Street Fighter X Tekken/Vega: Difference between revisions

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(Added Boost Chain Frame Data for v2013)
 
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{{SFxTCharacterHeader|Vega|vega|
{{SFxTCharacterHeader|Vega|vega|
TBW
Point
|
|
TBW}}
The clawed assassin is a solid, well rounded character this time around. He's got his signature pokes and great walk speed, giving him an incredible neutral game. His great kit makes him a viable partner for almost anyone, as he has a meterless launcher with Scarlet Terror (charge db, f+k) which also makes a good juggle tool when he's tagged in. While very dominant on the ground, he does lack a reliable anti-air without charge. His combos are somewhat lackluster without prior charge, as Rolling Crystal Flash (charge b, f+p) isn't very combo friendly, and Scarlet Terror requires both back and down charge. Even so, Vega is an incredibly capable character that dominates neutral, which is why you should have him on point, so he can get in for his partner so they can dish out some more damage.
|
*Good walkspeed and great pokes help him stay at the exact range he wants to to pester his opponents.
*Rolling Crystal Flash is good for tag ins, the light version offers a fast, grounded combo, while the medium and heavy versions offer a full jump in combo.
*Meterless launchers in the form of Scarlet Terror and Cosmic Heel (df+hk).
*J.hp is an {{instant}} overhead and a cross-up.
*Good synergy with most of the cast.
|
*Big hurtbox with {{low}} health.
*Although Rolling Crystal Flash is a good tag in tool, it can be picky when cancelled into from a distance.
*Lacks a reliable anti-air and invincible reversal.
*No way around projectiles without prior charge.
}}




