Capcom vs. SNK 2
Vega (Balrog) FAQ
v1.3, 6/16/04
by Chrysaor (
[email protected]) *NEW EMAIL ADDRESS*
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Revision History
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v1.3 Minor revisions, updated my email address
v1.2 More minor revisions
v1.1 Made some minor revisions and additions to the strategy section.
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Table of Contents
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I. Intro
II. Groove and Ratio Selection
III. Normal Moves
IV. Special Moves
V. Super Moves
VI. Combos
VII. Strategies
VIII. Outro
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I. Intro
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Why play as Vega?
-----------------
Not many people around here like playing Vega, and then they're surprised
when I beat their entire team using only a Vega at Ratio 1. While not the
best character in the game, I think many people overlook Vega because he
doesn't do a massive amount of damage and doesn't excel at combos (the way
I play him, at least). However, Vega has excellent reach, a decent variety
of attacks, and most importantly, SPEED! The key to winning as Vega is to
use Vega's quickness to dance around your opponent and exploit every
mistake they make. If you have good reflexes, and are used to playing at a
fast pace and staying on the attack, Vega is definitely the character for
you.
About this FAQ
--------------
This FAQ is devoted to Vega fighting information and strategy only. If you're
looking for story background, color edits, intros, and the like, there are
lots of other, better FAQs devoted to these things.
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II. Groove and Ratio Selection
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a) Groove Selection
-------------------
Let me start off by saying that I always pick N-Groove when I have Vega on my
team. Quite simply, N-Groove is the most mobile, and Vega's biggest strength
is his mobility. Also, Vega benefits greatly from N-Groove enhanced-damage
mode. The following groove analyses assume you have a basic familiarity with
the groove system (if you don't, hayoto42's FAQ on GameFAQs is excellent),
and skip right to how each particular groove is suited to Vega.
Of course, Vega is still Vega no matter what groove you pick, so if you have
another character that really benefits from a certain groove, go for it.
C-Groove
--------
Useful techniques: Air Guard, Roll
Sort of useful: Dash, Tactical recovery
Useless to Vega: Counter Attack, super cancel
The lack of the Run ability in this groove severely limits its use to Vega.
Without the run ability, it's easy to fall into the trap of jumping in
constantly to get close to your opponent, which will get you destroyed by
Shoto-clones and the like. He needs all the mobility he can get. Vega is NOT
a defensive character - which is also why the counter attack isn't very
useful. That said, since Vega spends a lot of time in the air regardless of
which groove you use, the Air Guard ability is fairly useful for him. Vega's
air attacks out-prioritize lots of moves, but not everything.
Unfortunately, super cancel, which is a great ability, is pretty useless to
Vega. The Flying Barcelona Special and Red Impact cannot be cancelled. The
Scarlet Mirage can be cancelled, but since it has very short range, a
evel 1 Scarlet Mirage cancelled from a level 2 will whiff unless your
in oppnent's the corner.
Finally, about Tactical Recovery - I never really saw the point of it. If your
opponent consistently tries to attack as you get up, just let him have it
with the Scarlet Terror/Mirage.
Summary: Air guard is nice, but not having Run hurts. Super Cancel doesn't
help much.
A-Groove
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Useful techniques: Safe Fall, Roll, Custom Combo
Sort of useful: Dash
Useless: Counter Attack
Vega can put together a custom combo for decent damage, which is nice since
his supers aren't all that great. It would be nice to have a run on this
groove.
Summary: If you just love putting together that flashy 40-hit Custom Combo
to amaze your friends, go for it. Some lack of mobility.
P-Groove
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Useful techniques: Parry, Small Jump
Sort of useful: Tactical Recovery, Dash
Useless: No friggin' Roll! =P
The standard P-Groove rant applies to Vega just as well as everyone else: if
you're no good at Parrying, don't pick it! Vega doesn't benefit as much from
the Parrying ability as other characters because of his low damage and sparse
combos; it's impossible to be charging one of Vega's moves while parrying.
Vega's pretty quick to attack anyway. However, a good Vega on P-Groove is
extremely annoying, especially if you taunt a lot.
