstrng1_njfrc1_djfrc1&5_njshrt2&4_djshrt2&4_njfrwrd2&4_djfrwrd2&4_njrh1&5_djrh1&5.png]] || align="center" rowspan="4" | [[File:OVega_njjab4_djjab5_njstrng4_djstrng5_njfrc5_djfrc6_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:OVega_djjab6_njstrng5_djstrng6_njfrc6_djfrc7_njshrt6_djshrt6_njfrwrd6_djfrwrd6_njrh7_djrh7.png]]
|-
| align="center" | Stun || align="center" | ?~?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="4" | ∞
|}
Best jumping attack with decent range.


===Special Moves===
===Special Moves===

Revision as of 14:01, 1 April 2012

ST Main Page
The Characters

Old Vega's portrait in Super Turbo

Introduction

Picking Old Vega

To select O.Vega, choose Vega and then press ← → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Vega-old1.gif Vega-old2.gif

--Born2SPD

Moves Analysis

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage + Claw ?+? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png With Claw Without Claw OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png
Stun ? OVega stcljab3 stfarjab3 stclstrng3.png OVega stcljab3 stfarjab3 stclstrng3 noclaw.png
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ? ?

Very short range, misses crouching opponents. Sometimes useful as quick anti-air against late crossups.

  • Crouching Jab:
Damage + Claw ?+? OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab3&5 crstrng3&5 crfrc3&5.png With Claw Without Claw
Stun ? OVega crjab4.png OVega crjab4 noclaw.png
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ?
OVega crjab3&5 crstrng3&5 crfrc3&5.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Frame Count ? ? ? ?
Simplified ?

Very quick and long range. These do not combo, but the window to counter is very narrow. This move goes past the opponent and whiffs at point blank range.

  • Close Standing Strong:
Damage + Claw ?+? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png With Claw Without Claw OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png
Stun ? OVega stcljab3 stfarjab3 stclstrng3.png OVega stcljab3 stfarjab3 stclstrng3 noclaw.png
Stun Timer ?
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ? ?

A high claw that misses crouching characters. Unlike a normal Strong, you can combo after it. Note that only O.Vega can special cancel this move.

  • Far Standing Strong:
Damage + Claw ?+? OVega stfarstrng1&5 stfarshrt2&4.png OVega stfarstrng2.png With Claw Without Claw OVega stfarstrng4.png OVega stfarstrng1&5 stfarshrt2&4.png
Stun ? OVega stfarstrng3.png OVega stfarstrng3 noclaw.png
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ?
Simplified ? ? ?

Lunges forward with good range. Hitbox has a little more height than Far Standing Fierce, but less horizontal reach.

  • Crouching Strong:
Damage + Claw ?+? OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab3&5 crstrng3&5 crfrc3&5.png With Claw Without Claw
Stun ? OVega crstrng4.png OVega crstrng4 noclaw.png
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ?
OVega crjab3&5 crstrng3&5 crfrc3&5.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Frame Count ? ? ? ?
Simplified ?

Like the Crouching Jab, but slightly slower, with a bit more range & more damaging. Also misses at point blank range.

  • Close Standing Fierce:
Damage + Claw ?+? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stclfrc3.png With Claw Without Claw OVega stclfrc5.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png
Stun ? OVega stclfrc4.png OVega stclfrc4 noclaw.png
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

Like Close Standing Strong.

  • Far Standing Fierce:
Damage + Claw ?+? OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stfarfrc2.png OVega stfarfrc3.png With Claw Without Claw OVega stfarfrc5.png OVega stfarfrc6.png
Stun ? OVega stfarfrc4.png OVega stfarfrc4 noclaw.png
Stun Timer ?
Chain Cancel No
Special Cancel No
F. Advantage ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

This is Vega's longest range move, and does good damage. You can press it early from 1/2 screen and catch people walking in or trying to fireball.

  • Crouching Fierce:
Damage + Claw ?+? OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab3&5 crstrng3&5 crfrc3&5.png With Claw Without Claw
Stun ? OVega crfrc4.png OVega crfrc4 noclaw.png
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ?
OVega crjab3&5 crstrng3&5 crfrc3&5.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Frame Count ? ? ? ?
Simplified ?

A crouching upwards-angled claw. This is decent anti-air against people with low jumps like Zangief or Balrog, and you keep your charges too.

  • Close Standing Short:
Damage ? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stclshrt2.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count ? ? ?

A quick knee. Different animation than Far Short, but works the same.

  • Far Standing Short:
Damage ? OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stfarstrng1&5 stfarshrt2&4.png OVega stfarshrt3.png OVega stfarstrng1&5 stfarshrt2&4.png OVega stfarshrt5.png OVega stfarshrt6.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

A very quick knee attack with good priority. Useful for tick throwing.

