|Initial: Flying Barcelona Special||+|
|Followup: Flying Barcelona Special|
|Followup: Rolling Izuna Drop||/ +|
Executed by charging down and then pressing up and kick, Vega will leap towards the edge of the screen and kick-jump off of it high into the air and towards his opponent. Which side of the screen Vega jumps to is also determined by the direction pressed for "up": diagonal up-right will take him to the righthand wall, while diagonal up-left will take him to the lefthand wall. Up alone will merely take him to the wall furthest from the opponent.
If no further input is entered, Vega lands harmlessly; however, if a punch button is pressed, Vega will perform one of the two attacks depicted below.
Follow-up AttackEditIntroduced in Street Fighter Alpha 3, if punch is pressed alone or at any sort of distance from the opponent, Vega executes a follow-up attack, in which he will angle himself upside-down and perform a 4-hit slash. If the punch is pressed too late, it is possible to have the last hit not come out, where Vega spreads his arms apart.
Rolling Izuna DropEdit
On the other hand, if punch AND a direction (left or right) is pressed, Vega proceeds to perform the Rolling Izuna Drop, where he will grab his opponent around the waist and slam them head-first into the ground several times. The Rolling Izuna Drop can even be performed on an airborne opponent. Being a command grab, this move is unblockable.
In most games, such as Super Street Fighter II Turbo and the Street Fighter IV series, Vega will perform three Izuna Drops. However, in Street Fighter Alpha 3, if Vega is selected with A-ISM, the amount of Izuna Drops Vega performs depends on the strength of the kick used for the wall dive; two with light, three with medium, and four with heavy. In X-ISM Vega will perform the 4-hit variant. In addition, for the final hit, Vega will jump higher before crashing down with the opponent.
In the Street Fighter EX series, Vega will perform a different version of the final hit, jumping high into the air whilst still holding his opponent (in a similar way to Zangief's Atomic Suplex), before turning over in midair and spinning rapidly as he slams his opponent into the floor.
- In its debut in Super Street Fighter II Turbo, the Super Combo Gauge will not be depleted until Vega makes contact with the opponent. However, every game since then had the Super Combo drain the gauge when Vega reaches the wall.