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{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel }}
{{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} }}
{{SFxTMoveListRow | Standing Medium Punch | mp |  }}
{{SFxTMoveListRow | Standing Medium Punch | {{mp}} |  }}
{{SFxTMoveListRow | Standing Hard Punch | hp | chcrumple vs standing}}
{{SFxTMoveListRow | Standing Hard Punch | {{hp}} | {{chcrumple}} vs standing}}
{{SFxTMoveListRow | Standing Light Kick | lk | }}
{{SFxTMoveListRow | Standing Light Kick | {{lk}} | }}
{{SFxTMoveListRow | Standing Medium Kick | mk |  }}
{{SFxTMoveListRow | Standing Medium Kick | {{mk}} |  }}
{{SFxTMoveListRow | Standing Hard Kick | hk |  }}
{{SFxTMoveListRow | Standing Hard Kick | {{hk}} |  }}
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | speccancel }}
{{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | {{speccancel}} }}
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | speccancel }}
{{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | {{speccancel}} }}
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel on 1st hit }}
{{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} on 1st hit }}
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk |  }}
{{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} |  }}
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | speccancel }}
{{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | {{speccancel}} }}
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }}
{{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | }}
{{SFxTMoveListRow | Crouching Light Punch | d + lp |  speccancel }}
{{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} {{speccancel}} }}
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }}
{{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }}
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }}
{{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }}
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }}
{{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }}
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }}
{{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }}
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown  }}
{{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }}
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | high }}
{{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | {{high}} }}
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }}
{{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }}
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | high }}
{{SFxTMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | {{high}} }}
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | high }}
{{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | {{high}} }}
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | high }}
{{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | {{high}} }}
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | high }}
{{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }}
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | high }}
{{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }}
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high }}
{{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} }}
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | high }}
{{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | {{high}} }}
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | high }}
{{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} }}
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | high }}
{{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} }}
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | high }}
{{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Piece of Mercury | df + mk | high <br> knockdown vs airborne }}
{{SFxTMoveListRow | Piece of Mercury | {{df}} + {{mk}} | {{high}} <br> {{knockdown}} vs airborne }}
{{SFxTMoveListRow | Cosmic Heel | df + hk | knockdown }}
{{SFxTMoveListRow | Cosmic Heel | {{df}} + {{hk}} | {{knockdown}} }}
{{SFxTMoveListRow | Back Slash | 3p | }}
{{SFxTMoveListRow | Back Slash | {{3p}} | }}
{{SFxTMoveListRow | Short Back Slash | 3k | }}
{{SFxTMoveListRow | Short Back Slash | {{3k}} | }}
{{SFxTMoveListRow | Wall Jump | uf when near wall <br> during jump | }}
{{SFxTMoveListRow | Wall Jump | {{uf}} when near wall <br> during jump | }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Rainbow Suplex | f or n + lp + lk | throw }}
{{SFxTMoveListRow | Rainbow Suplex | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SFxTMoveListRow | Crescent Line | b + lp + lk | throw }}
{{SFxTMoveListRow | Crescent Line | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{SFxTMoveListRow | Stardust Drop | air lp + lk | airthrow }}
{{SFxTMoveListRow | Stardust Drop | air {{lp}} + {{lk}} | {{airthrow}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Rolling Crystal Flash | b (charge) f + p | ex <br> ex gains proj invincibility }}
{{SFxTMoveListRow | Rolling Crystal Flash | {{b}} (charge) {{f}} + {{p}} | {{ex}} <br> {{ex}} gains {{proj}} invincibility }}
{{SFxTMoveListRow | Scarlet Terror | db (charge) f + k | knockdown }}
{{SFxTMoveListRow | Scarlet Terror | {{db}} (charge) {{f}} + {{k}} | {{knockdown}} }}
{{SFxTMoveListRow | Flying Barcelona Attack | d (charge) u + k <br> p for follow-up after <br> touching the wall | ex <br> ex knockdown on way up }}
{{SFxTMoveListRow | Flying Barcelona Attack | {{d}} (charge) {{u}} + {{k}} <br> {{p}} for follow-up after <br> touching the wall | {{ex}} <br> {{ex}} {{knockdown}} on way up }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;Izuna Drop | Flying Barcelona Attack --- <br> (close) f or b + p |  }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;Izuna Drop | Flying Barcelona Attack {{---}} <br> (close) {{f}} or {{b}} + {{p}} |  }}
{{SFxTMoveListRow | Remove Claw | dp + p | ex ; <br> ex version removes mask <br> removing mask increases <br> damage by 10% }}
{{SFxTMoveListRow | Remove Claw | {{dp}} + {{p}} | {{ex}} ; <br> {{ex}} version removes mask <br> removing mask increases <br> damage by 10% }}
{{SFxTMoveListRow | Sky High Claw | d (charge) u + p | ex chrg <br> wallbounce on counterhit (non- ex only) }}
{{SFxTMoveListRow | Sky High Claw | {{d}} (charge) {{u}} + {{p}} | {{ex}} {{chrg}} <br> {{wallbounce}} on {{counterhit}} (non- {{ex}} only) }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Bloody High Claw | d (charge) u + 3p | }}
{{SFxTMoveListRow | Bloody High Claw | {{d}} (charge) {{u}} + {{3p}} | }}
{{MoveListFooter}}
{{MoveListFooter}}


== Frame Data (Updated for v2013) ==
{| class="wikitable"
! Move !! Command !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! JP !! JC !! JS !! "Notes
|-
| "
|-
| Far LP ||  || H || 30 || 4 || 2 || 11 ||  +4 || 0 || SM,EX,SA,CA || 1 || 1 || 1 || -
|-
| Far MP ||  || H || 60 || 7 || 2 || 17 ||  +2 || -2 || - || 2 || 1 || 1 || -
|-
| Far HP ||  || H || 90 || 8 || 3 || 23 || -1 || -6 || - || 3 || 1 || 1 || Crumples on standing counter hit
|-
| Far LK ||  || H || 30 || 5 || 2 || 10 ||  +5 ||  +1 || - || 1 || 1 || 1 || -
|-
| Far MK ||  || H || 60 || 8 || 2 || 18 ||  +1 || -3 || - || 2 || 1 || 1 || -
|-
| Far HK ||  || H || 50,40 || 5 || 2,2 || 27 || -4 || -9 || - || 3,3 || 1,1 || 1 || -
|-
| Close LP ||  || H || 30 || 4 || 2 || 11 ||  +4 || 0 || SM,EX,SA,CA || 1 || 1 || 1 || -
|-
| Close MP ||  || H || 60 || 7 || 2 || 16 ||  +3 || -1 || SM,EX,SA,CA || 2 || 1 || 1 || -
|-
| Close HP ||  || H || 45x2 || 7 || 3(6)3 || 16 ||  +7 || 0 || 1st hit: SM,EX,SA,CA || 3,3 || 1,1 || 1 || Forces standing
|-
| Close LK ||  || H || 30 || 4 || 2 || 11 ||  +4 || 0 || - || 1 || 1 || 1 || -
|-
| Close MK ||  || H || 60 || 6 || 2 || 13 ||  +6 ||  +2 || SM,EX,SA,CA || 2 || 1 || 1 || -
|-
| Close HK ||  || H || 50,40 || 4 || 2,2 || 23 || 0 || -6 || - || 3,3 || 1,1 || 1 || -
|-
| Crouch LP ||  || H || 30 || 4 || 2 || 11 ||  +4 || 0 || SM,EX,SA,CA || 1 || 1 || 1 || -
|-
| Crouch MP ||  || H || 60 || 4 || 2 || 20 || -1 || -5 || SM,EX,SA,CA || 2 || 1 || 1 || -
|-
| Crouch HP **LC ||  || H || 90 || 5 || 2 || 27 || -3 || -9 || - || 3 || 1 || 1 || Forces standing
|-
| Crouch LK ||  || L || 30 || 4 || 2 || 10 ||  +5 ||  +1 || SM,EX,SA,CA || 1 || 1 || 1 || -
|-
| Crouch MK ||  || L || 60 || 6 || 3 || 13 ||  +5 || -2 || SM,EX,SA,CA || 2 || 1 || 1 || -
|-
| Crouch HK ||  || L || 90 || 9 || 13 || 17 || hard knockdown || -10 || - || 3 || 1 || - || -
|-
| Jump Up LP ||  || M || 40 || 5 || 5 || until ground+4 ||  +12 ||  +4 || - || 1 || 1 || 1 || -
|-
| Jump Up MP ||  || M || 70 || 5 || 3 || until ground+4 ||  +16 ||  +5 || - || 2 || 1 || 1 || -
|-
| Jump Up HP ||  || M || 100 || 6 || 2 || until ground+4 ||  +20 ||  +8 || - || 3 || 1 || 1 || -
|-
| Jump Up LK ||  || M || 40 || 6 || 9 || until ground+4 ||  +12 ||  +4 || - || 1 || 1 || 1 || -
|-
| Jump Up MK ||  || M || 70 || 6 || 6 || until ground+4 ||  +16 ||  +5 || - || 2 || 1 || 1 || -
|-
| Jump Up HK ||  || M || 100 || 4 || 5 || until ground+4 ||  +20 ||  +8 || - || 3 || 1 || 1 || Knockdown on airborne opponent
|-
| Jump Diagonal LP ||  || M || 40 || 5 || 5 || until ground+4 ||  +12 ||  +4 || - || 1 || 1 || 1 || -
|-
| Jump Diagonal MP ||  || M || 70 || 5 || 5 || until ground+4 ||  +16 ||  +5 || - || 2 || 1 || 0 || -
|-
| Jump Diagonal HP ||  || M || 100 || 6 || 4 || until ground+4 ||  +20 ||  +8 || - || 3 || 1 || 1 || -
|-
| Jump Diagonal LK ||  || M || 40 || 6 || 7 || until ground+4 ||  +12 ||  +4 || - || 1 || 1 || 1 || -
|-
| Jump Diagonal MK ||  || M || 70 || 6 || 7 || until ground+4 ||  +16 ||  +5 || - || 2 || 1 || 1 || -
|-
| Jump Diagonal HK ||  || M || 100 || 6 || 6 || until ground+4 ||  +20 ||  +8 || - || 3 || 1 || 1 || -
|-
| Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || switch || -34 || - || 3 || - || - || Crushes crouching attacks frames 1-14, Launches opponent while switching characters
|-
| Cross Cancel || f+HP+HK (while blocking) || H || 120 || 16 || 5 || 17 || hard knockdown || -4 || - || - || - || - || Invulnerability frames 1-16, Resembles Cosmic Heel
|-
| Rainbow Suplex || LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || -
|-
| Crescent Line || b+LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || -
|-
| Stardust Drop || LP+LK (air) || air throw || 190 || 5 || 2 || until ground+4 || hard knockdown || - || - || - || - || - || -
|-
| Piece of Mercury || df+MK || M || 60 || 22 || 3 || 12 ||  +4 || 0 || - || 2 || 1 || 0 || On hit: +2 on crouching opponent, Knockdown on airborne opponent
|-
| Cosmic Heel || df+HK || H || 90 || 13 || 5 || 17 || knockdown ||  -4 || - || 3 || 1 || 0 || Whiffs on crouching opponent
|-
| Back Slash || PPP || - || - || - || - || 67 || - || - || - || - || - || - || Invulnerability frames 1-60
|-
| Short Back Slash || KKK || - || - || - || - || 43 || - || - || - || - || - || - || Invulnerability frames 1-33
|-
| Wall Jump || uf near wall || - || - || - || - || 28 || - || - || - || - || - || - || -
|-
| Rolling Crystal Flash LP || (charge 59F) b,f+LP || H || 20,70 || 10 || 9(6)4 || 28 || -1 || -3 || - || 3,3 || 0,4 || 0 || -
|-
| Rolling Crystal Flash MP || (charge 59F) b,f+MP || H || 10x3,80 || 22 || 9(5)8(5)8(5)4 || 26 ||  +1 || -5 || - || 3,3,3,3 || 0,0,0,4 || 0 || -
|-
| Rolling Crystal Flash HP || (charge 59F) b,f+HP || H || 10x4,90 || 25 || 9(5)8(5)9(5)8(5)4 || 26 ||  +4 || -7 || - || 3,3,3,3,3 || 0,0,0,0,4 || 0 || -
|-
| Rolling Crystal Flash EX || (charge 59F) b,f+PP || H || 25x4,30 || 25 || 9(5)8(5)9(5)8(5)4 || 16 ||  +8 ||  +3 || - || 3,3,3,3,3 || 0,0,0,0,4 || 0 || Projectile invulnerability frames 1-83
|-
| Scarlet Terror LK || (charge 41F) db,f+LK || H || 70 || 8 || 10 || 23 || float || -18 || - || 3 || 2 || 0 || -
|-
| Scarlet Terror MK || (charge 41F) db,f+MK || H || 40,40 || 8 || 10 || 24 || float || -19 || - || 3,3 || 2,2 || 0 || -
|-
| Scarlet Terror HK || (charge 41F) db,f+HK || H || 60,60 || 5 || 12 || 24 || float || -21 || - || 3,5 || 1,4 || 0 || -
|-
| Scarlet Terror EX || (charge 41F) db,f+KK || H || 80,80 || 5 || 12 || 23 || float || -20 || - || 6,7 || 1,4 || 0 || -
|-
| Flying Barcelona Attack LK || (charge 41F) d,u+LK || - || - || - || - || 91/102 || - || - || - || - || - || - || -
|-
| Flying Barcelona Attack MK || (charge 41F) d,u+MK || - || - || - || - || 91/105 || - || - || - || - || - || - || -
|-
| Flying Barcelona Attack HK || (charge 41F) d,u+HK || - || - || - || - || 91/106 || - || - || - || - || - || - || -
|-
| Flying Barcelona Attack EX || (charge 41F) d,u+KK || H || 50 || 10 || until wall || 81/86 || float || -2 || - || 3 || 0 || 0 || -
|-
| Flying Barcelona Attack Follow-Up || P during Flying Barcelona Attack || M || 120 || 4 || 11 || until ground+31 || float || -13 || - || 3 || 3 || 0 || -
|-
| Flying Barcelona Attack Follow-Up EX || P during EX Flying Barcelona Attack || M || 30x2 || 1 || 2(1)11 || until ground+31 || float || -11 || - || 3,3 || 0,3 || 0 || -
|-
| Izuna Drop || (close) b or f+P during Flying Barcelona Attack || throw || 150 || 1 || 2 || until ground+31 || hard knockdown || - || - || 5 || - || - || -
|-
| Remove Claw || f,d,df+LP || - || - || - || - || 41 || - || - || - || - || - || - || Removes claw: All P-normals and P-specials receive a 10 damage penalty
|-
| Remove Claw EX || f,d,df+LP+MP || - || - || - || - || 41 || - || - || - || - || - || - || Removes mask: All attacks do 10% more damage, but Vega also receives 10% more damage
|-
| Sky High Claw || (charge 41F) d,u+P || H || 110 || 26-42 || until opponent/wall || 35/40 ||  -13/-15 ||  -6/ -7 || - || 3 || 3 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Position determines start up, Wall bounce on counter hit
|-
| Sky High Claw EX || (charge 41F) d,u+PP || H || 60x2 || 21-30 || 21 || 30 || float || -14 || - || 3,3 || 0,1 || 0 || Chargeable: 51F for Super Art, Position determines start up
|-
| Bloody High Claw (Forward) || (charge 41F) d,u+PPP || H || 50,230 || 6 || until opponent/wall || 4 || hard knockdown || -23 || - || 7,7 || 0,1 || - || 65 frames cinematic freeze before attack begins, Strike invulnerability frames 2-Until Vega reaches wall
|-
| Bloody High Claw (Backward) || (charge 41F) d,u+PPP || H || 230 || 34 || until opposite wall || 4 || hard knockdown ||  -17 || - || 7 || 1 || - || 65 frames cinematic freeze before attack begins, Strike invulnerability frames 2-Until Vega reaches wall
|-
| Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 15 || 40 || switch || -33 || - || 3 || - || - || 62 frames cinematic freeze before attack begins, Invulnerability frames 1-10
|}
== Boost Chain Frame Data ==
{| class="wikitable"
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes
|-
| "
|-
| Far MP || H || 42 || 7 || 2 || 22 || -3 || -7 || - || -
|-
| Far HP || H || 63 || 8 || 3 || 32 || -10 || -15 || - || -
|-
| Far MK || H || 42 || 8 || 2 || 23 || -4 || -8 || - || -
|-
| Far HK || H || 35,28 || 5 || 2,2 || 36 || -13 || -18 || - || -
|-
| Close MP || H || 42 || 7 || 2 || 21 || -2 || -6 || EX,SA,CA || -
|-
| Close HP || H || 31x2 || 7 || 3(6)3 || 26 || -3 || -10 || 1st hit: EX,SA,CA || Forces standing
|-
| Close MK || H || 42 || 6 || 2 || 18 || +1 || -3 || EX,SA,CA || -
|-
| Close HK || H || 35,28 || 4 || 2,2 || 33 || -10 || -16 || - || -
|-
| Crouch MP || H || 42 || 4 || 2 || 25 || -6 || -10 || EX,SA,CA || -
|-
| Crouch HP **LC || H || 63 || 5 || 2 || 36 || -12 || -18 || - || Forces standing
|-
| Crouch MK || L || 42 || 6 || 3 || 24 || -6 || -13 || EX,SA,CA || -
|-
| Crouch HK || L || 63 || 9 || 13 || 22 || hard knockdown || -15 || - || -
|}


== Move Analysis ==
== Move Analysis ==
Line 109: Line 282:


== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butters ===
* N/A
 
* cl.HP, cr.MP xx [db],f+MK, df+HK, [db],f+HK (349)
(0bar, medium)
 
* cl.HP, cl.HK(2)~HP+HK
(0bar, punish, xrush, easy)
 


=== Hit Confirm Combos ===
=== Hit Confirm Combos ===
* N/A
 
* cr.LP, cr.LP, cr.MP~st.HP~HP_HK
(0bar, xrush, hard)
 
* cl.MK, cr.MK, cr.MP xx [b],f+LP (231)
(0bar, medium)
 
 
=== Post-launch Combos ===
 
* cl.MK, cr.MK, cr.MP xx [db],f+HK
Can be done w/o claw in the corner
(0bar, claw, easy)
 
* [db],f+LK, cr.MP xx [db],f+HK
Can be done w/o claw
(0bar, easy)
 


=== Advanced Combos ===
=== Advanced Combos ===
* N/A
 
* cl.MK, cr.MK, cr.MP xx [d],uf+KK>P (throw) (293)
(1bar, medium)
 


=== Combos Into Supers ===
=== Combos Into Supers ===
* N/A
* N/A


[[Category: Street Fighter X Tekken]]
{{Navbox-SFxTK}}
[[Category:Street Fighter X Tekken]]

Latest revision as of 18:34, 2 October 2023

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Vega

Sfxt vega face.jpg

Ideal Team Position: Point


The clawed assassin is a solid, well rounded character this time around. He's got his signature pokes and great walk speed, giving him an incredible neutral game. His great kit makes him a viable partner for almost anyone, as he has a meterless launcher with Scarlet Terror (charge db, f+k) which also makes a good juggle tool when he's tagged in. While very dominant on the ground, he does lack a reliable anti-air without charge. His combos are somewhat lackluster without prior charge, as Rolling Crystal Flash (charge b, f+p) isn't very combo friendly, and Scarlet Terror requires both back and down charge. Even so, Vega is an incredibly capable character that dominates neutral, which is why you should have him on point, so he can get in for his partner so they can dish out some more damage.


Strengths Weaknesses
  • Good walkspeed and great pokes help him stay at the exact range he wants to to pester his opponents.
  • Rolling Crystal Flash is good for tag ins, the light version offers a fast, grounded combo, while the medium and heavy versions offer a full jump in combo.
  • Meterless launchers in the form of Scarlet Terror and Cosmic Heel (df+hk).
  • J.hp is an Instant.png overhead and a cross-up.
  • Good synergy with most of the cast.
  • Big hurtbox with Low.png health.
  • Although Rolling Crystal Flash is a good tag in tool, it can be picky when cancelled into from a distance.
  • Lacks a reliable anti-air and invincible reversal.
  • No way around projectiles without prior charge.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Chcrumple.png vs standing
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png on 1st hit
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Unique Attacks

Name
Command
Notes
Piece of Mercury
Df.png + Mk.png
High.png
Knockdown.png vs airborne
Cosmic Heel
Df.png + Hk.png
Knockdown.png
Back Slash
3p.png
Short Back Slash
3k.png
Wall Jump
Uf.png when near wall
during jump

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
air Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Rolling Crystal Flash
B.png (charge) F.png + P.png
Ex.png
Ex.png gains Proj.png invincibility
Scarlet Terror
Db.png (charge) F.png + K.png
Knockdown.png
Flying Barcelona Attack
D.png (charge) U.png + K.png
P.png for follow-up after
touching the wall
Ex.png
Ex.png Knockdown.png on way up
   Izuna Drop
Flying Barcelona Attack ---.png
(close) F.png or B.png + P.png
Remove Claw
Dp.png + P.png
Ex.png ;
Ex.png version removes mask
removing mask increases
damage by 10%
Sky High Claw
D.png (charge) U.png + P.png
Ex.png Chrg.png
Wallbounce.png on Counterhit.png (non- Ex.png only)

Super Combo

Name
Command
Notes
Bloody High Claw
D.png (charge) U.png + 3p.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 4 2 11 +4 0 SM,EX,SA,CA 1 1 1 -
Far MP H 60 7 2 17 +2 -2 - 2 1 1 -
Far HP H 90 8 3 23 -1 -6 - 3 1 1 Crumples on standing counter hit
Far LK H 30 5 2 10 +5 +1 - 1 1 1 -
Far MK H 60 8 2 18 +1 -3 - 2 1 1 -
Far HK H 50,40 5 2,2 27 -4 -9 - 3,3 1,1 1 -
Close LP H 30 4 2 11 +4 0 SM,EX,SA,CA 1 1 1 -
Close MP H 60 7 2 16 +3 -1 SM,EX,SA,CA 2 1 1 -
Close HP H 45x2 7 3(6)3 16 +7 0 1st hit: SM,EX,SA,CA 3,3 1,1 1 Forces standing
Close LK H 30 4 2 11 +4 0 - 1 1 1 -
Close MK H 60 6 2 13 +6 +2 SM,EX,SA,CA 2 1 1 -
Close HK H 50,40 4 2,2 23 0 -6 - 3,3 1,1 1 -
Crouch LP H 30 4 2 11 +4 0 SM,EX,SA,CA 1 1 1 -
Crouch MP H 60 4 2 20 -1 -5 SM,EX,SA,CA 2 1 1 -
Crouch HP **LC H 90 5 2 27 -3 -9 - 3 1 1 Forces standing
Crouch LK L 30 4 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 6 3 13 +5 -2 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 9 13 17 hard knockdown -10 - 3 1 - -
Jump Up LP M 40 5 5 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 5 3 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 6 2 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 6 9 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 6 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 4 5 until ground+4 +20 +8 - 3 1 1 Knockdown on airborne opponent
Jump Diagonal LP M 40 5 5 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 5 5 until ground+4 +16 +5 - 2 1 0 -
Jump Diagonal HP M 100 6 4 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 6 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 6 7 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 6 6 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 16 5 17 hard knockdown -4 - - - - Invulnerability frames 1-16, Resembles Cosmic Heel
Rainbow Suplex LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Crescent Line b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Stardust Drop LP+LK (air) air throw 190 5 2 until ground+4 hard knockdown - - - - - -
Piece of Mercury df+MK M 60 22 3 12 +4 0 - 2 1 0 On hit: +2 on crouching opponent, Knockdown on airborne opponent
Cosmic Heel df+HK H 90 13 5 17 knockdown -4 - 3 1 0 Whiffs on crouching opponent
Back Slash PPP - - - - 67 - - - - - - Invulnerability frames 1-60
Short Back Slash KKK - - - - 43 - - - - - - Invulnerability frames 1-33
Wall Jump uf near wall - - - - 28 - - - - - - -
Rolling Crystal Flash LP (charge 59F) b,f+LP H 20,70 10 9(6)4 28 -1 -3 - 3,3 0,4 0 -
Rolling Crystal Flash MP (charge 59F) b,f+MP H 10x3,80 22 9(5)8(5)8(5)4 26 +1 -5 - 3,3,3,3 0,0,0,4 0 -
Rolling Crystal Flash HP (charge 59F) b,f+HP H 10x4,90 25 9(5)8(5)9(5)8(5)4 26 +4 -7 - 3,3,3,3,3 0,0,0,0,4 0 -
Rolling Crystal Flash EX (charge 59F) b,f+PP H 25x4,30 25 9(5)8(5)9(5)8(5)4 16 +8 +3 - 3,3,3,3,3 0,0,0,0,4 0 Projectile invulnerability frames 1-83
Scarlet Terror LK (charge 41F) db,f+LK H 70 8 10 23 float -18 - 3 2 0 -
Scarlet Terror MK (charge 41F) db,f+MK H 40,40 8 10 24 float -19 - 3,3 2,2 0 -
Scarlet Terror HK (charge 41F) db,f+HK H 60,60 5 12 24 float -21 - 3,5 1,4 0 -
Scarlet Terror EX (charge 41F) db,f+KK H 80,80 5 12 23 float -20 - 6,7 1,4 0 -
Flying Barcelona Attack LK (charge 41F) d,u+LK - - - - 91/102 - - - - - - -
Flying Barcelona Attack MK (charge 41F) d,u+MK - - - - 91/105 - - - - - - -
Flying Barcelona Attack HK (charge 41F) d,u+HK - - - - 91/106 - - - - - - -
Flying Barcelona Attack EX (charge 41F) d,u+KK H 50 10 until wall 81/86 float -2 - 3 0 0 -
Flying Barcelona Attack Follow-Up P during Flying Barcelona Attack M 120 4 11 until ground+31 float -13 - 3 3 0 -
Flying Barcelona Attack Follow-Up EX P during EX Flying Barcelona Attack M 30x2 1 2(1)11 until ground+31 float -11 - 3,3 0,3 0 -
Izuna Drop (close) b or f+P during Flying Barcelona Attack throw 150 1 2 until ground+31 hard knockdown - - 5 - - -
Remove Claw f,d,df+LP - - - - 41 - - - - - - Removes claw: All P-normals and P-specials receive a 10 damage penalty
Remove Claw EX f,d,df+LP+MP - - - - 41 - - - - - - Removes mask: All attacks do 10% more damage, but Vega also receives 10% more damage
Sky High Claw (charge 41F) d,u+P H 110 26-42 until opponent/wall 35/40 -13/-15 -6/ -7 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Position determines start up, Wall bounce on counter hit
Sky High Claw EX (charge 41F) d,u+PP H 60x2 21-30 21 30 float -14 - 3,3 0,1 0 Chargeable: 51F for Super Art, Position determines start up
Bloody High Claw (Forward) (charge 41F) d,u+PPP H 50,230 6 until opponent/wall 4 hard knockdown -23 - 7,7 0,1 - 65 frames cinematic freeze before attack begins, Strike invulnerability frames 2-Until Vega reaches wall
Bloody High Claw (Backward) (charge 41F) d,u+PPP H 230 34 until opposite wall 4 hard knockdown -17 - 7 1 - 65 frames cinematic freeze before attack begins, Strike invulnerability frames 2-Until Vega reaches wall
Cross Art **LC qcf+MP+MK H 150+ 9 15 40 switch -33 - 3 - - 62 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 42 7 2 22 -3 -7 - -
Far HP H 63 8 3 32 -10 -15 - -
Far MK H 42 8 2 23 -4 -8 - -
Far HK H 35,28 5 2,2 36 -13 -18 - -
Close MP H 42 7 2 21 -2 -6 EX,SA,CA -
Close HP H 31x2 7 3(6)3 26 -3 -10 1st hit: EX,SA,CA Forces standing
Close MK H 42 6 2 18 +1 -3 EX,SA,CA -
Close HK H 35,28 4 2,2 33 -10 -16 - -
Crouch MP H 42 4 2 25 -6 -10 EX,SA,CA -
Crouch HP **LC H 63 5 2 36 -12 -18 - Forces standing
Crouch MK L 42 6 3 24 -6 -13 EX,SA,CA -
Crouch HK L 63 9 13 22 hard knockdown -15 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HP, cr.MP xx [db],f+MK, df+HK, [db],f+HK (349)

(0bar, medium)

  • cl.HP, cl.HK(2)~HP+HK

(0bar, punish, xrush, easy)


Hit Confirm Combos

  • cr.LP, cr.LP, cr.MP~st.HP~HP_HK

(0bar, xrush, hard)

  • cl.MK, cr.MK, cr.MP xx [b],f+LP (231)

(0bar, medium)


Post-launch Combos

  • cl.MK, cr.MK, cr.MP xx [db],f+HK

Can be done w/o claw in the corner (0bar, claw, easy)

  • [db],f+LK, cr.MP xx [db],f+HK

Can be done w/o claw (0bar, easy)


Advanced Combos

  • cl.MK, cr.MK, cr.MP xx [d],uf+KK>P (throw) (293)

(1bar, medium)


Combos Into Supers

  • N/A

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