Street Fighter IV/Vega: Difference between revisions

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*Kara Throw (Used with Standing Roundhouse) = Second only to Ken in terms of Range. Vega's Kara throw is formidable: coupled with his quick walk speed and tick set ups, Vega can set up a very intimidating throw game. Certain set ups include a jump in, two short pokes, and an immediate Kara Throw. Jump in fierce, crouching jab, crouching short pushes you out to max Kara throw range. It is very surprising to an opponent, though it can still be teched: your best option is to stay unpredictable. If you're taking huge advantage of your kara game, begin to alternate throwing with c. strong against an opponent you expect to tech a throw. You can always skirt in and out of max range thanks to Vega's pokes and quick walk speed. Use his mobility to his advantage, and be creative: a good Okizeme option is walk up to someone, then as they're getting up, take a few steps back to max kara throw range and grab. Often times you can catch people trying to tech a nonexistent grab on their wake up. This would mean that your ensuing grab is untechable.
*Kara Throw (Used with Standing Roundhouse) = Second only to Ken in terms of Range. Vega's Kara throw is formidable: coupled with his quick walk speed and tick set ups, Vega can set up a very intimidating throw game. Certain set ups include a jump in, two short pokes, and an immediate Kara Throw. Jump in fierce, crouching jab, crouching short pushes you out to max Kara throw range. It is very surprising to an opponent, though it can still be teched: your best option is to stay unpredictable. If you're taking huge advantage of your kara game, begin to alternate throwing with c. strong against an opponent you expect to tech a throw. You can always skirt in and out of max range thanks to Vega's pokes and quick walk speed. Use his mobility to his advantage, and be creative: a good Okizeme option is walk up to someone, then as they're getting up, take a few steps back to max kara throw range and grab. Often times you can catch people trying to tech a nonexistent grab on their wake up. This would mean that your ensuing grab is untechable.
'''The Method:'''
I use a stick, and I can pull out a kara grab about 90% of the time. The method is to hit roundhouse, and immediately, literally 1 frame after, press throw. You don't have to have lightning quick fingers to do this; rather, try and press with all three fingers simultaneously, favoring the RH finger a small, very small amount. The sound it makes would be like a flan on a drum: you want to be as close to simultaneous as you can without being simultaneous. You'll notice when Vega's doing it because he'll take a large step before his grab. The Standing Roundhouse animation involves Vega's far foot pivoting a considerable distance: this pivot movement is where the large step in the kara throw is from. When practicing the Kara, regular grabs are a better sign of progress than whiffed roundhouses. If you're kicking, you're too late keying in the throw. If you're grabbing and not moving, you're too early keying in the throw (meaning you're hitting them simultaneously).


'''A great method of practicing Kara Grabs:'''
'''A great method of practicing Kara Grabs:'''
In order to make sure you're doing it right, there is a method: in training, hit someone with Cosmic Smart. Use a standing jab shortly thereafter for a follow up. As they settle on to the ground, you'll notice they're about c. jab distance away. If you throw, you can't reach them. However, if you use the kara grab, you will. I practice this for a very long time: in actual matches, while St. RH is fast and safe if blocked, whiffing it can get you a beatdown hard.
In order to make sure you're doing it right, there is a method: in training, hit someone with Cosmic Smart. Use a standing jab shortly thereafter for a follow up. As they settle on to the ground, you'll notice they're about c. jab distance away. If you throw, you can't reach them. However, if you use the kara grab, you will. I practice this for a very long time: in actual matches, while St. RH is fast and safe if blocked, whiffing it can get you a beatdown hard.
The Method: I use a stick, and I can pull out a kara grab about 90% of the time. The method is to hit roundhouse, and immediately, literally 1 frame after, press throw. You don't have to have lightning quick fingers to do this; rather, try and press with all three fingers simultaneously, favoring the RH finger a small, very small amount. The sound it makes would be like a flan on a drum: you want to be as close to simultaneous as you can without being simultaneous. You'll notice when Vega's doing it because he'll take a large step before his grab. The Standing Roundhouse animation involves Vega's far foot pivoting a considerable distance: this pivot movement is where the large step in the kara throw is from. When practicing the Kara, regular grabs are a better sign of progress than whiffed roundhouses. If you're kicking, you're too late keying in the throw. If you're grabbing and not moving, you're too early keying in the throw (meaning you're hitting them simultaneously).


