Prima Games eGuides Street Fighter V eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Street Fighter V eGuide Fighters Vega

V-System

V-Skill
Matador Turn
Startup

Active

Recovery

36

Guard Level

On Hit

On Guard

STNC Hit

STNC Guard

Cancel

Damage

Stun

Meter Gain

Matador Turn Attack (hold)
Startup

22

Active

2

Recovery

31

Guard Level

HL

On Hit

D

On Guard

-13

STNC Hit

STNC Guard

Cancel

Damage

90

Stun

100

Meter Gain

V: 100/50

Matador Turn/Matador Turn Attack: Vega’s V-Skill moves are similar to a standing “dodge” technique found in other fighting games. Although the two have similar inputs (with Matador Turn Attack executed by holding ), their properties greatly differ. Matador Turn (performed by tapping ), is what it sounds like: Vega taunts the enemy with a spin and becomes projectile-invulnerable and strike-invulnerable (upper body only) from frames 7-32, with frames 33-36 losing the strike-invincibility but retaining the projectile-invincibility. While not very impressive, it’s useful for avoiding projectiles from a distance or dodging certain mid-hitting attacks (like Rashid’s Eagle Spike). Otherwise, you should use Matador Turn sparingly because Vega is totally vulnerable to low attacks and throws. Additionally, getting hit during Matador Turn rewards your opponent with a counter-hit.

Matador Turn Attack is slightly more useful, albeit still quite limited due to its heavy recovery on block. Its invincibility values are also different; it’s projectile and upper body strike-invincible from frames 6-19, where Vega then performs a slashing strike on the 22nd frame. If it’s interrupted, it counts as a counter-hit for the opponent. On block, it’s -13, so it’s not an attack that you want to use liberally. However, if you can make well-educated guesses on the enemy’s attacks, you can essentially evade them entirely, retaliating with a strike that rewards you with valuable V-Gauge.

V-Reversal
Short Backslash
Startup

Active

Recovery

31 (total)

Guard Level

On Hit

On Guard

STNC Hit

STNC Guard

Cancel

Damage

Stun

Meter Gain

V: -300

Backslash
Startup

Active

Recovery

41 (total)

Guard Level

On Hit

On Guard

STNC Hit

STNC Guard

Cancel

Damage

Stun

Meter Gain

V: -300

Short Backslash/Backslash: Vega’s V-Reversal is his iconic backflip from preceding Street Fighter games. He can no longer use it as a regular special move, but it makes for a decent evasive maneuver away to safety mid-stage. Performing during blockstun makes Vega do two invincible backflips, while executing during blockstun gets him one backflip. They’re both completely invulnerable up until the last frame, where he can be punished by a well-timed attack or a meaty.

Since Vega’s V-Gauge is a two-bar type, you can use his V-Reversal freely early on in the round. You need to take about 50 percent stamina damage to recover a full V-Gauge, so if you can manage Vega’s life total and V-Gauge well, you should have access to at least one Bloody Kiss in the round, even if you’ve used a bar of V-Gauge for a V-Reversal.

V-Trigger
Bloody Kiss - Torero (Projectile)
Startup

10

Active

Recovery

44 (total)

Guard Level

HL

On Hit

On Guard

STNC Hit

STNC Guard

Cancel

Damage

30

Stun

0

Meter Gain

V: -600

Bloody Kiss - Torero (Attacks) —
Startup

Active

2/3

Recovery

23

Guard Level

HL

On Hit

D

On Guard

-2

STNC Hit

STNC Guard

Cancel

Damage

140

Stun

0

Meter Gain

0

Bloody Kiss - Torero: Vega throws out a rose that quickly travels across the screen. Upon impact, Vega transitions into a leaping horizontal claw combo. Although Bloody Kiss seems like a projectile, it does not have projectile properties. It doesn’t clash with other projectiles; instead, it passes through, like F.A.N.G.’s Nishodoku. Although this makes it seem like a great way to react to a projectile for a punish, Vega’s leaping attack follow-up is not invulnerable to projectiles, so Vega will usually be hit out of the air, sacrificing the damage from the second stage of Bloody Kiss.

After Bloody Kiss – Torero hits, the opponent is flung into the air for a potential Bloody Rain juggle. On block, you’re at -2 advantage.

Bloody Kiss - Rojo (Projectile)
Startup

10

Active

Recovery

37 (total)

Guard Level

HL

On Hit

On Guard

STNC Hit

STNC Guard

Cancel

Damage

30

Stun

0

Meter Gain

V: -600

Bloody Kiss - Rojo (Attacks)
Startup

Active

2/3

Recovery

34 + 7 landing

Guard Level

HL

On Hit

D

On Guard

-23

STNC Hit

STNC Guard

Cancel

Damage

140

Stun

0

Meter Gain

0

Bloody Kiss - Rojo: Bloody Kiss – Rojo is a modified V-Trigger attack, performed with . With this version, Vega throws out a rose traveling up and forward at a 45-degree angle. On impact, he follows the rose, launching toward the enemy with a two-hit claw combination that deals a significant amount of damage.

Unlike Bloody Kiss – Torero, you can’t follow up with a Bloody Rain juggle after connecting with it.

Air Bloody Kiss (Projectile) during forward jump
Startup

10

Active

Recovery

10 landing

Guard Level

HL

On Hit

On Guard

STNC Hit

STNC Guard

Cancel

Damage

30

Stun

0

Meter Gain

V: -600

Air Bloody Kiss (Attacks)
Startup

Active

2/3

Recovery

28

Guard Level

HL

On Hit

D

On Guard

-2

STNC Hit

STNC Guard

Cancel

Damage

170

Stun

0

Meter Gain

0

Air Bloody Kiss: During a forward jump, Vega defies gravity and stops mid-air, throwing a rose at a down-forward angle across the screen. On impact, he goes into a nose dive, followed by a claw slash combination. Air Bloody Kiss deals more damage than the other two V-Trigger moves, but it lacks combo-ability. Its primary use is as a reactionary punish to a full-screen projectile or long-recovery attack (such as Dhalsim’s standing ). Additionally, it’s safe on block (at -2 advantage and recovering from a distance).