Introduction
Vega makes a return from Street Fighter II and is first introduced here as a Shadaloo assassin with Ninjutsu and nobility in his blood. He was assigned to a hit-squad responsible for apprehending a rogue doll named Cammy. Although he failed, Vega tipped Cammy off that Bison was after her, and later rescued her from a destructing Shadaloo base.
Pros | Cons |
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Moves List
- Note : Claws normals that have him attack with his claw, will generally have different hitboxes for with or without his claw attached, and in some cases other things can be effected by this.
Normal Moves
- Close/Far Standing Jab:
Damage | 5 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/4/8 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+8 |
- Close Standing Strong (X):
Damage | 12 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4 | |
Frame Count | 7/4/11 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/+9 |
- Close/Far Standing Strong (A/V) Far Standing Strong (X):
Damage | 11 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 8/2/14 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+8 |
- Close/Far Standing Fierce:
Damage | 14 | ![]() |
![]() | ||
Stun | 13/8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 10/5/21 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2/Launch |
- Close/Far Standing Short:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/11 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | 0/+5 |
- Close/Far Standing Forward:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 6/6/15 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/+3 |
- Close/Far Standing Roundhouse:
Damage | 16/15 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 24/6/21 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/Launch |
- Crouching Jab:
Damage | 4 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/4/8 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+8 |
- Crouching Strong:
Damage | 12/10 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 5/4/18 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2/+2 |
- Crouching Fierce:
Without the claw he only has the second active part.
- Crouching Short (A/V):
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Short (X):
Damage | 2 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/3/10 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+7 |
- Crouching Forward :
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 6/4/11 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/+9 |
- Crouching Roundhouse :
The two damage/dizzy values are determined by how early/late the attack hits, with the former doing the higher amount. Can be made safe/less unsafe if it hits later.
Air Normals
- Neutral Jump Jab (A/V):
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/8/6 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
Claw does a quick jab, he uses his arm without the claw, this attack is the same regardless of if your claw is on or not.
- Diagonal Jump Jab (A/V):
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/8/6 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
Claw does a quick jab, he uses his arm without the claw, this attack is the same regardless of if your claw is on or not.
- Neutral/Diagonal Jump Jab (X):
Damage | 4 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/6/Land | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral/Diagonal Jump Strong :
Damage | 10 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 6/4/6 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Fierce (A/V):
Damage | 13 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 8/4/6 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Fierce :
Damage | 13 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 8/4/6 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Fierce (X):
Damage | 13 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/9 | |
Frame Count | 8/4/Land | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral/Diagonal Jump Short (A/V) Diagonal Jump Short (X):
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 6/5/9 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Short (X):
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/6/Land | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral/Diagonal Jump Forward (A/V):
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A3/V4 | |
Frame Count | 6/4/8 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Forward (X):
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4 | |
Frame Count | 6/4/8 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Forward (X):
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4 | |
Frame Count | 8/2/Land | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Roundhouse :
Damage | 14 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 8/2/7 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Roundhouse :
Damage | 9 | ![]() |
Stun | 13/8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 6/4/10 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
Command Normals
- Wall Jump : (When in the corner or edge of the screen, any direction away from the wall during a jump)
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 30/4/23 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -12/-7 |
Special Moves
Rolling Crystal Flash: CB,F+Punch [X Z V]
-Balrog will roll forward and finish with an upper claw stab. The stronger the Punch button used, the more times Balrog will roll and hit.
Sky High Claw: CD,U+Punch (Punch) [X Z V]
-Balrog will leap back and push himself off the wall, claw first. Pressing a Punch button during the attack will stretch out Balrog's arm for a slightly longer range. The weaker the Punch button used, the higher Balrog will shoot across the screen. Balrog will always try to jump to the wall behind him for this attack, but pressing (UF) instead of (U) will make him leap to the opposite wall and perform the attack.
Wall Leap: CD,U+Kick [X Z V]
-Balrog will leap back and push himself off the side of the screen towards his opponent. Balrog will always leap to whichever side of the screen he is closest to, unless (UF) or (UB) is used at the end of the motion. After Balrog has pushed off the wall, hold Left or Right to slightly move him in the air. The following attacks can be used after the Wall Leap:
[]Flying Barcelona Attack: Punch [X Z V] -Balrog will slash his arms out below him, hitting opponents on both sides, but not directly below him.
[]Izuna Drop (throw): (any direction but Up)+Punch [X Z V] -Balrog will grab them and perform a powerful suplex. This can only be done if Balrog is very close to his opponent.
Scarlet Terror: CDB,F+Kick [V]
-Balrog will backflip and kick while moving slightly forward. The stronger the Kick button used, the higher and farther Balrog will flip.
Super Combos
Super Wall Leap: CDB,DF,DB,UF+Kick [X Z]
-A more powerful version of the Wall Leap, Balrog will leap forward and push himself off the side of the screen towards his opponent. Balrog will always leap towards the opposite side of the screen, unless (UB) is used at the end of the motion instead of (UF). After Balrog has pushed off the wall, hold Left or Right to slightly move him in the air. The following attacks can be used after the Super Wall Leap:
[]Flying Barcelona Special: Punch [X Z] -A more powerful version of the Flying Barcelona Attack, Balrog will slash his arms out below him, hitting opponents multiple times on both sides, but not directly below him. Level 1: 2 Hits Level 2: 3 Hits Level 3: 4 Hits
[]Rolling Izuna Drop (throw): (any direction but Up)+Punch [X Z] -A more powerful version of the Izuna Drop, Balrog will grab the opponent and perform multiple powerful suplexes. This can only be done if Balrog is very close to his opponent. Level 1: 2 Hits Level 2: 3 Hits Level 3: 4 Hits
Scarlet Mirage: CB,F,B,F+Kick [Z]
-A more powerful version of the Scarlet Terror that performs two backflip kicks in a row. At Level 3, a third backflip kick is added. Level 1: 5 Hits Level 2: 6 Hits Level 3: 9 Hits
Damage | 15+63 | ![]() |
Stun | 0 | |
Invincibility | 0-10 | |
Frame Count | 4+5/2/22 |
Balrog will perform a short claw swipe, almost identical to his standing MP.
If it hits, he will grab and toss his opponent into the air above him, then spin around and impale them with his claw.
Balrog must be holding his claw to perform this attack.
The Basics
Which Ism?
You always want to run V on Claw, he has good conversions and guard crush/chip strings with CC.
A-Ism
Lacks damage, no flip kick. You will have 0 comeback power without customs.
V-Ism
Recommended
Gains flip kick and excellent customs. Makes up for his lack of damage and generally lousy supers. Makes his air-to-air super scary.
X-Ism
Avoid. You only have your Air Command Grab Super Combo and you lose some of your best normals, along with air block, which is key to his runaway gameplay.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Doesn't do well against Dhalsim due to low damage and Sim being the one character that he actually has to go in on.
Notable Players
Japan
Maho (A/V-Vega)
Mori (V-Vega)
Mukai (V-Vega)
Romi / Romy (V-Vega)
Shibaru (A-Vega)
Tsubaru (A-Vega)
TYM (V-Vega)
Yuu (V-Vega)
North America
Alex Navarro / MiamiX-Alex (V-Vega)
Eddie Lee (V-Vega)
Jeron / Hiro (V-Vega)
Kyokuji (V-Vega)
Europe
1up (V-Vega)