User:HanzoHimemiya/Hitboxes: Difference between revisions

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(Created page with "=Hitboxes= ==Standing Normals== *<b>Standing Jab/Short:</b> {| border="1em" cellspacing="0" style="border: 1px solid #999;" | align="center" | Damage+vega || align="center" ...")
 
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*<b>Standing Jab/Short:</b>
*<b>Standing Jab/Short:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage+vega || align="center" | 4+0 || align="center" rowspan="6" | [[File:Sf2hf-vega-sup1.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-slp+vega.png‎]][[File:Sf2hf-vega-slp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-sup1.png]]
| align="center" | Damage+vega || align="center" | 4+0 || align="center" rowspan="6" | [[File:Sf2hf-vega-sup1.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-slp+vega.png‎]][[File:Sf2hf-vega-slp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-sup1.png]]
|-
|-
| align="center" | Stun || align="center" | 1~7
| align="center" | Stun || align="center" | 1~7
Line 26: Line 26:
*<b>Standing Strong/Forward:</b>
*<b>Standing Strong/Forward:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage+vega || align="center" | 10+2 || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-smp+vega.png‎]][[File:Sf2hf-vega-smp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
| align="center" | Damage+vega || align="center" | 10+2 || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-smp+vega.png‎]][[File:Sf2hf-vega-smp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]]
|-
|-
| align="center" | Stun || align="center" | 5~11
| align="center" | Stun || align="center" | 5~11
Line 46: Line 46:
*<b>Standing Fierce/Roundhouse:</b>
*<b>Standing Fierce/Roundhouse:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage+vega || align="center" | 14+4 || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-shp+vega.png‎]][[File:Sf2hf-vega-shp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
| align="center" | Damage+vega || align="center" | 14+4 || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-shp+vega.png‎]][[File:Sf2hf-vega-shp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]]
|-
|-
| align="center" | Stun || align="center" | 11~17
| align="center" | Stun || align="center" | 11~17

Revision as of 11:11, 14 March 2016

Hitboxes

Standing Normals

  • Standing Jab/Short:
Damage+vega 4+0 Sf2hf-vega-sup1.png Sf2hf-vega-s1.png Sf2hf-vega-slp+vega.pngSf2hf-vega-slp.png Sf2hf-vega-s1.png Sf2hf-vega-sup1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
On Hit +5
Frame Count 2 2 4 4 1
Simplified 4 4 5

Standing Jab and Standing Short are identical in frame data and hitboxes. Reach with the vega on is no further, but hitbox extends slightly higher/lower/back past Vega's head.

  • Standing Strong/Forward:
Damage+vega 10+2 Sf2hf-vega-s1.png Sf2hf-vega-smp+vega.pngSf2hf-vega-smp.png Sf2hf-vega-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +8
Frame Count 5 4 7

Standing Strong and Standing Forward are identical in frame data and hitboxes. Without vega, this move has considerably less range than s.LP, and is in fact vulnerable at the tip.

  • Standing Fierce/Roundhouse:
Damage+vega 14+4 Sf2hf-vega-s1.png Sf2hf-vega-shp+vega.pngSf2hf-vega-shp.png Sf2hf-vega-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit -2
Frame Count 7 6 19

Standing Fierce and Standing Roundhouse are identical in frame data and hitboxes. Without vega, less vulnerable to jumpins, but considerably less range.

  • Crouching Jab:
Damage+vega 4+0 Sf2hf-vega-clp-sup1.png Sf2hf-vega-clp-sup2.png Sf2hf-vega-clp-sup4.png Sf2hf-vega-clp+vega.pngSf2hf-vega-clp.png Sf2hf-vega-clp-rec2.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
On Hit +6
Frame Count 1 1 2 4 4
Simplified 4 4 4

Having vega only extends hitbox behind Vega's shoulders.

  • Crouching Strong:
Damage+vega 10+2 Sf2hf-vega-clp-sup4.png Sf2hf-vega-cmp+vega.pngSf2hf-vega-cmp.png Sf2hf-vega-clp-rec2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +8
Frame Count 5 4 7*

Considerably smaller hitbox without vega.

  • Crouching Fierce:
Damage+vega 14+4 Sf2hf-vega-clp-sup4.png Sf2hf-vega-chp+vega.pngSf2hf-vega-chp.png Sf2hf-vega-clp-rec2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit -2
Frame Count 7 6 19*

Enormous range with vega. Over half screen.