===Command Normals===
===Command Normals===

Revision as of 12:57, 13 August 2009

Introduction

Basic Stats
Health: 1000 (With Mask), 750 (Without Mask)
Stun: 900
Forward Dash Speed: 20f
Back Dash Speed: 22f
Jump Speed: 4+35


Vega is a bottom tier character for a reason. The first thing to know about Vega is that of all the characters in the cast, every single one of them has a move that grants invincibility frames except Vega. This means by principal that Vega is the worst character when it comes to getting out of a sticky situation. To accomodate for Vega's lack of defensive moves, his back dash grants him invincibility and Vega has a long-range focus attack coupled with a long back dash to act as a reversal. However, since the use of the backdash is situational, as well as the use of a focus back dash, this basically means that under most circumstances Vega can not escape. A tight player who knows the matchup will ensure that he has you under his thumb for as long as he can pin you down. Some matchups, like against Balrog, Rufus, and Abel, will at times have you extremely frustrated, mainly because you're pinned down and constantly getting thrown when you're blocking, meaty'd when you're trying to scarlet terror, and other such stuff.

Because of Vega's disadvantageous position being at the receiving end of a rushdown, Vega has abilities that help him avoid these situations altogether. As a Vega player, if you find yourself in matches constantly getting corner-raped and beatdown hard, you need to rethink your strategy. Coupled with the claw and mask losses, it's simply dangerous to be careless. The tools that help Vega avoid getting beatdown are:

  • Long-Range Ground Pokes : Vega's crouching strong, standing roundhouse, standing fierce, standing forward, and crouching forward kick are all top of the line pokes. Standing Roundhouse hits twice so as to defend against armored attacks like an EX Dash punch, while crouching strong is simply a move Vega could not go without. When it comes to keeping opponents out with a strong ground game, Vega is one of the best. Poke strings also help an offensive Vega safely return to max poke range. Vega's sweep also has considerable range, though it is ineffective at close range.
  • Aerial Dominance: Vega has many formidable attacks in the air. Most notably are the Air Grab, triangle jump fierce, and roundhouse for jump ins, and triangle jump strong and forward kick for powerful air-to-air. Vega's jump straight up moves are strong as well: roundhouse keeps many jump-happy opponents at bay with a strong defensive hitbox, and fierce has spectacular reach, though an odd hitbox. Forward kick can be used for neutral jump offense. If used correctly, Vega can dominate just about any other character in the air-to-air department.
  • Agility: Vega is very quick on his feet. His walk speed is above average, and while his forward dash is mediocre, his backdash ranks highly among the best. His jumps are quick, and coupled with the timely use of Flying Barcelona, Vega can avoid many hostile situations by jumping out. As Vega you should always be moving on your feet. Not enough to expose yourself: jumping in and random barcelonas are very dangerous. In a matchup like Zangief, Vega can strike him once and avoid him for the rest of the match for a Time Over victory. Another weapon Vega has is a deadly throw, used with Standing Roundhouse Kick. It moves three squares, only bested by Ken's kara throw, and aids considerably in zoning and surprise attacks.

These three attributes are key to succesful Vega play. Vega's footsies are very solid: crouching strong is unrivaled in speed and range. The main thing bogging Vega down is his situational ultra, and inability to escape rushdowns. If you can create a gameplan that helps you avoid being rushed, and with solid footsies and aerial prowess, you can win. The gap between Sagat and Vega may be immense, but enough of Vega's matchups are 5-5 to be OK, and the ones that are 6-4 are tricky, but do-able. The 7-3's are disheartening, however.