I haven't mentioned the roll before, but having a roll is important to Vega's
offensive strategy. Without it and without Run, you'd better be pretty good
at Parrying to make up for it.
Summary: Even more restrictions to movement in this groove is very limiting,
so you'd better be really good at Parrying. Slow super bar doesn't help,
either.
S-Groove
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Useful Techniques: Run, Dodge, Small Jump
Sort of useful: Tactical Recovery, unlimited level 1 supers at low life
Useless: Counter Attack
S-Groove is unlike any other groove in the game in that filling the super bar
is pretty much up to you. Since Vega's quick, it's easy to get away for a
second or two and add to it. Of course, since all of Vega's supers can be
seen coming a mile away, it's not all that great. Unlimited supers with low
life also has limited usefulness IMO.
Mixing in the Dodge/Dodge attack can return you to the offensive quickly if
you're under heavy attack. The addition of Small Jump and Run make this a much
more mobile and versatile groove for Vega than the Capcom grooves.
Summary: A mixed bag of offense and defense with good mobility, but the super
system doesn't really benefit Vega as it would someone like Sagat. Of course,
if Sagat's on your team...
N-Groove
--------
Useful Techniques: Run, Roll, Small Jump, Safe Fall, power up
Sort of useful: Counter Movement
Useless: Counter Attack
IMO, N-Groove is custom-made for Vega. In this groove, Vega gets a lot of
mobility, enhanced-damage mode, and the ability to use level 3 supers for
only two power stocks. With correct use of Run, Roll, and Small Jump, you can
turn up the pressure game on an opponent to the point where they'll be
begging you for mercy. Also, the option of using a power stock for greater
damage as opposed to Vega's often-predictable supers is most useful, and you
can always pull a level 3 if you notice a good opportunity.
Summary: *The* groove for Vega. The only reason not to pick this would be if
you have other characters better suited to other grooves.
K-Groove
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Useful Techniques: Run, Just Defend, Safe Fall, Small Jump, rage mode
Useless: None! All the abilities you have are good, but you'll wish for the
ones you don't have.
K-Groove is also a very good groove for Vega. Just Defend is much safer than
Parrying, and being raged greatly benefits Vega since his strength is
in his normal and special moves as opposed to his supers. Like N-Groove, you
can always pull off a level 3 when raged if you see a good chance.
Summary: The lack of a Roll or Small Jump hurts Vega, but rage mode more than
makes up for it even if you're only a novice Just Defender.
b) Ratio selection
------------------
Selecting character ratios is mostly a matter of taste, but for the sake of
completeness I thought I'd include something about it. This isn't the first
or last time I'll say this, but Vega is a poker; his moves don't do an
especially large amount of damage and combos aren't his strength. Therefore,
I don't think he benefits all that much from being a higher ratio as opposed
to one of the stronger characters like Bison or Geese. Even though Vega is my
best character, 90% of the time I have him at Ratio 1.
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III. Normal Moves
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Note: All damage counts given are damage points inflicted on a C-Groove Ratio
2 Ryu by a C-Groove Ratio 2 Vega. A Ratio 2 Ryu has 14400 health points.
Note that Vega will do less damage with Punch attacks if he doesn't have his claw.
*indicates a particularly useful attack.
Standing
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Jab (418) - Short-range claw poke. Can be comboed into jabs/specials/supers
and can also be used to interrupt specials/supers.
*Strong (837) - Long range, high-level claw swipe. Comes out very quickly
with low recovery time and high priority. Useful for countering whiffed normal
moves and an excellent poker.
Fierce (1256) - Maximum range mid-level claw lunge. Comes out fairly slowly
with long recovery time, but good priority.
Short (418) - Quick knee to the midsection. Limited usefulness, can be
comboed into another knee.
Forward (837) - Kick to the knees. Limited usefulness.
F+Forward (942) - A delayed kick to the midsection. In SVC vs Capcom this is
used as an overhead attack, but in CvS2 it's pretty useless.
*Roundhouse (1151) - A high roundhouse kick. Fairly fast, and his best anti-air
if you don't have a Scarlet Terror ready. If not timed correctly you'll trade
hits.
