m (→Moves Analysis) |
m (→Moves Analysis) |
||
Line 14: | Line 14: | ||
==Moves Analysis== | ==Moves Analysis== | ||
Losing the claw makes all punch attacks (including specials) to do less damage. Also, | Losing the claw makes all punch attacks (including specials) to do less damage. Also, punch normals and some Specials will have worse priority. | ||
===Normal Moves=== | ===Normal Moves=== | ||
====Ground Normals==== | ====Ground Normals==== |
Revision as of 05:56, 27 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 |
![]() |
![]() |
--Born2SPD
Moves Analysis
Losing the claw makes all punch attacks (including specials) to do less damage. Also, punch normals and some Specials will have worse priority.
Normal Moves
Ground Normals
- Close/Far Standing Jab:
Damage + Claw | ?+? | ![]() |
![]() |
With Claw | Without Claw | ![]() |
Stun | ? | ![]() |
![]() | |||
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 | ?+? | ![]() |
![]() |
![]() |
With Claw | Without Claw |
Stun | ? | ![]() |
![]() | |||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ||
Simplified | ? | ? |
![]() |
![]() |
![]() |
![]() | |
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 | ?+? | ![]() |
![]() |
With Claw | Without Claw | ![]() |
Stun | ? | ![]() |
![]() | |||
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 | ?+? | ![]() |
![]() |
With Claw | Without Claw | ![]() |
![]() |
Stun | ? | ![]() |
![]() | ||||
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 | ?+? | ![]() |
![]() |
![]() |
With Claw | Without Claw |
Stun | ? | ![]() |
![]() | |||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ||
Simplified | ? | ? |
![]() |
![]() |
![]() |
![]() | |
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 | ?+? | ![]() |
![]() |
![]() |
With Claw | Without Claw | ![]() |
![]() |
Stun | ? | ![]() |
![]() | |||||
Stun Timer | ? | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ||
Simplified | ? | ? | ? |
Like Close Standing Strong.
- Far Standing Fierce:
Damage + Claw | ?+? | ![]() |
![]() |
![]() |
With Claw | Without Claw | ![]() |
![]() |
Stun | ? | ![]() |
![]() | |||||
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 | ?+? | ![]() |
![]() |
![]() |
With Claw | Without Claw |
Stun | ? | ![]() |
![]() | |||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ||
Simplified | ? | ? |
![]() |
![]() |
![]() |
![]() | |
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 | ? | ![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
Stun | ?~? | ||||
Stun Timer | ? | ||||
Frame Count | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
High claw attack with excellent startup.
- Diagonal Jumping Jab:
Damage + Claw | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
High claw attack. Not useful.
- Neutral Jumping Strong:
Damage + Claw | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Same animation as J.Jab. Not too good because of its mediocre priority.
- Neutral Jumping Fierce:
Damage + Claw | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
A worse version of NJ.Forward but with more attacking frames. Avoid this move.
- Diagonal Jumping Short:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Low range, low damage, not very useful.
- Neutral Jumping Forward:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
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 | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Like the DJ.Rh but with bigger hitbox.
- Diagonal Jumping Roundhouse:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Best jumping attack with decent range.
Throws
Vega can throw using Strong and Fierce. He can air throw that way as well. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds).
- Rainbow Suplex: (←/→ + Strong/Fierce)
Damage | 32(+2) | ![]() |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 48 | |
(from throwable box) | 20 |
- Stardust Drop: (Vega and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage | ?(+?) | ![]() |
Stun | ?~? | |
Stun Timer | ? | |
Range (from axis) | 62 | |
(from throwable box) | 34 |
Special Moves
All motions are listed under the assumption that O.Vega is facing right.
- Back Slash a.k.a. Punch Back Flip: (Jab + Strong + Fierce)
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 1 | 7 | 8 | 19 | 3 | 8 | 8 | 9 |
Simplified | 54 | 9 |
The punch version is a double flip which lasts longer. It is completely invincible, but have a brief vulnerable period at the end. It is handy for getting out of tick situations, but if you over-use it, the opponent will catch on and sweep you as it's ending.
- Short Back Slash a.k.a. Kick Back Flip: (Short + Forward + Roundhouse)
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 1 | 8 | 8 | 8 | 5 | 9 |
Simplified | 30 | 9 |
The kick version is great at the last second as your opponent is rising; you can bait them into missing a reversal or throw attempt.
- Rolling Crystal Flash: (Charge ←, →, P)
- Startup:
![]() |
![]() | |
Frame Count | 5 | 5 |
Simplified | 10 |
- Active part 1:
- Jab Version: This does not occur.
- Strong Version: This happens only once.
- Fierce Version: This happens twice.
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?~? | |||||
Stun Timer | ? | |||||
Frame Count | 4 | 3 | 3 | 1 | 2 | |
Simplified | 4 | 6 | 1 | 2 |
- Active part 2 + Recovery:
Damage | ? | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | 4 | 3 | 3 | 3 | 2 | 2 | |
Simplified | 4 | 6 | 3 | 4 |
Damage (Jab) + Claw | ? + ? | With Claw | Without Claw | ![]() |
![]() |
Damage (Strong) + Claw | ? + ? | ![]() |
![]() | ||
Damage (Fierce) + Claw | ? + ? | ||||
Stun | ?~? | ||||
Stun Timer | ? | ||||
Frame Count | 8 | 4 | 1 | ||
Simplified | 8 | 5 |
Fierce roll is 4 hits of chip damage and good for finishing off a low-life opponent (note pun). Fierce & Strong rolls are not reliable and will often not combo all the hits even at close range. Jab roll should be your only one used, and is nice at pressuring from long range. All rolls can be followed up with C.Jab or C.Strong which will combo.
Rolls have curious priority that is not common knowledge. When done from close, priority is bad and rolls can be easily countered with most normals & special moves. However, when done from maximum range so that just the tip of the extended claw hits, the priority is excellent and will stuff nearly anything, including a wakeup Dragon Punch. It's very important to learn the range and timing so you can Jab Roll a knocked down opponent and have your claw extended as his wake-up invincibility ends.