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Vega's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

6 Comments

Vega (Claw) Frame Data Super Street Fighter 4 Arcade Edition


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 30[20] 50 20 Sp*Su 4 2 10 -1 2
Close Medium Punch HL 70[60] 100 40 Sp*Su 7 2 13 -1 3
Close Hard Punch HL 50[40]x2 50*50 60*20 Sp*Su 9 3(7)3 14 1 5 1st hit cancellable, Forces stand
Close Light Kick HL 30 50 20 - 4 2 10 -1 2
Close Medium Kick HL 70 100 40 Sp*Su 6 2 13 -1 2
Close Hard Kick HL 40*70 125*75 60*20 Su 4 2*2 23 -7 -2 1st hit cancellable, Forces stand
Far Light Punch HL 30[20] 50 20 Sp*Su 4 2 10 -1 2
Far Medium Punch HL 90[80] 100 40 Su 7 2 14 -2 1
Far Hard Punch HL 120[110] 200 60 - 8 3 23 -8 -4
Far Light Kick HL 40 50 20 - 5 2 7 2 5
Far Medium Kick HL 70 100 40 - 8 2 15 -3 0
Far Hard Kick HL 40*70 125*75 60*20 Su 4 2*2 23 -7 -2 1st hit cancellable, Forces stand
Crouch Light Punch HL 30[20] 50 20 Sp*Su 4 2 8 1 4
Crouch Medium Punch HL 70[60] 100 40 Sp*Su 4 2 16 -4 -1
Crouch Hard Punch HL 110[100] 200 60 - 5 2 27 -11 -6 Forces stand on hit
Crouch Light Kick L 20 50 20 Sp*Su 4 2 9 0 3 Low attack
Crouch Medium Kick L 70 100 40 Sp*Su 6 3 9 2 5 Low attack
Crouch Hard Kick L 110 200 60 - 8 13 17 -12 D Low attack, cannot fast recover
Jump Up Light Punch H 50[40] 50 20 - 6 5 - - -
Jump Up Medium Punch H 80[70] 100 40 - 5 3 - - -
Jump Up Hard Punch H 100[90] 200 60 - 6 2 - - -
Jump Up Light Kick H 40 50 20 - 6 9 - - -
Jump Up Medium Kick H 80 100 40 - 6 7 - - -
Jump Up Hard Kick H 100 200 60 - 4 5 - - -
Jump Toward Light Punch H 50[40] 50 20 - 5 5 - - -
Jump Toward Medium Punch H 80[70] 100 40 - 5 5 - - -
Jump Toward Hard Punch H 100[90] 200 60 - 5 4 - - -
Jump Toward Light Kick H 40 50 20 - 6 7 - - -
Jump Toward Medium Kick H 70 100 40 - 6 6 - - -
Jump Toward Hard Kick H 100 200 60 - 6 6 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Down Foward + Medium Kick H 60 100 40 - 20 3 13 -4 0
Down Foward + Hard Kick HL 80 100 60 - 14 5 10+4 -4 D
Wall Jump - - - - - - - - - -
Backflip Punch - - - - - - - 65 - - 1~57f invincible,
Backflip Kick - - - - - - - 42 - - 1~32f invincible,
Focus Attack Level 1 HL 60[50] 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 80[70] 150 40 - 17+12 2 35 -15 D
Focus Attack Level 3 - 140[130] 200 60 - 65 2 35 D D
Forward Throw 1 120 120 40 - 3 2 20 - D Throw range 1.05
Back Throw 1 120 120 40 - 3 2 20 - D Throw range 1.05
Air Throw 1.2 150 130 40 - 3 2 - - D 1~4 , Throw range 1.2
Rolling Crystal Flash Light Punch HL 20*90[80] 20*100 20/10*30 Su 9 9(7)4 22 -2 2 charge 60f
Rolling Crystal Flash Medium Punch HL 20x3*90[80] 20x3*100 20/10x3*30 Su 16 9(5) 8(5) 8(6) 4 22 -2 2 charge 60f
Rolling Crystal Flash Hard Punch HL 20x4*90[80] 20x4*100 20/10x4*30 Su 20 9(5) 8(5) 9(5) 8(6) 4 22 -2 2 charge 60f
Rolling Crystal Flash EX HL 20x4*90[80] 20x4*100 #DIV/0! Su 20 9(5) 8(5) 9(5) 8(6) 4 22 0 4 1~78f , charge 60f
Scarlet Terror Light Kick HL 100 150 30/30 - 7 10 15+8 -12 D Armor Break, charge 42f
Scarlet Terror Medium Kick HL 80*60 100 30/20 - 7 5*5 14+9 -12 D 2nd hit Pursuit Property, Armor Break, , charge 42f
Scarlet Terror Hard Kick HL 100*60 100 30/20 - 4 8*5 14+9 -15 D 2nd hit Pursuit Property, Armor Break, , charge 42f
Scarlet Terror EX HL 110*70 150*100 #DIV/0! - 4 8*5 14+9 -15 D 1~4 , 2nd hit Pursuit Property, Armor Break, , charge 42f
Sky High Claw HL 110[100] 200 30/40 - 15 17 -20 -16 , charge 42f
Sky High Claw EX HL 60[50]x2 100 #DIV/0! - 10 17 -18 D , 2nd hit Pursuit Property, Armor Break, charge 42f
Flying Barcelona Attack - - - 20/- - - - 31 - -
Flying Barcelona Attack Punch H 90[80] 100 0/40 - 3 11 31 - -
Flying Barcelona Attack EX HL 70*60 50 -250/- - 9 until ground 31 - -
Flying Barcelona Attack EX Punch H 50*90[40*80] 50*100 0/0 - 2 1(1)11 31 - -
Izuna Drop 0.6*H 150 150*100 0/80*40 - 2 1(1)11 31 - -
Claw Throw - - - - - - - 40 - -
Mask Throw - - - -250/- - - - 40 - -
Super - Flying Barcelona Special - - - (-1000/0) - - - 31 - -
Super - Flying Barcelona Special Punch H 60[50]x3*100[90] 0 0/0 - 2 11(2)10 31 - D
Super - Rolling Izuna Drop 0.8*H 400*100[90] 0 0/0 - 2 11(2)10 31 - -
Ultra 1 (1st hit) HL 30 0 0/0 - 8 until ground - - -
Ultra 1 (2nd hit) HL 450[375] 0 0/0 - 1 9 20+31 - -
Ultra 2 L 150*300[285] 0 0/0 - 0+9 15 39 -36 - 1~13f invincible
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by Who Is Alpha. Previous contributions by Gilley.

