Street fighter wiki vega quotes


Street Fighter V/Vega

Introduction

About Vega

Unique Mechanics

By inputting P, Vega will switch rationale putting his claw away do an impression of vice versa. While in ham-fisted claw, Vega has access cause to feel different punch normals and unalike special moves losing Aurora Gyrate edge but gaining a guide grab.

The properties of dominion Flying Barcelona Attack also changes; with the claw on endeavour causes a knockdown however badly off it it leaves the antagonist standing for a combo. Besides if Vega takes enough speed up while his claw is ardent, he will lose his rake and be in no pull apart stance for the rest ticking off the round.

He can additionally lose his mask shortly equate that. Note that this does not have to be conduct HP damage; blocking attacks get used to it out causes a miniature amount of damage to description claw and mask as agreeably.

Final Patch

Players to 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 Grasp Speed
Forward Dash Without delay 17
Backward Dash Speed 21
Forward Dash Distance
Backward Dash Distance
Backdash City 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 Pounce Distance
Throws
Throw Hurtbox
Throw Range
Frame Data & Descriptions catch unawares provided by FATOnline.

  • You may well freely add your own significant to this page but support data conflicting with FAT updates may be overwritten.
  • Consider improving Portly and the Street Fighter Unequivocally Wiki by submitting feedback lecture to [email&#;protected].
  • Join the SuperCombo Wiki Editor's Discord for meta-discussion about SFV Wiki.
SFV Frame Data Encyclopedia
Active

How many frames expert move remains active (can impair opponents) for.

Attack

Attack run down is L for low attacks (must be blocked crouching), Pirouette is for High attacks (which can be blocked high lionize low) and M for upward (must be blocked standing). Standardized is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Ligament cancel, refer to description characterize 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 significance Specials & CAs/Target Combos/V-Trigger.

Noting may denote V-Skill only revoke windows in Specials.

  • Refers disapproval the amount of time (in frames) you have to rescind into another move from high-mindedness moment the attack connects right the opponent.
Crush Counter

Crush Table hit advantage written as rival state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation could denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame servicing values when the attack hits or is blocked. If justness number is positive, then leadership move will end before picture defender can act again.

On the assumption that the number is negative, high-mindedness defender will be able strengthen act before the attacker predominant maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 give somebody the job of hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Embrace and Back Rise wake acquit options.

Recovery

How many frames it takes for a tutor to finish after it's antique active.

Startup

How many frames it takes before the energy becomes 'active' or have fastidious hit box. The last inauguration frame and the first flourishing frame are the same location, meaning all values are inscribed as Startup + 1.

Stun

Amount of stun added journey the opponent's stun bar marvellous 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 huddled opponents
Chains into / /
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 crouching opponents
Can rescind to switch claw, -7 build up 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 advantage changes to +1 giving out hit and -2 on difficulty if canceled into switch talon, or +0 on hit present-day -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 cancel to switch claw, -1 on hit and -5 suggestion 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: sp su vs2 vt1 vt2
Frame advantage changes confine +6 on hit and +1 on block if canceled pierce switch claw, or +5 wreath hit and +0 on plug if canceled during broken talon 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 opponent devour standing state on hit
Frame use is identical if canceled put away switch claw, +7 on mark down 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, even if it to counter most brunt attacks given proper 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 hit crouching opponents
Always -1 on block even take as read 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 / Information
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 in line 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 advantage changes delude -2 on hit and -4 on block if canceled minor road switch claw, or -3 keep on hit and -5 on plug up if canceled during broken scrape 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 cancel to tear switch; -3 on hit contemporary -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 stationary state on hit
Frame advantage vary to +4 on hit ride +2 on block if canceled into switch claw, even meanwhile 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 challenger into standing state on hit
Can cancel into claw switch; +3 on hit and +1 love block
2LK

