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    Vega by psychochronic

    Version: 1.00 | Updated: 03/18/06 | Search Guide | Bookmark Guide

    SVC Chaos Vega FAQ:
    VERSION 1.00
    -Created, Edited and Compiled by: Psychochronic
    of Shoryuken.com (Brettdude in Gamefaqs) with
    some help by G Product
    Another form of Psychochronic Literature!
    Last Update: March 18, 2006
    Notes before reading this document:
    1) This document is protected by US Copyright Law, and 
    the Berne Copyright Convention of 1976. This document 
    is for private and personal use only--it cannot be reprinted 
    in part or inwhole or reproduced in any way or in any form 
    (written or otherwise). It is a free document that cannot be 
    used in any sort of commercial transaction, including selling 
    it or giving it away as a gift. Although I am...the author in 
    the majority of the text, please respect the other authors 
    whose work I have included in this guide.
    2) This document is better read on Notepad with the Font 
    set on "Times New Roman" on Regular setting, Size "10" 
    and the screen resolution set on 1024x768. Use the Find 
    feature (Ctrl + F) to find whatever term you're looking for 
    easy mobility. 
    Table of Contents:
    1) Version Changes
    2) Character Biography
    3) Legend
    4) Pros and Cons
    5) Basics
    6) Movelist
       -Special Moves
       -Super Combos
    7) Combos/Cancels
    8) Contact
    9) Credits
    Version Changes:
    1.00 - March 18, 2006:
    Compiled and finished within the same day on March 18, 2006.
    Character Biography:
    Birthplace: Barcelona, Spain 
    Birthdate: January 27, 1967 
    Height: 186cm 
    Weight: 72kg 
    Blood type: O 
    Three sizes: B121, W73, H83 
    Fighting style: Spanish Ninjutsu 
    Special skill: Climbing, Vanity 
    Likes: Himself, Beauty 
    Dislikes: Ugliness, Revenge of the Defeated, Getting the 
    blood of his opponent on himself 
    First Appearance: Street Fighter II: The World Warrior
    U = Up
    UF = Up-Forward
    F = Forward
    DF = Down-Forward
    D = Down
    DB = Down-Back
    B = Back
    UB = Back
    QCF = Quarter-Circle Forward
    QCB = Quarter-Circle Back
    HCF = Half-Circle Forward
    HCB = Half-Circle Backward
    P = Punch
    LP = Light Punch 
    HP = Hard Punch 
    K = Kick
    LK = Light Kick
    HK = Hard Kick
    NeoGeo Button Mapping:
    A = LP
    B = LK
    C = HP
    D = HK
    XBOX Button Mapping:
    X = LP
    A = LK
    Y = HP
    B = HK
    Various Points:
    (+): Pro (Positive note)
    (?): Unknown (Tentative note)
    (-): Con (Negative note)
    (+): Fast speed.
    (+): Extremely mobile.
    (+): Long-ranged pokes that are fast.
    (+): Can't lose mask or claw. 
    (+): Bufferable charges.
    (+): Can counter GCS attempts.
    (+): Various anti-airs.
    (+): Peace of Mercury is an overhead.
    (+): Much easier here to do a jump-in then do a Special 
    for a combo. In every other game he couldn't do that 
    sincehis jump is so quick and charge times are longer 
    than in the Capcom games he's been in.
    (+): Good mixup game.
    (-): Any Wall Leap he does (Wall Leap or Sky High Claw)
    is slow on startup and slow to hit. This move was at its 
    best in the Capcom games he's been in. 
    (-): Rolling Crystal Flash is unsafe when blocked and is
    open to GCS attempts.
    (-): Sky High Claw doesn't go very far.
    (-): Can't cancel into any normal Specials.
    (-): Scarlet Terror has no invulnerability frames and no 
    juggles with it either. Can hit the opponent again after 
    a Rolling Crystal Flash, like in SFII. 
    (-): Red Impact has little-to-no range which is very bad
    as that's his Exceed.
    (-): His crouching LP is slower and can't chain into itself 
    like it could in SFII where it was like auto-fire!