Posted by The Psycho Spashin Ninja, Jink on February 22, 2009 at 10:05 p.m. #1

Using Low Flip Kicks gives you 60 Meter Gain, while with MK and HK versions you get 50 MG. Good to know, thanks!

HP gives 120 damage. It is the single strongest attack but by being -8g (-8 post guard) it is pretty unsafe and dangerous to use if opponents has reach or Su and Uc to punish it.

If you don't have EX or you want to build it, using HP or dHP after hitting with dfHK might help you a lot.

How much frame advantage does Focus2+ffc (forward Dash Cancel) gives?

LK's range is awesome for a 5f move that gives +2g and +5h.

dMK is good for safe meaty for its 3 active frames. dHK's 13 active frames are longer for meaty but it is unsafe.

Can anyone help me with this; I'm having timing problem to perform Charge Partitions. Is like if it was impossible to perform at a times. Does anyone has information on the buffer inputs' frames?

Another question I have is that; if taking claw off could make Vega's attack speed increase by 1 frame?

 

Posted by Chompy on March 25, 2009 at 7:45 p.m. #2

His Frame Advantage after Blocking sucks, compared to other characters. Ken's standing light punch sick. it gives you +4. The best that Vega gets is +2. it pisses me off

 

Posted by Luis on June 30, 2009 at 9:40 p.m. #3

Yay hoorray for Capcom making Vega such a bad character!! now that's balance!!!

 

Posted by Niah on November 11, 2009 at 6:43 a.m. #4

I've seen people on youtube did a rolling crystal flash and FADC into c.lp and combo, but RCF only has 2 frame advantage and c.lp has 4. how do they connect? also I've seen RCF and then lv 2 FA. either the frame data is wrong or i just don't know how to read it properly. Help anyone?

 

Posted by theonly_J (PSN) on December 8, 2009 at 4:36 p.m. #5

@ Niah, you can cancel the HP -> HP RCF, FADC the last hit and if your good enough get a c.lp off. which can be followed by either another c.lp and a HK ST or a c.mp -> ex FBA izuna drop. both are 11 hit combos. also in the video with the rcf into the lvl 2 FA ultra, if you watch closely you'll see that its a counter hit meaning they set it to counter hit in options... in a real match the chances of that happening are slim to none =/

 

Posted by nocturnal on October 2, 2011 at 3:16 p.m. #6

Why doesn't it show wall jump's and backflips' start-up? They also have frames on their start-up :/

 

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