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Flying Barcelona Special

Redirected from Rolling Izuna Drop

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The Flying Barcelona Special (フライングバルセロナスペシャル Furaingu Baruserona Supesharu?) and Rolling Izuna Drop (ローリングイズナドロップ Rooringu Izuna Doroppu?) are two of Vega's Super Combos, introduced in Street Fighter Alpha 3 and Super Street Fighter II Turbo respectively.

Input
All appearances Arcade Stick CDBArcade Stick Delta + Arcade Button Kick (Arcade Button Punch)
Damage
Without Rolling Izuna Drop 280
With Rolling Izuna Drop 400

DescriptionEdit

Epic Super Clash Episode 9

Vega's Flying Barcelona Special soaring above Juni's Psycho Streak.

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-forward will take him to the wall opposite to him, while diagonal up-backward will take him to the wall behind him. Up alone will merely take him to the wall furthest from the opponent. If no further input is entered, Vega will land harmlessly.

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

Input
All appearances Arcade Stick CDBArcade Stick Delta + Arcade Button Kick (Arcade Stick Right or Arcade Stick Left + Arcade Button Punch near opponent)


On the other hand, if punch AND a direction (forward or backward) is pressed, Vega proceeds to perform the Rolling Izuna Drop (ローリングイズナドロップ Rooringu Izuna Doroppu?), where he will grab his opponent (grounded or airborne) around the waist and slam them head-first into the ground several times. 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, he will jump higher before crashing down with the opponent.

In the Street Fighter EX series (where it appears as Vega's Meteor Combo), 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 the arcade version of Street Fighter: The Movie, the Rolling Izuna Drop was changed to a grounded command grab (without the initial startup) that has to be performed up-close, resembling Zangief's Final Atomic Buster.

TacticsEdit

In its debut in Super Street Fighter II Turbo, the Super Combo Gauge will not be depleted until Vega makes contact with the opponent. The Super Combo could be easily masked with Flying Barcelona Attacks, so the opponent would never know if the special move or the Super Combo is coming at them until it's too late. This quality was not retained in later games.

In the Street Fighter EX series, where Meteor Combos usually consume all three Super Combo bars when used, the Flying Barcelona Special only spends one bar to initiate, and the remaining two bars are depleted when the follow-up or the Rolling Izuna Drop are performed. This allows Vega to only spend one bar if he misses the grab instead of emptying his entire meter, as long as he doesn't do the normal follow-up.

In Ultra Street Fighter IV, the Flying Barcelona Special now has a hitbox added when Vega leaps toward the wall, similar to EX Flying Barcelona Attack and Bloody High Claw. Upon connecting, the opponent is launched upwards and falls victim to Vega as he can easily follow-up with the 4-hit slash attack or the Rolling Izuna Drop. The move thus become a lot more useful, with Super Cancels leading to damaging combos. However, the Super Combo Gauge is now depleted as soon as the motion is input.

GalleryEdit


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