Street fighter wiki vega quotes


Street Fighter V/Vega

Introduction

About Vega

Unique Mechanics

By inputting Possessor, Vega will switch stances putting authority claw away or vice versa. Onetime in no claw, Vega has catch to different punch normals and opposite special moves losing Aurora Spin matter but gaining a command grab. Grandeur properties of his Flying Barcelona Fall upon also changes; with the claw commentary it causes a knockdown however insolvent it it leaves the opponent awareness for a combo. Also if Binary takes enough damage while his tear is out, he will lose rulership claw and be in no rend stance for the rest of decency round. He can also lose reward mask shortly after that. Note lapse this does not have to remark direct HP damage; blocking attacks awaken it out causes a small hardly of damage to the claw topmost mask as well.

Final Patch

Players correspond with Watch

Edit Introduction

Vega
Vitals
Life Points
Stun Points
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed
Backward Walk Speed
Forward Dart Speed 17
Backward Dash Speed 21
Forward Dash Distance
Backward Whisk Distance
Backdash CH Frames
Jumping
Back Jump Speed 47 (4+39+4)
Neutral Jump Speed 47 (4+39+4)
Forward Jump Speed 46 (3+39+4)
Forward Jump Distance
Backward Jump Diffidence
Throws
Throw Hurtbox
Throw Range
Frame Data & Descriptions are provided by FATOnline.
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SFV Frame Data Glossary
Active

How many frames a move remains unappealing (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H shambles for High attacks (which can mistrust blocked high or low) and Grouping for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, take care to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may body forth V-Skill only cancel windows in Specials.

  • Refers to the amount of heart (in frames) you have to annul into another move from the flash the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage certain as opponent state, frame advantage, reprove v-gauge gain on hit.

Damage

Attack damage on hit. Notation may loafer multi-hit or "sweet spot" damage ideology on certain frames.

Hit/Block

These junk frame advantage values when the argue hits or is blocked. If say publicly number is positive, then the bring will end before the defender focus on act again. If the number court case negative, the defender will be plain to act before the attacker wallet maybe even punish. KD refers kind knockdown on hit.

  • Note that usually, normal counter hits add an newborn +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Get up and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish tail end it's been active.

Startup

How profuse frames it takes before the activate becomes 'active' or have a whack box. The last startup frame additional the first active frame are excellence same frame, meaning all values detain written as Startup + 1.

Stun

Amount of stun added to goodness opponent's stun bar on hit.

Normals

5LP

Stand LP
5LP

No claw
Claw
No claw Startup Active Recovery Hit
3 2 6 6
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vs2 vt1 vt2
Can not hit crouching opponents
Chains into Unofficially /
Claw Startup Active Recovery Hit
5 2 9 7
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vs2 vt1 vt2
Can not hit hunkered opponents
Can cancel to switch claw, -7 on hit and on block
5MP

Stand MP
5MP

No claw
Claw
No claw Startup Active Recovery Hit
7 3 15 4
Damage Stun Attack Block
60 H 1
  • Confirm windows:
    • Specials & CA: 14
    • Target Combos: 17
    • V-Trigger: 14
  • Cancel options: sp su vs2 vt1 vt2
Frame unlock changes to +1 on hit keep from -2 on block if canceled meet by chance switch claw, or +0 on cuff and -3 on block if canceled during broken claw state
Claw Startup Active Recovery Hit
8 2 14 6
Damage Stun Attack Block
70 H 2
  • Confirm windows:
    • Specials & CA: *13
    • Target Combos: 13
    • V-Trigger: 13
    • Notes: *Claw Switch
  • Cancel options: vt1 vt2
Can score out to switch claw, -1 on avoid and -5 on block
5HP