F+Roundhouse (1151) - A mid-level hop kick. Extremely slow startup time, but
usually a knockdown. Can be used to avoid sweep attacks or low projectiles like
Terry's Power Wave. Not very useful.
Crouching
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Jab (418) - Pretty much the same as a standing jab, only crouching. Can be
comboed.
*Strong (732) - Vega's bread and butter. A fast poke with good range.
Use this to counter almost any move your opponent misses (unless you
have a special or super charged of course). One note of caution: if you're
at close range, your opponent can recover from the hit and counterattack you
before you're done with the animation. Use the Forward kick instead.
*Fierce (1151) - More useful than the standing fierce, with a little less
range but comes out much faster. Aims upward, so it also has limited use
as an anti-air.
Short (313) - Quick crouching kick. Can be comboed into Scarlet Terror (*IF*
you're close enough), or another short.
*Forward (732) - Crouching kick with decent range and priority. Use when close,
since the Strong punch can be countered at close range.
Bufferable into Scarlet Terror.
*Roundhouse (1046) - Sliding sweep kick. Decent priority, startup, speed, and
range, but slow recovery time. Good countermove if you're out of range of the
claw, but don't become predictable with this move - you will get hurt.
Flying
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Jab (523) - A straight-forward chop with Vega's non-clawed hand.
Strong (732) - Slightly downward claw stab. Useful if your opponent's in the air.
*Fierce (1151) - Downward claw slab. High priority and damage. Use with
jumping roundhouse.
(Upward) Short (523) - Mid-level flying kick
(Toward/Backward) Short (418) - Weak downward kick.
Forward (837) - Same as upward short, but more damage.
*Roundhouse (1046) - Downward kick. High priority and damage. Use with
jumping fierce.
Throws
------
Punch (1675) - Back suplex.
Kick (1675) - Hurricanrana. Unlike most throws, this dumps your opponent on
the ground next to you with no chance for them to use Safe Fall.
(punch) Air (1884) - Air toss. Good as a wake-up move and to get some distance
between you and your opponent. Can turn the tide of a round against an
aggressive opponent.
(kick) Air (1884) - Air Hurricanrana. Vega grabs his opponent's neck between
his legs and flips him to the side. Interchangeable with Air toss.
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IV. Special Moves
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Rolling Crystal Flash - Ch.B, F+P (209 for first hit, 104 for each additional
hit, 1361 for stab)
One to three somersaults forward into a crouching claw stab. Strength of P
determines number of somersaults.
This move has its uses. However, you have NO priority while doing the somersault,
so only use the fierce version if you are close and sure it will hit. Good as a
counter move to a whiffed/blocked special or super, or as a wake-up move right
after an opponent lands from a jump. The stab has better priority, so if you're
looking for a quick hit, use the Jab version.
Scarlet Terror - Ch.DB, F+K (Short: 1 hit, 1151, Forward, 2 hits, 837 + 523,
Roundhouse, 2 hits, 942 + 627)
An in-place backward flip kick. Forward and Roundhouse hit twice. Distance and
height varies slightly with strength of K. An excellent wake-up and anti-air
move and one of the strongest in Vega's arsenal. You can even use it to flip
over low attacks and then counter with a move of your choice. Watch the
recovery time on the stronger versions, though.
Sky High Claw - Ch.D, U(UB, UF)+P (1256 all versions)
Vega bounces to the wall, then flies toward the opponent with claw
outstretched. Strength of P determines height of flying claw (weaker punch
aims higher).
Good speed, but horrible recovery. Pressing UB or UF will control which wall
Vega bounces to. Best used in conjuction with the Flying Barcelona Attack to
confuse the opponent. Because of the speed of this move, it's hard to get hit
out of it, but if it's blocked prepare for some hurt. Beware! Fast opponents
can counter even if you successfully hit the move them while standing.
Flying Barcelona Attack - Ch.D, U(UB, UF)+K, aim toward opponent, P (Short,
1151, Forward, 1256, Roundhouse, 1361)
Izuna Drop - aim toward opponent in throwing range, D+P (1989 all versions)
Flying Barcelona Attack: Vega bounces toward a wall, then leaps upward. When
you press punch, he will slash in an arcing motion with both arms. Watch the
recovery if blocked.