  • Crouching Short:
Damage ? OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png OVega crshrt2 crfrwrd2 crrh2.png OVega crshrt3 crfrwrd3 crrh3.png OVega crshrt4 crfrwrd4.png OVega crshrt5.png OVega crshrt6 crfrwrd6 crrh5.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ? ? ? ?
Simplified ? ? ?

OK to push away someone that's too close.

  • Close Standing Forward:
Damage ? OVega stclfrwrd1&3.png OVega stclfrwrd2.png OVega stclfrwrd1&3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count ? ? ?

Vega does a slightly different looking kick, but it works the same. Note that only O.Vega can special cancel this move.

  • Far Standing Forward:
Damage ? OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png OVega stfarfrwrd2&4 stclrh2&4.png OVega stfarfrwrd3 stclrh3.png OVega stfarfrwrd2&4 stclrh2&4.png OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count ? ? ? ? ?
Simplified ? ? ?

A straight kick with decent range. This beats attacks that stuff your low claws, like Balrog's Crouching Forward. Note that only O.Vega can special cancel this move.

  • Crouching Forward:
Damage ? OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png OVega crshrt2 crfrwrd2 crrh2.png OVega crshrt3 crfrwrd3 crrh3.png OVega crshrt4 crfrwrd4.png OVega crfrwrd5.png OVega crshrt6 crfrwrd6 crrh5.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ? ? ? ?
Simplified ? ? ?

A very useful low kick. You can always link another Crouching Forward or a Crouching Strong after this to keep opponents at your preferred distance. You can whiff these on purpose if they like to Psychic DP your claw pokes.

  • Close Standing Roundhouse:
Damage ? OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png OVega stfarfrwrd2&4 stclrh2&4.png OVega stfarfrwrd3 stclrh3.png OVega stfarfrwrd2&4 stclrh2&4.png OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ?
Simplified ? ? ?

Animates the same as a normal Far Forward.

  • Far Standing Roundhouse:
Damage ? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png OVega stfarrh4&6.png OVega stfarrh5.png OVega stfarrh4&6.png OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ? ? ? ? ?
Simplified ? ? ?

High anti-air kick with great range. Hits many air moves including T.Hawk's dive.

  • Crouching Roundhouse:
Damage ? OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png OVega crshrt2 crfrwrd2 crrh2.png OVega crshrt3 crfrwrd3 crrh3.png OVega crrh4.png OVega crshrt6 crfrwrd6 crrh5.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

A Slide. This can be punished up close, but is safe at long distance. Often trades hits with fireballs.

Aerial Normals

  • Neutral Jumping Jab:
Damage + Claw ? OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab2 njstrng2.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ?
Simplified ? ?

High claw attack with excellent startup.

  • Diagonal Jumping Jab:
Damage + Claw ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega djjab3 djstrng3.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

High claw attack. Not useful.

  • Neutral Jumping Strong:
Damage + Claw ? OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab2 njstrng2.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?

Same animation as J.Jab. This has some use in air-to-air vs. high jumpers like Chun Li or M.Bison.

  • Diagonal Jumping Strong:
Damage + Claw ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega djjab3 djstrng3.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

Same animation as J.Jab. Not too good because of its mediocre priority.

  • Neutral Jumping Fierce:
Damage + Claw ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njfrc3.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

Vega's aerial move with better horizontal priority. Can beat a lot ait-to-air by anticipation.

  • Diagonal Jumping Fierce:
Damage + Claw ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega djfrc2&4.png OVega djfrc3.png OVega djfrc2&4.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ?

Good combo opener, very good priority and hits low to the ground, making it excellent for safe jumps.

  • Neutral Jumping Short:
Damage ? OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njshrt3.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

A worse version of NJ.Forward but with more attacking frames. Avoid this move.

  • Diagonal Jumping Short:
Damage ? OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega djshrt3.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

Low range, low damage, not very useful.

  • Neutral Jumping Forward:
Damage ? OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njfrwrd3.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

Counters a lot of special moves like Honda's Torpedo or Blanka's Horizontal Ball.

  • Diagonal Jumping Forward:
Damage ? OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega djfrwrd3.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

It's not a bad move, it has a decent priority, but since Fierce is straight better then use that instead.

  • Neutral Jumping Roundhouse:
Damage ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njrh2&4 djrh2&4.png OVega njrh3.png OVega njrh2&4 djrh2&4.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ?

Like the DJ.Rh but with bigger hitbox.

  • Diagonal Jumping Roundhouse:
Damage ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njrh2&4 djrh2&4.png OVega djrh3.png OVega njrh2&4 djrh2&4.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ?

Best jumping attack with decent range.

Special Moves

The Basics

Advanced Strategy

Match-ups

Template:Super Turbo