SvC Chaos: SNK Vs Capcom/Vega

From SuperCombo Wiki
バルログ, Balrog
"Handsome, tough, and cruel... That is me to a tee! Keh keh keh."
Difficulty Difficult
Max Mode Needed? Almost Useless
Tier Placement Trash (E)
Standing Hitbox ?
Crouching Hitbox Short

Introduction

Clawfacesvc.png

Vega (known as Balrog in Japan), or also known as Claw to avoid international confusion, is a narcissistic, Spanish ninja that works as M. Bison's personal bodyguard. In at least a of his appearances, most notably Super Turbo, he has proven to be a monster of a character with incredible buttons and gameplay that forces even the best players to stay on their toes in their approach against him (outside of SF4 and SF5, at least). In SVC, unfortunately, Vega suffers tremendously. He retains a few of his qualities like his great speed, good pokes, and somewhat unpredictable gameplay, however he's also a good example of a good character thrown into a game whose system completely hinders them. Vega's a charge character, but SVC - outside of Guile - is very unforgiving to charge characters when the likes of movement, zoning, and especially front step are prevalent. The system does nothing but make matters worse for Vega as he gains practically zero benefits while also having a pretty bad movelist to work with. On the bright side, you never have to worry about losing either his mask or claw.

Strengths Weaknesses
  • Amazing mobility and speed
  • Easy screen travel
  • Has wall jumps
  • Can air grab the opponent
  • Annoying to deal with pokes
  • Can no longer lose either his mask or claw
  • Mixups can potentially work
  • Decent anti-airs
  • Hard to master
  • Really bad Exceed
  • Can't cancel normals into command normals or supers
  • Everything else is super unsafe and makes for free GCFS punishes
  • cr.A is rather slow
  • Wall leaps can be easily anti-aired
  • Hardly any combos to work with, and none of them are good
  • GCFS is arguably nearly useless for him
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. Each character has variable wakeup times, with Ryu having a 28 frame wakeup animation. Thus, on soft knockdowns and hard knockdowns, the frame advantage will be put in parentheses as it is different per character. It is only meant to give you a general idea of your exact frame advantage. Refer to each character's data at the top of the page for wakeup variables, however slight.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Moves List

Normal Moves

Close Normals

cl/st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A fast attack with his claw. Good as a starter for light attack combos, can be canceled, but it whiffs against low crouching chars.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A fast attack with Claw's knee. It hits low crouching chars, can be comboed after a s.A, and you can cancel it. It's good for tick throws too.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • His most damaging cancelable move, but it's slow and whiffs on low crouching chars, so use this only on punish situations.

cl/st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A great anti-air. The range is nice, the priority is nice, and the damage is simple. Use it only as an anti-air.

Far Normals

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Nice cancelable poke. It's fast, its reach is nice, and it's 100% safe if blocked.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A poke. It isn't fast as the far s.B, and cannot be canceled, but its reach is better. Use if you need.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • I remember this poke in the early SF games... It could combo in itself, it was extremely fast, and was a followup to his rolling move. Here, this move isn't like that, sadly. Don't worry, you still can combo after the s.A, and cancel it.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A low poke. It's cancelable, fast, and can be comboed after the s.A.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Nice reach and angle. It's slow, but this move is good as an anti-air, and only that.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This move has the same animation as the cr.B, but a little slower. It cannot be canceled and doesn't knocks down(Strangely enough) but you can link another cr.D after a meaty cr.D.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral/Diagonal Jumping Attack
  • A good air-to-air, and only that.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral Jumping Attack
  • Can be used as an air-to-air, but the j.A is better.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Diagonal Jumping Attack
  • A fast jump-in. Good to use on combos. The kick stays for the entire arc of the jump.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral/Diagonal Jumping Attack
  • A slow, but good jump-in for combos. The reach is not that great, compared to the move below. It can even crossup the opponent, but it's hard.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral/Diagonal Jumping Attack
  • Claw's best jump-in in my opinion. It's faster, has more reach, but can't crossup compared to the j.C, now just choose which jump-in you'll use.

Command Moves

Peace of Mercury
f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • An overhead kick. It's slow, so you cannot combo after this. It's unsafe if blocked too, watch out when you use.

Cosmic Smarts
f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This move has a nice reach, can be used as an anti-air, but whiffs on low crouching chars and Claw can't combo after it, so watch out in this move too.

Round Slider
df.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is Claw's cr.HK from the Capcom games. Can be used as a low poke too. It can't combo too. Unsafe if blocked.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Special Moves

Rolling Crystal Flash
[b]~f P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~f A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~f C - - Mid - - - - - - - - - - -
  • Claw's classic rolling move. A version is better if you're doing poke games, and the C version is for combos(It's nice to cancel the last hit of this version in Max Mode) and cheap finishers. Unsafe if blocked too.

Scarlet Terror
[db]~f K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[db]~f B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[db]~f D - - Mid - - - - - - - - - - -
  • One of Claw's best moves. Can be used as an anti-air too, it knocks down if hits and safe on block. Oh, and while Claw is doing this move, you'll have time to charge, leading to some interesting setups. You can charge this move by holding backwards too, and when you finished charging, press db, f+K and the move will come out.