Izuna Drop: Same as Claw slice, but when you press D+P in throwing range,
Vega will grab your opponent and slam them with an air back suplex. Cannot be
blocked. If you miss or aren't in throwing range, Vega will do the Claw
slice.
Vega's ultimate pressure move. Pressing UB or UF will control which wall Vega
bounces to. The FBA has good priority, but a good anti-air (read: Shouryuken)
will knock you out of it. The strength of this move is the amount of control
you have in the air. For example, if your opponent tries to block this move,
either pulverize them with the Izuna Drop or fly over them (so that holding
block is a different direction) and nail them from behind with the claw. That
doesn't work nearly as well on the computer, of course. Also, you can use
this move to fake out your opponent. If you know your opponent is going to do
an anti-air, you can execute the move, hold back so that the anti-air doesn't
hit you, and then nail them on the way down. Be creative.
Backflip - 3P (long) or 3K (short)
Vega executes a back handspring, and while doing so is invincible. Short
recovery time at the end where you can be hit.
I like Vega because he's got style, and this is definitely a style move.
It's practically a backwards-moving, invincible taunt with no benefit to your
opponent's super meter. Watch the recovery time, though: if you use this to
try to escape a slow-moving fireball or a super, you will get hit. Best used
to escape an attack-happy opponent while you regroup. Don't forget that you can
charge while doing this move.
Counter Attack (C, A, S and N Grooves) - Press F+MP+MK while blocking (700)
Vega executes a short Scarlet Terror, with less damage and pitiful range.
Probably not worth wasting a super bar over, especially since it can't KO.
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V. Super Moves
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Scarlet Mirage: Ch.B,F,B,F+K
(Level 1: 5 hits, 2299)
(Level 2: 6 hits, 3556)
(Level 3: 8 hits, 5018)
A super version of the Scarlet Terror, level determines number of
backflips/hits.
All in all a fairly good super, but the backward charge motion and range
limits its usefulness. You have to be right next to your opponent for all of
the kicks to hit. Has limited usefulness as an anti-air, but use the Scarlet
Terror or a standing roundhouse instead. Level 2 can be cancelled into Level 1
in C-Groove, but will only hit if your opponent is in the corner.
It's hard to counter this move if blocked, but easy if you miss. Pull this off
when your opponent is in the corner, or as you get up if your opponent is
attacking you on the ground.
Flying Barcelona Special: Ch.DB,DF,DB,U(UB, UF)+K, aim toward opponent, P
(Level 1: 2 hits, 2616)
(Level 2: 3 hits, 3977)
(Level 3: 4 hits, 5338)
A super version of the Flying Barcelona Attack, level determines number of
claw hits.
Not bad, but not great. Unfortunately, the super "flash" happens when Vega
bounces off of the wall, so your opponent knows it's coming. Also, it's hard
to get all of the hits without making yourself really vulnerable to get
knocked out of the air. If you press P too late, you may hit the ground before
landing all of the hits, especially on Level 3.
Rolling Izuna Drop: Ch.DB,DF,DB,U(UB, UF)+K, aim toward opponent in throwing
range, D+P
(Level 1: 2 hits, 3140)
(Level 2: 3 hits, 4606)
(Level 3: 4 hits, 6279)
A super version of the Izuna Drop, level determines number of back suplexes.
Like the Flying Barcelona Special, the super "flash" happens when Vega
bounces off of the wall. Cooler looking and more damage than the FBS, but a
little harder to hit.
Red Impact: Ch.B,F,B,F+P
(Level 3/MAX only, 2 hits, 6073, Must have claw to use!)
Vega swipes forward with his claw, uses it to throw his opponent in the air,
and then stabs him in the heart.
Once again, good super, but bad motion. Has about the same range as a
standing Strong claw swipe. Comes out extremely fast, but can be easily
ducked or blocked. Since this is a level 3 Super, only use if you're sure
it's going to hit, i.e., if you block a special or super with bad recovery.
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VI. Combos
-----------
Vega does have combos, but the timing can be difficult to pull off. Most
require a low jump-in attack.
