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Frame Data Vega

FRaccie edited this page Oct 20, 2026 · 4 revisions

Vega frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
4 2 10 +2° -1° 15 14 11
Far LP
far.LP
4 2 10 +2° -1 Whiffs cr. 15 14 11
Close LK
cl.LK
4 2 10 +2° -1° 15 14 11
Far LK
far.LK
5 2 7 +5° +2° 13 14 11
Close MP
cl.MP
7 2 13 +2° -1° 21 17 14
Far MP
far.MP
7 2 14 +1° -2 Whiffs cr. 22 17 14
Close MK
cl.MK
5 2 10 +5° +2° 16 17 14
Far MK
far.MK
8 2 15 0° -3° 24 17 14
Close HP
cl.HP
9 3(7)3 14 +5° +1° 35 22 18
Far HP
far.HP
8 3 23 -4° -8° 33 22 18
Close HK
cl.HK
4 4 23 -2° -7 Whiffs cr. 30 23 18
Far HK
far.HK
4 4 23 -2° -7 Whiffs cr. 30 23 18
Crouch LP
cr.LP
4 2 8 +4° +1° 13 14 11
Crouch LK
cr.LK
4 2 9 +3° 0° 14 14 11
Crouch MP
cr.MP
4 2 16 -1° -4° 21 17 14
Crouch MK
cr.MK
6 3 9 +5° +2° 17 17 14
Crouch HP
cr.HP
5 4 25 -6° -11 Whiffs cr. 33 23 18
Crouch HK
cr.HK
8 13 17 KD -12° 37 - 18
Neutral Jump LP
nj.LP
6 5 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
6 9 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
5 3 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
6 7 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
6 2 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
4 5 5 -16 -19 Air · Whiffs cr. - 19 16
Angled Jump LP
j.LP
5 5 5 - - Air · No hit - - -
Angled Jump LK
j.LK
6 7 5 - - Air · No hit - - -
Angled Jump MP
j.MP
5 5 5 - - Air · No hit - - -
Angled Jump MK
j.MK
6 6 5 - - Air · No hit - - -
Angled Jump HP
j.HP
5 4 5 -15 -18 Air · Whiffs cr. - 19 16
Angled Jump HK
j.HK
6 6 6 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Piece of Mercury
3+MK
20 3 13 0° -4 Whiffs cr. 35 16 12
Cosmic Heel
3+HK
14 5 14 KD -3° 32 - 16
Back Slash
5+PPP
- - - - - No hit · Inv 1-57 full 65 - -
Short Back Slash
5+KKK
- - - - - No hit · Inv 1-32 full 42 - -

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Rainbow Suplex
5+LP+LK
3 2 20 - - 24 - -
Crescent Line
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Remove Claw
623+P
- - - - - No hit 40 - -
EX Remove Claw
623+PP
- - - - - No hit 40 - -
Rolling Crystal Flash LP
[4]6+LP
9 9(7)4 22 +2 -2 50 28 24
Rolling Crystal Flash MP
[4]6+MP
16 9(5)8(5)8(6)4 22 +2 -2 82 28 24
Rolling Crystal Flash HP
[4]6+HP
20 5 hits ⁽ᵗ⁾ 22 +2 -2 100 28 24
EX Rolling Crystal Flash
[4]6+PP
20 5 hits ⁽ᵗ⁾ 20 +4 0 Inv 1-78 projectile 98 28 24
Scarlet Terror LK
[1]6+LK
7 10 23 KD -12 Whiffs cr. · Inv 1-16 throw 39 - 21
Scarlet Terror MK
[1]6+MK
7 10 23 KD -12 Whiffs cr. · Inv 1-16 throw · Land 13 39 - 21
Scarlet Terror HK
[1]6+HK
4 13 23 KD -15 Inv 1-16 throw · Land 10 39 - 21
EX Scarlet Terror
[1]6+KK
4 13 23 KD -15 Inv 1-4 throw+projectile · Land 10 39 - 21
Sky High Claw LP
[2]8+LP
- - - - - No hit - - -
Sky High Claw MP
[2]8+MP
- - - - - No hit - - -
Sky High Claw HP
[2]8+HP
- - - - - No hit - - -
EX Sky High Claw
[2]8+PP
- - - - - No hit - - -
Sky High Claw LK
[2]8+LK
- - - - - No hit - - -
Sky High Claw MK
[2]8+MK
- - - - - No hit - - -
Sky High Claw HK
[2]8+HK
- - - - - No hit - - -
EX Flying Barcelona Attack
[2]8+KK
9 181 - - - No hit - - -

Full active timing ⁽ᵗ⁾:

  • Rolling Crystal Flash HP [4]6+HP: 9(5)8(5)9(5)8(6)4
  • EX Rolling Crystal Flash [4]6+PP: 9(5)8(5)9(5)8(6)4

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Flying Barcelona Special
[1]319+LK
9 179 - - - No hit - - -
Flying Barcelona Special
[1]319+MK
9 179 - - - No hit - - -
Flying Barcelona Special
[1]319+HK
9 179 - - - No hit - - -

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Bloody High Claw
[1]319+KKK
8 1 - - - No hit · Cinematic · Inv 1-187 throw+projectile - - -

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Splendid Claw
[1]646+KKK
0+7 15 39 - -36° No hit · Cinematic · Inv 1-12 full 60 - 18

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
21 2 35 -21 -21 57 16 16
Focus Attack (released early)
5]MP+MK[
11 2 35 -21 -21 47 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 8 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Rolling Crystal Flash LP On hit +2 6
Rolling Crystal Flash LP On block -2 3
Rolling Crystal Flash MP On hit +2 8
Rolling Crystal Flash MP On block -2 5
Rolling Crystal Flash HP On hit +2 8
Rolling Crystal Flash HP On block -2 5
EX Rolling Crystal Flash On hit +4 8
EX Rolling Crystal Flash On block 0 5

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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