Chapter III: Special MovesThis part of the guide will cover Vega’s special moves. Since Vega is a charge character you will need to hold back in one direction for a small amount of time and then push to another direction to pull off a special move. These moves will be covered similarly to the Normal moves with frame data and notes.

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Flying Barcelona Attack (FBA)
Description: Vega jumps to one of the walls of the stage and leaps off giving him options for 2 different attacks.
Light -
Recovery: 91/102
Medium -
Recovery: 91/105
Heavy -
Recovery: 91/106
The Flying Barcelona Attack (FBA) all have the same effects excluding a few differences so I will explain the three non-meter using version in one go.
FBA is a really good move to use as a Vega player. It gets you across the screen extremely fast, it can be hard to block if you don’t know which side Vega will hit on and it’s a great tool to use for mind games. While you are in the air you can direct Vega’s air path with the stick.
The main differences between the Light, Medium and Heavy version of FBA is the recovery and area in which Vega will dive to. First off I will say that the difference in amount of recovery is so small that you should pick one over the other because of this.
The Light FBA will have Vega just low down on a wall, the medium will have Vega jump about mid screen on a wall and the heavy will have Vega jumping near the top of the screen to a wall. To direct the FBA properly in SFxT you will want to hold to direction of wall you wish Vega to jump to just a little longer to make sure he doesn’t go to the wrong side.
Against experienced players this is not a good move to throw out, it can be easily punished so don’t feel it’s going to work on everyone. When in the air you will have 2 follow up attack options. You can either press any punch button for a Flying Barcelona Attack follow-up which will have Vega spreading his arms to both his sides or you can try to pull off an Izuna drop. To do this you will have to press the direction the opponent is in plus a punch button.
Try to fake out your opponent with faint attack by jumps to the closest wall but then directing yourself to land near it. If you do a couple with will find it hard to guess when you will decide to swoop over and attack them. Do not use an EX FBA in the corner as you will not be able to follow up with an attack.
Follow-Up AttackDamage: 120, Startup: 4, Active: 11, Recovery: 31 frames when landed, Adv. On Hit: Float, Adv. On Block: -13
The follow up attack is what you should be using when not using the EX version of FBA though going for a grounded Izuna drop is always an option. It creates good mix-ups and can be hard to block when your opponent is unsuspecting of your movements.
If they do manage to block however expect to be punished big time. If you simply whiff the move full screen Ryu can counter with a Super Art no problem. Be careful.
(Towards Enemy)
Izuna DropDamage: 150, Startup: 1, Active: 2, Recovery: 30 frames when landed, Adv. On Hit: Knockdown
The Izuna drop can be used as a mix-up tool when the opponent tries to block a follow-up attack but can sometimes be tricky to pull off when the opponent is on the ground. You will mostly be using this after an EX FBA.
EX -
Damage: 50, Startup: 10, Active: 1/16, Recovery: 81/86, Adv. On Hit: Float, Adv. On Block: -2
The EX FBA is a great way to end any combos. The specialty about this version is that Vega will knee the opponent into the air leaving them open for an Izuna Drop or simply slashed with a follow-up attack. Make sure you attack towards the opponent when using the EX version.
Another addition to the EX version is that follow-up attacks will have 2 hits instead of 1. Not a lot of people know this and will occasionally not block the second attack expecting to punish after the first block. This won’t come out unless you are close to the opponent. You should understand the positioning after a few minutes in training mode.

