Street Fighter V/Vega

From SuperCombo Wiki

Introduction

About Vega

Unique Mechanics

By inputting 236P, Vega will switch stances putting his claw away or vice versa. While in no claw, Vega has access to different punch normals and different special moves losing Aurora Spin edge but gaining a command grab. The properties of his Flying Barcelona Attack also changes; with the claw on it causes a knockdown however without it it leaves the opponent standing for a combo. Also if Vega takes enough damage while his claw is out, he will lose his claw and be in no claw stance for the rest of the round. He can also lose his mask shortly after that. Note that this does not have to be direct HP damage; blocking attacks with it out causes a small amount of damage to the claw and mask as well.

Final Patch

Players to Watch

  • Doomsnake
  • Tourniquet
Vega
SFV-Vega Portrait.jpg
Vitals
Life Points 1025
Stun Points 975
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 5.5
Backward Walk Speed 4.5
Forward Dash Speed 17
Backward Dash Speed 21
Forward Dash Distance 153.7
Backward Dash Distance 122.5
Backdash CH Frames 3-10
Jumping
Back Jump Speed 47 (4+39+4)
Neutral Jump Speed 47 (4+39+4)
Forward Jump Speed 46 (3+39+4)
Forward Jump Distance 195
Backward Jump Distance 187.2
Throws
Throw Hurtbox 0.4087
Throw Range 0.8557
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

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. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

