Rainbow Suplex 




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| STNC Hit |
— |
| STNC Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Rainbow Suplex: Vega grabs the enemy and performs a back-breaking suplex, leaving the opponent a dash’s distance in front of him. Rainbow Suplex deals above-average damage at 130, but it doesn’t provide much in the way of knockdown advantage. Vega’s punishable if he immediately forward dashes against a quick-recovering foe (at -4), so your best bet is to just re-engage into a mid-range footsies game (such as with a standing
poke).
Crescent Line 






| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| STNC Hit |
— |
| STNC Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Crescent Line: After climbing onto the enemy’s shoulders, Vega grasps their head with his legs and backflips them almost a full screen away. Crescent Line is a 130-damage throw, but it does not provide any meaningful knockdown advantage. For instance, a successful back throw followed by a dash toward the opponent leaves Vega at -9 and at crouching
distance. Use your back throw to either swap places with the enemy if Vega is cornered or as a defensive measure in the middle of the stage.
Stardust Shot 

while jumping
| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
— |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| STNC Hit |
— |
| STNC Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Stardust Shot: Vega leaps into the air, grabs the opponent, and delivers a jumping roundhouse kick, shooting the enemy into the ground. Like his ground throws, Vega’s air throw doesn’t leave him with much knockdown advantage. He’s left at roughly -5 if he follows up an air throw with a forward dash against a quick-recovering opponent. However, Stardust Shot is one of his better anti-airs against close-up forward jumping attacks—the areas where his normal standing
anti-air doesn’t cover.