Hopefully with the knowledge you gain from this wiki we can make Vega a serious contender; I'm convinced he has the potential but it's tough to see.

Move Analysis

Normal Moves

  • Standing Light Kick: A great move for many reasons. It comes out in 5 frames, which is reasonably fast, and has a delusively long-ranged hitbox. You can hit people from a pretty decent distance away from this move, and it sets up lots of great opportunities. Its advantage on hit and block, meaning its great for tick throws. The knee can also combo into standing roundhouse, which is great for footsies, and also be combo'd into out of another knee, crouching forward or close fierce.

Combos into St. Light, C. Jab, C. Strong, St. RH, C. Fierce
Combos out of St. Light, C. Forward, Cl. Fierce

  • Standing Forward Kick: A beastly poke. It is the longest-ranged move Vega has from the ground. Its only use is really its considerable range: while alot of Vegas moves can be used for offensive and defensive purposes, this is simply a great poke that you can use for footsies. It's not as slow as roundhouse is either, meaning its safer to use in many situations.

Combos into Nothing
Combos out of Nothing

  • Standing Roundhouse Kick: One of Vega's best moves. It comes out in 4 frames, which for a hard move is extremely fast. It hits twice, which gives it a key property in an otherwise hopeless matchup vs Balrog, since it breaks EX Dash Punch Armor. It breaks focus, but against characters with a low focus animation like Dhalsim it could miss. You can combo into this against certain characters out of a close fierce, which is a massive meterless damage opportunity. It's also one of Vega's only legitimate anti-air moves from the ground. At max range you can pick people out of the air but it will trade. At close range, it helps to keep opponents out of the air if you predict when they are going to jump. However, though it comes out fast, it has a long recovery, and as such should be used wisely. Whiffing this move completely is a free jump-in for the opponent. This move is also used for kara throwing.

Combos into Nothing
Combos out of St. Light, C. Jab, C. Forward, Cl. Fierce

  • Standing Jab: A move with very limited use. You might as well use the crouching version. It is better in almost every aspect, though it does lose a little reach.

Combos into Nothing
Combos out of c. jab, st. light, c. forward

  • Standing Strong: Another move with limited use. Decent range, but in this case, it's definitely worse than it's crouching counter part. Stick to crouching strong.

Combos into Nothing
Combos out of Nothing

  • Standing Fierce: A great poke. It reaches a considerable distance, only a tiny bit shorter than standing forward. It deals greater damage too, though it is much slower. Use this sparingly while you use Standing Forward pokes. It can also be used to force a trade with an airborne opponent, but this should only be considered when you have a substantial life lead and the opponent is near, or guaranteed, death.

Combos into Nothing
Combos out of Nothing

  • Close Light Kick: An inferior counterpart to the standing light kick. I'm pretty sure this was a design decision: Vega's close normals are indisputably worse than his crouching and standing normals, probably to discourage Vega players from attacking at close range altogether. You can't combo out of this move like you can with the standing light kick either. This can interrupt throws, and also set up a quick tick.

Combos into Nothing
Combos out of Nothing

  • Close Medium Kick: A move that I don't really understand. It definitely looks cool, but I really fail to see what purpose it could serve. You can cancel this into other moves, but why? It's not fast, you can't combo into it, and it's generally just a crappy move when there are people who can jab you with 3 frame moves no problem.

Combos into Nothing
Combos out of Nothing

  • Close Roundhouse Kick: Same as standing roundhouse. It has uses up close, due to its considerable speed, and it can be difficult to punish for characters without reach.

Combos into Nothing
Combos out of St. Light, C. Jab, C. Forward, Cl. Fierce

  • Close Jab: Like the standing version, a pretty limited move. It kind of looks like a throw: but for all intents and purposes, this move is lacking. The one use it does have is a follow up to Cosmic Heel: use this as soon as you are able, and then focus cancel into a forward dash to cross under the airborne opponent. This only works against bigger characters.