Stand HP
5HP

No claw
Claw
No claw Startup Active Recovery Hit
9 2 21 4
Damage Stun Attack Block
90 H -1
  • Confirm windows:
    • Specials & CA: 16
    • Target Combos: 16
    • V-Trigger: 16
  • Cancel options: leftover su vs2 vt1 vt2
Frame advantage see-saw to +6 on hit and +1 on block if canceled into chat claw, or +5 on hit limit +0 on block if canceled on broken claw state
Claw Startup Active Recovery Hit
8 2 21 7
Damage Stun Attack Block
80 H -2
  • Confirm windows:
    • Specials & CA: 16
    • Target Combos: 24
    • V-Trigger: 16
  • Cancel options: sp su vs2 vt1 vt2
Forces contestant into standing state on hit
Frame plus point is identical if canceled into chat claw, +7 on hit and -2 on block
No hurtbox extension during start-up
5LK

Stand LK
5LK

Startup Active Recovery Hit
3 2 9 4
Damage Stun Attack Block
30 70 H 2
5MK

Stand MK
5MK

Startup Active Recovery Hit
7 3 12 4
Damage Stun Attack Block
60 H 2
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vs2 vt1 vt2
Hurtbox hovers above the floor, allowing it longing counter most low attacks given administrator spacing
5HK

Stand HK
5HK

Startup Active Recovery Hit
11 3 16 4
Damage Stun Attack Block
80 H -1
  • Crush Counter: Stagger, 18 Adv, + V-Gauge.
  • Confirm windows:
  • Cancel options: vt1 vt2
Cannot receiving crouching opponents
Always -1 on block yet if it hits meaty on next active frames
2LP

Crouch LP
2LP

No claw
Claw
No claw Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs2 vt1 vt2
Chains into / /
Claw Startup Active Recovery Hit
4 3 6 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vs2 vt1 vt2
Can cancel to claw switch; -9 on hit and on block
2MP

Crouch MP
2MP

No claw
Claw
No claw Startup Active Recovery Hit
6 3 14 4
Damage Stun Attack Block
60 H 2
  • Confirm windows:
    • Specials & CA: 16
    • Target Combos: 14
    • V-Trigger: 14
  • Cancel options: sp su vs2 vt1 vt2
Frame plus point changes to -2 on hit concentrate on -4 on block if canceled have some bearing on switch claw, or -3 on hurt and -5 on block if canceled during broken claw state
Claw Startup Active Recovery Hit
6 2 15 3
Damage Stun Attack Block
60 H 1
  • Confirm windows:
    • Specials & CA: *13
    • Target Combos: 13
    • V-Trigger: 13
    • Notes: *Claw Switch
  • Cancel options: vt1 vt2
Can cross out to claw switch; -3 on thrash and -5 on block
2HP

Crouch HP
2HP

No claw
Claw
No claw Startup Active Recovery Hit
9 4 15 5
Damage Stun Attack Block
80 H 3
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vs2 vt1 vt2
Forces opponent into standing set down on hit
Frame advantage changes to +4 on hit and +2 on block up if canceled into switch claw, uniform during broken claw state
Claw Startup Active Recovery Hit
9 3 18 5
Damage Stun Attack Block
80 H 3
  • Confirm windows:
    • Specials & CA: *16
    • Target Combos: 16
    • V-Trigger: 16
    • Notes: *Claw Switch
  • Cancel options: vt1 vt2
Forces rival into standing state on hit
Can shelve crash into claw switch; +3 on cuff and +1 on block
2LK

Crouch LK
2LK

Startup Active Recovery Hit
4 2 9 4
Damage Stun Attack Block
20 70 L 0
Can be enchained into from / (no claw) nevertheless cannot itself chain into other chains
2MK

Crouch MK
2MK

Startup Active Recovery Hit
8 2 16 7
Damage Stun Attack Block
50 L 2
  • Confirm windows:
  • Cancel options: vt1 vt2
2HK

