Difference between revisions of "O. Vega (ST)"

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m (Throws)
(Special Moves)
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All motions are listed under the assumption that O.Vega is facing right.
 
All motions are listed under the assumption that O.Vega is facing right.
 
*<b>Back Slash a.k.a. Punch Back Flip:</b> (Jab + Strong + Fierce)
 
*<b>Back Slash a.k.a. Punch Back Flip:</b> (Jab + Strong + Fierce)
 +
<b>Detailed Input:</b> (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible)
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
| || align="center" | [[File:OVega_pbf1_kbf1.png]] || align="center" | [[File:OVega_pbf2_kbf2.png]] || align="center" | [[File:OVega_pbf3_kbf3.png]] || align="center" | [[File:OVega_pbf4.png]] || align="center" | [[File:OVega_pbf5.png]] || align="center" | [[File:OVega_pbf6_kbf4.png]] || align="center" | [[File:OVega_pbf7_kbf5.png]] || align="center" | [[File:OVega_pbf8_kbf6.png]]
 
| || align="center" | [[File:OVega_pbf1_kbf1.png]] || align="center" | [[File:OVega_pbf2_kbf2.png]] || align="center" | [[File:OVega_pbf3_kbf3.png]] || align="center" | [[File:OVega_pbf4.png]] || align="center" | [[File:OVega_pbf5.png]] || align="center" | [[File:OVega_pbf6_kbf4.png]] || align="center" | [[File:OVega_pbf7_kbf5.png]] || align="center" | [[File:OVega_pbf8_kbf6.png]]
Line 609: Line 610:
  
 
*<b>Short Back Slash a.k.a. Kick Back Flip:</b> (Short + Forward + Roundhouse)
 
*<b>Short Back Slash a.k.a. Kick Back Flip:</b> (Short + Forward + Roundhouse)
 +
<b>Detailed Input:</b> (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible)
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
| || align="center" | [[File:OVega_pbf1_kbf1.png]] || align="center" | [[File:OVega_pbf2_kbf2.png]] || align="center" | [[File:OVega_pbf3_kbf3.png]] || align="center" | [[File:OVega_pbf6_kbf4.png]] || align="center" | [[File:OVega_pbf7_kbf5.png]] || align="center" | [[File:OVega_pbf8_kbf6.png]]
 
| || align="center" | [[File:OVega_pbf1_kbf1.png]] || align="center" | [[File:OVega_pbf2_kbf2.png]] || align="center" | [[File:OVega_pbf3_kbf3.png]] || align="center" | [[File:OVega_pbf6_kbf4.png]] || align="center" | [[File:OVega_pbf7_kbf5.png]] || align="center" | [[File:OVega_pbf8_kbf6.png]]
Line 619: Line 621:
  
 
*<b>Rolling Crystal Flash:</b> (Charge ←, →, P)
 
*<b>Rolling Crystal Flash:</b> (Charge ←, →, P)
 +
<b>Detailed Input:</b> (Charge ← for at least 71f, [0~7f] → [0~10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
 
*<b>Startup:</b>
 
*<b>Startup:</b>
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
Line 678: Line 681:
  
 
*<b>Wall Dive:</b> (Charge ↓, ↑, K)
 
*<b>Wall Dive:</b> (Charge ↓, ↑, K)
 +
<b>Detailed Input:</b> (Charge ↓ for at least 61f, [0~7f] ↑ [0~11/9/7/3f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
| align="center" | || align="center" | [[File:OVega_dive1.png]] || align="center" | [[File:OVega_dive2.png]] || align="center" | [[File:OVega_dive3.png]] || align="center" | [[File:OVega_dive4.png]] || align="center" | [[File:OVega_dive5.png]] || align="center" | [[File:OVega_kdive.png]]
 
| align="center" | || align="center" | [[File:OVega_dive1.png]] || align="center" | [[File:OVega_dive2.png]] || align="center" | [[File:OVega_dive3.png]] || align="center" | [[File:OVega_dive4.png]] || align="center" | [[File:OVega_dive5.png]] || align="center" | [[File:OVega_kdive.png]]
Line 745: Line 749:
  