Combos into Nothing
Combos out of Nothing

  • Close Strong: Again, similar to the standing version. A forgettable move with forgettable attributes. Use the crouching version.

Combos into Nothing
Combos out of Nothing

  • Close Fierce: The only close move Vega has that is any good. This move has a slow start up, so it is NOT to be used in close quarters confrontations. What it does do is very beneficial. Use this as a followup to a jump in: if they block, you're back at max poke distance and can begin running away again. If it hits, you can hit confirm by beginning a charge, then using c. strong xx EX FBA for a combo against tall characters. It also combos into a standing roundhouse, and the standing light kick. You can also use this move as a meaty; 3 active frames on the first swipe after a 9 frame start up. If you hit with the meaty move, you are pushed out a short distance so combo potential is lessened but some characters can still be punished. This move is also great to punish characters, considering it's combo ability.

Combos into St. Light kick, c. strong, st. RH, c. fierce (crouching jab will not reach)
Combos out of Nothing

  • Crouching Light Kick: A solid move. Comes out in 4 frames, the same speed as c. jab, c. strong and st. rh. You can't combo out of it, but it is great for a follow up to a crouching jab. If you cancel it into a jab rolling crystal flash you can combo and you're also safe. When in the corner, try to use this move to escape by cancelling it into EX FBA. Since it hits low, you might get lucky and catch an opponent standing up.

Combos into Nothing
Combos out of c. jab (Everything else that normally would combo pushes you out too far to hit with this move)

  • Crouching Medium Kick: Great move. Like the close fierce, it has many uses. As a meaty, it can beat a lot of characters moves, specifically, Balrog's headbutt. You can also combo out of it with a c. strong, which means you can use this move to hit confirm after a jump in. Its also a solid poke, and considering how easy it is to follow up with the c. strong, it creates a solid 1-2 poke combo.

Combos into c. jab, c. strong, st. light kick, st. RH, c. fierce
Combos out of Nothing

  • Crouching Roundhouse Kick: Vega's slide. It has great distance, but is terrible on block. Unless you hit it with absolute max range, it is unsafe. It is very good against opponents from max range though, is extremely meaty and somewhat fast. The distance added to it is great: Jumping out and sweeping isn't exactly a max range sweep, but it catches alot of people off guard.

Combos into Nothing
Combos out of Nothing

  • Crouching Jab: A solid move. It's not great for defensive purposes: crouching light kick is faster and any link coming out of this move is a solid 1 framer, which is quite difficult to connect with. You can use it on a jump in to set up ticks or combo into crouching strong, but I'd recommend it. The more I play this game the less I use this move: using Crouching medium as a substitute for jump ins is a much better choice. Against certain characters who are too short to be comboed by some moves, c. jab is used instead.

Combos into c. jab, c. strong, st. RH
Combos out of c. jab, st. light kick, c. forward

  • Crouching Strong: Easily Vega's best move. Great range, great speed, great everything. You need to use this move alot. It's amazing for pokes and offense, considering you can combo out of it from so far away against tall characters and it is simply great. Not much to say about it: It's solid, and you should use it.

Combos into Nothing
Combos out of c. jab, st. light kick, c. forward, cl. fierce

  • Crouching Fierce: Another move I have yet to figure out. It's terrible as a poke; bad on hit, bad on block, not that fast. You should try to stick to anti-air with this move, but frankly it gets stuffed alot and you trade more oft then not. Perhaps it is used to force a trade. A great way to set up this move is when anticpating a jump in from basic jump in range, back dash, and use this move. The key to this move is using the angle of the stab to your advantage. Hide your body behind the claw and let it stick out and skewer an opponent. You can use this move on the ground as a follow up to a couple normals. It does good damage in that regard.

