Vega
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 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
With the best combination of speed and range, Vega will pick you apart slowly but surely. Though the damage rarely comes in chunks, trying to defeat a defensive Vega or keep out an offensive Vega is never a simple task. Vega definitely is at his most effective preying on the opponent's frustrations and fears, letting opponents defeat themselves trying their best to find a way in against the claws or taking advantage of opponents scared to attack for fear of getting outpoked. Thus, using an effective Vega oftentimes requires an adept reading of your opponent.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
Frame Data
Move Analysis
Normal Moves
Standing Close Attacks
sc.LP - This move is not especially notable because it can't link into other normals and does not create frame advantage on block. However, it is the fastest way to get a hitbox directly in front of your face at point blank.
sc.MP - An unusual choice for a close attack, sc.MP hits lower and slower with more power than sc.LP, but faster than sc.HP. It cannot normally link into other normals and does not create frame advantage on block. On a counterhit it can link into cr.LP, and versus a few characters it can combo into MP.RCF. Like sc.MK, sc.MP can be used to combo into HK/EX.ST if cr.MK would push a crouching opponent too far away.
sc.HP - This is a very powerful close-up attack that pushes your opponent away and forces them to stand up on hit. It hits twice and gives you plenty time to react to combo into cr.HP (claw needed) or cr.MP xx EX.FBA . Only the first hit of this move is cancelable, and it can combo (cancel) into HP.RCF.
sc.LK - The same deal as sc.LP, except you can't cancel into any special moves and sc.LK works better as an unreliable last-second anti-air for front-hitting jumpins.
sc.MK - This move is interesting because it is very good at hitting crouching opponents while staying close enough to combo (cancel) into HK/EX.ST and vs some characters into MP.RCF. On counterhit it can link into cr.LP.
s.HK - This move does 2 hits from close up. The frame disadvantage makes it a bit risky on block, but it's speed (4 frame startup), damage, and ability to hit both crouching and jumping opponents makes up for it. The second attack frame (5th startup frame overall) is a decent anti-air in some situations. The same animation occurs from any range. Kara-cancel s.HK into throw for great throw range.
Standing Far Attacks
sf.LP - An uncommon choice of attack, you would only use this if you liked something about where the attack box is. It can only link into something else as a meaty counterhit (both at once).
sf.MP - Similar to sf.LP but slower, stronger, and farther reaching. Linkable on counterhit.
sf.HP - A slow (for Vega...), very far-reaching, and damaging attack. It actually does 10 more damage than cr.HK if you have the claw. It always puts you at significant frame disadvantage (especially if blocked), but you will normally be pretty far away from most retaliation.
sf.LK - A very useful attack, sf.LK is fast (5 frame startup), creates a +2 frame trap on block, is a good combo starter since can link into any 4 or 5-frame move, has good forward priority (see attack box), and also has a ludicrously quick recovery which makes it great for baiting.
sf.MK - A useful poke, sf.MK has the best range of all normal attacks except for cr.HK. There is no comboability except after a meaty counterhit into cr.MP.
s.HK - This move does 2 hits but only the second will connect from far away. It is an ok anti-air from this far range - if it doesn't cleanly hit, it will at least trade in most situations. The same animation occurs from any range.
Crouching Attacks
cr.LP - Crouching jab (4 frame startup) is Vega's fastest hit-confirmable combo starter. On block, it gives you a +1 frame trap (good enough for tick throws), and on hit you can combo into cr.MP or another cr.LP (both are one-frame links). You can cancel it to combo into LP.RCF, EX.FBA, or HK/EX.ST.
cr.MP - For it's speed (4 frame startup) and range, cr.MP is undeniably one of the best pokes in SSF4. By canceling it into EX.FBA, Vega can punish more things harder and from farther away than most of the other characters.
cr.HP - With a quick startup (5 frames), but a slow recovery, cr.HP can sometimes be useful as an anti-air from strict ranges. With the claw, you may choose to link into this after a cr.MK or sc.HP if you can't or don't want to combo into cr.MP xx EX.FBA.
