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SVC Chaos Vega FAQ:

VERSION 1.00

-Created, Edited and Compiled by: Psychochronic
of Shoryuken.com (Brettdude in Gamefaqs) with
some help by G Product

Another form of Psychochronic Literature!
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Last Update: March 18, 2006
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Notes before reading this document:
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1) This document is protected by US Copyright Law, and
the Berne Copyright Convention of 1976. This document
is for private and personal use only--it cannot be reprinted
in part or inwhole or reproduced in any way or in any form
(written or otherwise). It is a free document that cannot be
used in any sort of commercial transaction, including selling
it or giving it away as a gift. Although I am...the author in
the majority of the text, please respect the other authors
whose work I have included in this guide.

2) This document is better read on Notepad with the Font
set on "Times New Roman" on Regular setting, Size "10"
and the screen resolution set on 1024x768. Use the Find
feature (Ctrl + F) to find whatever term you're looking for
easy mobility.
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Table of Contents:
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1) Version Changes
2) Character Biography
3) Legend
4) Pros and Cons
5) Basics
6) Movelist
  -Normals
   *Standing
   *Crouching
   *Jumping
   *Command
  -Special Moves
  -Super Combos
  -Exceed
7) Combos/Cancels
8) Contact
9) Credits
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Version Changes:
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1.00 - March 18, 2006:
Compiled and finished within the same day on March 18, 2006.
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Character Biography:
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Birthplace: Barcelona, Spain
Birthdate: January 27, 1967
Height: 186cm
Weight: 72kg
Blood type: O
Three sizes: B121, W73, H83
Fighting style: Spanish Ninjutsu
Special skill: Climbing, Vanity
Likes: Himself, Beauty
Dislikes: Ugliness, Revenge of the Defeated, Getting the
blood of his opponent on himself
First Appearance: Street Fighter II: The World Warrior
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Legend:
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U = Up
UF = Up-Forward
F = Forward
DF = Down-Forward
D = Down
DB = Down-Back
B = Back
UB = Back
QCF = Quarter-Circle Forward
QCB = Quarter-Circle Back
HCF = Half-Circle Forward
HCB = Half-Circle Backward
P = Punch
LP = Light Punch
HP = Hard Punch
K = Kick
LK = Light Kick
HK = Hard Kick

NeoGeo Button Mapping:
A = LP
B = LK
C = HP
D = HK

XBOX Button Mapping:
X = LP
A = LK
Y = HP
B = HK
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Various Points:
(+): Pro (Positive note)
(?): Unknown (Tentative note)
(-): Con (Negative note)
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(+): Fast speed.
(+): Extremely mobile.
(+): Long-ranged pokes that are fast.
(+): Can't lose mask or claw.
(+): Bufferable charges.
(+): Can counter GCS attempts.
(+): Various anti-airs.
(+): Peace of Mercury is an overhead.
(+): Much easier here to do a jump-in then do a Special
for a combo. In every other game he couldn't do that
sincehis jump is so quick and charge times are longer
than in the Capcom games he's been in.
(+): Good mixup game.
(-): Any Wall Leap he does (Wall Leap or Sky High Claw)
is slow on startup and slow to hit. This move was at its
best in the Capcom games he's been in.
(-): Rolling Crystal Flash is unsafe when blocked and is
open to GCS attempts.
(-): Sky High Claw doesn't go very far.
(-): Can't cancel into any normal Specials.
(-): Scarlet Terror has no invulnerability frames and no
juggles with it either. Can hit the opponent again after
a Rolling Crystal Flash, like in SFII.
(-): Red Impact has little-to-no range which is very bad
as that's his Exceed.
(-): His crouching LP is slower and can't chain into itself
like it could in SFII where it was like auto-fire!
(-): Round Slider is bad because he doesn't have enough
time to charge for a Rolling Crystal Flash after the slide.
(-): Crouching HK and Rolling Crystal Flash on wakeup
which has been a mainstay in Vega's game but he can't
do it here.



Basics:
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Front Ground Step: Tap Fx2:
Character stops after a determined distance and attacked
anywhere during the step.

Back Ground Step: Tap Bx2:
Character stops after a determined distance and attacked
anywhere during the step.

Guard Cancel Front Step (costs 1 Level): Tap Fx2 or LK +
HP while blocking:
Also known as "GCS". Cancels your block and does a
Front Ground Step right after.

Guard Cancel Attack (costs 1 Level): Tap HP + HK while
blocking:
Cancels your block and does a Counter Attack right
after.

Big Jump: Tap DB, D or DF then UB, U or UF:
Character jumps slightly higher.

Normal Body Toss: LP + LK or HP + HK:
Characters' throw.

Body Toss Evasion: As soon as thrown by the opponent,
press LP + LK or HP + HK in the same buttons that the
opponent presses:
Clearly avoids the opponents throw.

Break Fall: LP + LK when landing:
Character gets back up quicker instead of getting knocked
down.
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Movelist:
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NORMALS:

Standing:

LP: (FAR/CLOSE) Small range, safe if blocked, chains into
self and cancelable. Same thing for closeup game except it's
good for tick-throws and whiffs over crouching opponents.

