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Flying Grab: Hold Down for at least 1 second, then Up + Kick, after bouncing off of the wall, press Up + Punch when you are near the opponent to grab them in the air and slam them (Hold 2 for at least 1 second, then 8 + Kick, then press Up + Punch near the opponent after bouncing off of the wall). | Flying Grab: Hold Down for at least 1 second, then Up + Kick, after bouncing off of the wall, press Up + Punch when you are near the opponent to grab them in the air and slam them (Hold 2 for at least 1 second, then 8 + Kick, then press Up + Punch near the opponent after bouncing off of the wall). | ||
Backflip: Press all 3 Punch buttons at the same time for two | Backflip: Press all 3 Punch buttons at the same time for two revolutions. This technique can go through any attack, but leaves you vulnerable on recovery. | ||
= The Basics = | = The Basics = |
Revision as of 22:18, 30 January 2012
Introduction
Color Options
Default | Start |
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Moves List
Normal Moves
Ground Normals
- Standing Jab/Short:
Damage | ? | File:Sf2hf-vega-startup+recovery.png | File:Sf2hf-claw-slp+claw.pngFile:Sf2hf-claw-slp.png | File:Sf2hf-vega-startup+recovery.png |
Stun | ? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
On Hit | +5 | |||
Frame Count | 4 | 4 | 5 |
Standing Jab and Standing Short are identical in frame data and hitboxes. Reach with the claw on is no further, but hitbox extends slightly higher/lower/back past Vega's head.
- Standing Strong/Forward:
Damage | ? | File:Sf2hf-vega-startup+recovery.png | File:Sf2hf-claw-smp+claw.pngFile:Sf2hf-claw-smp.png | File:Sf2hf-vega-startup+recovery.png |
Stun | ? | |||
Stun Timer | ? | |||
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 claw, this move has considerably less range than s.LP, and is in fact vulnerable at the tip.
- Standing Fierce/Roundhouse:
Damage | ? | File:Sf2hf-vega-startup+recovery.png | File:Sf2hf-claw-shp+claw.pngFile:Sf2hf-claw-shp.png | File:Sf2hf-vega-startup+recovery.png |
Stun | ? | |||
Stun Timer | ? | |||
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 claw, less vulnerable to jumpins, but considerably less range.
- Crouching Jab:
Damage | ? | File:Sf2hf-claw-clp-sup4.png | File:Sf2hf-claw-clp+claw.pngFile:Sf2hf-claw-clp.png | File:Sf2hf-claw-clp-rec2.png |
Stun | ? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
On Hit | +6 | |||
Frame Count | 4 | 4 | 4 |
Having claw only extends hitbox behind Vega's shoulders.
- Crouching Strong:
Damage | ? | File:Sf2hf-claw-clp-sup4.png | File:Sf2hf-claw-cmp+claw.pngFile:Sf2hf-claw-cmp.png | File:Sf2hf-claw-clp-rec2.png |
Stun | ? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +8 | |||
Frame Count | 5 | 4 | 7 |
Considerably smaller hitbox without claw.
- Crouching Fierce:
Damage | ? | File:Sf2hf-claw-clp-sup4.png | File:Sf2hf-claw-chp+claw.pngFile:Sf2hf-claw-chp.png | File:Sf2hf-claw-clp-rec2.png |
Stun | ? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | -2 | |||
Frame Count | 7 | 6 | 19 |
Enormous range with claw. Over half screen.
- Crouching Short:
Damage | ? | File:Sf2hf-claw-clk-sup3.png | File:Sf2hf-claw-clk.png | File:Sf2hf-claw-clk-rec2.png |
Stun | ? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +5 | |||
Frame Count | 5 | 4 | 5 |
Crouching short hitboxes and frame data are identical with or without claw.
- Crouching Forward:
Damage | ? | File:Sf2hf-claw-clk-sup3.png | File:Sf2hf-claw-cmk.png | File:Sf2hf-claw-clk-rec2.png |
Stun | ? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | +8 | |||
Frame Count | 5 | 4 | 7 |
Crouching forward hitboxes and frame data are identical with or without claw.
- Crouching Roundhouse:
Damage | ? | File:Sf2hf-claw-clk-sup3.png | File:Sf2hf-claw-chk.png | File:Sf2hf-claw-clk-rec2.png |
Stun | ? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
On Hit | KD | |||
Frame Count | 7 | 21 | 14 |
Crouching roundhouse hitboxes and frame data are identical with or without claw.
Note: All frame data gathered by using the method described at http://code.google.com/p/macrolua/wiki/FrameDataExamples. Some differs from TAkiba's.
Special Moves
Rolling Attack: Hold Back for at least 1 second, then Forward + Punch (Hold 4 for at least 1 second, then 6 + Punch).
Flying Claw: Hold Down for at least 1 second, then Up + Kick, after bouncing off of the wall, press Punch to swipe with claws in the air (Hold 2 for at least 1 second, then 8 + Kick, then press Punch after bouncing off of the wall).
Flying Grab: Hold Down for at least 1 second, then Up + Kick, after bouncing off of the wall, press Up + Punch when you are near the opponent to grab them in the air and slam them (Hold 2 for at least 1 second, then 8 + Kick, then press Up + Punch near the opponent after bouncing off of the wall).
Backflip: Press all 3 Punch buttons at the same time for two revolutions. This technique can go through any attack, but leaves you vulnerable on recovery.