バルログ, Balrog (aka Claw) | |
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Category | Normal |
Playstyle | Hit-and-run, footsies |
Difficulty | Difficult |
Max Mode Needed? | Almost Useless |
Tier Placement | Trash (E) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 239 |
Wall Jump | Yes |
Introduction
Vega (known as Balrog in Japan), or also known as Claw to avoid international confusion, is a narcissistic, Spanish ninja that works as M. Bison's personal bodyguard. In at least a few of his appearances, most notably Super Turbo, he has proven to be a monster of a character with incredible buttons and gameplay that forces even the best players to stay on their toes in their approach against him (outside of SF4 and SF5, at least). In SVC, unfortunately, Vega suffers tremendously. He retains a few of his qualities like his great speed, good pokes, and somewhat unpredictable gameplay, however he's also a good example of a good character thrown into a game whose system completely hinders them. Vega's a charge character, but SVC - outside of Guile - is very unforgiving to charge characters when the likes of movement, zoning, and especially front step are prevalent. The system does nothing but make matters worse for Vega as he gains practically zero benefits while also having a pretty bad movelist to work with. On the bright side, you never have to worry about losing either his mask or claw.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
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.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 | 4 | 6 | 14 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 5 | 6 | 4 | 15 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 10 | 5 | 16 | 31 | +4 | +2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | cl.D= 7 ; st.D= 9 | cl.D= 8 ; st.D= 9 | cl.D= 14 ; st.D= 15 | cl.D= 29 ; st.D= 33 | cl.D= -2 ; st.D= -4 | cl.D= -4 ; st.D= -6 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 16 | 27 | -8 | -10 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 14 | 7 | 6 | 27 | +7 | +5 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 6 | 11 | 22 | -5 | -7 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 6 | 6 | 7 | 19 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 6 | 10 | 13 | 29 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 6 | 6 | 9 | 21 | +5 | +3 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 5 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 6 | 11 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 5 | 16 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 8 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 8 | nj= 8 ; dj= 7 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 20 | 4 | 17 | 41 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 14 | 5 | 15 | 34 | SKD | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Low | - | - | - | - | 9 | 14 | 6 | 29 | SKD | -2 | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[b]~f A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[b]~f C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[db]~f B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[db]~f D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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Backslash AC |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Short Backslash BD |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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A= 36x2 ; C= 32x4 | A= 40 ; C= 36 | Mid | A= 2x2 ; C= 2x4 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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A= 34x2 ; C= 24x3 | A= 34 ; C= 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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B= 34x6 ; D= 32x9 | B= 38 ; D= 36 | Mid | B= 2x6 ; D= 2x9 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0+132 | 0+132 | Mid | 0 | 0 | 0 | X | 4+7 | 11 | 26 | 48 | HKD | -19 | 1F-11F (Full body invul during startup), 5F-22F (Upper body invul ending just below waist) | |
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Strategy
Basic Strategy
Claw's Gameplan
Claw is a charge character who likes to travel around the screen, you already know that. And he likes to be safe everytime too, with his Wall Leap crossups, with his Backslashes, and with his safe anti-air Special move. Claw, as you know, is a hit & run character, and this can make the match easier to win against some characters. His pokes are very nice too, you should use them. You have the Backslashes at your dispose, and you can even punish projectiles when you need. So travel around the screen, be safe, punish the opponent when you need, and plan your game everytime(If you're in the defense, think what you can do to help yourself, and if you're in the offense, think what you can do against the opponent, and now it's up to you. Good luck in your matches).
Other Notes:
- When entering crouch, Vega's crouching animation will play a brief shine effect on his claw from the base to its tip. When the shine reaches the tip of his claw, that's a visual indicator that Vega's finished charging his special moves and can perform them. This is assuming you weren't of course charging prior, such as walking backwards or jumping, in which case the shine effect wouldn't be as important. Minor detail, but worth noting, much like how Leona shakes her head when she finishes charging while crouching in the KOF series.
- Despite being a charge character, and of course, being affected by the charge motion bug as a result, Vega can do a down charge, walk forwards or backwards, and still do his down-up charge motion specials. As far as it's understood this applies to no one else. Vega can walk for a very long while despite letting go of down.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Vega's combos are better suited for punish situations since he has to charge for all of his moves. Keep in mind, Vega can't cancel normals into Command Moves, even in max mode.
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) cl.A x2-3, st./cr.B, AC/BD | TBA | TBA | TBA | TBA | A simple hit & run combo to practice. And this is good because you don't need to punish your opponent to do this. Watch out, because the cl.A whiffs on low crouching chars. |
(j.X,) cl./cr.A/B, [b]~f C | TBA | TBA | TBA | TBA | A kind of basic, but damaging combo. If you want to punish, you can use the cl.C(Do the charge, press the C button while standing, and then do the rest of the command). |
(j.X,) cl./cr.A/B, [db]~f D | TBA | TBA | TBA | TBA | |
CH [db]~f B, [db]~f D | TBA | TBA | TBA | TBA | A defensive combo with a defensive starter. This is nice to use when you need. And you can use while you're in midscreen too. |
(j.X,) cl./cr.A/B, [b]~fbf D | TBA | TBA | TBA | TBA | |
cl.C, Exceed | TBA | TBA | TBA | TBA | Claw's best punish combo, and it's the only way to combo with the Exceed (without counter hits and the Max Mode). Can be the best way to spend your Exceed. |
Max Mode Combos
Vega can max cancel only 2 of his special moves.
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) cr.A/B, [b]~f C(3), (C)[db]~f D(2), (C)BD, [b]~fbf D | TBA | TBA | TBA | TBA | Probably one of Claw's most damaging combos. Some guys said that this combo is possible with the Exceed instead of the Super on big characters, but I couldn't do it(Because I'm testing on a Keyboard only to see if it's easy to do), but I could max cancel the roll into the (Charge)db, f+D, and connect this move into another (Charge)db, f+D, and I can confirm that the first hit of the anti-air can juggle the opponent if canceled. The Super part is the most difficult. If you want to try with the Exceed, okay. |