Sky High Claw
[d]~u P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is used to travel around the screen and to punish projectiles. A version can be used as an anti-air, and the C version can be used to punish projectiles, because Claw will fly lower than the A version. This move is really fast, so use when you need.

Wall Leap
[d]~u K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Claw's classic(It was good in the early SF games) Wall Leap. You can use this to some hit & run strategies, and to get away from the corner too. You can control(With f/b) where Claw will land, and it's important to know exactly where he will land. He will do a simple backdash after he lands, remember that.

Flying Barcelona Attack
P After Wall Leap
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is an important move to Claw's hit & run strategies in this game(In every game, I mean). Well, in this move, Claw will open his arms, and either one can hit, so after a wall leap, try to move behind your opponent and press a punch for a crossup attack. The damage is great too, and it's safe if blocked(Remember that simple backdash?). If you want, after the Wall Leap, control Claw with db/df, to charge while you're moving.

Izuna Drop
P near the opponent, after Wall Leap
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A grab with no range. Don't think about using this, because it's unsafe if you miss the timing. It's hard to do too, so use the FBA(The follow-up above) instead.

Backflips
AC or BD
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Backslash
AC
- - Mid - - - - - - - - - - -
  • Interesting move that you should master. Claw will do two backflips, and he is invincible while doing them. Good to hit & run(You can cancel Normal Moves into this move too), good to escape from fireballs(Watch out for the timing), good to escape from GCFs, and good to do safe moves in Max Mode(Yeah, just press AC while doing a ground move in Max Mode).
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Short Backslash
BD
- - Mid - - - - - - - - - - -
  • You'll need this too. It has the same properties as the move above, but Claw will do only one backflip. Good to use to do a quick escape against those reversals.

Super Moves

(Super) Wall Leap
[db]~df,db,uf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The input is strange, I know. But remember that this move is not like in the old SF games, where the super only starts if Claw grabs the opponent, so don't use this in vain(If you do nothing after the Super Wall Leap, you'll lose meter). You can control where Claw will go with b/f too, like in the normal version.

Flying Barcelona Special
Super Wall Leap > P Follow-up
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A safe super. You can use this like the normal version(With crossups and those things), and it does more hits and damage. Don't even try to make this move whiff.

Rolling Izuna Drop
Super Wall Leap > P Near Opponent
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The same properties as the normal version, but it does more damage(The damage is nice too). Use at your risk.

Scarlet Mirage
[b]~fbf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Claw's super for combos. The A version is more defensive, while the C version is better on combos. It knocks down, and you can charge while the super hits the opponent. The B version is a safe Super, but watch out for those GCFs.

Exceed

Red Impact
Charge B.png~F.pngB.pngF.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • One of the worst Exceeds in this game(That's just my opinion). It has almost no range, it's hard to combo(But it's possible anyway), can be blocked with ease, and the damage is not that good(I mean, when compared to other Exceeds). Use on punish situations(You'll need to turtle if you want to hit with this).

Strategy

Basic Strategy

Claw's Gameplan

Claw is a charge character who likes to travel around the screen, you already know that. And he likes to be safe everytime too, with his Wall Leap crossups, with his Backslashes, and with his safe anti-air Special move. Claw, as you know, is a hit & run character, and this can make the match easier to win against some characters. His pokes are very nice too, you should use them. You have the Backslashes at your dispose, and you can even punish projectiles when you need. So travel around the screen, be safe, punish the opponent when you need, and plan your game everytime(If you're in the defense, think what you can do to help yourself, and if you're in the offense, think what you can do against the opponent, and now it's up to you. Good luck in your matches).

Advanced Strategy

Match-Ups

Combos

Vega's combos are better suited for punish situations since he has to charge for all of his moves. Keep in mind, Vega can't cancel normals into Command Moves, even in max mode.

BnB Combos

Combo Damage Stun Location Notes
(j.X,) cl.A x2-3, st./cr.B, AC/BD A simple hit & run combo to practice. And this is good because you don't need to punish your opponent to do this. Watch out, because the cl.A whiffs on low crouching chars.
(j.X,) cl./cr.A/B, [b]~f C / [b]~f D / [b]~fbf D A kind of basic, but damaging combo. If you want to punish, you can use the cl.C(Do the charge, press the C button while standing, and then do the rest of the command).
CH [b]~f B, [b]~f D A defensive combo with a defensive starter. This is nice to use when you need. And you can use while you're in midscreen too.
cl.C, Exceed Claw's best punish combo, and it's the only way to combo with the Exceed (without counter hits and the Max Mode). Can be the best way to spend your Exceed.

Max Mode Combos

Vega can max cancel only 2 of his special moves.

Combo Damage Stun Location Notes
(j.X,) cr.A/B, [b]~f C(3), (C)[b]~f D(2), (C)BD, [b]~fbf D Probably one of Claw's most damaging combos. Some guys said that this combo is possible with the Exceed instead of the Super on big characters, but I couldn't do it(Because I'm testing on a Keyboard only to see if it's easy to do), but I could max cancel the roll into the (Charge)db, f+D, and connect this move into another (Charge)db, f+D, and I can confirm that the first hit of the anti-air can juggle the opponent if canceled. The Super part is the most difficult. If you want to try with the Exceed, okay.

Game Navigation

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Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken