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 | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 975 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.055 |
Backward Walk Speed | 0.045 |
Forward Dash Speed | 17 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.537 |
Backward Dash Distance | 1.225 |
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 | 1.95 |
Backward Jump Distance | 1.872 |
Throws | |
Throw Hurtbox | 0.4087 |
Throw Range | 0.8557 |
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Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MK
6HP (claw)
Target Combos
5HP > 5HP (claw)
5HP > 5HP > MPMK (VS1) (claw)
5MP > 5HK (no claw)
5MP > 5HK > MPMK (VS1) (no claw)
Throws
LPLK
4LPLK
LPLK (air)
Special Moves
9 during jump near wall
28KK
623LK or 421LK
623MK or 421MK
623HK or 421HK
623KK or 421KK
623K > P
623KK > P
623K > LPLK
623KK > LPLK
63214LP (no claw)
63214MP (no claw)
63214HP (no claw)
63214PP (no claw)
236LK
236MK
236HK
236KK
214LP
214MP
214HP
214PP
28PP
28PPP
236P
Critical Art
236236P or 214214P
Taunts
5PPPKKK
2PPPKKK
V-System
V-Skill 1
MPMK (VS1) (hold)
MPMK (VS1) (dodge)
V-Skill 2
MPMK (VS2)
MPMK (VS2) > K
V-Trigger 1
HPHK (VT1)
2HPHK (VT1)
HPHK (air) (VT1)
V-Trigger 2
HPHK (VT2 activation)
HPHK (VT2 parry)
HPHK (VT2 attack)
6HPHK (VT2)
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP
6KKK