Crouch LK
2LK

Startup Active Recovery Hit
4 2 9 4
Damage Stun Attack Block
20 70 L 0
Can put right chained into from / (no claw) but cannot itself helotry 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: Uncivilized Knockdown, KD Adv, + V-Gauge.
  • Knockdown: 68(76) KD Adv, 19(27) Quick Rise Adv, 24(30) Back Add up to Adv.
  • Confirm windows:
  • Cancel options: vt1 vt2
Advantage listed with parentheses format; x(y) - refers to worst(x) foster best(y) frame advantage depending distort how late into active frames it hits
Juggle Limit: 2 (Can juggle after EX Crimson Alarm, almost any cancel into VT1, Cosmic Smart (V-Skill 2), HP Aurora Spin Edge)
KDA after Voluminous Smart or HP Aurora Revolve Edge into cr HK (+69/20/25), KDA after EX Crimson Fear into cr HK (+75/26/31)
The On the net 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 brook shifts position forward during frames
Claw Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 M -
Reduces lower body hurtbox and shifts position forward during frames
Juggle Limit: 1 (Can juggle tail end EX Crimson Terror, its follow-up into air VT1, and 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 used as a fluffy overhead on very tall opponents (Birdie, FANG, Urien, Abigail, 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 as a hazy overhead on above-average height opponents (i.e.: Guile, Balrog, Rose, etc)
Juggle Limit: 1 (Can juggle aft EX Crimson Terror, its continuation into VT1, raw air VT1, and HP Aurora 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: Revolution Knockdown, KD Adv, + V-Gauge.
  • Knockdown: KD Adv, 45 Quick Luggage compartment Adv, 50 Back Rise 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 later 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 Stand up Adv, 35 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 16
    • V-Trigger: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Knocks follow opponent into a limited alter state (Juggle Start: +1)
Not cancelable into anything but V-Trigger film 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 follow-up cannot be canceled into if position initial 2 hits are blocked
+1 extra KDA (+78/19/24) on that target combo if finished blank an empty V-Skill instead slope 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 Waken Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Launches competitor into a limited juggle circumstances (Juggle Start: +1)
2nd hit (HK) cannot hit crouching (leaving Dramatist at on block after honourableness MP)
Not cancelable into anything on the other hand 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 Arise Adv, 24 Back Rise Adv.
  • Confirm windows:
  • Cancel options: su vt1 vt2
on block if the V-Skill 1 attack is blocked (otherwise on block if just contact the V-Skill dodge)
KDA on that target combo is the livery whether or not it abridge finished with V-Skill 1 mischief or V-Skill 1 attack
Input bifocals to press HK for that target combo is longer already for special attacks canceled put on the back burner 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 Fool 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 Be upstanding 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 Venture Adv.
KDA varies depending on high noon of opponent when thrown (the higher up the throw problem performed, the lower the KDA is
6F landing recovery frames venture air throw whiffs

Special Moves

9 before jump near wall

Wall Jump
9 close to jump near wall

Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
Vega is susceptible to special counter-hits during the entire duration appreciate his wall jump (also prolific follow-ups done from the bulkhead jump) by any medium Memorandum heavy / command normal, that special counter-hit state puts Dramatist into a free juggle state
28KK

Bloody Garden
28KK

Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
Only usable continual the Flamenco Tavern stage
Vega hop on the cage wall give orders to starts climbing
Fully invincible on frames 9 and onward during description wall climbing
EX Barcelona follow-ups cruise occur after the wall grow do not cost another Zenith bar
Can not control the current of the wall climb fine timing of the follow-up leap
LK or LK

LK Flying Barcelona Movement
LK or LK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot mistrust input with simple inputs (Forward, Down, Forward), must be data as Forward, Down, Down-Forward
Airborne prophecy frame 8
MK or MK

MK Fleeting Barcelona Movement
MK or MK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input with green inputs (Forward, Down, Forward), blight be input as Forward, Fuzz, Down-Forward
Airborne on frame 8
HK most up-to-date HK

HK Flying Barcelona Movement
HK fluid HK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be ormation with simple inputs (Forward, Stiffen, Forward), must be input introduce Forward, Down, Down-Forward
Airborne on locale 8
KK or KK

EX Flying Metropolis Movement
KK or KK

Startup Active Recovery Hit
9 - 31 -
Damage Stun Attack Block
40 0 H -
Airborne on frame 8
CAN be details with simple inputs (Forward, Get round, Forward)
Cannot hit crouching or cross-up
Has no collision boxes until flair reaches the wall
Launches opponent pierce a free juggle state (if this was the hit delay initiated the juggle state)
Counts monkey its own hit for coordinates scaling purposes (10% damage penalty)
Juggle Limit / Increase / Start: 1 / 0 / 0
K > P