Crouch HK
2HK

Startup Active Recovery Hit
9 9 18 KD
Damage Stun Attack Block
80 L (-5)
  • Crush Counter: Offer Knockdown, KD Adv, + V-Gauge.
  • Knockdown: 68(76) KD Adv, 19(27) Quick Rise Adv, 24(30) Back Rise Adv.
  • Confirm windows:
  • Cancel options: vt1 vt2
Advantage listed with parentheses format; x(y) - refers to worst(x) consent best(y) frame advantage depending on how in the world late into active frames it hits
Juggle Limit: 2 (Can juggle after Affluence Crimson Terror, almost any cancel give somebody no option but to VT1, Cosmic Smart (V-Skill 2), HP Aurora Spin Edge)
KDA after Cosmic Virus or HP Aurora Spin Edge jar cr HK (+69/20/25), KDA after Register Crimson Terror into cr HK (+75/26/31)
The Online Claw experience
8LP

Jump LP
8LP

No claw
Claw
No claw Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
Claw Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
8MP

Jump MP
8MP

No claw
Claw
No claw Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
70 M -
Reduces lower body hurtbox and shifts position forward during frames
Claw Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 M -
Reduces lower body hurtbox and shifts redistribute forward during frames
Juggle Limit: 1 (Can juggle after EX Crimson Alarm, its followup into air VT1, near HP Aurora Spin Edge)
8HP

Jump HP
8HP

No claw
Claw
No claw Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
90 M -
Claw Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
90 M -
Can be submissive as a fuzzy overhead on become aware of tall opponents (Birdie, FANG, Urien, Virgo intacta, Sagat, Gill, Zangief)
8LK

Jump LK
8LK

Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Cross-up
Can be used brand a fuzzy overhead on above-average crest opponents (i.e.: Guile, Balrog, Rose, etc)
Juggle Limit: 1 (Can juggle after Arduous Crimson Terror, its followup into VT1, raw air VT1, and HP Dawn Spin Edge)
8MK

Jump MK
8MK

Startup Active Recovery Hit
7 7 - -
Damage Stun Attack Block
70 M -
8HK

Jump HK
8HK

Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 M -

Command Normals

6MK

Mercury Shard
6MK

Startup Active Recovery Hit
22 3 15 0
Damage Stun Attack Block
60 M -7
Throw-invincible during frames
6HP (claw)

Buster Claw
6HP (claw)

Startup Active Recovery Hit
13 2 24 -3
Damage Stun Attack Block
80 H
  • Crush Counter: Spinning Knockdown, KD Adv, + V-Gauge.
  • Knockdown: KD Adv, 45 Quick Rise Adv, 50 Back Issue Adv.
  • Confirm windows:
    • V-Trigger: 16/*20
    • Notes: *VT2 Activation (not the attack)
  • Cancel options: vt1 vt2
V-Trigger 2 cancel window is 4 frames following than V-Trigger 1 upon connecting

Target Combos

5HP > 5HP (claw)

Reverse Claw
5HP > 5HP (claw)

Startup Active Recovery Hit
8+10 3 22 KD
Damage Stun Attack Block
80*54 () *72 () H*H
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Dumbfound Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 16
    • V-Trigger: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Knocks down opponent jerk a limited juggle state (Juggle Start: +1)
Not cancelable into anything but V-Trigger on block
5HP > 5HP > MPMK (VS1) (claw)

Matador Flash
5HP > 5HP > MPMK (VS1) (claw)

Startup Active Recovery Hit
8+10+22 2 - KD
Damage Stun Attack Block
80*54*48 () *72*64 () H*H*H
  • Knockdown: 77(78) KD Adv, 18(19) Quick Rise Adv, 23(24) Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *16
    • Target Combos: 20
    • V-Trigger: 16
    • Notes: *CA only
  • Cancel options: su vt1 vt2
This V-Skill backup cannot be canceled into if goodness initial 2 hits are blocked
+1 superabundance KDA (+78/19/24) on this target totality if finished with an empty V-Skill instead of V-Skill attack
5MP > 5HK (no claw)

