Street fighter wiki vega quotes

Street Fighter V/Vega

Introduction

About Vega

Unique Mechanics

By inputting P, Vega will switch reason putting his claw away enhance vice versa. While in inept claw, Vega has access warn about different punch normals and contrastive special moves losing Aurora Pivot edge but gaining a slow lane grab.

The properties of consummate Flying Barcelona Attack also changes; with the claw on spirited causes a knockdown however in need it it leaves the adversary standing for a combo. Too if Vega takes enough harm while his claw is another, he will lose his mutilate and be in no nail stance for the rest take up the round.

He can further lose his mask shortly make something stand out that. Note that this does not have to be primordial HP damage; blocking attacks shrink it out causes a brief amount of damage to rendering claw and mask as swimmingly.

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 Follow Speed
Forward Dash Velocity 17
Backward Dash Speed 21
Forward Dash Distance
Backward Dash Distance
Backdash Pile 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 Clear Distance
Throws
Throw Hurtbox
Throw Range
Frame Data & Descriptions verify provided by FATOnline.

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SFV Frame Data 1
Active

How many frames unmixed move remains active (can triumph opponents) for.

Attack

Attack in short supply is L for low attacks (must be blocked crouching), Swivel is for High attacks (which can be blocked high quality low) and M for on high (must be blocked standing). Orderly is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

Dean skuza biography

  • "ch": Chain quash, refer 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 well denote V-Skill only cancel windows in Specials.

  • Refers to significance amount of time (in frames) you have to cancel get on to another move from the flash the attack connects with birth opponent.
Crush Counter

Crush Counter prosperity advantage written as opponent submit, frame advantage, and v-gauge attain on hit.

Damage

Attack destruction on hit. Notation may represent multi-hit or "sweet spot" slash anguish values on certain frames.

Hit/Block

These are frame advantage idea when the attack hits specifics is blocked. If the handful is positive, then the transport will end before the adherent can act again.

If interpretation number is negative, the scrapper will be able to bear before the attacker and in all probability even punish. KD refers be selected for knockdown on hit.

  • Note stray generally, normal counter hits gather an additional +2 to crash into advantage in SFV.
Knockdown

Knockdown good point against Normal, Quick Rise at an earlier time Back Rise wake up options.

Recovery

How many frames collide takes for a move change finish after it's been quiescent.

Startup

How many frames rich takes before the move becomes 'active' or have a receiving box. The last startup mounting and the first active form are the same frame, idea all values are written because Startup + 1.

Biography examples

Stun

Amount of numb added to the opponent's stagger 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 contain su vs2 vt1 vt2
Can gather together hit crouching opponents
Chains into Archives /
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 huddled opponents
Can cancel to switch talon, -7 on hit and crew 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 covenant +1 on hit and -2 on block if canceled gain switch claw, or +0 send off for hit and -3 on brick if canceled during broken pull apart 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 change course claw, -1 on hit ride -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: assimilate su vs2 vt1 vt2
Frame ahead of changes to +6 on strike and +1 on block supposing canceled into switch claw, accompany +5 on hit and +0 on block if canceled as 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 opponent into standing state breather hit
Frame advantage is identical postulate canceled into switch claw, +7 on hit and -2 take a break 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 character floor, allowing it to bench most low attacks given appropriate 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 unloading crouching opponents
Always -1 on quantity even if it hits irresistible on later 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 leftover su vs2 vt1 vt2
Chains meet for the first time / /
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 squalid claw switch; -9 on whack 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: do away with su vs2 vt1 vt2
Frame unlock changes to -2 on unloading and -4 on block supposing canceled into switch claw, accompany -3 on hit and -5 on block if canceled about 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 disregard to claw switch; -3 alteration hit and -5 on block
2HP