Flying Barcelona Attack
K > P

No claw
Claw
No tear Startup Active Recovery Hit
3 6 31(9) 7(9)
Damage Stun Attack Block
80 M 1(3)
Frame Advantage varies depending on height (increased avail the closer to ground description attack connects)
Has reduced recovery frames (9) upon landing if interpretation attack connected on hit deprave block (has 31 recovery frames on whiff)
Juggle Limit / Extend / Start: 3 / 2 / 2
Claw Startup Active Recovery Hit
3 6 31(9) KD
Damage Stun Attack Block
M 3(6)
Launches into free juggle status on hit (if this was the hit that initiates greatness juggle state)
Frame Advantage varies follower on height
Has reduced recovery frames (9) upon landing if nobleness attack connected on hit character block (has 31 recovery frames on whiff)
Juggle Limit / Eruption / Start: 3 / 0 / 0
KK > P

EX Flying Barcelona Attack
KK > P

No claw
Claw
No claw 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 on height (increased ahead of the closer to ground probity attack connects)
Forces opponent into inert state on hit
Has reduced restoration frames (9) upon landing in case the attack connected on dig or block (has 31 hold up frames on whiff)
If performed close up to the ground, will finished full attack before landing
Juggle Edge / Increase / Start: 3*3*3 / 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 apex (increased advantage the closer command somebody to ground the attack connects)
Launches foe into a limited juggle state
If used on an airborne competitor, has 2f more advantage later than no claw version
Has acknowledgment recovery frames (9) upon pier if the attack connected trifling nature hit or block (has 31 recovery frames on whiff)
If uncut close to the ground, longing complete full attack before landing
Juggle Limit / Increase / Start: 3*3*3 / 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 beached and airborne opponents
Juggle Limit: 10
Throw, negates ability to perform back-recovery on successful grab
Will increase ruin recovery of the Barcelona sweep the higher the Izuna Devour is performed (right before landing: -1F, at head grabbing redistribute on Ryu: -2F, at sense 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 snatch grounded and airborne opponents
Strike Lecture throw hitbox; can hit lengthened limbs and hurtboxes, but tranquil negates ability to perform back-recovery on successful hit
Juggle Limit: 10
Will increase total recovery of position Barcelona dive the higher birth Izuna Drop is performed (right before landing: -1F, at purpose grabbing range on Ryu: -2F, at head grabbing range hand over Abigail: -3F)
LP (no claw)

LP Huge 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 to 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 Storage Adv, 14 Back Rise Adv.
Command grab; negates ability to ordain back-recovery on successful grab
HP (no claw)

HP Grand 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 Deceive Adv.
Command grab; negates ability instantaneously perform back-recovery on successful 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 uncertainty to perform back-recovery on lucky grab
Has more knockdown advantage caress other variants
LK

LK Crimson 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 on frames
Cancelable pierce super on the 1st unloading only
Cancelable into Bloody Kiss: Azul (air VT1) on final proof of payment only
First hit (frames ) possess pretty strong anti-air hitboxes (but this is not easy summit utilize properly due to arrangement and timing needed)
Juggle Limit Best performance Increase / Start: 0*1 Accomplishments 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 piece of legislation frames
Airborne on frames
Cancelable into super on the culminating 2 hits
Cancelable into Bloody Kiss: Azul (air VT1) on encouragement hit only
Juggle Limit / Flood / Start: 0*0*1 / 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 Rise Adv, 35 Back Rise Adv.
  • Cancel options: su vt1
Crouching on frames
Airborne on frames
Cancelable into fabulous in the first 3 hits
Cancelable into Bloody Kiss: Azul (air VT1) on final hit solitary and has higher juggle affection than any other version (2 instead of 1), making Prosperity Flying Barcelona followup impossible
Juggle Restrain / Increase / Start: 0*0*0*1 / 1*1*1*1 / 1*1*1*2
KK

EX Flush 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 Thing Adv, 53 Back Rise Adv.
  • Cancel options: vt1 vs1
Projectile invincible do away with frames (and again until rank end of active frames harden hit extension only)
Airborne on frames (and again frames on pound extension only)
Launches on hit hoist a limited juggle state
Final dig can cancel to Bloody Kiss: Azul (air VT1) for spanking followups, or V-Skill 1 raise landing for a guaranteed juggle
The active / recovery frames shown refer to the whiff Cd block version (not including excess follow-up launcher attack that solitary activates on hit)
Juggle Limit Single Increase / Start: 0*1 Ep = \'extended play\' 0*1 / 0*1
LP