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

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP (no claw)
Stand LP (no claw)
5LP (no claw)
SFV Vega 5LP (no claw).png
Startup Active Recovery Hit
3 2 6 6
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vs2 vt1 vt2
  • Can not hit crouching opponents
  • Chains into st.LP / cr.LP / cr.LK
Stand MP (no claw)
Stand MP (no claw)
5MP (no claw)
SFV Vega 5MP (no claw).png
Startup Active Recovery Hit
7 3 15 4
Damage Stun Attack Block
60 100 H 1
  • Cancel options: sp su vs2 vt1 vt2
  • Frame advantage changes to +1 on hit and -2 on block if canceled into switch claw, or +0 on hit and -3 on block if canceled during broken claw state
Stand HP (no claw)
Stand HP (no claw)
5HP (no claw)
SFV Vega 5HP (no claw).png
Startup Active Recovery Hit
9 2 21 4
Damage Stun Attack Block
90 150 H -1
  • Cancel options: sp su vs2 vt1 vt2
  • Frame advantage changes to +6 on hit and +1 on block if canceled into switch claw, or +5 on hit and +0 on block if canceled during broken claw state
Stand LP (claw)
Stand LP (claw)
5LP (claw)
Startup Active Recovery Hit
5 2 9 7
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vs2 vt1 vt2
  • Can not hit crouching opponents
  • Can cancel to switch claw, -7 on hit and -11 on block
Stand MP (claw)
Stand MP (claw)
5MP (claw)
Startup Active Recovery Hit
8 2 14 6
Damage Stun Attack Block
70 100 H 2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *Claw Switch
  • Can cancel to switch claw, -1 on hit and -5 on block
Stand HP (claw)
Stand HP (claw)
5HP (claw)
Startup Active Recovery Hit
8 2 21 7
Damage Stun Attack Block
80 150 H -2
  • Cancel options: sp su vs2 vt1 vt2
  • Forces opponent into standing state on hit
  • Frame advantage is identical if canceled into switch claw, +7 on hit and -2 on block
  • No hurtbox extension during start-up
Stand LK
Stand LK
5LK
SFV Vega 5LK.png
Startup Active Recovery Hit
3 2 9 4
Damage Stun Attack Block
30 70 H 2
Stand MK
Stand MK
5MK
SFV Vega 5MK.png
Startup Active Recovery Hit
7 3 12 4
Damage Stun Attack Block
60 100 H 2
  • Cancel options: vt1 vt2
  • Hurtbox hovers above the floor, allowing it to counter most low attacks given proper spacing
Stand HK
Stand HK
5HK
SFV Vega 5HK.png
Startup Active Recovery Hit
11 3 16 4
Damage Stun Attack Block
80 150 H -1
  • Cancel options: vt1 vt2
  • Cannot hit crouching opponents
  • Always -1 on block even if it hits meaty on later active frames
Crouch LP (no claw)
Crouch LP (no claw)
2LP (no claw)
SFV Vega 2LP (no claw).png
Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MP (no claw)
Crouch MP (no claw)
2MP (no claw)
SFV Vega 2MP (no claw).png
Startup Active Recovery Hit
6 3 14 4
Damage Stun Attack Block
60 100 H 2
  • Cancel options: sp su vs2 vt1 vt2
  • Frame advantage changes to -2 on hit and -4 on block if canceled into switch claw, or -3 on hit and -5 on block if canceled during broken claw state
Crouch HP (no claw)
Crouch HP (no claw)
2HP (no claw)
SFV Vega 2HP (no claw).png
Startup Active Recovery Hit
9 4 15 5
Damage Stun Attack Block
80 150 H 3
  • Cancel options: sp su vs2 vt1 vt2
  • Forces opponent into standing state on hit
  • Frame advantage changes to +4 on hit and +2 on block if canceled into switch claw, even during broken claw state
Crouch LP (claw)
Crouch LP (claw)
2LP (claw)
Startup Active Recovery Hit
4 3 6 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vs2 vt1 vt2
  • Can cancel to claw switch; -9 on hit and -12 on block
Crouch MP (claw)
Crouch MP (claw)
2MP (claw)
Startup Active Recovery Hit
6 2 15 3
Damage Stun Attack Block
60 100 H 1
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *Claw Switch
  • Can cancel to claw switch; -3 on hit and -5 on block
Crouch HP (claw)
Crouch HP (claw)
2HP (claw)
Startup Active Recovery Hit
9 3 18 5
Damage Stun Attack Block
80 150 H 3
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *Claw Switch
  • Forces opponent into standing state on hit
  • Can cancel into claw switch; +3 on hit and +1 on block
Crouch LK
Crouch LK
2LK
SFV Vega 2LK.png
Startup Active Recovery Hit
4 2 9 4
Damage Stun Attack Block
20 70 L 0
  • Cancel options: vt1 vt2
  • Can be chained into from st.LP / cr.LP (no claw) but cannot itself chain into other chains
Crouch MK
Crouch MK
2MK
SFV Vega 2MK.png
Startup Active Recovery Hit
8 2 16 7
Damage Stun Attack Block
50 100 L 2
Crouch HK
Crouch HK
2HK
SFV Vega 2HK.png
Startup Active Recovery Hit
9 9 18 KD
Damage Stun Attack Block
90 150 L -13
  • Cancel options: vt1 vt2
  • Juggle Limit: 2 (Can juggle after EX Crimson Terror, almost any cancel into VT1, Cosmic Smart (V-Skill 2), HP Aurora Spin Edge)
  • KDA after Cosmic Smart or HP Aurora Spin Edge into cr HK (+69/20/25), KDA after EX Crimson Terror into cr HK (+75/26/31)
  • -5 oB on last active frame
  • The Online Claw experience
Jump LP (no claw)
Jump LP (no claw)
j.LP (no claw)
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP (no claw)
Jump MP (no claw)
j.MP (no claw)
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: -
  • Reduces lower body hurtbox and shifts position forward during frames 4-23
Jump HP (no claw)
Jump HP (no claw)
j.HP (no claw)
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
90 150 M -
Jump LP (claw)
Jump LP (claw)
j.LP (claw)
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP (claw)
Jump MP (claw)
j.MP (claw)
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: -
  • Reduces lower body hurtbox and shifts position forward during frames 4-23
  • Juggle Limit: 1 (Can juggle after EX Crimson Terror, its followup into air VT1, and HP Aurora Spin Edge)
Jump HP (claw)
Jump HP (claw)
j.HP (claw)
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Cross-up
  • Juggle Limit: 1 (Can juggle after EX Crimson Terror, its followup into VT1, raw air VT1, and HP Aurora Spin Edge)
Jump MK
Startup Active Recovery Hit
7 7 - -
Damage Stun Attack Block
70 100 M -
Jump HK
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Mercury Shard
Mercury Shard
6MK
SFV Vega 6MK.png
Startup Active Recovery Hit
22 3 15 0
Damage Stun Attack Block
60 100 M -7
  • Cancel options: -
  • Throw-invincible during frames 13-19
Buster Claw (claw)
Buster Claw (claw)
6HP (claw)
SFV Vega 6HP (claw).png
Startup Active Recovery Hit
13 2 24 -3
Damage Stun Attack Block
80 150 H -14
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT2 Activation (not the attack)
  • V-Trigger 2 cancel window is 4 frames later than V-Trigger 1 upon connecting