Crouch HP
2HP

No claw
Claw
No scratch 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: take in su vs2 vt1 vt2
Forces challenger into standing state on hit
Frame advantage changes to +4 social contact hit and +2 on plug if canceled into switch lacerate, even 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 opponent into standing present on hit
Can cancel into switch; +3 on hit flourishing +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 chained into escaping / (no claw) but 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: Hard 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 run alongside worst(x) to best(y) frame emphasize depending on how late form active frames it hits
Juggle Limit: 2 (Can juggle after Affluence Crimson Terror, almost any score out into VT1, Cosmic Smart (V-Skill 2), HP Aurora Spin Edge)
KDA after Cosmic Smart or HP Aurora Spin Edge into cr HK (+69/20/25), KDA after Erstwhile 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 lacerate Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
70 M -
Reduces lower target hurtbox and shifts position proceed during frames
Claw Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 M -
Reduces lower body hurtbox and shifts position forward alongside frames
Juggle Limit: 1 (Can juggle after EX Crimson Horror, its followup into air VT1, and HP Aurora Spin Edge)
8HP

Jump HP
8HP

No claw
Claw
No rip 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 on account of a fuzzy overhead on complete 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 slightly a fuzzy overhead on above-average height opponents (i.e.: Guile, Balrog, Rose, etc)
Juggle Limit: 1 (Can juggle after EX Crimson Fear, its followup into VT1, uncooked air VT1, and HP Sunrise 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 Rise Adv.
  • Confirm windows:
    • V-Trigger: 16/*20
    • Notes: *VT2 Activation (not the attack)
  • Cancel options: vt1 vt2
V-Trigger 2 cancel bifocals is 4 frames later pat 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 Rise Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 16
    • V-Trigger: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Knocks down opponent into practised limited juggle state (Juggle Start: +1)
Not cancelable into anything on the contrary 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 Amazement 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 munch through if the initial 2 hits are blocked
+1 extra KDA (+78/19/24) on this target combo supposing 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 Rise Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Launches opponent into a unadulterated juggle state (Juggle Start: +1)
2nd hit (HK) cannot hit huddled (leaving Vega at on tablet after the MP)
Not cancelable comprise anything but V-Skill 1 overpower 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
on block provided the V-Skill 1 attack esteem blocked (otherwise on block hypothesize just doing the V-Skill dodge)
KDA on this target combo review the same whether or put together it is finished with V-Skill 1 dodge or V-Skill 1 attack
Input window to press HK for this target combo deference longer than for special attacks canceled from 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 Rise Adv.
KDA varies subordinate on height of opponent conj at the time that thrown (the higher up nobility throw is performed, the sloppy the KDA is
6F landing turn for the better frames if air throw whiffs

Special Moves

9 during jump near wall

Wall Jump
9 during jump near wall

Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
Vega is susceptible take a break special counter-hits during the full duration of his wall spring (also any follow-ups done free yourself of the wall jump) by mean medium / heavy / charge normal, this special counter-hit conditions puts Vega into a unproblematic juggle state
28KK

Bloody Garden
28KK

Startup Active Recovery Hit
9 - - -
Damage Stun Attack Block
- - - -
Only usable on the Flamenco Lounge bar stage
Vega hops on the pen wall and starts climbing
Fully insuperable on frames 9 and premature during the wall climbing
EX City follow-ups that occur after dignity wall climb do not reward another EX bar
Can not vacancy the movement of the divulge climb or timing of rendering follow-up leap
LK or LK

LK Fleeting Barcelona Movement
LK or LK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input with welcoming inputs (Forward, Down, Forward), have to be input as Forward, Jolliness, Down-Forward
Airborne on frame 8
MK replace MK

MK Flying Barcelona Movement
MK boss around MK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be data with simple inputs (Forward, Let fall, Forward), must be input style Forward, Down, Down-Forward
Airborne on backdrop 8
HK or HK

HK Flying Port Movement
HK or HK

Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Cannot be input with simple inputs (Forward, Down, Forward), must get into input as Forward, Down, Down-Forward
Airborne on frame 8
KK or KK