Combos into Nothing
Combos out of st. light kick, c. forward, cl. fierce

Normal Throws

  • Neutral + Forward Throw = A standard throw. The throw range is better than most, and upon connection, puts the downed opponent at max Cosmic Smart range. Use it to initiate mix ups.
  • Back Throw = Pretty much identical to the forward throw, but the positions are reversed. Again, puts downed opponents at max Cosmic Smart range.
  • Air Throw = Second to Guile in terms of range, Vega's air throw is integral to stopping momentum. Nothing is as disheartening as being air grabbed: while Vega's air-to-air game is strong, and you can build ground momentum quickly thanks to Vega's quick jump, his air throw is exceptional at putting people in the corner. It throws them back a considerable distance and is great to integrate into a corner-rape of poke string pressure and air-to-air lockdown. When used at the lower part of Vega's jump you can corpsehop with Cosmic Smart into mixups. For some reason, you can't use it immediately after your feet leave the ground, but rather past the initial rising portion of your jump. For a stylin', but utterly useless combo, Focus Crumple someone, forward dash cancel, and hold up to immediately jump. Air grab the *technically* airborne opponent on your way down.
  • Kara Throw (Used with Standing Roundhouse) = Second only to Ken in terms of Range. Vega's Kara throw is formidable: coupled with his quick walk speed and tick set ups, Vega can set up a very intimidating throw game. Certain set ups include a jump in, two short pokes, and an immediate Kara Throw. Jump in fierce, crouching jab, crouching short pushes you out to max Kara throw range. It is very surprising to an opponent, though it can still be teched: your best option is to stay unpredictable. If you're taking huge advantage of your kara game, begin to alternate throwing with c. strong against an opponent you expect to tech a throw. You can always skirt in and out of max range thanks to Vega's pokes and quick walk speed. Use his mobility to his advantage, and be creative: a good Okizeme option is walk up to someone, then as they're getting up, take a few steps back to max kara throw range and grab. Often times you can catch people trying to tech a nonexistent grab on their wake up. This would mean that your ensuing grab is untechable.


The Method:

I use a stick, and I can pull out a kara grab about 90% of the time. The method is to hit roundhouse, and immediately, literally 1 frame after, press throw. You don't have to have lightning quick fingers to do this; rather, try and press with all three fingers simultaneously, favoring the RH finger a small, very small amount. The sound it makes would be like a flan on a drum: you want to be as close to simultaneous as you can without being simultaneous. You'll notice when Vega's doing it because he'll take a large step before his grab. The Standing Roundhouse animation involves Vega's far foot pivoting a considerable distance: this pivot movement is where the large step in the kara throw is from. When practicing the Kara, regular grabs are a better sign of progress than whiffed roundhouses. If you're kicking, you're too late keying in the throw. If you're grabbing and not moving, you're too early keying in the throw (meaning you're hitting them simultaneously).


A great method of practicing Kara Grabs: In order to make sure you're doing it right, there is a method: in training, hit someone with Cosmic Smart. Use a standing jab shortly thereafter for a follow up. As they settle on to the ground, you'll notice they're about c. jab distance away. If you throw, you can't reach them. However, if you use the kara grab, you will. I practice this for a very long time: in actual matches, while St. RH is fast and safe if blocked, whiffing it can get you a beatdown hard.

Command Normals

df. forward kick: Piece of Mercury

A very situational, very match up dependant move. It's absolutely useless against shotos. Free SRK. Considering it's slow start up, they can always react. However, this move can beat certain reversals; with good timing you can beat a buffalo headbutt, an up ball, and some other kick reversals. The only problem is, still, you're not going to be using it much. Crouching medium beats headbutts as well, and is more safe. This move is somewhat meaty, but if used incorrectly has disadvantage on hit. The only use this move will always have is to corpsehop people after a sweep. It also beats low attacks and throws, since Vega is airborne for this move.

df. roundhouse kick: Cosmic Smart

A great move and one of Vega's best moves. Like piece of mercury, Vega is airborne. It's meaty, with 5 active frames. This move is great to add to your footsies; a hit with this is another combo opportunity. Follow up with RH Scarlet Terror (you can use light scarlet to ex scarlet if you want but its really a waste of meter) or EX FBA for maximum results; you can also try and get reset momentum going, but I suggest if you're going to do that then to try and set up jump out fierce. Most of Vega's reset options are pretty obvious except for that one. Another choice is to hit someone with a move as they're being juggled and cancel into a Barcelona or Sky High for a quick cross up. This move is very versatile: it's key to advanced Vega play. I'm still figuring it out myself. Every time you hit with this, you should be charging down back. If you're not following up with RH Scarlet Terror, you need to figure out how you can do it.