cr.LK - A quick (4 frame startup), low attack. As a counterhit or as a meaty attack, cr.LK can link into another 4-frame normal such as cr.LP but not otherwise. On block, you are at even frame advantage with your opponent. You can cancel it and combo into LP.RCF, EX.FBA, or a Scarlet Terror if you are sure it will hit.
cr.MK - With an 8-frame startup, the low-hitting cr.MK is a bit slower than some of Vega's other attacks but it is still very useful. It creates a +2 frame trap on block, can link into any 4 or 5-frame move, and moves Vega's body forward during the attack so you can cancel it to combo into LP.RCF or EX.FBA from farther away. Vs some characters or on counterhit you might see this able to combo into MP.RCF. It has 3 attack frames instead of the usual 2 so it's a bit easier to use as a meaty attack.
cr.HK - This is a far-reaching, low-hitting slide with many continuous attack frames. It causes a knockdown on hit, but in order to not be punished on block you must only connect with your opponent from near-maximum range. You can slide underneath an airborn opponent with cr.HK when normally you would not be able to avoid an attack, but be cautious since you might have a long recovery time depending on when you started the slide.
Unique Attacks
N/A
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
cr.mp ex izuna drop
cr.lp cr.lp cr.mp lp. rolling crystal flash
downfoward hk(cosmic heel) cr.hp
downfoward Hk(cosmic heel) cr Hk
cr. mp hk scarlet terror
jumping hk.cr mp. ex.izuna drop
jumping hp. cr.mp lp. rolling crystal flash
Hit Confirm Combos
- N/A
Dizzy / Focus Crumple Combos
- N/A
FADC Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A
Combos Into Ultras
antiair cosmic heel splendid claw
Matchups
- Vs. Abel
To Be Written (TBW)
- Vs. Adon
TBW
- Vs. Akuma
TBW
- Vs. Balrog
playing aginst balrog(boxer) is a diffacult matchup that requires a great knowledge of spacing and timing.finding spots to attack on a turtling balrog is extremely diffacult so it is best to get first poke and wait out a dash punch. now here is where the match turns to your favor when a dash punch has been baited it is extremely punishable with all of your pokes as well as hard scarlet terror. after 2 punished dash punches you should be in the life lead if so play as defensive as possible.with your tools to run away such as your wall dive and corner jump should let you turn his normally defensive balrog into a frustrated less gaurded oppenet. if you are playing a naturally offinsive balrog then avoid the corner at all cost. a cornered vega is much less threatening than one with an open space to work with.Also avoid using your wall dive for offinsive purposes you will eat headbutt ultra.this stratgy is not a sure win though. if you take to much damage while playing footsies he may turtle up and that is when you are at the highest risk of loss.try getting in good throws by using cosmic heel throw as a sneak a throw in.to scare him and gain much needed life damage.your goal in this part of the game is to force him into a jumping towards you hk and punish with splendid claw. This punish will put you on an even if not an advantagous position.
- Vs. Blanka
TBW
- Vs. C. Viper
TBW
- Vs. Cammy
TBW
- Vs. Chun Li
TBW
- Vs. Cody
TBW
- Vs. Dan
TBW
- Vs. Dee Jay
TBW
- Vs. Dhalsim
TBW
- Vs. Dudley
TBW
- Vs. E. Honda
TBW
- Vs. El Fuerte
TBW
- Vs. Fei Long
TBW
- Vs. Gen
TBW
- Vs. Gouken
TBW
- Vs. Guile
TBW
- Vs. Guy
TBW
- Vs. Hakan
TBW
- Vs. Ibuki
TBW
- Vs. Juri
TBW
- Vs. Ken
TBW
- Vs. M. Bison
TBW
- Vs. Makoto
TBW
- Vs. Rose
TBW
- Vs. Rufus
TBW
- Vs. Ryu
TBW
- Vs. Sagat
TBW
- Vs. Sakura
TBW
- Vs. Seth
TBW
- Vs. T. Hawk
TBW
- Vs. Vega
TBW
- Vs. Zangief
TBW