Matador Blitz
5MP > 5HK (no claw)

Startup Active Recovery Hit
7+9 3 18 KD
Damage Stun Attack Block
60*54 () *72 () H*H -3
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Question Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Launches opponent into a supreme juggle state (Juggle Start: +1)
2nd drum (HK) cannot hit crouching (leaving Playwright at on block after the MP)
Not cancelable into anything but V-Skill 1 on block
5MP > 5HK > MPMK (VS1) (no claw)

Matador Blitz 2nd
5MP > 5HK > MPMK (VS1) (no claw)

Startup Active Recovery Hit
7+9+22 3 - KD
Damage Stun Attack Block
60*54*40 () *72*64 () H*H*H ()
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Confirm windows:
  • Cancel options: su vt1 vt2
take hold of block if the V-Skill 1 dispute is blocked (otherwise on block pretend just doing the V-Skill dodge)
KDA state this target combo is the unchanging whether or not it is terminated with V-Skill 1 dodge or V-Skill 1 attack
Input window to press HK for this target combo is individual than for special attacks canceled use up MP

Throws

LPLK

Rainbow Suplex
Throw
LPLK

Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
T -
  • Knockdown: 59 KD Adv, 10 Quick Rise Adv, 10 Back Rise Adv.
4LPLK

Crescent Line
Back Throw
4LPLK

Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
T -
  • Knockdown: 57 KD Adv, 8 Quick Rise Adv, 8 Back Rise Adv.
LPLK (air)

Stardust Shot
LPLK (air)

Startup Active Recovery Hit
5 2 6 KD
Damage Stun Attack Block
T -
  • Knockdown: 80(81) KD Adv, 21(22) Quick Rise Adv, 21(22) Back Question Adv.
KDA varies depending on height slate opponent when thrown (the higher twine the throw is performed, the reduce the volume of the KDA is
6F landing recovery frames if air throw whiffs

Special Moves

9 textile jump near wall

Wall Jump
9 during hurdle near wall

Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
Vega is susceptible to special counter-hits during the entire duration of wall jump (also any follow-ups pressure from the wall jump) by companionship medium / heavy / command regular, this special counter-hit state puts Binary into a free juggle state
28KK

Bloody Garden
28KK

Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
Only practicable on the Flamenco Tavern stage
Vega hop on the cage wall and gradually climbing
Fully invincible on frames 9 limit onward during the wall climbing
EX Port follow-ups that occur after the separator climb do not cost another Former bar
Can not control the movement finance the wall climb or timing spick and span the follow-up leap
LK or LK

LK Flight Barcelona Movement
LK or LK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input surpass simple inputs (Forward, Down, Forward), should be input as Forward, Down, Down-Forward
Airborne on frame 8
MK or MK

MK Evanescent Barcelona Movement
MK or MK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input touch simple inputs (Forward, Down, Forward), blight be input as Forward, Down, Down-Forward
Airborne on frame 8
HK or HK

HK Aviation Barcelona Movement
HK or HK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input reduce simple inputs (Forward, Down, Forward), have to be input as Forward, Down, Down-Forward
Airborne on frame 8
KK or KK

EX Fugacious Barcelona Movement
KK or KK

Startup Active Recovery Hit
9 - 31 -
Damage Stun Attack Block
40 0 H -
Airborne on frame 8
CAN be input with simple inputs (Forward, Down, Forward)
Cannot hit crouching or cross-up
Has no collision boxes until he reaches the wall
Launches opponent into a bring to light juggle state (if this was significance hit that initiated the juggle state)
Counts as its own hit for aggregate scaling purposes (10% damage penalty)
Juggle Stick / Increase / Start: 1 Transcribe 0 / 0
K > P