 
*<b>Sky High Claw:</b> (Charge ↓, ↑, P)
 
*<b>Sky High Claw:</b> (Charge ↓, ↑, P)
 +
<b>Detailed Input:</b> (Charge ↓ for at least 61f, [0~7f] ↑ [0~11/9/7/3f] Jab/Strong/Fierce/any P if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
| align="center" | Damage (Jab) + Claw || align="center" | ? + ? || align="center" rowspan="5" | [[File:OVega_dive1.png]] || align="center" rowspan="5" | [[File:OVega_dive2.png]] || align="center" rowspan="5" | [[File:OVega_dive3.png]] || align="center" rowspan="5" | [[File:OVega_dive4.png]] || align="center" rowspan="5" | [[File:OVega_dive5.png]] || align="center" rowspan="5" | [[File:OVega_pdive1.png]]
 
| align="center" | Damage (Jab) + Claw || align="center" | ? + ? || align="center" rowspan="5" | [[File:OVega_dive1.png]] || align="center" rowspan="5" | [[File:OVega_dive2.png]] || align="center" rowspan="5" | [[File:OVega_dive3.png]] || align="center" rowspan="5" | [[File:OVega_dive4.png]] || align="center" rowspan="5" | [[File:OVega_dive5.png]] || align="center" rowspan="5" | [[File:OVega_pdive1.png]]
Line 760: Line 765:
 
| align="center" colspan="2" | Simplified || align="center" colspan="4" | 10+ || align="center" | 5 || align="center" | 33-
 
| align="center" colspan="2" | Simplified || align="center" colspan="4" | 10+ || align="center" | 5 || align="center" | 33-
 
|}
 
|}
*<b>Alternative attack:</b> (P, while diving from Sky High Claw. The strength of the attack is determined by the P button you activated the Dive, not the one you're using to attack)
+
*<b>Claw attack:</b> (P, while diving from Sky High Claw. The strength of the attack is determined by the P button you activated the Dive, not the one you're using to attack)
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
| align="center" | Damage (Jab) + Claw || align="center" | ? + ? || align="center" rowspan="5" | [[File:OVega_pdivealt1.png]] || align="center" rowspan="5" | [[File:OVega_pdivealt2.png]]
 
| align="center" | Damage (Jab) + Claw || align="center" | ? + ? || align="center" rowspan="5" | [[File:OVega_pdivealt1.png]] || align="center" rowspan="5" | [[File:OVega_pdivealt2.png]]

Revision as of 21:41, 1 August 2012

ST Main Page
The Characters

Old Vega's portrait in Super Turbo

Introduction

Picking Old Vega

To select O.Vega, choose Vega and then press ← → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Vega-old1.gif Vega-old2.gif

--Born2SPD

Moves Analysis

Losing the claw makes all punch attacks (including specials) to do less damage. Also, punch normals and some Specials will have worse priority.

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage + Claw  ?+? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png With Claw Without Claw OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png
Stun  ? OVega stcljab3 stfarjab3 stclstrng3.png OVega stcljab3 stfarjab3 stclstrng3 noclaw.png
Stun Timer  ?
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count  ?  ?  ?  ?
Simplified  ?  ?  ?

Very short range, misses crouching opponents. Sometimes useful as quick anti-air against late crossups.

  • Crouching Jab:
Damage + Claw  ?+? OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab3&5 crstrng3&5 crfrc3&5.png With Claw Without Claw
Stun  ? OVega crjab4.png OVega crjab4 noclaw.png
Stun Timer  ?
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count  ?  ?  ?  ?
Simplified  ?  ?
OVega crjab3&5 crstrng3&5 crfrc3&5.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Frame Count  ?  ?  ?  ?
Simplified  ?

Very quick and long range. These do not combo, but the window to counter is very narrow. This move goes past the opponent and whiffs at point blank range.