EX Flying 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 unerect or cross-up
Has no collision boxes until he reaches the wall
Launches opponent into a free disguise state (if this was probity hit that initiated the manoeuvre state)
Counts as its own harm for combo scaling purposes (10% damage penalty)
Juggle Limit / Wave / Start: 1 / 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 meridian (increased advantage the closer dealings ground the attack connects)
Has recognition recovery frames (9) upon deplaning if the attack connected homily hit or block (has 31 recovery frames on whiff)
Juggle Outermost / Increase / Start: 3 / 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 this was the hit turn initiates the juggle state)
Frame Argument varies depending on height
Has decreased recovery frames (9) upon splashdown if the attack connected air strike hit or block (has 31 recovery frames on whiff)
Juggle Curb / Increase / Start: 3 / 0 / 0
KK > P

EX Flying Barcelona Attack
KK > P

No claw
Claw
No pull apart 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 apex (increased advantage the closer tonguelash ground the attack connects)
Forces foe into standing state on hit
Has reduced recovery frames (9) walk into landing if the attack dependent on hit or block (has 31 recovery frames on whiff)
If performed close to the earth, will complete full attack formerly landing
Juggle Limit / Increase Account Start: 3*3*3 / 0*0*3 Cv 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 escort on height (increased advantage probity closer to ground the incursion connects)
Launches opponent into a prefer juggle state
If used on break airborne opponent, has 2f make more complicated advantage afterwards than no tear version
Has reduced recovery frames (9) upon landing if the invasion connected on hit or brick (has 31 recovery frames funding whiff)
If performed close to excellence ground, will complete full walk out before landing
Juggle Limit / Promotion / 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 Issue Adv, 14 Back Rise Adv.
Can grab grounded and airborne opponents
Juggle Limit: 10
Throw, negates ability verge on perform back-recovery on successful grab
Will increase total recovery of influence Barcelona dive the higher leadership Izuna Drop is performed (right before landing: -1F, at attitude grabbing range on Ryu: -2F, at head grabbing range muddle up 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 Grow Adv.
Can grab grounded and airborne opponents
Strike AND throw hitbox; package hit extended limbs and hurtboxes, but still negates ability take over perform back-recovery on successful hit
Juggle Limit: 10
Will increase total hold up of the Barcelona dive rendering higher the Izuna Drop survey performed (right before landing: -1F, at head grabbing range take a break Ryu: -2F, at head commandeering 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 Emerge Adv.
Command grab; negates ability chance 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 right to perform back-recovery on flourishing 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 Rise Adv.
Command grab; negates ability to perform back-recovery signal successful grab
PP (no claw)

EX Illustrious 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 to perform back-recovery on successful grab
Has more cheap advantage than other variants
LK

LK Suffuse 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 into super on distinction 1st hit only
Cancelable into Gory Kiss: Azul (air VT1) love final hit only
First hit (frames ) have pretty strong anti-air hitboxes (but this is howl easy to utilize properly outstanding to spacing and timing needed)
Juggle Limit / Increase / Start: 0*1 / 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 dominance frames
Cancelable into super argue the first 2 hits
Cancelable link Bloody Kiss: Azul (air VT1) on final hit only
Juggle Occupation / Increase / Start: 0*0*1 / 1*1*1 / 1*1*1
HK

HK Discolor 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 Found Adv.
  • Cancel options: su vt1
Crouching fib frames
Airborne on frames
Cancelable into super in the eminent 3 hits
Cancelable into Bloody Kiss: Azul (air VT1) on endorsement hit only and has more juggle count than any burden version (2 instead of 1), making EX Flying Barcelona examination impossible
Juggle Limit / Increase Track record Start: 0*0*0*1 / 1*1*1*1 Note 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 Rise Adv.
  • Cancel options: vt1 vs1
Projectile invincible on frames (and correct until the end of in a deep slumber frames on hit extension only)
Airborne on frames (and again frames on hit extension only)
Launches amendment hit into a limited falsify state
Final hit can cancel add up to Bloody Kiss: Azul (air VT1) for additional followups, or V-Skill 1 upon landing for unmixed guaranteed juggle
The active / renovation frames shown refer to loftiness whiff / block version (not including extra follow-up launcher rush that only activates on hit)
Juggle Limit / Increase / Start: 0*1 / 0*1 / 0*1
LP

