Super Street Fighter IV AE/Vega

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< Super Street Fighter IV AE
Revision as of 18:09, 22 November 2012 by Situasian (talk | contribs) (→‎Frame Data: Additional 2012 changes and notes)
Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Vega

SSFIV-Vega Face.jpg

As Shadaloo's #1 assassin, Vega relishes in taking out Shadaloo's enemies one by one with his signature claws. Equally ruthless as he is vain, Vega obsesses over things that he considers beautiful. His passion for beauty, particularly his own, causes him only to desire to kill those he deems ugly all the more. And thanks to his high standards, there is almost no one that he does not consider hideous in appearance. And thanks to his effectiveness at what he does best, M. Bison trusts no one more than Vega to accomplish the most difficult assignments.


In a nutshell

Speed and range. These two assets are a deadly combination, and both are exactly what Vega is. Vega specializes in playing patiently while using his mobility and excellent pokes to scare and enrage the opponent into making fatal mistakes, then punishing them for their insolence. His assortment of high-flying, off-the-wall moves can confuse even the most skilled players. Vega's main weakness is that because of his excellent speed, his defense suffers the most. Once his claw is knocked off, that range he has gets thrown out the window, and once his mask is knocked off he can get dizzied with fewer hits. In addition, his only non-meter consuming anti-air option, the Scarlet Terror, is not that good at doing its intended job.


Moves

Unique Attacks

Name
Command
Notes
Piece of Mercury
df + mk
high
Cosmic Heel
df + hk
Wall Jump
(in air, near wall) uf

Throws

Name
Command
Notes
Rainbow Suplex
f or n + lp + lk
throw
Crescent Line
b + lp + lk
throw
Stardust Drop
(in air) lp + lk
airthrow

Special Moves

Name
Command
Notes
Rolling Crystal Flash
b (charge) f + p
ex
Scarlet Terror
db (charge) f + k
ex armorbreak
Sky High Claw
d (charge) u + p
armorbreak only during ex; ex
Flying Barcelona Attack
d (charge) u + k
Controllable with f or b after coming off wall; ex
   Claw Attack
f or b + p
Perform after Flying Barcelona Attack; high
   Izuna Drop
Any direction + p (near opponent)
Perform after Flying Barcelona Attack; throw airthrow
Back Slash
3p
Cannot be used as a Reversal
Short Back Slash
3k
Cannot be used as a Reversal
Remove Claw
dp + p
ex version removes mask; Cannot be used as a Reversal; ex

Super Combo

Name
Command
Notes
Flying Barcelona Special
db (charge) df db u + k
Controllable with f or b after coming off wall
   Claw Attack Special
p
Perform after Flying Barcelona Special; high
   Rolling Izuna Drop
Any direction + p (near opponent)
Perform after Flying Barcelona Special; throw airthrow

Ultra Combos

Name
Command
Notes
Bloody High Claw
db (charge) df db u + 3k
armorbreak
Splendid Claw
db (charge) f b f + 3k
low armorbreak


AEv2012 Changes

(changes include ALL final changes from Super to AEv2012)

  • Crouching MK start up is now 6 frames (2 frames faster)
  • EX Flying Barcelona Attack damage reduced from 200 to 180
  • Crouching MP damage reduced from 70 to 60
  • 2 frames less recovery on EX roll(+4 on hit)
  • You can now combo Crouching MP, Crouching LP and Standing HK from EX RCF
  • Is considered to be airborne right after the invincibility frames of his backdash ends.
  • Cosmic Heel (down forward + HK) can now combo into U1
  • Cosmic Heel (down forward + HK) is now -3 on block at point blank range or +1 at max range
  • Ultra 2 startup increased from 7 frames to 8 frames
  • Sky High Claw now knocks down on hit
  • EX Sky High Claw now hits all crouching opponents except when they are in the corner
  • Ultra 1's hitbox on the first hit after animation has been increased, will miss less
  • EX Sky High Claw now lands at the same distance from the opponent regardless of the distance from the opponent when you input the move
  • EX Sky High Claw is now safer on block in certain situations