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Sky High Claw (Charge Special) (SHC)
Description: Vega will jump to the wall similarly to FBA and dive towards the opponent.
Normal -
Damage: 110, Startup: 26/42, Active: Until you reach the opponent or other wall, Recovery: 35/40, Adv. On Hit: -13/-15, Adv. On Block: -6/-7
EX –
Damage: 60x2(120), Startup: 21/30, Active: 21, Recovery: 30, Adv. On Hit: Float, Adv. On Block: -13
There is no difference between the normal versions of Sky High Claw (SHC) other than the area of screen they cover. This works the opposite to FBA. Light will attack along a line at the top of the screen, medium in the middle and heavy at opponent level.
The way this move works is that if you will jump to one side of the wall and fly to the other, so if you jump to the right wall you will fly to the left.
You really don’t want to use light or medium unless you KNOW that the opponent will jump. They just won’t hit otherwise. So you are stuck to using heavy. The great thing about this move is that on hit it is a hard knockdown and on block it gives a massive amount of block stun that the opponent has an extremely hard time trying to punish it.
On top of all that it is a wall-bounce on counter hit giving you chance for an extended combo.
EX version is great for mix-ups. It is extremely fast and looks exactly like an EX FBA.
Use this with FBA for some great mix-ups. Since the EX SHC leaves the opponent in a float state you can then combo after it. Another good thing to remember is that this is Vega’s charge special, this means that if you input this move and hold onto the attack button it will slowly charge to EX and then to Super. A good use of this is when you get the opponent in a hard knockdown. Charge up a normal SHC and you should have enough time to get to an EX. When they get up, fly to a side of the screen and if they fail to block send them a combo.

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Scarlet TerrorDescription: Vega performs a graceful back flip towards the opponent.
Light -
Damage: 70, Startup: 8, Active: 10, Recovery: 23, Adv. On Hit: Float, Adv. On Block: -18
Medium -
Damage: 60, 40(100), Startup: 8, Active: 10, Recovery: 24, Adv. On Hit: Float, Adv. On Block: -19
Heavy -
Damage: 60, 40(100), Startup: 5, Active: 12, Recovery: 24, Adv. On Hit: Float, Adv. On Block: -21
EX -
Damage: 80, 70(150), Startup: 6, Active: 12, Recovery: 23, Adv. On Hit: Float, Adv. On Block: -20
Scarlet Terror is Vega’s “Flash Kick” and though it isn’t the most dependable move it is still useful. It works a bit differently in SFxT compared to other games such as SSFIV.
Only the heavy and EX version will hit crouching opponents so be warned that light and medium will whiff. You can combo off of light and medium but not heavy or EX, the medium version is the best yo use in this game.
You will want to use this move in combos, don’t try throwing this move out, the hitbox is not good and it is easily beaten. You would think this would be Vega’s best anti-air but trust me...it’s really not.
So as states use this move for combos. Medium should be used near the start of combos and heavy or EX should be used to end combos.
Cancel this move at close range as it can whiff at long range in combos.
Unfortunately there isn’t much to say about this move. It just isn’t that great and its uses are limited.

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Claw/Mask RemovalDescription: Vega grabs his claw or mask and throws it away.
Regular – Recovery 41
EX – Recovery 41
So, for some odd reason Vega has a gimmick where his Claw and Mask have possibilities of falling off. They pretty much only bring more pain to Vega as losing your claw leaves you with less range and -10% damage and losing your mask gives you +10% but you take +10% more damage too...yeah. You will use your claw if you block too many or get hit by too many moves and you lose your mask if you get hit by too many moves. When one of these falls off you will need to walk over it to pick it back up.
So because of this wonderful circumstance Vega has the ability to take off these items himself. All punches take off his claw and an EX will take off his mask... that’s right, 1 bar to get a tiny buff and nerf. Like Vega’s health wasn’t already bad.
There is only 1 practical use for this move and that is to show your opponent the uttermost disrespect and humiliating defeat. Just make sure you don’t lose because of this.