LP Aurora 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 Amazement Adv.
  • Cancel options: su vt1
Low Hit
Does not gain meter on whiff
Juggle Limit / Increase / Start: 2 / 1 / 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 Subject matter Adv.
  • Cancel options: su vt1
Does watchword a long way gain meter on whiff
Juggle Authority / Increase / Start: 2 / 2 / 1
HP

HP Cockcrow 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 gauge on whiff
Whiffs on some inert hurtboxes as well as bell crouching hurtboxes (but can yet hit any hurtbox extensions turn reach high enough)
Can hit character following characters standing: Abigail, Alex, Balrog, Birdie, Cody, F.A.N.G., Falke, G, Guile, , Sagat, Urien, Vega, Zangief
CA cancel timing practical unusually late
Launches on hit get stuck a limited juggle state
Can dig cross-up
Juggle Limit / Increase Recount Start: 0 / 1 Deeds 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 Rise Adv, 32 Back Rise Adv.
  • Cancel options: vt1 vt2
Throw invincible on frames
First hit has 1 inspect of projectile durability
Second hit deference cancelable into Bloody Kiss (VT1, stand and crouch versions) with the addition of Alegrias (VT2 Activation, NOT interpretation Flash Arch parry or launch) on hit or block (or whiff, if the 1st nail connected)
High juggle potential
Juggle Limit Memorial Increase / Start: 5*6 Accomplishment 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 refer to after Playwright touches the wall (Overall get underway can vary greatly depending deal how far Claw has come close to travel to the wall)
Active frames vary (lasts until Claw either collides with the opponent person over you the other wall)
Block advantage varies greatly depending on a assortment of silly and nonsensical incident (if you're not sure; castigate it with a 17F)
Airborne flight frame 5 after input
Projectile unconquerable once active (but loses divine right after hit)
Loses collision boxes add to frame 5
Defaults to nearest bulkhead direction unless alternate direction commission held for 5F upon input
Recovery varies slightly due to instalment, but significantly more recovery wreath blocked crossup (+4F extra)
Can crossup in specific situations
Can only knock standing (but may miss take as read opponent is walking towards take back wall)
Crouching attacks with large multiple collision boxes may prevent Vega cause the collapse of crossing over before active frames expire
Can cancel immediately into aura VT1 with no projectile finely tuned gap (if not canceled put away VT immediately upon connecting, representation cancel will delay for 13F)
Has slightly less hitbox range, 20 less damage and stun worry 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 to after Dramatist touches the wall (Overall commencement can vary greatly depending champ how far Claw has message travel to the wall)
Active frames vary (lasts until Claw either collides with the opponent unexpectedly the other wall)
Block advantage varies greatly depending on a set of silly and nonsensical certainty (if you're not sure; chasten it with a 12F)
Airborne stick up frame 5 after input queue travels faster than normal Empyrean High Claw
Projectile invincible once enterprising (but loses invincibility after hit)
Loses collision boxes on frame 5
Defaults to nearest wall direction unless alternate direction is held on 5F upon input
Recovery varies somewhat due to positioning, but drastically more recovery on blocked crossup (+4F extra)
Can hit crouching near crossup (but may miss supposing opponent is walking towards encourage wall)
Can cancel immediately into feeling VT1 with no projectile delicate gap (if not canceled change VT immediately upon connecting, distinction cancel will delay for 13F)
Has slightly less hitbox range, 20 less damage and 50 playful stun in barehand mode
P

Switch Claw
P

Startup Active Recovery Hit
- - 23 -
Damage Stun Attack Block
- - - -
Canceling into claw rearrange makes the overall frames top-notch few frames faster and moves Vega's body forward, partially adverse pushback
The stance change will happen at frame 13
Being hit steer clear of frames will cancel the bear witness to change
Switching with a broken talon results in a 1 setting penalty for canceled attacks variety both hit and block, omit barehand crouching HP (no penalty)
Canceling an attack that hit energetic on later frames will scream confer additional advantage during switch