

Introduction
Color Options
Start | Default |
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Moves List
Normal Moves
Rainbow Suplex: f + Medium or Hard Punch
Stardust Drop: close, f + Medium or Harp Punch in air
Special Moves
Backflip: b, b
Rolling Claw: b~f + Punch
Wall Jump: dcuf/dcub + Kick
Dive Claw: Punch
Izuna Drop: f + Punch when close
The Basics
Anti Air: standing High Punch
High Poke: crouching Medium Punch
Low Poke: crouching Medium Kick
Combos
- LP Rolling Claw,cr.MP
- j.MK,cr.MK,cr.MP
Hitboxes
Standing Normals
- Standing Jab/Short:
Damage+vega | 4+0 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
On Hit | +5 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 4 | 4 | 5 |
Standing Jab and Standing Short are identical in frame data and hitboxes.
- Standing Strong/Forward:
Damage+vega | 10+2 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +8 | |||
Frame Count | 5 | 4 | 7 |
Standing Strong and Standing Forward are identical in frame data and hitboxes.
- Standing Fierce/Roundhouse:
Damage+vega | 14+4 | ![]() |
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Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | -2 | |||
Frame Count | 7 | 6 | 19 |
Standing Fierce and Standing Roundhouse are identical in frame data and hitboxes.
- Crouching Jab:
Damage+vega | 4+0 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
On Hit | +6 | |||||
Frame Count | 1 | 1 | 2 | 4 | 4 | |
Simplified | 4 | 4 | 4 |
- Crouching Strong:
Damage+vega | 10+2 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +8 | |||
Frame Count | 5 | 4 | 7* |
- Crouching Fierce:
Damage+vega | 14+4 | ![]() |
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Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | -2 | |||
Frame Count | 7 | 6 | 19* |
Same range with claw. Over half screen.
- Crouching Short:
Damage | 7 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
On Hit | +5 | ||||||
Frame Count | 2 | 1 | 1 | 1 | 4 | 5 | |
Simplified | 5 | 4 | 5 |
Crouching short hitboxes and frame data are identical with or without claw.
- Crouching Forward:
Damage | 10 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
On Hit | +8 | ||||||
Frame Count | 2 | 1 | 1 | 1 | 4 | 7 | |
Simplified | 5 | 4 | 7 |
Crouching forward hitboxes and frame data are identical with or without claw.
- Crouching Roundhouse:
Damage | 14 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 130 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
On Hit | KD | |||||
On Block | -11 | |||||
Frame Count | 3 | 2 | 2 | 21 | 14 | |
Simplified | 7 | 21 | 14 |
A long slide across the ground which knocks down. Crouching roundhouse hitboxes and frame data are identical with or without claw. Amusingly, unlike all other crouching attacks, no claw is shown during the active frames of the c.RH animation even when the player still has the vega.
Aerial Moves
- Neutral Jumping Jab/Short:
Damage | 8 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 1 | 1 | 20 | 2 | 2 | ∞ | |
Simplified | 2 | 20 | ∞ |
- Neutral Jumping Strong/Forward:
Damage | 12 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 1 | 1 | 10 | 2 | 2 | ∞ | |
Simplified | 2 | 10 | ∞ |
- Neutral Jumping Fierce/Roundhouse:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 2 | 2 | 5 | 2 | 2 | ∞ | |
Simplified | 4 | 5 | ∞ |
- Diagonal Jumping Jab/Short:
Damage | 7 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 1 | 1 | 20 | 2 | 2 | ∞ | |
Simplified | 2 | 20 | ∞ |
- Diagonal Jumping Strong/Forward:
Damage | 10 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 1 | 2 | 10 | 2 | 2 | ∞ | |
Simplified | 3 | 10 | ∞ |
- Diagonal Jumping Fierce/Roundhouse:
Damage | 14 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 2 | 2 | 5 | 2 | 2 | ∞ | |
Simplified | 4 | 5 | ∞ |
Unique Moves
- Wall Jump: Jump towards wall, then press away from wall
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Frame Count | 6 |
Throws
Vega can throw with Strong and Fierce, and has an Airthrow with Strong or Fierce.
- Rainbow Suplex: (←/→ + Strong/Fierce)
Damage | 28 | ![]() | |
Stun | 7~13 | ||
Stun Timer | 99 | ||
Range (from axis) | 48 | ||
Range advantage | 19 |
Both punch throws are the same.