Focus / Saving Attack

Vega's focus attack is one of the best. Its long range, coupled with Vega's great backdash make for an awesome offensive and defensive focus attack. Pretty much every time you use this move you should cancel into the backdash. If they block, and you forward dash, you're at a disadvantage and are just asking to be SPD'd or SRK'd. The good news is, even if you backdash, you can still walk forward and Cosmic Heel into Scarlet Terror for a great combo. A great way to use this move is to quickly charge a level 2 focus for a possible surprise crumple. Considering Vega's ONLY ultra combo comes out of a focus attack, you should practice using Bloody High Claw as a follow up. The only option you lose if you backdash is Close Fierce shenanigans, but still, a backdash is much more safe and there's nothing wrong with a Cosmic Heel into Scarlet Terror. It sets up corpsehop opportunities.

Vega can also charge an ultra through a focus, and use it out of a dash. This is used mainly as a surprise ultra: normally people won't expect you to be charging if you are using a focus. This works great against Sonic Boom happy Guiles: at fullscreen a Guile might be constantly shooting Sonic Booms at you. Normally, you have to predict exactly when Guile does a sonic boom to do an ultra, considering his recovery is so quick. However, if you focus a Sonic Boom and Guile immediately shoots another, you can use the ultra through the dash for an instant punish. This gives you the upper hand in some situations, but like the ultra, should still be used sparingly. It's always a gamble: of course, if you miss, you're going to get ultra'd yourself.

Special Moves

Super Move

Flying Barcelona Special: charge db,df,db,uf+P
Rolling Izuna Drop: press P close to opponent after FBS startup

Ultra Move

Bloody High Claw: charge db,df,db,uf+PPP

Notes:

  • Beginning leap to wall is invulnerable to fireballs?
  • Only comboable off of crumple (Focus Attack)

The Basics

Combos

Strategy

Because of Vega's lack of ability to escape close-range beatdowns, Vega strategy revolves around preventing these situations from ever happening in the first place. Things like getting thrown and getting swept are very very bad. If you're being knocked down and people are towering over you when you wake up, you could have a very short match in front of you. With that said, how DOES Vega keep people like Rufus at bay? Solid footsies and good old running away. If Vega has a lifelead, there's absolutely no reason why he should be getting in somebody's face. He's simply bad when it comes to close quarters combat. All of his close moves are obsolete compared to others, and though his crouching moves are great they'll still get stuffed by reversals and other normals. Stick to max range to use c. strong, standing forward, standing roundhouse, crouching forward, and standing fierce for pokes. Strong air-to-air to prevent getting jumped in on will help you greatly, as will backdashing at every possible moment to keep maintaining that max poke range. Vega is seriously good at avoiding attacks. Make dodging and hip-hoppin around second nature to you and you will frustrate opponents quickly.

The key is the runaway game. Vega is at his strongest when he is on the move. He can hit confirm out of strong aerial jump ins, jump out fierce for an overhead, launch full screen EX moves to counter others, and of course his ultra. If you're using moves that are preventing you from slowing up, like crouching strong and medium, then you can avoid just about everything. The more you leave yourself open with Vega the more you feel it when your mask and claw are gone and you're at a 25% disadvantage. Vega can dodge almost anything: so basically if you're getting swept or thrown alot, you need to learn how to avoid those things. Learning how to tech throws is key.