  • Crouching Short:
Damage 7 Sf2hf-vega-cr.png Sf2hf-vega-clk-sup1.png Sf2hf-vega-clk-sup3.png Sf2hf-vega-clk-sup5.png Sf2hf-vega-clk.png Sf2hf-vega-clk-rec2.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
On Hit +5
Frame Count 2 1 1 1 4 5
Simplified 5 4 5

Crouching short hitboxes and frame data are identical with or without vega.

  • Crouching Forward:
Damage 10 Sf2hf-vega-cr.png Sf2hf-vega-clk-sup1.png Sf2hf-vega-clk-sup3.png Sf2hf-vega-clk-sup5.png Sf2hf-vega-cmk.png Sf2hf-vega-clk-rec2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +8
Frame Count 2 1 1 1 4 7
Simplified 5 4 7

Crouching forward hitboxes and frame data are identical with or without vega.

  • Crouching Roundhouse:
Damage 14 Sf2hf-vega-cr.png Sf2hf-vega-clk-sup1.png Sf2hf-vega-clk-sup3.png Sf2hf-vega-chk.png Sf2hf-vega-clk-rec2.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
On Hit KD
On Block -11
Frame Count 3 2 2 21 14
Simplified 7 21 14

A long slide across the ground which knocks down. Crouching roundhouse hitboxes and frame data are identical with or without vega. Amusingly, unlike all other crouching attacks, no vega is shown during the active frames of the c.RH animation even when the player still has the vega.

Aerial Moves

  • Neutral Jumping Jab/Short:
Damage 8 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-jab.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-fall.png
Stun 1~7
Stun Timer ?
Special Cancel No
Frame Count 1 1 20 2 2
Simplified 2 20
  • Neutral Jumping Strong/Forward:
Damage 12 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-mp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-fall.png
Stun 5~11
Stun Timer ?
Special Cancel No
Frame Count 1 1 10 2 2
Simplified 2 10
  • Neutral Jumping Fierce/Roundhouse:
Damage 16 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-hp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-fall.png
Stun 11~17
Stun Timer ?
Special Cancel No
Frame Count 2 2 5 2 2
Simplified 4 5
  • Diagonal Jumping Jab/Short:
Damage 7 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-dj-lp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-fall.png
Stun 1~7
Stun Timer ?
Special Cancel No
Frame Count 1 1 20 2 2
Simplified 2 20
  • Diagonal Jumping Strong/Forward:
Damage 10 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-dj-mp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-fall.png
Stun 5~11
Stun Timer ?
Special Cancel No
Frame Count 1 2 10 2 2
Simplified 3 10
  • Diagonal Jumping Fierce/Roundhouse:
Damage 14 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-dj-hp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-fall.png
Stun 11~17
Stun Timer ?
Special Cancel No
Frame Count 2 2 5 2 2
Simplified 4 5

Unique Moves

  • Wall Jump: Jump towards wall, then press away from wall
Sf2hf-vega-walljump.png
Frame Count 6

Throws

Vega can throw with Strong and Fierce, and has an Airthrow with Strong or Fierce.

  • Rainbow Suplex: (←/→ + Strong/Fierce)
Damage 28 Sf2hf-vega-throw.png
Stun 7~13
Stun Timer 99
Range (from axis) 48
Range advantage 19

Both punch throws are the same.

  • Stardust Drop (a.k.a. air throw): (←/→ + Strong/Fierce) while airbourne
Damage 28 Sf2hf-vega-airthrow.png
Stun 7~13
Stun Timer 100
Range (from axis) 58
Range advantage 29

Both punch throws are the same.

Special Moves

  • Rolling Crystal Flash: (Charge ←, →, P)

Startup:

Sf2hf-vega-rcf-supf1-5.png Sf2hf-vega-rcf-supf6-10.png
Frame Count 5 5
Simplified 10

Active part 1:

  • Jab Version: This does not occur.
  • Strong Version: This happens only once.
  • Fierce Version: This happens 2 times.
Damage (Jab) - Sf2hf-vega-rcf-af1-4.png Sf2hf-vega-rcf-af5-7.png Sf2hf-vega-rcf-aef8-10.png Sf2hf-vega-rcf-aef11-13.png Sf2hf-vega-rcf-supf6-10.png
Damage (Strong) 4,4
Damage (Fierce) 4,4,4,4
Stun 0~6,0~6
Stun Timer 30,30
- -
Frame Count 4 3 3 1 2
Simplified 4 6 1 2

Active part 2:

Damage (Jab)+vega 4,4 Sf2hf-vega-rcf-aef1-4.png Sf2hf-vega-rcf-af5-7.png Sf2hf-vega-rcf-aef8-10.png Sf2hf-vega-rcf-aef11-13.png Sf2hf-vega-rcf-recf5.png Sf2hf-vega-rcf-recf1-4.png
Damage (Strong)+vega 4,4
Damage (Fierce)+vega 4,4
Stun 0~6,0~6
Stun Timer 30,30
Frame Count 4 3 3 3 2 2
Simplified 4 6 3 4
Damage (Jab)+vega 16+10 Sf2hf-vega-rcf-ff1-8.png Sf2hf-vega-rcf-ff1-8-novega.png
Damage (Strong)+vega 16+10
Damage (Fierce)+vega 18+10
Stun 13~19
Stun Timer 130
Frame Advantage +9
Frame Count 8

Recovery:

Sf2hf-vega-rcf-recf1-4.png Sf2hf-vega-rcf-recf5.png
Frame Count 4 1
Simplified 5

A point blank fierce roll is usually blockable after the second hit. Depending on positioning, the second hit of both active part 1 and 2 are capable of hitting low (i.e. Fierce RCF contains 3 possible low hits). However, after hitting low in this fashion, the opponent being in hitstun long enough for the rest of the roll to connect is even more position dependent.


  • Flying Barcelona Attack: (Charge ↓, ↑, K), P for vega attack, or any direction + P for Izuna drop
  • Claw attack (vs ground):
Damage (Short)+vega 16+6 Sf2hf-vega-fba-ca-f1-3.png Sf2hf-vega-fba-ca-f4-10+vega.png Sf2hf-vega-fba-ca-f4-10.png
Damage (Fwd)+vega 18+6
Damage (RH)+vega 20+6
Stun 13~19
Stun Timer 120
Frame Adv -12
Frame Count 3 10
  • Claw attack (air-to-air):

As above, except

Stun 11~17
Stun Timer 80
Frame Adv KD
  • Izuna drop:
Damage 28 Sf2hf-vega-fba-iz-f1-2.png
Stun 7~13
Stun Timer 99
Frame Count 2

Recovery:

Sf2hf-vega-fba-rf1.png Sf2hf-vega-fba-rf2-3.png Sf2hf-vega-fba-rf1.png Sf2hf-vega-fba-rf6-15.png Sf2hf-vega-fba-rf16-17.png
Frame Count 1 2 2 9 2
Simplified 17

Vega jumps to the wall, clings briefly as in his walljump, then jumps towards the opponent. After touching the wall, Vega's arc is controllable with ← and →.

For the Claw attack, the initial kick button pressed (NOT the punch button) determines the damage dealt. Hitting a grounded opponent near the head with the Claw attack leaves you at considerable disadvantage, less so when hitting deeper (best case is -1f). Hitting an airbourne opponent with the Claw attack results in a knockdown.

The Izuna drop leaves plenty of time to set up a safe jump or meaty attack.


  • Backslash (a.k.a backflip): (Jab + Strong + Fierce)

Invincible:

Sf2hf-vega-bflip-f1.png Sf2hf-vega-bflip-f2-8.png Sf2hf-vega-bflip-f9-16.png Sf2hf-vega-bflip-f17-35.png Sf2hf-vega-bflip-f36-38.png Sf2hf-vega-bflip-f39-46.png Sf2hf-vega-bflip-f47-54.png
Frame Count 1 7 8 19 3 8 8
Simplified 54

Recovery:

Sf2hf-vega-bflip-rec1-9.png
Frame Count 9

Vega's sole move with invincibility. Unfortunately it's slow enough that most opponents can simply chase Vega down and punish the considerable recovery, or at the very least keep the pressure on. Generally an unfavourable option.

Misc Animations

Walk back Neutral Walk Fwd Crouch
File:Sf2hf-vega-bwd.png File:Sf2hf-vega-neutral.png File:Sf2hf-vega-fwd.png Sf2hf-vega-cr.png
  • Standing reel:
Sf2hf-vega-hr1.png Sf2hf-vega-hr2.png Sf2hf-vega-hr3.png
  • Standing gut reel:
File:Sf2hf-vega-gr1.png File:Sf2hf-vega-gr2.png File:Sf2hf-vega-gr3.png File:Sf2hf-vega-gr4.png
  • Crouching reel:
Sf2hf-vega-cr1.png Sf2hf-vega-cr2.png
  • Dizzy:
File:Sf2hf-vega-dizzy3.png File:Sf2hf-vega-dizzy1.png File:Sf2hf-vega-dizzy2.png
  • Knockdown bouncing pushbox:
File:Sf2hf-vega-kd.png
Frame Count 9

For some reason, Vega has a series of knockdown frames with an elevated pushbox. This allows his opponent (character dependent?) to walk "through" a knocked down Vega, which can be very annoying

Miscellaneous

Technical info about Claw's vega