Welcome to the new (WIP) Vega combo and tech thread for SFV: Arcade Edition.
Game Version: Season 4
- 3/6/2019: Added Section B (placeholder) and C under “Combos”, link to the MU thread (WIP), and “Move Breakdown” in OP.
- 3/3/2019: New thread created. Added Notation and useful links. Labeled sections and added BnB’s under the combo section.
- Hitbox Viewer - https://sfvsim.com/diff/
- Frame Data (pick a character then “Frame Data”) - https://game.capcom.com/cfn/sfv/character/
- Latest Balance Patch Notes - https://www.eventhubs.com/news/2018/dec/16/street-fighter-5-arcade-edition-season-4-patch-notes-released/
- Vega Discord - https://discordapp.com/invite/X9UVCW
- Vega MU thread - Claw Your Way To The Top: The Vega Match-Up Thread (Arcade Edition)
- Old combo thread - Make it Bloody Rain: The Vega Combo/Tech Thread
Players to watch:
"CLAW" - combo starts in Claw stance
"HAND" - combo starts in Clawless/bare handed stance
"NO CLAW" - combo starts in Clawless stance when you have lost access to Claw stance by getting hit
"CT" - Crimson Terror
"ASE" - Aurora Spin Edge (Claw Stance Only)
“FBA” - Flying Barcelona Attack
"SC" - Stance Change/Switch Claw
"GID" - Grand Izuna Drop (Clawless Stance Only)
“s” - standing
"c" - crounching
"f" - forward
"j" - jumping
"L" - light
"M" - medium
"H" - heavy
“lp” - light punch/jab
"mp" - medium punch/strong
"hp" - heavy punch/fierce
"lk" - light kick/short
"mk" - medium kick/forward
"hk" - heavy kick/roundhouse
“CH” - counterhit
"CC" - Crush Counter
"CA" - Critical Art (Super)
“xx” - cancel
"TC" - Target Combo
"EX" - EX verison of a special move
"SKD" - Soft Knockdown (can be quick rised/teched)
“HKD” - Hard Knockdown (cannot be quick rised)
"TKD" - Throw Knockdown (cannot be back rised)
“AA” - Anti-Air
oki - short for “okizeme”; aka wake-up pressure
quick rise - when an opponent uses the option to rise faster after a KD, aka “teching” the KD.
back rise - same as “quick rise”, but opponent jumps back slightly and rises slightly later
"VTC" - V-Trigger Cancel
"oB" - on block
"oH" - on hit
"OH" - overhead
Long range poke and +2 oB. Slow start up for a medium and poor hitbox surronded by hurtbox. Hurbox 1f before active and 3 frames after. Decent button but don’t spam it.
Combo starter/filler that forces stand. Poor horizontal range but safe oB. OHCable into TC.
Very longe range poke and CC. Slow startup, recovery, very negative oB, no reward without a CH or VTC. Useful in a couple of MU’s but generally not worth risking more than 1/2 times a round.
Average 4f jab with decent range. Small fwd disjoint. 5f of hurtbox post-active but fast recovery.
Slow pressure button and situational AA. Slight move fwd with small fwd hitbox. Block close SC leads to CG/FT 50/50. Forces stand.
3f with a slight fwd disjoint. No cancel but good range for a 3f.
Stance universal poke. Large hurtbox 1f before active and slight fwd hurtbox, but lower leg has no hurtbox. Great against lows with decent active frames.
Standard OH with shit frame data. Decent range and discreet startup animation.
CC normal and main AA. Whiffs crouching. Slow start up for AA but large disjointed AA hitbox with big damage on CH.
4f low that combos into jab.
Slow, +2 oB low. Pressure tool/combo starter. Easy confirm into a combo.
Slide the god. Always unsafe oB but a great punish and whiff punish tool. CC leads to FBA setups.
3f but whiffs on crounchers. Mostly combo fodder. Links to c.mp.
Main hand stance poke. Hitbox surronded by hurtbox but cancelable. Step forward makes cancels into CT very consistent.
slower s.mp alternative with a better hitbox. Long post active hurtbox and less reliable cancel into H.CT due to no forward movement.
see claw stance
Decent 6f poke. No startup hurtbox and slight fwd disjoint. Cancelable but high pushback and 5f of lingering hurtbox.
Canned oki button and decent AA. Slight fwd disjoint and good AA disjoint. No extra hurtbox on startup. 7f of post active hurtbox. +3oB and forces standing.