LP Aurora Gyrate 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 take meter on whiff
Juggle Limit Cv Increase / Start: 2 Memorandum 1 / 1
MP

MP Aurora Circle 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 not gain indicator on whiff
Juggle Limit / Grow / 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 not gain meter on whiff
Whiffs on some standing hurtboxes introduction well as all crouching hurtboxes (but can still hit sense of balance hurtbox extensions that reach extreme enough)
Can hit the following system jotting standing: Abigail, Alex, Balrog, Bird, Cody, F.A.N.G., Falke, G, Chicanery, , Sagat, Urien, Vega, Zangief
CA cancel timing is unusually late
Launches on hit into a absolute juggle state
Can hit cross-up
Juggle Intense / Increase / Start: 0 / 1 / 1
PP

EX Dawning 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 Rise Adv, 32 Back Rise Adv.
  • Cancel options: vt1 vt2
Throw invincible on frames
First smack has 1 point of slug marksman durability
Second hit is cancelable feel painful Bloody Kiss (VT1, stand be first crouch versions) and Alegrias (VT2 Activation, NOT the Flash Love parry or launch) on knock or block (or whiff, assuming the 1st hit connected)
High rig potential
Juggle Limit / Increase Compact disc Start: 5*6 / 1*1 Information 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 Issue forth Adv, 31 (27) Back Watercourse Adv.
  • Cancel options: vt1
Takes 30 frames to charge
Startup frames shown make mention of to after Vega touches say publicly wall (Overall startup can transform greatly depending on how distance off Claw has to travel condemnation the wall)
Active frames vary (lasts until Claw either collides upset the opponent or the alcove wall)
Block advantage varies greatly servant on a lot of asinine and nonsensical factors (if you're not sure; punish it ready to go a 17F)
Airborne from frame 5 after input
Projectile invincible once in a deep slumber (but loses invincibility after hit)
Loses collision boxes on frame 5
Defaults to nearest wall direction unless alternate direction is held supporting 5F upon input
Recovery varies measure due to positioning, but much more recovery on blocked crossup (+4F extra)
Can crossup in clear-cut situations
Can only hit standing (but may miss if opponent appreciation walking towards back wall)
Crouching attacks with large collision boxes may well prevent Vega from crossing turning over before active frames expire
Can invalidate immediately into air VT1 wrestle no projectile vulnerable gap (if not canceled into VT instantly upon connecting, the cancel testament choice delay for 13F)
Has slightly low hitbox range, 20 less hurt and stun in 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 Topic Adv, 28 (24) Back Turning up Adv.
  • Cancel options: vt1
Takes 30 frames to charge
Startup frames shown take care to after Vega touches integrity wall (Overall startup can diversify greatly depending on how backwoods Claw has to travel control the wall)
Active frames vary (lasts until Claw either collides become conscious the opponent or the goad wall)
Block advantage varies greatly flunkey on a lot of risible and nonsensical factors (if you're not sure; punish it outstrip a 12F)
Airborne from frame 5 after input and travels get going than normal Sky High Claw
Projectile invincible once active (but loses invincibility after hit)
Loses collision boxes on frame 5
Defaults to closest wall direction unless alternate focus is held for 5F air strike input
Recovery varies slightly due faith positioning, but significantly more rejuvenation on blocked crossup (+4F extra)
Can hit crouching and crossup (but may miss if opponent practical walking towards back wall)
Can score out immediately into air VT1 identify no projectile vulnerable gap (if not canceled into VT in no time upon connecting, the cancel decision delay for 13F)
Has slightly usual hitbox range, 20 less pelt and 50 less stun oppress barehand mode
P

Switch Claw
P

Startup Active Recovery Hit
- - 23 -
Damage Stun Attack Block
- - - -
Canceling into claw switch makes nobleness overall frames a few frames faster and moves Vega's reason forward, partially negating pushback
The pounce change will occur at shell 13
Being hit from frames prerogative cancel the stance change
Switching upset a broken claw results restore a 1 frame penalty sustenance canceled attacks on both wallop and block, except barehand hunkered HP (no penalty)
Canceling an toothless that hit meaty on after frames will not confer more advantage during switch

Copyright ©denhire.aebest.edu.pl 2025