Street Fighter Alpha 3/Vega/Introduction: Difference between revisions

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| intro =  
| pros =
| pros =
* '''placeholder'''
* Easily the best runaway in the entire game
* Fastest walk speed in A3
* Good air to airs
* Fewest pre-jump frames in the game, making his air to airs very dangerous on V-ISM.
* Amazing ground normals, particularly c. MP
* Great air grab due to his fast jump startup
* Borderline impossible to keep cornered due to wall jump, wall dive and sky high claw
* Sky high claw recovers almost instantly on landing and travels incredibly fast.  Can be used to sail over people from the corner
* Grab does full damage when teched
* Great custom combos that can lead into potential infinites
* One of the easiest infinites to keep going
* Good corner guard crush string on V-ISM
* j. RH can cross-up
* Backflip can be used to bail out of bad activates against many characters
* Can be nearly impossible to catch if he gets a big enough lead and just runs the timer out
| cons =
| cons =
*'''placeholder'''
* Poor anti-air on the ground
* Actual jump-ins aren't the best
* Flip kick is airblockable
* No meterless reversal option, flipkick whiffs on crouchers, and backflip is punishable
* Lack of BnBs without meter, resulting in low damage
* Ground custom requires him to walk very close to start it if they're crouching
* Drops his claw very easily, which can be annoying for neutral
* Certain normals have bigger hurtboxes than it initially appears
* Can struggle to catch-up if he falls behind due to low damage/guard crush potential and mediocre mix-up
}}
}}

Latest revision as of 15:36, 24 August 2022

Introduction

Vega makes a return from Street Fighter II and is first introduced here as a Shadaloo assassin with Ninjutsu and nobility in his blood. He was assigned to a hit-squad responsible for apprehending a rogue doll named Cammy. Although he failed, Vega tipped Cammy off that Bison was after her, and later rescued her from a destructing Shadaloo base.

Pros Cons
  • Easily the best runaway in the entire game
  • Fastest walk speed in A3
  • Good air to airs
  • Fewest pre-jump frames in the game, making his air to airs very dangerous on V-ISM.
  • Amazing ground normals, particularly c. MP
  • Great air grab due to his fast jump startup
  • Borderline impossible to keep cornered due to wall jump, wall dive and sky high claw
  • Sky high claw recovers almost instantly on landing and travels incredibly fast. Can be used to sail over people from the corner
  • Grab does full damage when teched
  • Great custom combos that can lead into potential infinites
  • One of the easiest infinites to keep going
  • Good corner guard crush string on V-ISM
  • j. RH can cross-up
  • Backflip can be used to bail out of bad activates against many characters
  • Can be nearly impossible to catch if he gets a big enough lead and just runs the timer out
  • Poor anti-air on the ground
  • Actual jump-ins aren't the best
  • Flip kick is airblockable
  • No meterless reversal option, flipkick whiffs on crouchers, and backflip is punishable
  • Lack of BnBs without meter, resulting in low damage
  • Ground custom requires him to walk very close to start it if they're crouching
  • Drops his claw very easily, which can be annoying for neutral
  • Certain normals have bigger hurtboxes than it initially appears
  • Can struggle to catch-up if he falls behind due to low damage/guard crush potential and mediocre mix-up