C.Jab, C.Jab (836)
C.Jab, C. Strong (1150)
C.Jab, Scarlet Terror (1987)
C.Short, Scarlet Terror (1882)
C.Forward, Scarlet Terror (2301)
J.Fierce, S.Strong (1988)
J.Fierce, C.Strong (1883)
J.Fierce, C.Forward (1883)
J.Fierce, C.Fierce (2302)
J.Fierce, S.Jab, Fierce Rolling Crystal Flash (3336)
J.Roundhouse, S.Strong(1883)
J.Roundhouse, C.Strong (1778)
J.Roundhouse, C.Forward (1778)
J.Roundhouse, C.Fierce (2197)
J.Roundhouse, S.Jab, Fierce Rolling Crystal Flash (3231)
Example Custom Combo: C.Strong or S.Strong, C.Roundhouse (repeat until in corner),
Scarlet Terror (repeat until meter depletes), Starlet Mirage
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VII. Strategies
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a) Hit and run
Slash, stab, or kick, then get away. Against the slower, more powerful
characters (Geese, Yamazaki, Zangief, etc.) this is the way to go. Run, jump,
dash, roll, or whatever, and get a stab in when you can. Counter attack every
whiffed move. Abuse the strong punch and crouching fierce punch at long range.
Use your reach and speed to stay away.
Be warned, though, that a good special move (the Shouryuken once again) will
out-prioritize your claw and annihilate you. Do *not* trade hits with the
stronger characters! It's very possible to do twice the number of hits on
Geese or Rugal that they do to you, but still lose.
b) Duck and cover
Ducking is a very strong offensive position for Vega. From here, he can
charge and use any special move, knock opponents out of the air with a fierce
punch, or sweep unsuspecting scrubs. If your opponent tries to jump in, use a
Scarlet Terror. Mix it up with the Flying Barcelona Attack/Izuna Drop. Toss
in a super for good measure. Roll through a jumping opponent and suplex, or
try for a fierce Rolling Crystal Flash. Especially good against characters
with strong anti-air moves (Shotos, Rugal, Joe, Cammy). Of course, watch
for Small Jumps and don't spend *too* much time on the ground.
c) Fly, fly away
Vega's jumps are quick, and his jumping attacks lethal. He also jumps higher
than most characters. Keep up the pressure game by alternating your special
move flying attacks with high flying kicks and Small Jump kicks. If an
opponent tries to mix it up off the ground, use your roundhouse kick, or jump
and outprioritize them with a flying strike or air throw. Best against
weaker characters without good anti-airs (Chun-Li, King).
d) The best defense...
Vega is a range character. The Scarlet Terror/Mirage and Red Impact are good
to use if you feel pressured, but you will be much more effective in defending
yourself if you back off and allow your opponent to make a mistake. The more
powerful claw strikes/kicks take a bit to recover from and can get you hurt if
improperly used.
e) I feel so naked!
The really unfortunate thing about playing Vega is, at some point, you are
going to lose your claw and/or your mask. If you lose your claw, you'll lose
a great deal of power and range. If you lose your mask, you'll take more
damage when hit. To pick up your lost items, simply walk over them and Vega
will equip them again (no magic bag o' claws to grab one from and reattach
like the EX series =P). The obvious suggestion is to lure your opponent away
from your claw/mask and knock him down, but if he won't let you get to it,
focus on using kicks until you do. Thankfully, if you win a round after losing
your claw and/or mask, you'll have them for the start of the next round.
Summary:
No matter which strategy you use, keep up the pressure game. A mixture of
long-range strikes, flying attacks, and close-range supers will keep most
opponents at bay. If that doesn't work, play defensively and chip off life
whenever your opponent makes the smallest mistake. In either case, don't be
predictable.
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VIII. Outro
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This FAQ is copyright 2004 Dave Harvey, aka Chrysaor.
This FAQ may only appear on internet websites operated by me, Dave Harvey,
GameFAQs (
http://www.gamefaqs.com), or certain other websites authorized by me.
If you wish to use this FAQ on your site, or have any questions or suggestions
for updates to this FAQ, e-mail me at
[email protected].
Thanks to:
GameFAQs
Capcom
SNK
God
Hayoto42 for writing the excellent CvS2 Groove FAQ