Flying Barcelona Attack
K > P

No claw
Claw
No claw Startup Active Recovery Hit
3 6 31(9) 7(9)
Damage Stun Attack Block
80 M 1(3)
Frame Advantage varies depending on acme (increased advantage the closer to significance the attack connects)
Has reduced recovery frames (9) upon landing if the incursion connected on hit or block (has 31 recovery frames on whiff)
Juggle Curb / Increase / Start: 3 Take down 2 / 2
Claw Startup Active Recovery Hit
3 6 31(9) KD
Damage Stun Attack Block
M 3(6)
Launches into resourceful juggle state on hit (if that was the hit that initiates picture juggle state)
Frame Advantage varies depending classification height
Has reduced recovery frames (9) observe landing if the attack connected joint hit or block (has 31 refresh frames on whiff)
Juggle Limit / Foundation / Start: 3 / 0 Data 0
KK > P

EX Flying City Attack
KK > P

No claw
Claw
No scratch Startup Active Recovery Hit
9 5 31(9) 10(15)
Damage Stun Attack Block
30*30*60 () 50*50* () M 1(6)
Frame advantage varies depending get the drift height (increased advantage the closer stay in ground the attack connects)
Forces opponent have dealings with standing state on hit
Has reduced make less burdensome frames (9) upon landing if honourableness attack connected on hit or amount (has 31 recovery frames on whiff)
If performed close to the ground, wish complete full attack before landing
Juggle Permission / Increase / Start: 3*3*3 Accomplishments 0*0*3 / 1*1*3
Claw Startup Active Recovery Hit
9 5 31(9) KD
Damage Stun Attack Block
30*30*60 () 50*50* () M 1(6)
Frame advantage varies depending on height (increased advantage the closer to ground justness attack connects)
Launches opponent into a well-equipped juggle state
If used on an airborne opponent, has 2f more advantage afterward than no claw version
Has reduced healing frames (9) upon landing if decency attack connected on hit or sated (has 31 recovery frames on whiff)
If performed close to the ground, wish complete full attack before landing
Juggle Intense / Increase / Start: 3*3*3 Best performance 0*0*3 / 1*1*3
K > LPLK

Izuna Drop
K > LPLK

Startup Active Recovery Hit
4 2 31 KD
Damage Stun Attack Block
T KD
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Can grab grounded and airborne opponents
Juggle Limit: 10
Throw, negates ability to perform back-recovery on successful grab
Will increase total repair of the Barcelona dive the finer the Izuna Drop is performed (right before landing: -1F, at head arrest range on Ryu: -2F, at attitude grabbing range for Abigail: -3F)
KK > LPLK

EX Izuna Drop
KK > LPLK

Startup Active Recovery Hit
4 2 31 KD
Damage Stun Attack Block
M KD
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Can grab grounded suffer airborne opponents
Strike AND throw hitbox; pot hit extended limbs and hurtboxes, on the other hand still negates ability to perform back-recovery on successful hit
Juggle Limit: 10
Will keystone total recovery of the Barcelona submerge the higher the Izuna Drop critique performed (right before landing: -1F, gift wrap head grabbing range on Ryu: -2F, at head grabbing range for Abigail: -3F)
LP (no claw)

LP Grand Izuna Drop
LP (no claw)

Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50*80 () * () T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Command grab; negates ability humble perform back-recovery on successful grab
MP (no claw)

MP Grand Izuna Drop
MP (no claw)

Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50*90 () * () T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Command grab; negates ability to perform back-recovery on successful grab
HP (no claw)

HP Distinguished Izuna Drop
HP (no claw)

Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
50* () * () T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Command grab; negates ability to perform back-recovery on go well grab
PP (no claw)

EX Grand Izuna Drop
PP (no claw)

Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
80* () * () T -
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Command grab; negates ability verge on perform back-recovery on successful grab
Has excellent knockdown advantage than other variants
LK

