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==Moves Analysis== | ==Moves Analysis== | ||
Losing the claw makes all punch attack (including specials) to do a little less damage. Also, Ground normals and some Specials will have worse priority. | |||
===Normal Moves=== | ===Normal Moves=== | ||
====Ground Normals==== | ====Ground Normals==== |
Revision as of 14:50, 5 April 2012
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 |
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--Born2SPD
Moves Analysis
Losing the claw makes all punch attack (including specials) to do a little less damage. Also, Ground normals and some Specials will have worse priority.
Normal Moves
Ground Normals
- Close/Far Standing Jab:
Damage + Claw | ?+? | ![]() |
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With Claw | Without Claw | ![]() |
Stun | ? | ![]() |
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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 | ?+? | ![]() |
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With Claw | Without Claw |
Stun | ? | ![]() |
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Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ||
Simplified | ? | ? |
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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 | ?+? | ![]() |
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With Claw | Without Claw | ![]() |
Stun | ? | ![]() |
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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 | ?+? | ![]() |
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With Claw | Without Claw | ![]() |
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Stun | ? | ![]() |
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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 | ?+? | ![]() |
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With Claw | Without Claw |
Stun | ? | ![]() |
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Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ||
Simplified | ? | ? |
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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 | ?+? | ![]() |
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With Claw | Without Claw | ![]() |
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Stun | ? | ![]() |
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Stun Timer | ? | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ||
Simplified | ? | ? | ? |
Like Close Standing Strong.
- Far Standing Fierce:
Damage + Claw | ?+? | ![]() |
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With Claw | Without Claw | ![]() |
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Stun | ? | ![]() |
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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 | ?+? | ![]() |
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With Claw | Without Claw |
Stun | ? | ![]() |
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Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ||
Simplified | ? | ? |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Frame Count | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
High claw attack with excellent startup.
- Diagonal Jumping Jab:
Damage + Claw | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
High claw attack. Not useful.
- Neutral Jumping Strong:
Damage + Claw | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Same animation as J.Jab. Not too good because of its mediocre priority.
- Neutral Jumping Fierce:
Damage + Claw | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
A worse version of NJ.Forward but with more attacking frames. Avoid this move.
- Diagonal Jumping Short:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Low range, low damage, not very useful.
- Neutral Jumping Forward:
Damage | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Like the DJ.Rh but with bigger hitbox.
- Diagonal Jumping Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Best jumping attack with decent range.