Target Combos

Reverse Claw (claw)
Reverse Claw (claw)
5HP > 5HP (claw)
Startup Active Recovery Hit
8+10 3 22 KD
Damage Stun Attack Block
80*54 (134) 150*72 (222) H*H -10
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Knocks down opponent into a limited juggle state (Juggle Start: +1)
  • Not cancelable into anything but V-Trigger on block
Matador Flash (claw)
Matador Flash (claw)
5HP > 5HP > MPMK (VS1) (claw)
SFV Vega 5HP 5HP MPMK (VS1) (claw).png
Startup Active Recovery Hit
8+10+22 2 - KD
Damage Stun Attack Block
80*54*48 (182) 150*72*64 (284) H*H*H -10
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • This V-Skill follow-up cannot be canceled into if the initial 2 hits are blocked
  • +1 extra KDA (+78/19/24) on this target combo if finished with an empty V-Skill instead of V-Skill attack
Matador Blitz (no claw)
Matador Blitz (no claw)
5MP > 5HK (no claw)
Startup Active Recovery Hit
7+9 3 18 KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) H*H -3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Launches opponent into a limited juggle state (Juggle Start: +1)
  • 2nd hit (HK) cannot hit crouching (leaving Vega at -11 on block after the MP)
  • Not cancelable into anything but V-Skill 1 on block
Matador Blitz 2nd (no claw)
Matador Blitz 2nd (no claw)
5MP > 5HK > MPMK (VS1) (no claw)
SFV Vega 5MP 5HK MPMK (VS1) (no claw).png
Startup Active Recovery Hit
7+9+22 3 - KD
Damage Stun Attack Block
60*72 (132) 100*72 (172) H*H*H -13(-16)
  • Cancel options: su vt1 vt2
  • -13 on block if the V-Skill 1 attack is blocked (otherwise -16 on block if just doing the V-Skill dodge)
  • KDA on this target combo is the same whether or not it is finished with V-Skill 1 dodge or V-Skill 1 attack
  • Input window to press HK for this target combo is longer than for special attacks canceled from MP

Throws

Rainbow Suplex
Rainbow Suplex
Throw
LPLK
SFV Vega LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 170 T -
Crescent Line
Crescent Line
Back Throw
4LPLK
SFV Vega 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -

Special Moves

Wall Jump
Wall Jump
9 during jump near wall
SFV Vega 9 during jump near wall.png
Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Vega is suspect to special counter-hits during the entire duration of his wall jump (also any follow-ups done from the wall jump) by any medium / heavy / command normal, this special counter-hit state puts Vega into a free juggle state
Bloody Garden
Bloody Garden
28KK
SFV Vega 28KK.png
Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Vega hops on the cage wall and starts climbing
  • Fully invincible on frames 9 and onward during the wall climbing
  • Only usable on the Flamenco Tavern stage
  • EX Barcelona follow-ups that occur after the wall climb do not cost another EX bar
  • Can not control the movement of the wall climb or timing of the follow-up leap
LK Flying Barcelona Movement
LK Flying Barcelona Movement
623LK or 421LK
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Cannot be input with simple inputs (Forward, Down, Forward), must be input as Forward, Down, Down-Forward
  • Airborne on frame 8
MK Flying Barcelona Movement
MK Flying Barcelona Movement
623MK or 421MK
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Cannot be input with simple inputs (Forward, Down, Forward), must be input as Forward, Down, Down-Forward
  • Airborne on frame 8
HK Flying Barcelona Movement
HK Flying Barcelona Movement
623HK or 421HK
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Cannot be input with simple inputs (Forward, Down, Forward), must be input as Forward, Down, Down-Forward
  • Airborne on frame 8
EX Flying Barcelona Movement
EX Flying Barcelona Movement
623KK or 421KK
SFV Vega 623KK or 421KK.png
Startup Active Recovery Hit
9 - 31 -
Damage Stun Attack Block
40 0 H -
  • Cancel options: -
  • Airborne on frame 8
  • CAN be input with simple inputs (Forward, Down, Forward)
  • Cannot hit crouching or cross-up
  • Has no collision boxes until he reaches the wall
  • Launches opponent into a free juggle state (if this was the hit that initiated the juggle state)
  • Counts as its own hit for combo scaling purposes (10% damage penalty)
  • Juggle Limit / Increase / Start: 1 / 0 / 0
Flying Barcelona Attack (no claw)
Flying Barcelona Attack (no claw)
623K > P (no claw)
SFV Vega 623K P (no claw).png
Startup Active Recovery Hit
3 6 31(9) 7(9)
Damage Stun Attack Block
80 100 M 1(3)
  • Cancel options: -
  • Frame Advantage varies depending on height (increased advantage the closer to ground the attack connects)
  • Has reduced recovery frames (9) upon landing if the attack connected on hit or block (has 31 recovery frames on whiff)
  • Juggle Limit / Increase / Start: 3 / 2 / 2
Flying Barcelona Attack (claw)
Flying Barcelona Attack (claw)
623K > P (claw)
Startup Active Recovery Hit
3 6 31(9) KD
Damage Stun Attack Block
120 150 M 3(6)
  • Cancel options: -
  • Launches into free juggle state on hit (if this was the hit that initiates the juggle state)
  • Frame Advantage varies depending on height
  • Has reduced recovery frames (9) upon landing if the attack connected on hit or block (has 31 recovery frames on whiff)
  • Juggle Limit / Increase / Start: 3 / 0 / 0
EX Flying Barcelona Attack (no claw)
EX Flying Barcelona Attack (no claw)
623KK > P (no claw)
SFV Vega 623KK P (no claw).png
Startup Active Recovery Hit
9 5 31(9) 10(15)
Damage Stun Attack Block
30*30*60 (120) 50*50*100 (200) M 1(6)
  • Cancel options: -
  • Frame advantage varies depending on height (increased advantage the closer to ground the attack connects)
  • Forces opponent into standing state on hit
  • Has reduced recovery frames (9) upon landing if the attack connected on hit or block (has 31 recovery frames on whiff)
  • If performed close to the ground, will complete full attack before landing
  • Juggle Limit / Increase / Start: 3*3*3 / 0*0*3 / 1*1*3
EX Flying Barcelona Attack (claw)
EX Flying Barcelona Attack (claw)
623KK > p (claw)
Startup Active Recovery Hit
9 5 31(9) KD
Damage Stun Attack Block
30*30*60 (120) 50*50*100 (200) M 1(6)
  • Cancel options: -
  • Frame advantage varies depending on height (increased advantage the closer to ground the attack connects)
  • Launches opponent into a limited juggle state
  • Has reduced recovery frames (9) upon landing if the attack connected on hit or block (has 31 recovery frames on whiff)
  • If performed close to the ground, will complete full attack before landing
  • Juggle Limit / Increase / Start: 3*3*3 / 0*0*3 / 1*1*3
Izuna Drop
Izuna Drop
623K > LPLK
SFV Vega 623K LPLK.png
Startup Active Recovery Hit
