------------------------------------------------------------------------------ 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! ------------------------------------------------------------------------------ Last Update: March 18, 2006 ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ Version Changes: ------------------------------------------------------------------------------ 1.00 - March 18, 2006: Compiled and finished within the same day on March 18, 2006. ------------------------------------------------------------------------------ Character Biography: ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ Various Points: (+): Pro (Positive note) (?): Unknown (Tentative note) (-): Con (Negative note) ------------------------------------------------------------------------------ (+): 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: ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ Movelist: ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ Combos/Cancels: ------------------------------------------------------------------------------ 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) ------------------------------------------------------------------------------ Contact: ------------------------------------------------------------------------------ -Psychochronic: Contact me! Here are the following e-mails and internet forums you can find me at: E-Mails: MSN Messenger/Hotmail: b_unit905@hotmail.com Yahoo!: psychochronic2004@yahoo.ca 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: aolkillah@hotmail.com AOL/AIM: Two D Playa XBOX Live Gamertag: G Product ------------------------------------------------------------------------------ Credits: ------------------------------------------------------------------------------ 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