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Rolling Crystal Flash (RCF)
Description: Vega rolls forward in a ball and on the last hit reaches out with a long reaching stab.
Light -
Damage: 20, 70(90), Startup: 10, Active: 9(5)3(5)8(5)4, Recovery: 21, Adv. On Hit: +6, Adv. On Block: -5
Medium -
Damage: 10x3, 80(110), Startup: 22, Active: 9(5)3(5)8(5)4, Recovery: 26, Adv. On Hit: -1, Adv. On Block: -3
Heavy -
Damage: 10x4, 90(130), Startup: 25, Active: 9(5)8(5)9(5)8(5)4, Recovery: 26, Adv. On Hit: +4, Adv. On Block: -7
EX -
Damage: 25x4, 30(130), Startup: 25, Active: 9(5)8(5)9(5)8(5)4, Recovery: 16, Adv. On Hit: +8, Adv. On Block: +3
This move is pretty useful in many ways; it isn’t amazingly powerful but can be used for some unconventional means. Each version of the Rolling Crystal Flash (RCF) will go different distances and do a different amount of hits. The light is a 2 hitting move with 1 roll and 1 stab, medium rolls 3 times and stabs, heavy rolls 4 times and stabs and EX will do the same.
Medium is the worst of the 4 so you won’t want to use this unless you have good distancing. Light is good to use in small combos and with the right distance you can roll a short distance but far enough that the lunging stab will attack the opponent. They should not expect that coming. Heavy has a slow start up and does not combo so you will rarely his people with this but on that note you can make them block it. This makes good use for 2 things which would be gems that require the opponent to block your attack and also a lock-down tool for a switch cancel.
EX RCF is basically a slightly more damaging heavy that can be cancelled into a combo. The best way to do this is to cancel the first hit of Vega’s Cl.hp. The timing can be pretty rough but you should get the hang of it after a while. You will also be able to combo into a Cr.mp after the last hit of the EX RCF which will then lead into more combos.
So if you are a smart player you should take advantage of this move.
Super Art:

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Bloody High Claw –
Description: Vega will jump to a wall and slash his opponent into the heavens
Damage: Knee (50), 70, 40x4(240/290), Startup: 6(Towards) 34(Away), Active: Until touching wall, Recovery: 4, Adv. On Hit: Knockdown, Adv. On Block: -23(Towards) -17(Away)
In past games Bloody High Claw has been totally useless as the hitbox after the knee was so bad. In SFxT this has been fixed. The only time this move should hit is if your opponent is in the corner and you attack towards them.
This move needs to be directed similarly to Sky High Claw and Flying Barcelona Attack. Vega will jump with his knee forward towards a wall, if this touches an opponent they will be flung into the air so it is best to use this move towards them.
This is also Vega’s best anti-air because of its invisibility and start-up frames. If you see someone jumping in, don’t be afraid to catch them with this move.
Not only has it been improved in that effect but it can now also be combo’d in from many move such as Cr.mp which was impossible in past games.
If you are doing any combo’s mid-screen this is always a good move to end on. On rare occasions people will forget that after the knee Vega will still attack so after they block they won’t be blocking the follow up slash in the opposite direction (Do not expect this to happen too often).
Cross Art:

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Splendid Claw –
Description: Vega slides along the floor, back flips the opponents in the air and finishes them off with a beautiful and deadly slash towards his teammate.
Damage: 100, Startup: 9, Active: 15, Recovery: 40, Adv. On Hit: Switch, Adv. On Block: -33
Well there isn’t much to say about this move as it is simply a Cross Art. Splendid Claw used to be able to go through/under projectiles in past games but now does not have this ability. The best use of this move is as a punish or as a finisher for combos. Because of its low hotbox it has a lot of potential to catch foes in many different situations.
Launcher
Description: Vega slashes swiftly vertically, ending in an elegant pose.
Now you may not see much use for a bare bone launcher but in fact it can be incorporated into a game strategy well. For one thing the launcher is very fast so you can sometimes punish a missed link by the opponent if you mash it out.
The thing to remember with bare bone launchers is that your partner can’t combo after it if done to end a combo. I am not saying if you chain into a launcher it won’t work but if you were to let’s say for example juggle the opponent in the air with a medium Scarlet Terror you could then use the launcher which will hit and your partner will run in. However you can’t combo after this. Just doing the launcher with no previous hits from a combo will still allow your partner to continue attacking your foe.
The 2 main uses I see for a bare bone launcher would be firstly as I explained to punish failed links from the opponent or to have a safe way of changing into your opponent through a combo without meter which is a nice tactic.
One last example I can give is if you are very strong with your Vega play but fall weaker when it comes to your second character you can still chain-launch into your secondary character with Vega, you can follow up that launcher with a small combo and end with a bare bone launcher from your partner which will bring Vega back in.