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30[20] 50 20 sp/su 4 2 10 -1 +2
Close Strong.gif HL 70[60] 100 40 sp/su 7 2 13 -1 +2
Close Fierce.gif HL 50[40]x2 50*50 60*20 sp/su*- 9 3(7)3 14 +1 +5 Forces stand
Close Short.gif HL 30 50 20 - 4 2 10 -1 +2
Close Forward.gif HL 70 100 40 sp/su 6 2 13 -1 +2
Close Roundhouse.gif HL 40*70 125*75 60*20 su 4 2*2 23 -7 -2 Forces stand
Far Jab.gif HL 30[20] 50 20 sp/su 4 2 10 -1 +2
Far Strong.gif HL 90[80] 100 40 su 7 2 14 -2 +1
Far Fierce.gif HL 120[110] 200 60 - 8 3 23 -8 -4
Far Short.gif HL 40 50 20 - 5 2 7 +2 +5
Far Forward.gif HL 70 100 40 - 8 2 15 -3 0
Far Roundhouse.gif HL 40*70 125*75 60*20 su*- 4 2*2 23 -7 -2 Forces stand
crouch Jab.gif HL 30[20] 50 20 sp/su 4 2 8 +1 +4
crouch Strong.gif HL 60[50] 100 40 sp/su 4 2 16 -4 -1
crouch Fierce.gif HL 110[100] 200 60 - 5 2 27 -11 -6 Forces stand
crouch Short.gif L 20 50 20 sp/su 4 2 9 0 +3
crouch Forward.gif L 70 100 40 sp/su 6 3 9 +2 +5
crouch Roundhouse.gif L 110 200 60 - 8 13 17 -12 - Hard knockdown
Jump up Jab.gif H 50[40] 50 20 - 6 5 - - -
Jump up Strong.gif H 80[70] 100 40 - 5 3 - - -
Jump up Fierce.gif H 100[90] 200 60 - 6 2 - - -
Jump up Short.gif H 40 50 20 - 6 9 - - -
Jump up Forward.gif H 80 100 40 - 6 7 - - -
Jump up Roundhouse.gif H 100 200 60 - 4 5 - - -
Jump forward Jab.gif H 50[40] 50 20 - 5 5 - - -
Jump forward Strong.gif H 80[70] 100 40 - 5 5 - - -
Jump forward Fierce.gif H 100[90] 200 60 - 5 4 - - -
Jump forward Short.gif H 40 50 20 - 6 7 - - -
Jump forward Forward.gif H 70 100 40 - 6 6 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 6 - - -
Downright.gif+Forward.gif H 60 100 40 - 20 3 13 -4 0 10~22f airborne
Downright.gif+Roundhouse.gif HL 80 100 60 - 14 5 10 + After landing 4 -3 - 18~24f feet strike and projectile invincible, 14~ airborne, floats opponent
Triangle Jump - - - - - - - - - - From wall 6f~ can perform actions
Backflip Punch.gifPunch.gifPunch.gif - - - - - - - Total 65 - - 1~57f Invincible, can pass through opponent, can pick up mask or claw until 31f, treated as special move
Backflip Kick.gifKick.gifKick.gif - - - - - - - Total 42 - - 1~32f Invincible, can pass through opponent, treated as special move
Focus Attack LVL 1 HL 60[50] 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80[70] 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 140[130] 200 60 - 65 2 35 - -
Forward Throw 1.07 120 120 40 - 3 2 20 - - Hard knockdown
Back Throw 1.07 120 120 40 - 3 2 20 - - Hard knockdown
Air Throw 1.20 150 130 40 - 3 2 - - - Hard knockdown, legs projectile invincible until end of active frames
Rolling Crystal Flash Jab.gif HL 20*90[80] 20*100 20/10*30 su 9 9(7)4 22 -2 +2 charge 60f
Rolling Crystal Flash Strong.gif HL 20x3*90[80] 20x3*100 20/10x3*30 su 16 9(5)8(5)8(6)4 22 -2 +2 charge 60f
Rolling Crystal Flash Fierce.gif HL 20x4*90[80] 20x4*100 20/10x4*30 su 20 9(5)8(5)9(5)8(6)4 22 -2 +2 charge 60f
Rolling Crystal Flash EX.gif HL 20x4*90[80] 20x4*100 -250/0 su 20 9(5)8(5)9(5)8(6)4 20 0 +4 1~78f projectile invincible, charge 60f
Scarlet Terror Short.gif HL 100 150 30/30 - 7 10 15 + After landing 8 -12 - 1~16f unthrowable, 3f~ airborne, armor break, charge 42f
Scarlet Terror Forward.gif HL 80*60 100*100 30/20*20 - 7 5*5 14 + After landing 9 -12 - 1~16f unthrowable, 3f~ airborne, armor break, 2nd hit pursuit property, block advantage based on 1st hit, charge 42f