Charging on the ground is not very effective. Scarlet Terror loses to just about everything if it's timed right, and EX FBA will also get stuffed. You might as well standup and be 100% aware of whats coming your way. Whiffing and trading Scarlet Terrors is counter productive for Vega. Be safe; find an opening, and take that opportunity to escape as soon as possible. c. light kick xx EX FBA is great for escapes, but in certain matchups you can be punished for full screen Barcelona whiffs. You must always be on your toes. The fact is many matchups have things that are simply ridiculous, and they're pretty much always in the other players favor. If you focus on defense over offense, you can succeed.

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 30[20] 50 4 2 10 15 -1 +2 10 13 20 HL X O O -
Close MP 70[60] 100 7 2 13 21 -1 +2 13 16 40 HL X O O -
Close HP 50[40]x2 50*50 9 3(7)3 14 35 +1 +5 17 24*21 60*20 HL X O O 1st hit cancellable, Forces stand
Close LK 30 50 4 2 10 15 -1 +2 10 13 20 HL X X X -
Close MK 70 100 6 2 13 20 -1 +2 13 16 40 HL X O O -
Close HK 40*70 125*75 4 2*2 23 30 -7 -2 17 22 60*20 HL X X O 1st hit cancellable, Forces stand
Far LP 30[20] 50 4 2 10 15 -1 +2 10 13 20 HL X O O -
Far MP 90[80] 100 7 2 14 22 -2 +1 13 16 40 HL X X O -
Far HP 120[110] 200 8 3 23 33 -8 -4 17 21 60 HL X X X -
Far LK 40 50 5 2 7 13 +2 +5 10 13 20 HL X X X -
Far MK 70 100 8 2 15 24 -3 0 13 16 40 HL X X X -
Far HK 40*70 125*75 4 2*2 23 30 -7 -2 17 22 60*20 HL X X O 1st hit cancellable, Forces stand
crouch LP 30[20] 50 4 2 8 13 +1 +4 10 13 20 HL X O O -
crouch MP 70[60] 100 4 2 16 21 -4 -1 13 16 40 HL X O O -
crouch HP 110[100] 200 5 2 27 33 -11 -6 17 22 60 HL X X X Forces stand on hit
crouch LK 20 50 4 2 9 14 0 +3 10 13 20 L X O O Low attack
crouch MK 70 100 8 3 9 19 +2 +5 13 16 40 L X O O Low attack
crouch HK 110 200 8 13 17 37 -12 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 50[40] 50 6 5 - - - - 8 11 20 H - - - -
Jump up MP 80[70] 100 5 3 - - - - 11 15 40 H - - - -
Jump up HP 100[90] 200 6 2 - - - - 15 18 60 H - - - -
Jump up LK 40 50 6 9 - - - - 8 11 20 H - - - -
Jump up MK 80 100 6 7 - - - - 11 15 40 H - - - -
Jump up HK 100 200 4 5 - - - - 15 18 60 H - - - -
Jump forward LP 50[40] 50 5 5 - - - - 8 11 20 H - - - -
Jump forward MP 80[70] 100 5 5 - - - - 11 15 40 H - - - -
Jump forward HP 100[90] 200 5 4 - - - - 15 18 60 H - - - -
Jump forward LK 40 50 6 7 - - - - 8 11 20 H - - - -
Jump forward MK 70 100 6 6 - - - - 11 15 40 H - - - -
Jump forward HK 100 200 6 6 - - - - 15 18 60 H - - - -
DF+MK 60 100 19 4 13 35 -5 -1 11 15 40 HL X X X -
DF+HK 80 100 14 5 10+4 32 -1 D 17 - 60 HL X X X (translate)
Triangle Jump - - - - - - - - - - - - - - - -
Backflip PPP - - - - 65 65 - - - - - - X X X 1~57f invincible, (translate)
