Vega Collision Boxes - Rengrow/Street-Fighter-II-Gamusinos-Fighters- GitHub Wiki
Standing Jab/Short:
Damage+vega | 4+0 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
On Hit | +5 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 4 | 4 | 5 |
Standing Strong/Forward:
Damage+vega | 10+2 | |||
Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +8 | |||
Frame Count | 5 | 4 | 7 |
Standing Strong and Standing Forward are identical in frame data and hitboxes.
Standing Fierce/Roundhouse:
Damage+vega | 14+4 | |||
Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | -2 | |||
Frame Count | 7 | 6 | 19 |
Standing Fierce and Standing Roundhouse are identical in frame data and hitboxes.
Crouching Jab:
Damage+vega | 4+0 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
On Hit | +6 | |||||
Frame Count | 1 | 1 | 2 | 4 | 4 | |
Simplified | 4 | 4 | 4 |
Crouching Strong:
Damage+vega | 10+2 | |||
Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +8 | |||
Frame Count | 5 | 4 | 7* |
Crouching Fierce:
Damage+vega | 14+4 | |||
Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | -2 | |||
Frame Count | 7 | 6 | 19* |
Same range with claw. Over half screen.
Crouching Short:
Damage | 7 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
On Hit | +5 | ||||||
Frame Count | 2 | 1 | 1 | 1 | 4 | 5 | |
Simplified | 5 | 4 | 5 |
Crouching short hitboxes and frame data are identical with or without claw.
Crouching Forward:
Damage | 10 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
On Hit | +8 | ||||||
Frame Count | 2 | 1 | 1 | 1 | 4 | 7 | |
Simplified | 5 | 4 | 7 |
Crouching forward hitboxes and frame data are identical with or without claw.
Crouching Roundhouse:
Damage | 14 | |||||
Stun | 5~11 | |||||
Stun Timer | 130 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
On Hit | KD | |||||
On Block | -11 | |||||
Frame Count | 3 | 2 | 2 | 21 | 14 | |
Simplified | 7 | 21 | 14 |
A long slide across the ground which knocks down. Crouching roundhouse hitboxes and frame data are identical with or without claw. Amusingly, unlike all other crouching attacks, no claw is shown during the active frames of the c.RH animation even when the player still has the vega.
Neutral Jumping Jab/Short:
Damage | 8 | ||||||
Stun | 1~7 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 1 | 1 | 20 | 2 | 2 | ∞ | |
Simplified | 2 | 20 | ∞ |
Neutral Jumping Strong/Forward:
Damage | 12 | ||||||
Stun | 5~11 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 1 | 1 | 10 | 2 | 2 | ∞ | |
Simplified | 2 | 10 | ∞ |
Neutral Jumping Fierce/Roundhouse:
Damage | 16 | ||||||
Stun | 11~17 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 2 | 2 | 5 | 2 | 2 | ∞ | |
Simplified | 4 | 5 | ∞ |
Diagonal Jumping Jab/Short:
Damage | 7 | ||||||
Stun | 1~7 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 1 | 1 | 20 | 2 | 2 | ∞ | |
Simplified | 2 | 20 | ∞ |
Diagonal Jumping Strong/Forward:
Damage | 10 | ||||||
Stun | 5~11 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 1 | 2 | 10 | 2 | 2 | ∞ | |
Simplified | 3 | 10 | ∞ |
Diagonal Jumping Fierce/Roundhouse:
Damage | 14 | ||||||
Stun | 11~17 | ||||||
Stun Timer | ? | ||||||
Special Cancel | No | ||||||
Frame Count | 2 | 2 | 5 | 2 | 2 | ∞ | |
Simplified | 4 | 5 | ∞ |
Wall Jump: Jump towards wall, then press away from wall
Frame Count | 6 |
Vega can throw with Strong and Fierce, and has an Airthrow with Strong or Fierce.
Rainbow Suplex: (←/→ + Strong/Fierce)
Damage | 28 | ||
Stun | 7~13 | ||
Stun Timer | 99 | ||
Range (from axis) | 48 | ||
Range advantage | 19 |
Both punch throws are the same.
Stardust Drop (a.k.a. air throw): (←/→ + Strong/Fierce) while airbourne
Damage | 28 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 58 | ||
Range advantage | 29 |
Both punch throws are the same.
Rolling Crystal Flash: (Charge ←, →, P) [charge time: 59f]
Startup:
Frame Count | 5 | 5 |
Simplified | 10 |
Active part 1:
Jab Version: This does not occur.
Damage (Jab) | - | |||||
Damage (Strong) | 4,4 | |||||
Damage (Fierce) | 4,4,4,4 | |||||
Stun | 0~6,0~6 | |||||
Stun Timer | 30,30 | |||||
- | - | |||||
Frame Count | 4 | 3 | 3 | 1 | 2 | |
Simplified | 4 | 6 | 1 | 2 |
Active part 2:
Damage (Jab)+claw | 4,4 | ||||||
Damage (Strong)+claw | 4,4 | ||||||
Damage (Fierce)+claw | 4,4 | ||||||
Stun | 0~6,0~6 | ||||||
Stun Timer | 30,30 | ||||||
Frame Count | 4 | 3 | 3 | 3 | 2 | 2 | |
Simplified | 4 | 6 | 3 | 4 |
Damage (Jab)+claw | 16+10 | |
Damage (Strong)+claw | 16+10 | |
Damage (Fierce)+claw | 18+10 | |
Stun | 13~19 | |
Stun Timer | 130 | |
Frame Advantage | +9 | |
Frame Count | 8 |
Recovery:
Frame Count | 4 | 1 | |
Simplified | 5 |
A point blank fierce roll is usually blockable after the second hit. Depending on positioning, the second hit of both active part 1 and 2 are capable of hitting low (i.e. Fierce RCF contains 3 possible low hits). However, after hitting low in this fashion, the opponent being in hitstun long enough for the rest of the roll to connect is even more position dependent.
Flying Barcelona Attack: (Charge ↓, ↑, K), [charge time: 59f] P for claw attack, or any direction + P for Izuna drop
Claw attack (vs ground):
Damage (Short)+claw | 16+6 | ||
Damage (Fwd)+claw | 18+6 | ||
Damage (RH)+claw | 20+6 | ||
Stun | 13~19 | ||
Stun Timer | 120 | ||
Frame Adv | -12 | ||
Frame Count | 3 | 10 |
Claw attack (air-to-air):
As above, except
Stun | 11~17 |
Stun Timer | 80 |
Frame Adv | KD |
Izuna drop:
Damage | 28 | |
Stun | 7~13 | |
Stun Timer | 99 | |
Frame Count | 2 |
Recovery:
Frame Count | 1 | 2 | 2 | 9 | 2 |
Simplified | 17 |
Vega jumps to the wall, clings briefly as in his walljump, then jumps towards the opponent. After touching the wall, Vega's arc is controllable with ← and →.
For the Claw attack, the initial kick button pressed (NOT the punch button) determines the damage dealt. Hitting a grounded opponent near the head with the Claw attack leaves you at considerable disadvantage, less so when hitting deeper (best case is -1f). Hitting an airbourne opponent with the Claw attack results in a knockdown.
The Izuna drop leaves plenty of time to set up a safe jump or meaty attack.
Backslash (a.k.a backflip): Tap Back Twice
Invincible:
Frame Count | 1 | 7 | 8 | 19 | 3 | 8 | 8 |
Simplified | 54 |
Recovery:
Frame Count | 9 |
Vega's sole move with invincibility. Unfortunately it's slow enough that most opponents can simply chase Vega down and punish the considerable recovery, or at the very least keep the pressure on. Generally an unfavourable option.
Walk back | Neutral | Walk Fwd | Crouch |
Standing reel:
Standing gut reel:
Crouching reel:
Dizzy:
Knockdown bouncing pushbox:
Frame Count | 9 |
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