Street Fighter Alpha 3/Vega

From SuperCombo Wiki

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
  • Easily the best runaway in the entire game
  • Fastest walk speed in A3
  • Good air to airs
  • Fewest pre-jump frames in the game, making his air to airs very dangerous on V-ISM.
  • Amazing ground normals, particularly c. MP
  • Great air grab due to his fast jump startup
  • Borderline impossible to keep cornered due to wall jump, wall dive and sky high claw
  • Sky high claw recovers almost instantly on landing and travels incredibly fast. Can be used to sail over people from the corner
  • Grab does full damage when teched
  • Great custom combos that can lead into potential infinites
  • One of the easiest infinites to keep going
  • Good corner guard crush string on V-ISM
  • j. RH can cross-up
  • Backflip can be used to bail out of bad activates against many characters
  • Can be nearly impossible to catch if he gets a big enough lead and just runs the timer out
  • Poor anti-air on the ground
  • Actual jump-ins aren't the best
  • Flip kick is airblockable
  • No meterless reversal option, flipkick whiffs on crouchers, and backflip is punishable
  • Lack of BnBs without meter, resulting in low damage
  • Ground custom requires him to walk very close to start it if they're crouching
  • Drops his claw very easily, which can be annoying for neutral
  • Certain normals have bigger hurtboxes than it initially appears
  • Can struggle to catch-up if he falls behind due to low damage/guard crush potential and mediocre mix-up


Vega
SFA3 Vega Art.png
Character Data

A3clawsjc.png

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 A3clawstlp.png
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 A3clawclosemp.png
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 A3clawfarmp.png
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 A3clawsthpclaw.png
A3clawsthpnoclaw.png
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 A3clawstlk.PNG
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 A3clawstmk.PNG
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 A3clawsthk.png
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 A3clawcrlp.png
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 A3clawcrmpclaw.png
A3clawcrmp1clawless.PNG
A3clawcrmp2clawless.PNG
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:
Damage 14/13 A3clawcrhp1.PNG
A3clawcrhp2.PNG
A3clawcrhpclawless.PNG
Stun 4/8+2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit (A) 1/3/4+2
Meter on whiff/hit (X/V) 1/4/6+2
Frame Count 10/3/26
Block Stun -6
Hit Stun/Counter Hit -5/Launch

Without the claw he only has the second active part.

  • Crouching Short (A/V):
Damage 4 A3clawcrlkav.PNG
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 A3clawcrlkx.PNG
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 A3clawcrmk.PNG
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 :
Damage 14/7 A3clawcrhk.PNG
Stun 8/4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit (A) 1/4/3
Meter on whiff/hit (X/V) 1/6/3
Frame Count 9/7/31
Block Stun -15
Hit Stun/Counter Hit Knockdown/Launch

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 A3clawnjlp.PNG
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 A3clawdjlp.PNG
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 A3clawjlpx.png
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 A3clawjmp.png
A3clawjmpclawless.PNG
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 A3clawjhp.png
A3clawjhpclawless.PNG
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 A3clawjhp.png
A3clawjhpclawless.PNG
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 A3clawnjhpx.png
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 A3clawjlk.PNG
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 A3clawnjlkx.PNG
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 A3clawjmkav.PNG
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 A3clawnjmkx.PNG
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 A3clawdjmkx.PNG
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 A3clawnjhk.PNG
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 A3clawdjhk.png
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)
  • Cosmic Heel : f+HK
Damage 17 A3clawheel.PNG
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

Red Impact: CB,F,B,F+Punch [Z(LV3)]

-Balrog will perform a short claw swipe, which will toss his opponent into the
 air above him. He will then spin around and impale them with his claw. Balrog
 must be holding his claw to perform this attack.
    Level 3: 2 Hits

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)

Discussion

Game Navigation

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