Backflip KKK - - - - 42 42 - - - - - - X X X 1~32f invincible, (translate)
Focus Attack LVL 1 60[50] 100 21 2 35 57 -21 -21 15 15 20 HL - - - -
Focus attack LVL 2 80[70] 150 18+11 2 35 65 -15 D 21 - 40 HL - - - -
Focus attack LVL 3 140[120] 200 65 2 35 101 D D - - 60 - - - - -
Forward Throw 120 120 3 2 20 24 - D - - 40 1.05 - - - Throw range 1.05
Back Throw 120 120 3 2 20 24 - D - - 40 1.05 - - - Throw range 1.05
Air Throw 150 130 3 2 - - - D - - 40 1.2 1~4 (translate), Throw range 1.2
Rolling Crystal Flash LP 20*90[80] 20*100 9 9(7)4 22 50 -2 +2 14*23 17*27 20/10*30 HL X X O charge 60f
Rolling Crystal Flash MP 20x3*90[80] 20x3*100 16 9(5)8(5)9(6)4 22 83 -2 +2 14x3*23 17x3*27 20/10x3*30 HL X X O charge 60f
Rolling Crystal Flash HP 20x4*90[80] 20x4*100 20 9(5)8(5)9(5)8(6)4 22 100 -2 +2 14x4*23 17x4*27 20/10x3*30 HL X X O charge 60f
Rolling Crystal Flash EX 20x4*90[80] 20x4*100 20 9(5)8(5)9(5)8(6)4 22 100 -2 +2 14x4*23 17x4*27 0/0 HL X X O 1~78f (translate), charge 60f
Scarlet Terror LK 100 150 7 10 15+8 39 -12 D 20 - 30/30 HL X X X Armor break, charge 42f
Scarlet Terror MK 80*60 100*100 7 5*5 14+9 39 -12 D 20 - 30/20*20 HL X X X 2nd hit Pursuit property, Armor break, (translate), charge 42f
Scarlet Terror HK 100*60 100*100 4 8*5 14+9 39 -15 D 20 - 30/20*20 HL X X X 2nd hit Pursuit property, Armor break, (translate), charge 42f
Scarlet Terror EX 110*70 150*100 4 8*5 14+9 39 -15 D 20 - 0/0 HL X X X 1~4 (translate), 2nd hit Pursuit property, Armor break, (translate), charge 42f
Sky High Claw 110[100] 200 ???15 ??? ???17 - -20 -16 17 21 30/40 HL X - - (translate), charge 42f
Sky High Claw EX 60[50]x2 100 ???10 ??? ???17 - -18 D 17 - 0/0 HL - - - (translate), 2nd hit Pursuit property, Armor break, charge 42f
Flying Barcelona Attack - - - - 31 - - - - - 20/- - - - - (translate)
Flying Barcelona Attack EX 50 50 8 ??? 31 - - D 20 - 0/0 HL - - - (translate)
Flying Barcelona Strike LP 70[60] 100 3 11 31 - - D 20 - -/40 H - - - Mid attack
Flying Barcelona Strike MP 80[70] 100 3 11 31 - - D 20 - -/40 H X - - Mid attack
Flying Barcelona Strike HP 90[80] 100 3 11 31 - - D 20 - -/40 H - - - Mid attack
Flying Barcelona Strike EX 50*90[40*80] 50*100 2 1(1)11 31 - - D 20 - 0/0 H - X - 2nd hit Pursuit property, Mid attack
Izuna Drop 150 150 2 1(1)11 31 - D D - - -/80 0.6 - - - -
Claw Throw - - - - 40 40 - - - - - - X X X (translate)
Mask Throw - - - - 40 40 - - - - - - X X X 10%(translate), 25%(translate)
Flying Barcelona Special 60[50]x3*100[90] 0 ???6 10(2)10 31 - - D 17x3*20 - 0/0 H - - - (translate), Pursuit property, Mid attack, (translate), charge 42f
Rolling Izuna Drop 100*100*130 0 2 11(2)10 31 - D D - - 0/0 0.8 - - - -
Bloody High Claw 450[375] 0 ???1 9 31 - -39 D 17 - 0/0 HL - - - (translate), (translate), Armor break, charge 42f
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.