4 2 31 KD
Damage Stun Attack Block
150 200 T KD
  • Cancel options: -
  • Can grab grounded and airborne opponents
  • Juggle Limit: 10
  • Throw, negates ability to perform back-recovery on successful grab
  • Will increase total recovery of the Barcelona dive the higher the Izuna Drop is performed (right before landing: -1F, at head grabbing range on Ryu: -2F, at head grabbing range for Abigail: -3F)
EX Izuna Drop
EX Izuna Drop
623KK > LPLK
SFV Vega 623KK LPLK.png
Startup Active Recovery Hit
4 2 31 KD
Damage Stun Attack Block
160 250 M KD
  • Cancel options: -
  • Can grab grounded and airborne opponents
  • Strike AND throw hitbox; can hit extended limbs and hurtboxes, but still negates ability to perform back-recovery on successful hit
  • Juggle Limit: 10
  • Will increase total recovery of the Barcelona dive the higher the Izuna Drop is performed (right before landing: -1F, at head grabbing range on Ryu: -2F, at head grabbing range for Abigail: -3F)
LP Grand Izuna Drop
LP Grand Izuna Drop
63214LP (no claw)
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50*80 (130) 100*100 (200) T -
  • Cancel options: -
  • Command grab; negates ability to perform back-recovery on successful grab
MP Grand Izuna Drop
MP Grand Izuna Drop
63214MP (no claw)
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50*90 (140) 100*100 (200) T -
  • Cancel options: -
  • Command grab; negates ability to perform back-recovery on successful grab
HP Grand Izuna Drop
HP Grand Izuna Drop
63214HP (no claw)
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50*100 (150) 100*100 (200) T -
  • Cancel options: -
  • Command grab; negates ability to perform back-recovery on successful grab
EX Grand Izuna Drop
EX Grand Izuna Drop
63214PP (no claw)
SFV Vega 63214PP (no claw).png
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
80*100 (180) 100*150 (250) T -
  • Cancel options: -
  • Command grab; negates ability to perform back-recovery on successful grab
  • Has more knockdown advantage than other variants
LK Crimson Terror
LK Crimson Terror
236LK
Startup Active Recovery Hit
8 3(16)5 12 2
Damage Stun Attack Block
20*60 (80) 20*130 (150) H*H -6
  • Cancel options: su vt1
  • Crouching on frames 1-19
  • Airborne on frames 20-33
  • Cancelable into super on the 1st hit only
  • Cancelable into Bloody Kiss: Azul (air VT1) on final hit only
  • First hit (frames 8-9) have pretty strong anti-air hitboxes (but this is not easy to utilize properly due to spacing and timing needed)
  • Juggle Limit / Increase / Start: 0*1 / 1*1 / 1*1
MK Crimson Terror
MK Crimson Terror
236MK
Startup Active Recovery Hit
17 2(10)2(20)5 14 2
Damage Stun Attack Block
20*20*60 (100) 20*20*110 (150) H*H*H -7
  • Cancel options: su vt1
  • Crouching on frames 1-39
  • Airborne on frames 40-57
  • Cancelable into super on the first 2 hits
  • Cancelable into Bloody Kiss: Azul (air VT1) on final hit only
  • Juggle Limit / Increase / Start: 0*0*1 / 1*1*1 / 1*1*1
HK Crimson Terror
HK Crimson Terror
236HK
Startup Active Recovery Hit
19 4(12)3(10)3(22)5 16 KD
Damage Stun Attack Block
20x3*60 (120) 20x3*140 (200) H*H*H*H -8
  • Cancel options: su vt1
  • Crouching on frames 1-62
  • Airborne on frames 63-79
  • Cancelable into super in the first 3 hits
  • Cancelable into Bloody Kiss: Azul (air VT1) on final hit only and has higher juggle count than any other version (2 instead of 1), making EX Flying Barcelona followup impossible
  • Juggle Limit / Increase / Start: 0*0*0*1 / 1*1*1*1 / 1*1*1*2
EX Crimson Terror
EX Crimson Terror
236KK
SFV Vega 236KK.png
Startup Active Recovery Hit
16 6(21)5 2+8 KD
Damage Stun Attack Block
20x4 (120) 20*0*0*100 (120) H -2
  • Cancel options: vt1
  • Projectile invincible on frames 1-49 (and again until the end of active frames on hit extension only)
  • Airborne on frames 35-49 (and again frames 59-76 on hit extension only)
  • Launches on hit into a limited juggle state
  • Final hit can cancel to Bloody Kiss: Azul (air VT1) for additional followups
  • The active / recovery frames shown refer to the whiff / block version (not including extra follow-up launcher attack that only activates on hit)
  • Juggle Limit / Increase / Start: 0*1 / 0*1 / 0*1
LP Aurora Spin Edge
LP Aurora Spin Edge
214LP
SFV Vega 214LP.png
Startup Active Recovery Hit
12 6 20 KD
Damage Stun Attack Block
100 200 L -7
  • Cancel options: su vt1
  • Low Hit
  • Does not gain meter on whiff
  • Juggle Limit / Increase / Start: 2 / 1 / 1
MP Aurora Spin Edge
MP Aurora Spin Edge
214MP
SFV Vega 214MP.png
Startup Active Recovery Hit