  • Close Standing Strong:
Damage + Claw  ?+? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png With Claw Without Claw OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png
Stun  ? OVega stcljab3 stfarjab3 stclstrng3.png OVega stcljab3 stfarjab3 stclstrng3 noclaw.png
Stun Timer  ?
Chain Cancel No
Special Cancel Yes*
Frame Advantage  ?
Frame Count  ?  ?  ?  ?
Simplified  ?  ?  ?

A high claw that misses crouching characters. Unlike a normal Strong, you can combo after it. Note that only O.Vega can special cancel this move.

  • Far Standing Strong:
Damage + Claw  ?+? OVega stfarstrng1&5 stfarshrt2&4.png OVega stfarstrng2.png With Claw Without Claw OVega stfarstrng4.png OVega stfarstrng1&5 stfarshrt2&4.png
Stun  ? OVega stfarstrng3.png OVega stfarstrng3 noclaw.png
Stun Timer  ?
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

Lunges forward with good range. Hitbox has a little more height than Far Standing Fierce, but less horizontal reach.

  • Crouching Strong:
Damage + Claw  ?+? OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab3&5 crstrng3&5 crfrc3&5.png With Claw Without Claw
Stun  ? OVega crstrng4.png OVega crstrng4 noclaw.png
Stun Timer  ?
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count  ?  ?  ?  ?
Simplified  ?  ?
OVega crjab3&5 crstrng3&5 crfrc3&5.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Frame Count  ?  ?  ?  ?
Simplified  ?

Like the Crouching Jab, but slightly slower, with a bit more range & more damaging. Also misses at point blank range.

  • Close Standing Fierce:
Damage + Claw  ?+? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stclfrc3.png With Claw Without Claw OVega stclfrc5.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png
Stun  ? OVega stclfrc4.png OVega stclfrc4 noclaw.png
Stun Timer  ?
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

Like Close Standing Strong.

  • Far Standing Fierce:
Damage + Claw  ?+? OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stfarfrc2.png OVega stfarfrc3.png With Claw Without Claw OVega stfarfrc5.png OVega stfarfrc6.png
Stun  ? OVega stfarfrc4.png OVega stfarfrc4 noclaw.png
Stun Timer  ?
Chain Cancel No
Special Cancel No
F. Advantage  ?
Frame Count  ?  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

This is Vega's longest range move, and does good damage. You can press it early from 1/2 screen and catch people walking in or trying to fireball.

  • Crouching Fierce:
Damage + Claw  ?+? OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab3&5 crstrng3&5 crfrc3&5.png With Claw Without Claw
Stun  ? OVega crfrc4.png OVega crfrc4 noclaw.png
Stun Timer  ?
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count  ?  ?  ?  ?
Simplified  ?  ?
OVega crjab3&5 crstrng3&5 crfrc3&5.png OVega crjab2&6 crstrng2&6 crfrc2&6.png OVega crjab1&7 crstrng1&7 crfrc1&7.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Frame Count  ?  ?  ?  ?
Simplified  ?

A crouching upwards-angled claw. This is decent anti-air against people with low jumps like Zangief or Balrog, and you keep your charges too.

  • Close Standing Short:
Damage  ? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stclshrt2.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count  ?  ?  ?

A quick knee. Different animation than Far Short, but works the same.

  • Far Standing Short:
Damage  ? OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stfarstrng1&5 stfarshrt2&4.png OVega stfarshrt3.png OVega stfarstrng1&5 stfarshrt2&4.png OVega stfarshrt5.png OVega stfarshrt6.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

A very quick knee attack with good priority. Useful for tick throwing.

  • Crouching Short:
Damage  ? OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png OVega crshrt2 crfrwrd2 crrh2.png OVega crshrt3 crfrwrd3 crrh3.png OVega crshrt4 crfrwrd4.png OVega crshrt5.png OVega crshrt6 crfrwrd6 crrh5.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

OK to push away someone that's too close.

  • Close Standing Forward:
Damage  ? OVega stclfrwrd1&3.png OVega stclfrwrd2.png OVega stclfrwrd1&3.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel Yes*
Frame Advantage  ?
Frame Count  ?  ?  ?

Vega does a slightly different looking kick, but it works the same. Note that only O.Vega can special cancel this move.

  • Far Standing Forward:
Damage  ? OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png OVega stfarfrwrd2&4 stclrh2&4.png OVega stfarfrwrd3 stclrh3.png OVega stfarfrwrd2&4 stclrh2&4.png OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel Yes*
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

A straight kick with decent range. This beats attacks that stuff your low claws, like Balrog's Crouching Forward. Note that only O.Vega can special cancel this move.

  • Crouching Forward:
Damage  ? OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png OVega crshrt2 crfrwrd2 crrh2.png OVega crshrt3 crfrwrd3 crrh3.png OVega crshrt4 crfrwrd4.png OVega crfrwrd5.png OVega crshrt6 crfrwrd6 crrh5.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel Yes
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

A very useful low kick. You can always link another Crouching Forward or a Crouching Strong after this to keep opponents at your preferred distance. You can whiff these on purpose if they like to Psychic DP your claw pokes.

  • Close Standing Roundhouse:
Damage  ? OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png OVega stfarfrwrd2&4 stclrh2&4.png OVega stfarfrwrd3 stclrh3.png OVega stfarfrwrd2&4 stclrh2&4.png OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

Animates the same as a normal Far Forward.

  • Far Standing Roundhouse:
Damage  ? OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png OVega stfarrh4&6.png OVega stfarrh5.png OVega stfarrh4&6.png OVega stfarfrwrd1&5 stclrh1&5 stfarrh3&7.png OVega stcljab2&4 stfarjab2&4 stclstrng2&4 stclfrc2&6 stfarfrc1 stclshrt3 stfarshrt1 stfarrh2&8.png OVega stcljab1 stfarjab1 stclstrng1 stclfrc1 stclshrt1 stfarrh1&9.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

High anti-air kick with great range. Hits many air moves including T.Hawk's dive.

  • Crouching Roundhouse:
Damage  ? OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png OVega crshrt2 crfrwrd2 crrh2.png OVega crshrt3 crfrwrd3 crrh3.png OVega crrh4.png OVega crshrt6 crfrwrd6 crrh5.png OVega crjab8 crstrng8 crfrc8 crshrt1&7 crfrwrd1&7 crrh1&6.png
Stun  ?
Stun Timer  ?
Chain Cancel No
Special Cancel No
Frame Advantage  ?
Frame Count  ?  ?  ?  ?  ?  ?
Simplified  ?  ?  ?

A Slide. This can be punished up close, but is safe at long distance. Often trades hits with fireballs.

Aerial Normals

  • Neutral Jumping Jab:
Damage + Claw  ? OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab2 njstrng2.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?
Simplified  ?  ?

High claw attack with excellent startup.

  • Diagonal Jumping Jab:
Damage + Claw  ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega djjab3 djstrng3.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?

High claw attack. Not useful.

  • Neutral Jumping Strong:
Damage + Claw  ? OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab2 njstrng2.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?
Simplified  ?  ?

Same animation as J.Jab. This has some use in air-to-air vs. high jumpers like Chun Li or M.Bison.

  • Diagonal Jumping Strong:
Damage + Claw  ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega djjab3 djstrng3.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?

Same animation as J.Jab. Not too good because of its mediocre priority.

  • Neutral Jumping Fierce:
Damage + Claw  ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njfrc3.png OVega njjab1&3 djjab2&4 njstrng1&3 djstrng2&4 njfrc2&4.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?

Vega's aerial move with better horizontal priority. Can beat a lot ait-to-air by anticipation.

  • Diagonal Jumping Fierce:
Damage + Claw  ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega djfrc2&4.png OVega djfrc3.png OVega djfrc2&4.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?  ?
Simplified  ?  ?

Good combo opener, very good priority and hits low to the ground, making it excellent for safe jumps.

  • Neutral Jumping Short:
Damage  ? OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njshrt3.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?

