Last updated on Aug. 12, 2011

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| 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 |
| 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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