    (-): Round Slider is bad because he doesn't have enough 
    time to charge for a Rolling Crystal Flash after the slide.
    (-): Crouching HK and Rolling Crystal Flash on wakeup 
    which has been a mainstay in Vega's game but he can't 
    do it here.
    Front Ground Step: Tap Fx2:
    Character stops after a determined distance and attacked 
    anywhere during the step.
    Back Ground Step: Tap Bx2:
    Character stops after a determined distance and attacked 
    anywhere during the step.
    Guard Cancel Front Step (costs 1 Level): Tap Fx2 or LK + 
    HP while blocking:
    Also known as "GCS". Cancels your block and does a 
    Front Ground Step right after.
    Guard Cancel Attack (costs 1 Level): Tap HP + HK while
    Cancels your block and does a Counter Attack right
    Big Jump: Tap DB, D or DF then UB, U or UF:
    Character jumps slightly higher.
    Normal Body Toss: LP + LK or HP + HK:
    Characters' throw.
    Body Toss Evasion: As soon as thrown by the opponent, 
    press LP + LK or HP + HK in the same buttons that the 
    opponent presses:
    Clearly avoids the opponents throw.
    Break Fall: LP + LK when landing:
    Character gets back up quicker instead of getting knocked
    LP: (FAR/CLOSE) Small range, safe if blocked, chains into 
    self and cancelable. Same thing for closeup game except it's 
    good for tick-throws and whiffs over crouching opponents.
    LK: (FAR) Good range, quick and cancelable. One of Vega's 
    best pokes. Safe if blocked and safe to GCS attempts.
    (CLOSE) A quick knee-thrust which can be comboed into 
    after a standing close LP. Safe, fast, cancelable, hits 
    crouching opponents and good for tick-throws.
    HP: (FAR) Good range, damage and priority. Average poke, 
    but since it can't be comboed you should stick to LK. 
    (CLOSE) Very slow on startup. Okay for close range combos, 
    guard damage and punishment situations but open for GCS 
    attempts and whiffs over crouching opponents. Due to the 
    slow startup, only use when you know it will hit standing 
    close LK has such good recovery that you can easily counter 
    GCS attempts.
    HK: (FAR) Hits at a good angle. Good range, priority and an 
    excellent anti-air. (CLOSE) Same exact animation, but open to 
    GCS attempts, doesn't hit crouching opponents and does 
    good guard damage.
    LP: Great poke, good range and speed. Cancelable as well and
    great for combos. Could be faster though...
    LK: Hits low, cancelable. safe and great for combos. Good range 
    as well.
    HP: Good range and anti-air but slow on startup. Good damage
    (regular and guard) but doesn't pass through opponents when 
    done close like in other games. Unsafe if blocked and extremely 
    open to GCS attempts.
    HK: Great range and good for punishment and guard damage 
    when you dont have a charge ready. Slightly safe from max range 
    and open to a GCS if blocked. Hits low and if done meaty on 
    wakeup, you can link another crouching HK.
    LP: Not very noteworthy other than it comes out fast. Not much 
    range. Stays out for the entire arc of the jump. Same for jumping 
    diagonal. Comes out fast, okay for tick-throws maybe. Not that 
    LK: Comes out fast, okay range better than LP. Straight up jump 
    LK is a decent air-to-air. Jumping diagonal LK is an okay combo 
    starter but not the best. Crosses up, stays out for most of the arc 
    of the jump and okay for tick-throws. Good range and angle.
    HP: Comes out fast and hits at a very deep angle. Safe if blocked 
    or whiffed. Keeps him close. Great for combo starters, priority, 
    guard damage and crossups. Hits at a very deep angle but not 
    much range. Same exact animation for jumping diagonal.
    HK: Great priority, okay range and hits at a good angle but hard 
    to attempt anti-airs. Great combo starter, guard damage and can 
    crossup. Same exact animation for jumping diagonal.
    Peace of Mercury: F + LK:
    Command overhead. Very slow on startup and can't be cancelled 
    into or comboed. Use in mixup games or against knocked down 
    opponents but easy to see coming. Unsafe if blocked and opened 
    to GCS attempts.