Scarlet Terror Roundhouse.gif HL 100*60 100*100 30/20*20 - 4 8*5 14 + After landing 9 -15 - 1~16f unthrowable, 3f~ airborne, armor break, 2nd hit pursuit property, block advantage based on 1st hit, charge 42f
Scarlet Terror EX.gif HL 110*70 150*100 -250/0 - 4 8*5 14 + After landing 9 -15 - 1~4f projectile and throw invincible, 3f~ airborne, armor break, pursuit property, block advantage based on 1st hit, charge 42f
Sky High Claw HL 110[100] 200 30/40 - From Wall 15 Until edge of screen After landing 17 -20 - 8f~ airborne, 2f~end of active frames can pass through opponent, fastest startup 24f, charge 42f
Sky High Claw EX.gif HL 60[50]x2 100 -250/0 - From Wall 10 Until edge of screen After landing 17 -18 - f~ airborne, from wall to end of active frames projectile invincible, 2f~end of active frames can pass through opponent, armor break, 2nd hit pursuit property, fastest startup 18f, charge 42f
Flying Barcelona Attack - - - 20/- - - - After landing 31 - - 8f~ airborne, fastest time to wall 10f, from wall can direct left or right, from wall 18f~ can cancel into followup, charge 42f
Flying Barcelona Attack Punch.gif H 90[80] 100 0/40 - 3 11 After landing 31 - - fastest startup 20f, damage is 70[60]/80[70]/90[80] depending on LK/MK/HK version of FBA
Flying Barcelona Attack EX.gif HL 30 50 -250/- - 9 Until edge of screen After landing 31 - - 8f~ airborne, floats opponent, fastest time to wall 10f, from wall can direct left or right, from wall 18f~ can cancel into followup, charge 42f
Flying Barcelona Attack EX.gif Punch.gif H 50*90[40*80] 50*100 0/0 - 2 1(1)11 After landing 31 - - 2nd hit pursuit property, fastest startup 19f
Izuna Drop 0.77*H 150 150 80 - 2 1(1)11 After landing 31 - - 1st hit hard knockdown, 2nd hit limited juggle knockdown, 2nd hit of EX version does 50[40]damage 50stun 0meter
Claw Throw - - - - - - - Total 40 - - Claw removed on 19f, reduces damage of Vega's attacks
Mask Throw - - - -250/- - - - Total 40 - - Mask removed on 19f, increases damage taken by 10%, increases damage done by 10%
Flying Barcelona Special - - - -1000/0 - - - After landing 31 - - 8f~ airborne, fastest time to wall 10f, after reaching wall flash starts on 12f, invincible during flash (1f), charge 42f
Flying Barcelona Special Punch.gif H 60[50]x3*100[90] 0 0/0 - 2 11(2)10 After landing 31 - - pursuit property
Rolling Izuna Drop 0.91*H 400 0 0/0 - 2 11(2)10 After landing 31 - - 1st hit hard knockdown, 2nd hit limited juggle knockdown
Ultra Combo 1 (1st hit) HL 30 0 0/0 - 8 Until edge of screen - - - 1f~ until wall projectile and throw invincible, can pass through opponents, 8f~ airborne, floats opponent, charge 42f
Ultra Combo 1 (2nd hit backwards) HL 450[375] 0 0/0 - After flash 1 7 31 - - After reaching wall flash starts on 8f, from flash to end of active frames invincible, hard knockdown, armor break
Ultra Combo 1 (2nd hit forwards) HL 450[375] 0 0/0 - After flash 1 9 20 + After landing 31 - - After reaching wall flash starts on 8f, from flash to end of active frames invincible, hard knockdown, armor break
Ultra Combo 2 L 150*300[285] 0 0/0 - 0+8 15 39 -36 - 1~14f Invincible, hard knockdown, armor break, charge 42f
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes:
[] refers to damage without the claw