A worse version of NJ.Forward but with more attacking frames. Avoid this move.

  • Diagonal Jumping Short:
Damage  ? OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega djshrt3.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?

Low range, low damage, not very useful.

  • Neutral Jumping Forward:
Damage  ? OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njfrwrd3.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?

Counters a lot of special moves like Honda's Torpedo or Blanka's Horizontal Ball.

  • Diagonal Jumping Forward:
Damage  ? OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega djfrwrd3.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?
Simplified  ?  ?

It's not a bad move, it has a decent priority, but since Fierce is straight better then use that instead.

  • Neutral Jumping Roundhouse:
Damage  ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njrh2&4 djrh2&4.png OVega njrh3.png OVega njrh2&4 djrh2&4.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?  ?
Simplified  ?  ?

Like the DJ.Rh but with bigger hitbox.

  • Diagonal Jumping Roundhouse:
Damage  ? OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njrh2&4 djrh2&4.png OVega djrh3.png OVega njrh2&4 djrh2&4.png OVega djjab1 djstrng1 njfrc1 djfrc1&5 njshrt2&4 djshrt2&4 njfrwrd2&4 djfrwrd2&4 njrh1&5 djrh1&5.png OVega njjab4 djjab5 njstrng4 djstrng5 njfrc5 djfrc6 njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5 njrh6 djrh6.png OVega djjab6 njstrng5 djstrng6 njfrc6 djfrc7 njshrt6 djshrt6 njfrwrd6 djfrwrd6 njrh7 djrh7.png
Stun  ?~?
Stun Timer  ?
Frame Count  ?  ?  ?  ?  ?  ?
Simplified  ?  ?

Best jumping attack with decent range.

Throws

Vega can throw using Strong and Fierce. He can air throw that way as well. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds).

  • Rainbow Suplex: (←/→ + Strong/Fierce)
Damage 32 OVega throw.png
Stun 7~13
Stun Timer 100
Range (from axis) 48
(from throwable box) 20


  • Stardust Drop: (Vega and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage 32 OVega airthrow.png
Stun 7~13
Stun Timer 100
Range (from axis) 62
(from throwable box) 34

Special Moves

All motions are listed under the assumption that O.Vega is facing right.

  • Back Slash a.k.a. Punch Back Flip: (Jab + Strong + Fierce)

Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible)

OVega pbf1 kbf1.png OVega pbf2 kbf2.png OVega pbf3 kbf3.png OVega pbf4.png OVega pbf5.png OVega pbf6 kbf4.png OVega pbf7 kbf5.png OVega pbf8 kbf6.png
Frame Count 1 7 8 19 3 8 8 9
Simplified 54 9

The punch version is a double flip which lasts longer. It is completely invincible, but have a brief vulnerable period at the end. It is handy for getting out of tick situations, but if you over-use it, the opponent will catch on and sweep you as it's ending.

  • Short Back Slash a.k.a. Kick Back Flip: (Short + Forward + Roundhouse)

Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible)

OVega pbf1 kbf1.png OVega pbf2 kbf2.png OVega pbf3 kbf3.png OVega pbf6 kbf4.png OVega pbf7 kbf5.png OVega pbf8 kbf6.png
Frame Count 1 8 8 8 5 9
Simplified 30 9

The kick version is great at the last second as your opponent is rising; you can bait them into missing a reversal or throw attempt.

  • Rolling Crystal Flash: (Charge ←, →, P)

Detailed Input: (Charge ← for at least 71f, [0~7f] → [0~10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)

  • Startup:
OVega rcf1.png OVega rcf2jab 2&7strng 2&7&12frc.png
Frame Count 5 5
Simplified 10
  • Active part 1:
    • Jab Version: This does not occur.
    • Strong Version: This happens only once.
    • Fierce Version: This happens twice.
Damage  ? OVega rcf3jab 3&8strng 3&8&13frc.png OVega rcf4jab 4&9strng 4&9&14frc.png OVega rcf5jab 5&10strng 5&10&15frc.png OVega rcf6jab 6&11strng 6&11&16frc.png OVega rcf2jab 2&7strng 2&7&12frc.png
Stun  ?~?
Stun Timer  ?
Frame Count 4 3 3 1 2
Simplified 4 6 1 2
  • Active part 2 + Recovery:
Damage  ? OVega rcf3jab 3&8strng 3&8&13frc.png OVega rcf4jab 4&9strng 4&9&14frc.png OVega rcf5jab 5&10strng 5&10&15frc.png OVega rcf6jab 6&11strng 6&11&16frc.png OVega rcf7&11jab 12&16strng 17&21frc.png OVega rcf8&10jab 13&15strng 18&20frc.png
Stun  ?~?
Stun Timer  ?
Frame Count 4 3 3 3 2 2
Simplified 4 6 3 4
Damage (Jab) + Claw  ? + ? With Claw Without Claw OVega rcf8&10jab 13&15strng 18&20frc.png OVega rcf7&11jab 12&16strng 17&21frc.png
Damage (Strong) + Claw  ? + ? OVega rcf9jab 14strng 19frc.png OVega rcf9jab 14strng 19frc noclaw.png
Damage (Fierce) + Claw  ? + ?
Stun  ?~?
Stun Timer  ?
Frame Count 8 4 1
Simplified 8 5

Fierce roll is 4 hits of chip damage and good for finishing off a low-life opponent (note pun). Fierce & Strong rolls are not reliable and will often not combo all the hits even at close range. Jab roll should be your only one used, and is nice at pressuring from long range. All rolls can be followed up with C.Jab or C.Strong which will combo.

Rolls have curious priority that is not common knowledge. When done from close, priority is bad and rolls can be easily countered with most normals & special moves. However, when done from maximum range so that just the tip of the extended claw hits, the priority is excellent and will stuff nearly anything, including a wakeup Dragon Punch. It's very important to learn the range and timing so you can Jab Roll a knocked down opponent and have your claw extended as his wake-up invincibility ends.

  • Wall Dive: (Charge ↓, ↑, K)

Detailed Input: (Charge ↓ for at least 61f, [0~7f] ↑ [0~11/9/7/3f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

OVega dive1.png OVega dive2.png OVega dive3.png OVega dive4.png OVega dive5.png OVega kdive.png
Frame Count 1 2 1 6+ 5 40
Simplified 10+ 5 40
  • Flying Barcelona Attack: (P, while diving from Wall Dive. The strength of the attack is determined by the K button you activated the Dive, not the one you're using to attack)
Damage (Short) + Claw  ? + ? OVega kdive fba1&3.png With Claw Without Claw OVega kdive fba1&3.png OVega kdive fba4.png
Damage (Forward) + Claw  ? + ? OVega kdive fba2.png OVega kdive fba2 noclaw.png
Damage (Rh) + Claw  ? + ?
Stun  ?~?
Stun Timer  ?
Frame Count 3 6 3
Simplified 3 6
  • Izuna Drop: (↖/↙/←/→/↘/↗ + P, while diving from Wall Dive)
Damage  ?(+?) OVega kdive id.png
Stun  ?~?
Stun Timer  ?
Range (from axis) 53
(from throwable box) 25
  • Landing frames:
OVega kdivelands1.png OVega kdivelands2.png OVega kdivelands3.png OVega kdivelands4.png
Frame Count 2 2 9 6
Simplified 13 6

By pressing ↖ or ↗, you control which wall Vega will jump to. With ↑ Vega will always go to the nearest wall. Once airbourne, you have control over your speed by holding ← or →. Vega is slow when jumping towards the wall, then faster when he flies off it. You can minimize the delay by being at maximum range from your opponent and touching a side of the screen.
This move is useless against some characters, and dominates others. Every character has basic standing & jumping normals that will counter the wall dive, so use it on wakeup, against fireballs, to run away when you're leading in health, and to bait counter-attacks.

Ryu - at full screen, you can Wall Dive in anticipation, and safely hold back if he does nothing, or catch him with the throw if he does a fireball.
Ken - Ken's Fierce DP will hit you even if you're holding back, so limit to ambiguous crossups.
Honda - if he's being a defensive turtle, you can crossup dive to cancel his headbutt charge, then come in from straight above to avoid the butt slam.
Chun - J.Short easily stuffs dives from any range. Get her with fakes or on wake-up only.
Blanka - Vertical Ball destroys the dive in every possible situation.
Zangief - His 3P Lariat beats most attacks, but you can hit his head cleanly with the tip of your claw while flying over him.
Guile - Flash kick still hits you even when he's facing the wrong direction, so use fakes from max range and Slide him if he falls for it.
Dhalsim - His normals hit you out of dives easily, but he has no wakeup options besides teleporting away.
Fei Long - Like Guile, limit yourself to fakes to bait a Flame Kick.
Cammy - Roundhouse Cannon Spike will get you from very long range, but if you cross up and attack from on top, you can make it miss.
T. Hawk - Same as Cammy - angle your dive high and fast to get behind his long range Rising Hawk.
Dee Jay - His Triple Kick is weak if you're right on top of him, so try to get him in a corner then go off that corner wall, to fall right on his head.
Balrog - Headbutts and C.Fierce beat dives every time, and fakes are easy for him to dash punch. Use very sparingly.
Vega - Vega can Flipkick a dive, or 3K backflip through one if he's crossed up or on wakeup. As long as you crossup, it's pretty safe to use.
Sagat - High fireballs tend to hit you if you're trying to ↗ cross him up. Stay on the ground against him.
Bison - He has no reversal and his air moves lose if you do the claw high and early. Dive on him all day long.

  • Sky High Claw: (Charge ↓, ↑, P)

Detailed Input: (Charge ↓ for at least 61f, [0~7f] ↑ [0~11/9/7/3f] Jab/Strong/Fierce/any P if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

Damage (Jab) + Claw  ? + ? OVega dive1.png OVega dive2.png OVega dive3.png OVega dive4.png OVega dive5.png OVega pdive1.png
Damage (Strong) + Claw  ? + ?
Damage (Fierce) + Claw  ? + ?
Stun  ?~?
Stun Timer  ?
Frame Count 1 2 1 6+ 5 33-
Simplified 10+ 5 33-
  • Claw attack: (P, while diving from Sky High Claw. The strength of the attack is determined by the P button you activated the Dive, not the one you're using to attack)
Damage (Jab) + Claw  ? + ? OVega pdivealt1.png OVega pdivealt2.png
Damage (Strong) + Claw  ? + ?
Damage (Fierce) + Claw  ? + ?
Stun  ?~?
Stun Timer  ?
Frame Count (Jab) 20 13-
Frame Count (Strong) 16 17-
Frame Count (Fierce) 12 21-
  • Knockback/Vega dives full screen, crosses the opponent, but does not touches the end of screen, lands:
OVega pdivebounce1.png OVega pdivebounce2.png OVega pdivebounce3.png OVega pdivebounce4.png OVega pdivebounce5.png OVega pdivebounce6.png OVega pdivebounce7.png
Frame Count 5 4 3 4 5 23+/0 12
Simplified 44+/6+ 12
  • Vega dives full screen, touches the end of screen and then lands:
OVega pdive2.png OVega pdive3.png
Frame Count (Jab) 20 12
Frame Count (Strong) 13 12
Frame Count (Fierce) 8 12

By pressing ↖ or ↗, you control which wall Vega will jump to. With ↑ Vega will always go to the nearest wall.

Vega goes off the wall and shoots directly at the opponent with a claw. You do not have any control once in the air. Doing this with Jab will make him fly higher- this will hit jumpers, but completely miss someone on the ground. This move has a small chance of catching someone by surprise, but leaves you vulnerable if blocked. The best use of this move is against people who jump up to counter your Wall Dive, like Chun Li or M.Bison often do.

The Basics

Advanced Strategy

Match-ups