    Cosmic Smarts: F + HK:
    Great range and Vega advances forward. Can be used as anti-air, 
    good to throw out against a knocked down opponent to get in 
    close for a throw. Open to GCS attempts, does good guard 
    damage and whiffs on crouching opponents.
    Round Slider: DF + HK:
    Vega's slide which was just crouching HK in the Capcom games. 
    Hits low and knocks the opponent down. Good range and Vega 
    advances forward. Okay guard damage. Good way to setup his 
    crouching HK meaty combo and as I said about it earlier, due to 
    the command, you can't do Rolling Crystal Flash on wakeup if it 
    Backslash: LP + HP:
    Vega backflips twice away from his opponent. Has invulnerability 
    which is good to escape fireballs, but throwing out a slow fireball 
    can mess up the timing on this move. A great way to escape GCS 
    Short Backslash: LK + HK:
    Vega does one backflip instead but still has invulernablity frames 
    and counter GCS attempts. Good to use on wakeup; stand right 
    on top of them, Short Backslash when they finally get up and 
    dash forward and punish whatever they throw out.
    Wall Leap: Charge D, U + K:
    Vega will jump off the wall of your choice flies at the opponent 
    with one of two attacks. After you have a down charge, you can 
    continue it by walking backwards, then press up. This will really 
    throw your opponent off after the wall leap you can also hold F 
    or B to alter Vega's flight forward or backward.
    -Flying Barcelona Attack: P slightly near opponent:
    Vega spreads his arm open and either arm can hit. Good range 
    and damage. Knocks down. Doing a Barcelona while holding B, 
    is a good way to stay safe and build some bar. And due to the 
    fact this move can hit from both sides it's good in his crossup 
    tactic. After knocking down an opponent, do a Wall Leap off 
    of the wall Vega is facing. Come down and hit P while holding 
    either B or F, so then they dont know which way to block.
    Also safe from max range, okay guard and chip damage.
    -Izuna Drop: P near opponent:
    Great damage and knocks down plus the throw is unblockable. 
    However, there is no range on it and due to the fact he must 
    get close to execute it makes it very unsafe. Vega will be open 
    for anti-airs.
    Rolling Crystal Flash: Charge B, F + P:
    The old claw roll ever since his CE days. Okay to use in combos 
    or on wakeup after you knock the opponent down. Okay poke 
    after a crouching LP, LK or standing far LK. Okay damage also 
    guard and chip but nothin' great. The recovery is quite slow 
    and is very open to GCS attempts. A bit slow on start-up as 
    Sky High Claw: Charge D, U + P:
    Move is most used to fly over and punish projectiles. HP 
    version flies lower as LP version has a tendency to whiff. 
    Got a hit and run tactic. After your opponent blocks an 
    attack, you can canel into this if you anticipate a GCS to 
    fly back and catch them off-guard and to establish close 
    range again and keeping them locked down.
    Scarlet Terror: Charge DB, F + K:
    Okay anti-air but doesn't hit as high as in the past Capcom 
    games. Good defensive move, better suited than Rolling 
    Crystal Flash for combos and punishment situations. 
    Knocks down, comes out fast and safe if blocked. But 
    HK version is open to GCS attempts. When it connects, 
    Vega has a good amount of time to set up his Flying 
    Barcelona Attack crossup. You can also charge this 
    move by walking backwards, then press DB, F + K 
    and it comes out. Also does okay chip and guard
    damage too.
    Super Wall Leap: Charge DB, DF, DB, UF + K:
    Vega will fly and jump off of the wall of your choice when 
    he touches the wall he the super starts, unlike in ST where 
    the super didn't start till he grabbed them. So if the super 
    whiffs or dont push a button after the Wall Leap, you 
    still lose bar and do the super freeze when he touches 
    the wall, it gives Vega away that he will do a super so 
    he can be open for punishment.Vega can also control 
    his flight by pressing B or F.
    -Flying Barcelona Special: P slightly near opponent:
    A mutli-slash attack that can hit from either side. Okay to 
    use in his Wall Leap crossups, but due to the fact of it 
    costing super and it whiffing make it bad to use efficently. 
    Okay chip and guard damage, average range and knocks 
    down. Safe if blocked.
    -Rolling Izuna Drop: P near opponent:
    Vega does 3 Izuna Drop's in a row. Just like the regular 
    one, you must be very close since it has no range and 
    is very risky to commit to but it does great damage and 
    knocks down. High-risk, high-reward.
    Scarlet Mirage: Charge B, F, B, F + K:
    Vega does 3 Scarlet Terror's in a row and is Vega's only 
    useful noteworthy super. The LK version is a great 
    defensive super, fast startup. mid-level invicibility on 
    startup. B is safe when blocked but still open to GCS 
    attempts. This super is also good for after you execute 
    a GCS. In addition, if they block it, execute another one 
    so then it will hit them when they try to counter the 1st 
    super. The HK version hits more and does more damage 
    but suffers from more recovery. Super does good chip 
    and guard as well. Great for combos and punishment 
    Red Impact: Charge B, F, B, F + P:
    Very little to no range; probably as much as standing LP. 
    Best used in close range combos and punishment situations
    and can hit crouching opponents for some odd reason. 
    Excellent damage, knocks down and has some mid-level 
    invulnerability on startup.
    Cancel Chart:
    A	B	C	D
    AR	A	X	X
    Standing Close:
    A	B	C	D
    AR	A	A	X
    A	B	C	D
    A	A	X	X
    A	B	C	D
    X	X	X	X
    Jumping Diagonal:
    A	B	C	D
    X	X	X	X
    Super Cancelable Attacks:	
    Max Cancelable Attacks:	
    Cosmic Smarts, Round Slider, Rolling Crystal Flash, Scarlet Terror	
    A = LP
    B = LK
    C = HP
    D = HK
    A=cancels into anything except special normals (you know like f + LP)
    R=repeats or chain into itself
    X=non cancellable
    /=divides hits
    C=cancels into special normals, specials and supers
    S=cancels only into supers
    Various Combos:
    Jumping HP, standing close LP,  HP Rolling Crystal Flash (3hits), 
    HK Scarlet Terror (1 hit), Short Backslash, Scarlet Terror (HK 1hit), 
    Short Backslash, Red Impact or you can when they are cornered, 
    jumping HP, standing close LPx3, HP Rolling Crystal Flash (cancel 
    2nd hit) to HK Scarlet Terror (1 hit), Short Backslash, HK Scarlet 
    Terror (1 hit), Short Backslash, Sky High Claw (HP)
    *When opponent is in corner, Vega in MAX mode
    Standing close HP, Red Impact
    Jumping LK/HP/HK, standing close LP/LK/crouching LP/LK, 
    HP Rolling Crystal Flash /HK Scarlet Terror/HK Scarlet Mirage
    meaty crouching HK, link crouching HK
    Scarlet Terror (LK) counter hit as, Scarlet Terror (HK)
    Contact me! Here are the following e-mails and internet 
    forums you can find me at:
    MSN Messenger/Hotmail: b_unit905@hotmail.com
    Yahoo!: psychochronic2004@yahoo.ca
    Internet Forums:
    Gamefaqs.com: brettdude
    Shoryuken.com: psychochronic
    MIRC (channels on EFnet):
    #Capcom (The main channel for Shoryuken.com)
    #Gamecombos (The main channel for Gamecombos.com)
    #Srkgd (The General Discussion part of Shoryuken.com) 
    #Srklive (The XBOX Live part of Shoryuken.com)
    My Fighting Game Site:
    XBOX Live Gamertag:
    -G Product:
    MSN Messenger/Hotmail: aolkillah@hotmail.com
    AOL/AIM: Two D Playa
    XBOX Live Gamertag:
    G Product
    Props to those who made this guide possible:
    G Product for various points about the moves and the SNK
    Playmore Japan site for the explanation of the basics.
    Copyright (c) Brett Navarro 2005-2007

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