Street Fighter 2: Champion Edition/Vega (claw)

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Sf2ceVega.gif


Introduction

Color Options

Start Default
Vega-mp.gif Vega-old1.gif

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 Sf2ce-vega-sup1.png Sf2ce-vega-s1.png Sf2ce-vega-slp+vega.pngSf2ce-vega-slp.png Sf2ce-vega-s1.png Sf2ce-vega-sup1.png
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 Sf2ce-vega-s1.png Sf2ce-vega-smp+vega.pngSf2ce-vega-smp.png Sf2ce-vega-s1.png
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 Sf2ce-vega-s1.png Sf2ce-vega-shp+vega.pngSf2ce-vega-shp.png Sf2ce-vega-s1.png
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 Sf2ce-vega-clp-sup1.png Sf2ce-vega-clp-sup2.png Sf2ce-vega-clp-sup4.png Sf2ce-vega-clp+vega.pngSf2ce-vega-clp.png Sf2ce-vega-clp-rec2.png
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 Sf2ce-vega-clp-sup4.png Sf2ce-vega-cmp+vega.pngSf2ce-vega-cmp.png Sf2ce-vega-clp-rec2.png
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 Sf2ce-vega-clp-sup4.png Sf2ce-vega-chp+vega.pngSf2ce-vega-chp.png Sf2ce-vega-clp-rec2.png
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 Sf2ce-vega-cr.png Sf2ce-vega-clk-sup1.png Sf2ce-vega-clk-sup3.png Sf2ce-vega-clk-sup5.png Sf2ce-vega-clk.png Sf2ce-vega-clk-rec2.png
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 Sf2ce-vega-cr.png Sf2ce-vega-clk-sup1.png Sf2ce-vega-clk-sup3.png Sf2ce-vega-clk-sup5.png Sf2ce-vega-cmk.png Sf2ce-vega-clk-rec2.png
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 Sf2ce-vega-cr.png Sf2ce-vega-clk-sup1.png Sf2ce-vega-clk-sup3.png Sf2ce-vega-chk.png Sf2ce-vega-clk-rec2.png
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 Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-jab.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-fall.png
Stun 1~7
Stun Timer ?
Special Cancel No
Frame Count 1 1 20 2 2
Simplified 2 20
  • Neutral Jumping Strong/Forward:
Damage 12 Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-mp.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-fall.png
Stun 5~11
Stun Timer ?
Special Cancel No
Frame Count 1 1 10 2 2
Simplified 2 10
  • Neutral Jumping Fierce/Roundhouse:
Damage 16 Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-hp.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-fall.png
Stun 11~17
Stun Timer ?
Special Cancel No
Frame Count 2 2 5 2 2
Simplified 4 5
  • Diagonal Jumping Jab/Short:
Damage 7 Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-dj-lp.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-fall.png
Stun 1~7
Stun Timer ?
Special Cancel No
Frame Count 1 1 20 2 2
Simplified 2 20
  • Diagonal Jumping Strong/Forward:
Damage 10 Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-dj-mp.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-fall.png
Stun 5~11
Stun Timer ?
Special Cancel No
Frame Count 1 2 10 2 2
Simplified 3 10
  • Diagonal Jumping Fierce/Roundhouse:
Damage 14 Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-dj-hp.png Sf2ce-vega-nj-sup2.png Sf2ce-vega-nj-sup1.png Sf2ce-vega-nj-fall.png
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
Sf2ce-vega-walljump.png
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 Sf2ce-vega-throw.png
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 Sf2ce-vega-airthrow.png
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:

Sf2ce-vega-rcf-supf1-5.png Sf2ce-vega-rcf-supf6-10.png
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) - Sf2ce-vega-rcf-af1-4.png Sf2ce-vega-rcf-af5-7.png Sf2ce-vega-rcf-aef8-10.png Sf2ce-vega-rcf-aef11-13.png Sf2ce-vega-rcf-supf6-10.png
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 Sf2ce-vega-rcf-aef1-4.png Sf2ce-vega-rcf-af5-7.png Sf2ce-vega-rcf-aef8-10.png Sf2ce-vega-rcf-aef11-13.png Sf2ce-vega-rcf-recf5.png Sf2ce-vega-rcf-recf1-4.png
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 Sf2ce-vega-rcf-ff1-8.png Sf2ce-vega-rcf-ff1-8-novega.png
Damage (Strong)+claw 16+10
Damage (Fierce)+claw 18+10
Stun 13~19
Stun Timer 130
Frame Advantage +9
Frame Count 8

Recovery:

Sf2ce-vega-rcf-recf1-4.png Sf2ce-vega-rcf-recf5.png
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 Sf2ce-vega-fba-ca-f1-3.png Sf2ce-vega-fba-ca-f4-10+vega.png Sf2ce-vega-fba-ca-f4-10.png
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 Sf2ce-vega-fba-iz-f1-2.png
Stun 7~13
Stun Timer 99
Frame Count 2

Recovery:

Sf2ce-vega-fba-rf1.png Sf2ce-vega-fba-rf2-3.png Sf2ce-vega-fba-rf1.png Sf2ce-vega-fba-rf6-15.png Sf2ce-vega-fba-rf16-17.png
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:

Sf2ce-vega-bflip-f1.png Sf2ce-vega-bflip-f2-8.png Sf2ce-vega-bflip-f9-16.png Sf2ce-vega-bflip-f17-35.png Sf2ce-vega-bflip-f36-38.png Sf2ce-vega-bflip-f39-46.png Sf2ce-vega-bflip-f47-54.png
Frame Count 1 7 8 19 3 8 8
Simplified 54

Recovery:

Sf2ce-vega-bflip-rec1-9.png
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
Sf2ce-claw-bwd.png Sf2ce-claw-neutral.png Sf2ce-claw-fwd.png Sf2ce-claw-cr.png
  • Standing reel:
Sf2ce-vega-hr1.png Sf2ce-vega-hr2.png Sf2ce-vega-hr3.png
  • Standing gut reel:
Sf2ce-claw-gr1.png Sf2ce-claw-gr2.png Sf2ce-claw-gr3.png Sf2ce-claw-gr4.png
  • Crouching reel:
Sf2ce-vega-cr1.png Sf2ce-vega-cr2.png
  • Dizzy:
Sf2ce-claw-dizzy3.png Sf2ce-claw-dizzy1.png Sf2ce-claw-dizzy2.png
  • Knockdown bouncing pushbox:
Sf2ce-claw-kd.png
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

Technical info about Claw's claw

Advanced Strategy

Another of the 4 now playable bosses of the game,but a shame compared to Sagat and Dictador.

Vega's gameplan is about hit and jump with some cheap pressure set ups.

Your main objetive is to poke and charge to made your Barcelona Special and attack your opponent with your throw or claw attack,Rolling Attack isn't useful int the American version,but is buffed in Japanese one now that rolls depends of the strenght of the punch (1 time Jab,2 times Strong,3 times Fierce),and can be used for cheap pressure damage.

He doesn't had Anti Airs Special but crouching Fierce and standing Roundhouse had decent range to be used like that,also you can punish projectiles with Crouching Roundhouse if you don't had time to charge for Barcelona Special that is great against them too.

Air-to-Air Move its nice too, he had an Air Throw and also a fast jump with better jumping normals than the Shadaloo ones,and also he had quick tap back Special that is useful to be away to your opponent and invincible against projectile and jump in attacks.

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