15 6 18 KD
Damage Stun Attack Block
100 200 H -6
  • Cancel options: su vt1
  • Does not gain meter on whiff
  • Juggle Limit / Increase / Start: 2 / 2 / 1
HP Aurora Spin Edge
HP Aurora Spin Edge
214HP
SFV Vega 214HP.png
Startup Active Recovery Hit
12 6 18 KD
Damage Stun Attack Block
100 200 H -4
  • Cancel options: su vt1
  • Does not gain meter on whiff
  • Whiffs on some standing hurtboxes as well as all crouching hurtboxes (but can still hit any hurtbox extensions that reach high enough)
  • Can hit the following characters standing: Abigail, Alex, Balrog, Birdie, Cody, F.A.N.G., Falke, G, Guile, M.Bison, Sagat, Urien, Vega, Zangief
  • CA cancel timing is unusually late
  • Launches on hit into a limited juggle state
  • Can hit cross-up
  • Juggle Limit / Increase / Start: 0 / 1 / 1
EX Aurora Spin Edge
EX Aurora Spin Edge
214PP
Startup Active Recovery Hit
12 7(12)4 21 KD
Damage Stun Attack Block
50*100 (150) 100*100 (200) H*H -3
  • Cancel options: vt1
  • Completely throw invincible
  • First hit has 1 point of projectile durability
  • Second hit is cancelable into Bloody Kiss: Torero (Neutral VT1) and VT2 on hit or block
  • High juggle potential
  • Juggle Limit / Increase / Start: 5*6 / 1*1 / 1*1
Sky High Claw
Sky High Claw
28P
Startup Active Recovery Hit
11 - 18-22+14 KD
Damage Stun Attack Block
100 (80) 120 (100) H -17(-21)
  • Cancel options: vt1
  • Takes 30 frames to charge
  • Startup frames shown refer to after Vega touches the wall (Overall startup can vary greatly depending on how far Claw has to travel to the wall)
  • Active frames vary (lasts until Claw either collides with the opponent or the other wall)
  • Block advantage varies greatly depending on a lot of silly and nonsensical factors (if you're not sure; punish it with a 17F)
  • Airborne from frame 5 after input
  • Projectile invincible once active (but loses invincibility after hit)
  • Loses collision boxes on frame 5
  • Defaults to nearest wall direction unless alternate direction is held for 5F upon input
  • Recovery varies slightly due to positioning, but significantly more recovery on blocked crossup (+4F extra)
  • Can crossup in specific situations
  • Can only hit standing (but may miss if opponent is walking towards back wall)
  • Crouching attacks with large collision boxes may prevent Vega from crossing over before active frames expire
  • Can cancel immediately into air VT1 with no projectile vulnerable gap (if not canceled into VT immediately upon connecting, the cancel will delay for 13F)
  • Has slightly less hitbox range, 20 less damage and stun in barehand mode
EX Sky High Claw
EX Sky High Claw
28PP
SFV Vega 28PP.png
Startup Active Recovery Hit
13 - 15-19+12 KD
Damage Stun Attack Block
120 (100) 150 (100) H -11(-15)
  • Cancel options: vt1
  • Takes 30 frames to charge
  • Startup frames shown refer to after Vega touches the wall (Overall startup can vary greatly depending on how far Claw has to travel to the wall)
  • Active frames vary (lasts until Claw either collides with the opponent or the other wall)
  • Block advantage varies greatly depending on a lot of silly and nonsensical factors (if you're not sure; punish it with a 12F)
  • Airborne from frame 5 after input and travels faster than normal Sky High Claw
  • Projectile invincible once active (but loses invincibility after hit)
  • Loses collision boxes on frame 5
  • Defaults to nearest wall direction unless alternate direction is held for 5F upon input
  • Recovery varies slightly due to positioning, but significantly more recovery on blocked crossup (+4F extra)
  • Can hit crouching and crossup (but may miss if opponent is walking towards back wall)
  • Can cancel immediately into air VT1 with no projectile vulnerable gap (if not canceled into VT immediately upon connecting, the cancel will delay for 13F)
  • Has slightly less hitbox range, 20 less damage and 50 less stun in barehand mode
Switch Claw
Switch Claw
236P
SFV Vega 236P.png
Startup Active Recovery Hit
- - 23 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Canceling into claw switch makes the overall frames a few frames faster and moves Vega's body forward, partially negating pushback
  • The stance change will occur at frame 13
  • Being hit from frames 1-12 will cancel the stance change
  • Switching with a broken claw results in a 1 frame penalty for canceled attacks on both hit and block, except barehand crouching HP (no penalty)
  • Canceling an attack that hit meaty on later frames will not confer additional advantage during switch

