VEGA - NORMAL MOVES - SUPER STREET FIGHTER 4
JAB (LIGHT) PUNCH
Standing Light Punch has farther reach slightly than his Standing Light Kick and is fairly fast.
Crouching Light Punch has the exact same reach as Standing Light Punch.
Neutral Jump Light Punch is an air-to-air normal.
Diagonal Jump Light Punch is also an air-to-air normal.
STRONG (MEDIUM) PUNCH
Standing Medium Punch has more reach than his Light Punches and Light Kicks and is still pretty fast. From long range this move does slightly more damage.
Crouching Medium Punch is a great poke. It has even more range than his Standing Medium Punch and is fast enough to make it useful as a counter-poke as well. You can link to this move after a Crouching Medium Kick and can cancel into his EX Sky High Claw Special Move.
Neutral Jump Medium Punch is an air-to-air to use against opponents jumping in on you.
Diagonal Jump Medium Punch is a jump-in attack.
FIERCE (HARD) PUNCH
Standing Heavy Punch is Vega's farthest reaching normal move. It is slow by Vega standards though so be careful in using it. At close range it is a two-hit attackand at far range it is a single stab. The long range stab does slightly more damage and twice as much stun.
Crouching Heavy Punch can be used as an anti-air. It can also be linked after a Cosmic Heel.
Neutral Jump Heavy Punch is an air-to air attack with good speed.
Diagonal Jump Heavy Punch is a jump-in attack.
SHORT (LIGHT) KICK
Standing Light Kick is very fast but doesn't have much reach. Does slightly more damage at long range.
Crouching Light Kick does not do much damage.
Neutral Jump Light Kick
Diagonal Jump Light Kick
FORWARD (MEDIUM) KICK
Standing Medium Kick is Vega's second farthest reaching normal attack outside of Standing Heavy Punch. It is a good poke due to that range and its fairly good speed.
Crouching Medium Kick can be cancelled into some Vega's Special Moves like Flying Barcelona Attack and Scarlet Terror. It can also combo into an EX Sky High Claw.
Neutral Jump Medium Kick
Diagonal Jump Medium Kick
ROUNDHOUSE (HARD) KICK
Standing Heavy Kick is a 2-hit attack at anything but close to maximum range with the first hit doing 40 Damage/125 Stun and the second doing 70 Damage/75 Stun. The farthest range only gets the last hit, making it not as useful at that range due to low damage and stun. This makes it a good armor breaker or to stuff a Focus Attack. Can be used as an anti-air in some situations. At close range this move does a lot more damage and stun than if at long range.
Crouching Heavy Kick is a slide with a range of about 1/2 the screen. If it hits you get an untechable knockdown. Using this at its maximum range makes it pretty safe if it is blocked.
Neutral Jump Heavy Kick
Diagonal Jump Heavy Kick is a jump-in attack.
COMMAND NORMALS
Triangle Jump
In air, near wall, up twoards.
Piece of Mercury
Down-Forward+MK
Cosmic Heel
Down-Forward+HK
- Great move can be used in a variety of ways such as corpse hopping and tick-throwing, and can be followed up with alot of his normals and should be followed up with EX-FBA or Scarlet Terror. Can also use EX-SHC to attempt a cross-up.
- Anti-Air Cosmic Heel (DF+HK) combos into U2. Can also combo into U1 but ONLY the UP HIT and not the follow up animation (may be character specific).
Backslash
All three punches
- Invincible backflip that dodges everything but can be punished easily.
Short Backslash
All three kicks
- Shorter version of Backslash, also completely invincible with less chance of being punished, but it's still easy too. Use both sparingly.
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