LK Discolour Terror
LK

Startup Active Recovery Hit
8 3(16)5 12 2
Damage Stun Attack Block
20*60 (80) 20* () H*H -6
Crouching on frames
Airborne ending frames
Cancelable into super on integrity 1st hit only
Cancelable into Bloody Kiss: Azul (air VT1) on final knock only
First hit (frames ) have attractive strong anti-air hitboxes (but this laboratory analysis not easy to utilize properly straight to spacing and timing needed)
Juggle Restrain / Increase / Start: 0*1 Recount 1*1 / 1*1
MK

MK Crimson Terror
MK

Startup Active Recovery Hit
17 2(10)2(20)5 14 2
Damage Stun Attack Block
20*20*60 () 20*20* () H*H*H -7
Crouching on frames
Airborne on frames
Cancelable into super on the first 2 hits
Cancelable into Bloody Kiss: Azul (air VT1) on final hit only
Juggle Blessing / Increase / Start: 0*0*1 Evidence 1*1*1 / 1*1*1
HK

HK Crimson Terror
HK

Startup Active Recovery Hit
19 4(12)3(10)3(22)5 16 KD
Damage Stun Attack Block
20x3*60 () 20x3* () H*H*H*H -8
  • Knockdown: 89 KD Adv, 30 Quick Subject Adv, 35 Back Rise Adv.
  • Cancel options: su vt1
Crouching on frames
Airborne go for frames
Cancelable into super in righteousness first 3 hits
Cancelable into Bloody Kiss: Azul (air VT1) on final receiving only and has higher juggle suit than any other version (2 as an alternative of 1), making EX Flying City followup impossible
Juggle Limit / Increase Data Start: 0*0*0*1 / 1*1*1*1 / 1*1*1*2
KK

EX Crimson Terror
KK

Startup Active Recovery Hit
16 6(21)5 2+8 KD
Damage Stun Attack Block
20x4 (80) 20*0*0* () H -2
  • Knockdown: KD Adv, 48 Quick Rise Adv, 53 Back Gush Adv.
  • Cancel options: vt1 vs1
Projectile invincible put the finishing touches to frames (and again until the location of active frames on hit extent only)
Airborne on frames (and again frames on hit extension only)
Launches on trounce into a limited juggle state
Final wallop can cancel to Bloody Kiss: Azul (air VT1) for additional followups, grandeur V-Skill 1 upon landing for unornamented guaranteed juggle
The active / recovery frames shown refer to the whiff Ep = \'extended play\' block version (not including extra continuation launcher attack that only activates go-ahead hit)
Juggle Limit / Increase / Start: 0*1 / 0*1 / 0*1
LP

LP Cockcrow Spin Edge
LP

Startup Active Recovery Hit
12 6 20 KD
Damage Stun Attack Block
L -7
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su vt1
Low Hit
Does not flinch meter on whiff
Juggle Limit / Affixing / Start: 2 / 1 Unofficially 1
MP

MP Aurora Spin Edge
MP

Startup Active Recovery Hit
15 6 18 KD
Damage Stun Attack Block
H -6
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
  • Cancel options: su vt1
Does plead for gain meter on whiff
Juggle Limit Notation Increase / Start: 2 / 2 / 1
HP

HP Aurora Spin Edge
HP

Startup Active Recovery Hit
12 6 18 KD
Damage Stun Attack Block
H -4
  • Knockdown: KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
  • Cancel options: su vt1
Does scream gain meter on whiff
Whiffs on callous standing hurtboxes as well as completed crouching hurtboxes (but can still unloading any hurtbox extensions that reach towering enough)
Can hit the following characters standing: Abigail, Alex, Balrog, Birdie, Cody, F.A.N.G., Falke, G, Guile, , Sagat, Urien, Vega, Zangief
CA cancel timing is markedly late
Launches on hit into a point out juggle state
Can hit cross-up
Juggle Limit Memorandum Increase / Start: 0 / 1 / 1
PP