Critical Arts

Bloody Rain
Bloody Rain
236236P or 214214P
Startup Active Recovery Hit
9 - 40 KD
Damage Stun Attack Block
330 0 H*H -25
  • Cancel options: -
  • Throw and projectile invincible until the flash
  • Airborne from frame 8
  • Active frames last until Claw reaches the corner and then again after flash until he reaches the ground
  • Can cross up
  • If first hit is successful; remains fully invincible until active frames of second hit expire
  • Juggle Limit: 10

Taunts

Taunt
Taunt
5PPPKKK
SFV Vega 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Matador Turn (attack)
Matador Turn (attack)
MPMK (VS1) (hold)
SFV Vega MPMK (VS1) (hold).png
Startup Active Recovery Hit
22 2 31 KD
Damage Stun Attack Block
90 100 H -13
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • Upper-body hit invincible on frames 6-19
  • Projectile invincible on frames 6-19
  • Subject to counter-hits during startup (including the initial V-Skill dodge)
  • Deals 10 less damage (80) without Claw equipped
  • V-Gauge gain on Hit / Block: 100 / 50
  • Juggle Limit / Increase / Start: 3 / 1 / 1
Matador Turn
Matador Turn
MPMK (VS1) (dodge)
SFV Vega MPMK (VS1) (dodge).png
Startup Active Recovery Hit
6 27 4 -
Damage Stun Attack Block
- - H -
  • Cancel options: -
  • Upper-body hit invincible on frames 6-31
  • Projectile invincible on frames 6-30
  • Subject to counter-hits for the entire duration

V-Skill 2

Matador Flip
Matador Flip
MPMK (VS2)
SFV Vega MPMK (VS2).png
Startup Active Recovery Hit
1 18 30 -
Damage Stun Attack Block
- - - -
  • Cancel options: vs2
  • Strike and Projectile invincible from frames 1-18
  • Airborne from frames 6-22
  • Can cancel into Cosmic Smart from frames 25-32
  • Claw is in a Counter-Hit state for the entire duration
Cosmic Smart
Cosmic Smart
MPMK (VS2) > K
SFV Vega MPMK (VS2) K.png
Startup Active Recovery Hit
25+8 4 20 KD
Damage Stun Attack Block
70 100 H -6
  • Cancel options: vt1 vt2
  • Launches opponent into a limited juggle state (Juggle Start: +2)
  • Juggle Start 2 will prevent many attacks from following up, such as EX Barcelona
  • Overall startup from Matador Flip is 33-41F
  • Builds 80/40 V-Gauge on Hit / Block
  • Juggle Limit / Increase / Start: 0 / 1 / 2