LK: (FAR) Good range, quick and cancelable. One of Vega's
best pokes. Safe if blocked and safe to GCS attempts.
(CLOSE) A quick knee-thrust which can be comboed into
after a standing close LP. Safe, fast, cancelable, hits
crouching opponents and good for tick-throws.

HP: (FAR) Good range, damage and priority. Average poke,
but since it can't be comboed you should stick to LK.
(CLOSE) Very slow on startup. Okay for close range combos,
guard damage and punishment situations but open for GCS
attempts and whiffs over crouching opponents. Due to the
slow startup, only use when you know it will hit standing
close LK has such good recovery that you can easily counter
GCS attempts.

HK: (FAR) Hits at a good angle. Good range, priority and an
excellent anti-air. (CLOSE) Same exact animation, but open to
GCS attempts, doesn't hit crouching opponents and does
good guard damage.


Crouching:

LP: Great poke, good range and speed. Cancelable as well and
great for combos. Could be faster though...

LK: Hits low, cancelable. safe and great for combos. Good range
as well.

HP: Good range and anti-air but slow on startup. Good damage
(regular and guard) but doesn't pass through opponents when
done close like in other games. Unsafe if blocked and extremely
open to GCS attempts.

HK: Great range and good for punishment and guard damage
when you dont have a charge ready. Slightly safe from max range
and open to a GCS if blocked. Hits low and if done meaty on
wakeup, you can link another crouching HK.


Jumping:

LP: Not very noteworthy other than it comes out fast. Not much
range. Stays out for the entire arc of the jump. Same for jumping
diagonal. Comes out fast, okay for tick-throws maybe. Not that
useful.

LK: Comes out fast, okay range better than LP. Straight up jump
LK is a decent air-to-air. Jumping diagonal LK is an okay combo
starter but not the best. Crosses up, stays out for most of the arc
of the jump and okay for tick-throws. Good range and angle.

HP: Comes out fast and hits at a very deep angle. Safe if blocked
or whiffed. Keeps him close. Great for combo starters, priority,
guard damage and crossups. Hits at a very deep angle but not
much range. Same exact animation for jumping diagonal.

HK: Great priority, okay range and hits at a good angle but hard
to attempt anti-airs. Great combo starter, guard damage and can
crossup. Same exact animation for jumping diagonal.


Command:

Peace of Mercury: F + LK:
Command overhead. Very slow on startup and can't be cancelled
into or comboed. Use in mixup games or against knocked down
opponents but easy to see coming. Unsafe if blocked and opened
to GCS attempts.

Cosmic Smarts: F + HK:
Great range and Vega advances forward. Can be used as anti-air,
good to throw out against a knocked down opponent to get in
close for a throw. Open to GCS attempts, does good guard
damage and whiffs on crouching opponents.

Round Slider: DF + HK:
Vega's slide which was just crouching HK in the Capcom games.
Hits low and knocks the opponent down. Good range and Vega
advances forward. Okay guard damage. Good way to setup his
crouching HK meaty combo and as I said about it earlier, due to
the command, you can't do Rolling Crystal Flash on wakeup if it
connects.



SPECIAL MOVES:
Backslash: LP + HP:
Vega backflips twice away from his opponent. Has invulnerability
which is good to escape fireballs, but throwing out a slow fireball
can mess up the timing on this move. A great way to escape GCS
attempts.

Short Backslash: LK + HK:
Vega does one backflip instead but still has invulernablity frames
and counter GCS attempts. Good to use on wakeup; stand right
on top of them, Short Backslash when they finally get up and
dash forward and punish whatever they throw out.

Wall Leap: Charge D, U + K:
Vega will jump off the wall of your choice flies at the opponent
with one of two attacks. After you have a down charge, you can
continue it by walking backwards, then press up. This will really
throw your opponent off after the wall leap you can also hold F
or B to alter Vega's flight forward or backward.
-Flying Barcelona Attack: P slightly near opponent:
Vega spreads his arm open and either arm can hit. Good range
and damage. Knocks down. Doing a Barcelona while holding B,
is a good way to stay safe and build some bar. And due to the
fact this move can hit from both sides it's good in his crossup
tactic. After knocking down an opponent, do a Wall Leap off
of the wall Vega is facing. Come down and hit P while holding
either B or F, so then they dont know which way to block.
Also safe from max range, okay guard and chip damage.
-Izuna Drop: P near opponent:
Great damage and knocks down plus the throw is unblockable.
However, there is no range on it and due to the fact he must
get close to execute it makes it very unsafe. Vega will be open
for anti-airs.

Rolling Crystal Flash: Charge B, F + P:
The old claw roll ever since his CE days. Okay to use in combos
or on wakeup after you knock the opponent down. Okay poke
after a crouching LP, LK or standing far LK. Okay damage also
guard and chip but nothin' great. The recovery is quite slow
and is very open to GCS attempts. A bit slow on start-up as
well.

Sky High Claw: Charge D, U + P:
Move is most used to fly over and punish projectiles. HP
version flies lower as LP version has a tendency to whiff.
Got a hit and run tactic. After your opponent blocks an
attack, you can canel into this if you anticipate a GCS to
fly back and catch them off-guard and to establish close
range again and keeping them locked down.

Scarlet Terror: Charge DB, F + K:
Okay anti-air but doesn't hit as high as in the past Capcom
games. Good defensive move, better suited than Rolling
Crystal Flash for combos and punishment situations.
Knocks down, comes out fast and safe if blocked. But
HK version is open to GCS attempts. When it connects,
Vega has a good amount of time to set up his Flying
Barcelona Attack crossup. You can also charge this
move by walking backwards, then press DB, F + K
and it comes out. Also does okay chip and guard
damage too.



SUPER COMBOS:
Super Wall Leap: Charge DB, DF, DB, UF + K:
Vega will fly and jump off of the wall of your choice when
he touches the wall he the super starts, unlike in ST where
the super didn't start till he grabbed them. So if the super
whiffs or dont push a button after the Wall Leap, you
still lose bar and do the super freeze when he touches
the wall, it gives Vega away that he will do a super so
he can be open for punishment.Vega can also control
his flight by pressing B or F.
-Flying Barcelona Special: P slightly near opponent:
A mutli-slash attack that can hit from either side. Okay to
use in his Wall Leap crossups, but due to the fact of it
costing super and it whiffing make it bad to use efficently.
Okay chip and guard damage, average range and knocks
down. Safe if blocked.
-Rolling Izuna Drop: P near opponent:
Vega does 3 Izuna Drop's in a row. Just like the regular
one, you must be very close since it has no range and
is very risky to commit to but it does great damage and
knocks down. High-risk, high-reward.

Scarlet Mirage: Charge B, F, B, F + K:
Vega does 3 Scarlet Terror's in a row and is Vega's only
useful noteworthy super. The LK version is a great
defensive super, fast startup. mid-level invicibility on
startup. B is safe when blocked but still open to GCS
attempts. This super is also good for after you execute
a GCS. In addition, if they block it, execute another one
so then it will hit them when they try to counter the 1st
super. The HK version hits more and does more damage
but suffers from more recovery. Super does good chip
and guard as well. Great for combos and punishment
situations.



EXCEED:
Red Impact: Charge B, F, B, F + P:
Very little to no range; probably as much as standing LP.
Best used in close range combos and punishment situations
and can hit crouching opponents for some odd reason.
Excellent damage, knocks down and has some mid-level
invulnerability on startup.
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Combos/Cancels:
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Cancel Chart:

Standing:
A       B       C       D
AR      A       X       X

Standing Close:
A       B       C       D
AR      A       A       X

Crouching:
A       B       C       D
A       A       X       X

Jumping:
A       B       C       D
X       X       X       X

Jumping Diagonal:
A       B       C       D
X       X       X       X

Super Cancelable Attacks:
None

Max Cancelable Attacks:
Cosmic Smarts, Round Slider, Rolling Crystal Flash, Scarlet Terror

Top:
A = LP
B = LK
C = HP
D = HK

Bottom:
A=cancels into anything except special normals (you know like f + LP)
R=repeats or chain into itself
X=non cancellable
/=divides hits
C=cancels into special normals, specials and supers
S=cancels only into supers


Various Combos:
Jumping HP, standing close LP,  HP Rolling Crystal Flash (3hits),
HK Scarlet Terror (1 hit), Short Backslash, Scarlet Terror (HK 1hit),
Short Backslash, Red Impact or you can when they are cornered,
jumping HP, standing close LPx3, HP Rolling Crystal Flash (cancel
2nd hit) to HK Scarlet Terror (1 hit), Short Backslash, HK Scarlet
Terror (1 hit), Short Backslash, Sky High Claw (HP)
*When opponent is in corner, Vega in MAX mode

Standing close HP, Red Impact

Jumping LK/HP/HK, standing close LP/LK/crouching LP/LK,
HP Rolling Crystal Flash /HK Scarlet Terror/HK Scarlet Mirage

meaty crouching HK, link crouching HK

Scarlet Terror (LK) counter hit as, Scarlet Terror (HK)
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Contact:
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-Psychochronic:
Contact me! Here are the following e-mails and internet
forums you can find me at:

E-Mails:
MSN Messenger/Hotmail: [email protected]
Yahoo!: [email protected]

Internet Forums:
Gamefaqs.com: brettdude
Shoryuken.com: psychochronic

MIRC (channels on EFnet):
#Capcom (The main channel for Shoryuken.com)
#Gamecombos (The main channel for Gamecombos.com)
#Srkgd (The General Discussion part of Shoryuken.com)
#Srklive (The XBOX Live part of Shoryuken.com)

My Fighting Game Site:
www.geocities.com/psychochronic2004

XBOX Live Gamertag:
psychochronic



-G Product:
E-Mails:
MSN Messenger/Hotmail: [email protected]
AOL/AIM: Two D Playa

XBOX Live Gamertag:
G Product
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Credits:
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Props to those who made this guide possible:

G Product for various points about the moves and the SNK
Playmore Japan site for the explanation of the basics.


Peace.
-Psychochronic



Copyright (c) Brett Navarro 2005-2007