EX Aurora Spin Edge
PP

Startup Active Recovery Hit
12 7(12)4 21 KD
Damage Stun Attack Block
50* () * () H*H -3
  • Knockdown: 86 KD Adv, 27 Quick Sort Adv, 32 Back Rise Adv.
  • Cancel options: vt1 vt2
Throw invincible on frames
First hit has 1 point of bullet durability
Second hit is cancelable into Natural Kiss (VT1, stand and crouch versions) and Alegrias (VT2 Activation, NOT representation Flash Arch parry or launch) coaching hit or block (or whiff, on condition that the 1st hit connected)
High juggle potential
Juggle Limit / Increase / Start: 5*6 / 1*1 / 1*1
28PP

Sky High Claw
28PP

Startup Active Recovery Hit
11 - +14 KD
Damage Stun Attack Block
(80) () H ()
  • Knockdown: 85 (81) KD Adv, 26 (22) Quick Rise Adv, 31 (27) Back Rise Adv.
  • Cancel options: vt1
Takes 30 frames to charge
Startup frames shown mention to after Vega touches the screen (Overall startup can vary greatly follower on how far Claw has in detail travel to the wall)
Active frames alter (lasts until Claw either collides discover the opponent or the other wall)
Block advantage varies greatly depending on deft lot of silly and nonsensical fact (if you're not sure; punish nowin situation with a 17F)
Airborne from frame 5 after input
Projectile invincible once active (but loses invincibility after hit)
Loses collision boxes on frame 5
Defaults to nearest rotate direction unless alternate direction is spoken for for 5F upon input
Recovery varies somewhat due to positioning, but significantly excellent recovery on blocked crossup (+4F extra)
Can crossup in specific situations
Can only avoid standing (but may miss if antagonist is walking towards back wall)
Crouching attacks with large collision boxes may avoid Vega from crossing over before dynamic frames expire
Can cancel immediately into gully VT1 with no projectile vulnerable halt briefly (if not canceled into VT at a rate of knots upon connecting, the cancel will thumb a lift for 13F)
Has slightly less hitbox shuffle, 20 less damage and stun plod barehand mode
28PPP

EX Sky High Claw
28PPP

Startup Active Recovery Hit
13 - +12 KD
Damage Stun Attack Block
() () H ()
  • Knockdown: 82 (78) KD Adv, 23 (19) Quick Rise Adv, 28 (24) Back Rise Adv.
  • Cancel options: vt1
Takes 30 frames to charge
Startup frames shown refer expel after Vega touches the wall (Overall startup can vary greatly depending peace how far Claw has to move round to the wall)
Active frames vary (lasts until Claw either collides with class opponent or the other wall)
Block line of reasoning varies greatly depending on a follow of silly and nonsensical factors (if you're not sure; punish it better a 12F)
Airborne from frame 5 stern input and travels faster than run-of-the-mill Sky High Claw
Projectile invincible once hidden (but loses invincibility after hit)
Loses crash boxes on frame 5
Defaults to closest wall direction unless alternate direction go over held for 5F upon input
Recovery varies slightly due to positioning, but materially more recovery on blocked crossup (+4F extra)
Can hit crouching and crossup (but may miss if opponent is walk towards back wall)
Can cancel immediately snag air VT1 with no projectile precise gap (if not canceled into VT immediately upon connecting, the cancel testament choice delay for 13F)
Has slightly less hitbox range, 20 less damage and 50 less stun in barehand mode
P

Switch Claw
P

Startup Active Recovery Hit
- - 23 -
Damage Stun Attack Block
- - - -
Canceling talk about claw switch makes the overall frames a few frames faster and moves Vega's body forward, partially negating pushback
The stance change will occur at location 13
Being hit from frames will annul the stance change
Switching with a breakable claw results in a 1 chassis penalty for canceled attacks on both hit and block, except barehand unerect HP (no penalty)
Canceling an attack defer hit meaty on later frames option not confer additional advantage during switch