V-Trigger 1

Bloody Kiss - Torero
Bloody Kiss - Torero
HPHK (VT1)
SFV Vega HPHK (VT1).png
Startup Active Recovery Hit
10 - - KD
Damage Stun Attack Block
30*50*60 (140) 150 H -2
  • Cancel options: -
  • 2 bar V-Trigger
  • The rose itself is a physical object with 1 point of durability and is Projectile invincible
  • If the rose hits; Vega launches himself forward towards the opponent (during which travel he is vulnerable) - but then upon close proximity Vega becomes fully invincible during the follow-up slashing attack until recovery
  • The follow-up slashing attack breaks armor
  • Launches the opponent into a free juggle state (if this was the hit that initiated the juggle state)
  • Juggle Limit / Increase / Start: 10 / 0 / 0
Bloody Kiss - Rojo
Bloody Kiss - Rojo
2HPHK (VT1)
SFV Vega 2HPHK (VT1).png
Startup Active Recovery Hit
10 - - KD
Damage Stun Attack Block
30*70*80 (180) 200 H -22
  • Cancel options: -
  • 2 bar V-Trigger
  • The rose itself is a physical object with 1 point of durability and is Projectile invincible
  • If the rose hits; Vega launches himself forward towards the opponent (during which travel he is projectile and throw invulnerable) - but then upon close proximity Vega becomes fully invincible during the follow-up slashing attack until recovery
  • The follow-up slashing attack breaks armor
  • High pushback on Counter-Hit from frame 1 (aka Vega's collision boxes move far forward)
  • Crouch-sized hurtboxes on whiff recovery frames (but not actually considered a crouching state)
  • Juggle Limit / Increase / Start: 10 / 1*1*1 / 0*1*1
Bloody Kiss - Azul
Bloody Kiss - Azul
7HPHK (air) (VT1)
Startup Active Recovery Hit
10 - - KD
Damage Stun Attack Block
30*50*60 (140) 150 H 2
  • Cancel options: -
  • 2 bar V-Trigger
  • The rose itself is a physical object with 1 point of durability and is Projectile invincible
  • Projectile invincible for entire duration (even if the rose misses) until landing (any overlapping projectile will hit Vega as if standing upon landing)
  • If the rose hits then Vega becomes fully invincible during the follow-ups until recovery
  • The follow-up slashing attack breaks armor
  • Vega is in a crouching state during whiff recovery frames
  • Launches the opponent, launch duration is longer than Bloody Kiss - Torero
  • On grounded hit: Juggle Limit / Increase / Start: 10 / 0 / 1
  • Free juggle state on aerial hit; Juggle Limit / Increase / Start: 10 / 0 / 0

V-Trigger 2

Alegrias
Alegrias
HPHK (VT2 activation)
SFV Vega HPHK (VT2 activation).png
Startup Active Recovery Hit
1 - 5 (11) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 2000 frames (~33 seconds)
  • Gives access to Flash Arch series
  • 6F total duration when performed by itself, but 12F total duration when canceled from an attack, making it vulnerable to 12F startup V-Reversals
Flash Arch - Rossa (stance)
Flash Arch - Rossa (stance)
HPHK (VT2 parry)
SFV Vega HPHK (VT2 parry).png
Startup Active Recovery Hit
3 13 36 KD
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Parry is active on frames 3-15
  • Can counter physical critical arts and some separate objects such as R. Mika's Nadeshiko, but not projectiles or most physical objects
  • Activates Flash Arch - Rossa (attack) if hit during active frames
  • Spends 1000 V-Timer (50% V-Timer) on each parry attempt
  • Counter-Hit state during recovery frames
Flash Arch - Rossa (attack)
Flash Arch - Rossa (attack)
HPHK (VT2 attack)
SFV Vega HPHK (VT2 attack).png
Startup Active Recovery Hit
1 2(21)2 26 KD
Damage Stun Attack Block
50*100 (150) 200 H -
  • Cancel options: -
  • 2 bar V-Trigger
  • Launches opponent into a free juggle state on hit
  • Spends the remaining V-Trigger timer upon activation
  • Juggle Limit: 10
Flash Arch - Granate
Flash Arch - Granate
6HPHK (VT2)
SFV Vega 6HPHK (VT2).png
Startup Active Recovery Hit
17 2(21)2 27 KD
Damage Stun Attack Block
50*50 (100) 120 H -11 (-25)
  • Cancel options: -
  • 2 bar V-Trigger
  • Launches opponent into a free juggle state on hit (if this was the hit that initiated the juggle state)
  • Spends 1000 V-Meter (~50% V-Timer)
  • If first hit was blocked crouching then second hit will always miss due to locking opponent in crouching block state, and Vega is now -25 on block
  • Must be performed with a strict forward motion; down-forward and up-forward are invalid inputs and will result in a parry stance instead
  • Juggle Limit: 10

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Beautiful Severance
Beautiful Severance
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Backslash
Backslash
6PPP
SFV Vega 6PPP.png
Startup Active Recovery Hit
1 - 40 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Fully invincible on frames 1-40; last frame punishable
Short Backslash
Short Backslash
6KKK
SFV Vega 6KKK.png
Startup Active Recovery Hit
1 - 30 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Fully invincible on frames 1-30; last frame punishable


SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven