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

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(Created page with "==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 h...")
 
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| intro =  
| intro =  
| pros =
| pros =
* '''placeholder'''
* Easily the best runaway in the entire game
* Fastest walk speed in A3
* Amazing ground normals, particularly c. MP
* Fastest jump in the game
* Great air grab due to his fast jump startup
* Nearly impossible to keep cornered due to wall dive and skyhigh claw
* Sky high claw recovers almost instantly on landing and travels incredibly fast.  Can be used to sail over people from the corner
* Great custom combos that can lead into potential infinites
* A good corner guard crush string on V-ISM
* Backflip can be used to bail out of bad activates on occasion
* 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
* Flip kick is airblockable
* No meterless reversal option, flipkick whiffs on crouchers
* Lack of BnBs without meter, resulting in low damage
* Struggles to catch-up if he falls behind
}}
}}

Revision as of 20:36, 10 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
  • Amazing ground normals, particularly c. MP
  • Fastest jump in the game
  • Great air grab due to his fast jump startup
  • Nearly impossible to keep cornered due to wall dive and skyhigh claw
  • Sky high claw recovers almost instantly on landing and travels incredibly fast. Can be used to sail over people from the corner
  • Great custom combos that can lead into potential infinites
  • A good corner guard crush string on V-ISM
  • Backflip can be used to bail out of bad activates on occasion
  • 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
  • Flip kick is airblockable
  • No meterless reversal option, flipkick whiffs on crouchers
  • Lack of BnBs without meter, resulting in low damage
  • Struggles to catch-up if he falls behind