St.lp - covers dive kick angles, preemptive ground AA
St.mp - see above, really good preemptive ground AA against larger characters since they can not crouch it (Dudley, Hawk, Abel, etc), can lead into low mp on counter hit.
Jumping.lk and it’s neutral version - Not sure, don’t really use it
Jumping.lp and it’s neutral version - Decent AA from neutral jump or forward jump (better horizontal hit box than jumping mp)
Neutral jumping hp - Stated in previous post
Neutral jumping mp - Really good at covering the space directly above Vega’s head; if an opponent does a close jump and he’s still pretty high up, this works really well (say, after doing an RCF on block and the opponent decides to jump, but you went for low lp. Neutral jump mp protects the air above you and should AA the jump).
Close mk - Frame trap tool, useful for counter hit set-ups into mp RCF/enough frame advantage for a low lp, or a simple block string into lp RCF
Close mp - Same as above, slightly faster than close mk, a 1 frame link on counter hit while close mk is a 2 frame link (linking into low jab)
Far mk - Vega’s longest poke, back leg pivots so it’s susceptible to lows, unlike low mp
Back flips - Move back while storing down-back charge, cover back dashes by screwing up option selects meant to catch back dashes, acts as an option select to make certain reversals whiff after a safe jump, mind game for pressure (make reversals whiff and punish, use sparingly)
Bonus: Equipment Toss - reset invisible counter that determines when your gear falls off, you control when you lose the claw/mask (or if you lose them at all). Safe to execute after Izuna Drop, back throw and ST. Mask toss is actually pretty good if you’re feeling confident enough in your game plan and you want to turn Vega into a pixie to push his damage up a level (easily goes from low - average damage output to low - high). Best to use it only when your back is to the middle of the stage, so if things start to look bad you can just move back and pick it up. And even better, charge down-back as you throw your equipment. If the opponent jumps, take your free ST AA.