- Stardust Drop (a.k.a. air throw): (←/→ + Strong/Fierce) while airbourne
Damage | 28 | ![]() | |
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 58 | ||
Range advantage | 29 |
Both punch throws are the same.
Special Moves
- Rolling Crystal Flash: (Charge ←, →, P) [charge time: 59f]
Startup:
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Frame Count | 5 | 5 |
Simplified | 10 |
In the American Version Vega only roll 1 time,in the Japanese one...
Active part 1:
- Jab Version: This does not occur.
- Strong Version: This happens only once.
- Fierce Version: This happens 2 times.
Damage (Jab) | - | ![]() |
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Damage (Strong) | 4,4 | |||||
Damage (Fierce) | 4,4,4,4 | |||||
Stun | 0~6,0~6 | |||||
Stun Timer | 30,30 | |||||
- | - | |||||
Frame Count | 4 | 3 | 3 | 1 | 2 | |
Simplified | 4 | 6 | 1 | 2 |
Active part 2:
Damage (Jab)+claw | 4,4 | ![]() |
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Damage (Strong)+claw | 4,4 | ||||||
Damage (Fierce)+claw | 4,4 | ||||||
Stun | 0~6,0~6 | ||||||
Stun Timer | 30,30 | ||||||
Frame Count | 4 | 3 | 3 | 3 | 2 | 2 | |
Simplified | 4 | 6 | 3 | 4 |
Damage (Jab)+claw | 16+10 | ![]() ![]() |
Damage (Strong)+claw | 16+10 | |
Damage (Fierce)+claw | 18+10 | |
Stun | 13~19 | |
Stun Timer | 130 | |
Frame Advantage | +9 | |
Frame Count | 8 |
Recovery:
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Frame Count | 4 | 1 | |
Simplified | 5 |
A point blank fierce roll is usually blockable after the second hit. Depending on positioning, the second hit of both active part 1 and 2 are capable of hitting low (i.e. Fierce RCF contains 3 possible low hits). However, after hitting low in this fashion, the opponent being in hitstun long enough for the rest of the roll to connect is even more position dependent.
- Flying Barcelona Attack: (Charge ↓, ↑, K), [charge time: 59f] P for claw attack, or any direction + P for Izuna drop
- Claw attack (vs ground):
Damage (Short)+claw | 16+6 | ![]() |
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Damage (Fwd)+claw | 18+6 | ||
Damage (RH)+claw | 20+6 | ||
Stun | 13~19 | ||
Stun Timer | 120 | ||
Frame Adv | -12 | ||
Frame Count | 3 | 10 |
- Claw attack (air-to-air):
As above, except
Stun | 11~17 |
Stun Timer | 80 |
Frame Adv | KD |
- Izuna drop:
Damage | 28 | ![]() |
Stun | 7~13 | |
Stun Timer | 99 | |
Frame Count | 2 |
Recovery:
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Frame Count | 1 | 2 | 2 | 9 | 2 |
Simplified | 17 |
Vega jumps to the wall, clings briefly as in his walljump, then jumps towards the opponent. After touching the wall, Vega's arc is controllable with ← and →.
For the Claw attack, the initial kick button pressed (NOT the punch button) determines the damage dealt. Hitting a grounded opponent near the head with the Claw attack leaves you at considerable disadvantage, less so when hitting deeper (best case is -1f). Hitting an airbourne opponent with the Claw attack results in a knockdown.
The Izuna drop leaves plenty of time to set up a safe jump or meaty attack.
- Backslash (a.k.a backflip): Tap Back Twice
Invincible:
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Frame Count | 1 | 7 | 8 | 19 | 3 | 8 | 8 |
Simplified | 54 |
Recovery:
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Frame Count | 9 |
Vega's sole move with invincibility. Unfortunately it's slow enough that most opponents can simply chase Vega down and punish the considerable recovery, or at the very least keep the pressure on. Generally an unfavourable option.
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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- Knockdown bouncing pushbox:
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Frame Count | 9 |
For some reason, Vega has a series of knockdown frames with an elevated pushbox. This allows his opponent (character dependent?) to walk "through" a knocked down Vega, which can be very annoying
Miscellaneous
Match-Ups
Vs. Ryu
Vs. Ken
Vs. E.Honda
Vs. Chun Li
Vs. Blanka
Vs. Zangief
Vs. Guile
Vs. Dhalsim
Vs. Boxer
Vs. Claw
Vs. Sagat
Vs. Dictador
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |