Street Fighter 2: Hyper Fighting/Vega: Difference between revisions

From SuperCombo Wiki
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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 || align="center" | 4 || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-slp+claw.png‎]][[File:Sf2hf-claw-slp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
| align="center" | Damage+claw || align="center" | 4+0 || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-slp+claw.png‎]][[File:Sf2hf-claw-slp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
|-
|-
| align="center" | Stun || align="center" | 1~7
| align="center" | Stun || align="center" | 1~7
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*<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 || align="center" | 10 || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-smp+claw.png‎]][[File:Sf2hf-claw-smp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
| align="center" | Damage+claw || align="center" | 10+2 || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-smp+claw.png‎]][[File:Sf2hf-claw-smp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
|-
|-
| align="center" | Stun || align="center" | 5~11
| align="center" | Stun || align="center" | 5~11
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*<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 || align="center" | 14 || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-shp+claw.png‎]][[File:Sf2hf-claw-shp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
| align="center" | Damage+claw || align="center" | 14+4 || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-shp+claw.png‎]][[File:Sf2hf-claw-shp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
|-
|-
| align="center" | Stun || align="center" | 11~17
| align="center" | Stun || align="center" | 11~17
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*<b>Crouching Jab:</b>
*<b>Crouching Jab:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 4 || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-clp+claw.png‎]][[File:Sf2hf-claw-clp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-rec2.png‎]]
| align="center" | Damage+claw || align="center" | 4+0 || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-clp+claw.png‎]][[File:Sf2hf-claw-clp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-rec2.png‎]]
|-
|-
| align="center" | Stun || align="center" | 1~7
| align="center" | Stun || align="center" | 1~7
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*<b>Crouching Strong:</b>
*<b>Crouching Strong:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 10 || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-cmp+claw.png‎]][[File:Sf2hf-claw-cmp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-rec2.png‎]]
| align="center" | Damage+claw || align="center" | 10+2 || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-cmp+claw.png‎]][[File:Sf2hf-claw-cmp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-rec2.png‎]]
|-
|-
| align="center" | Stun || align="center" | 5~11
| align="center" | Stun || align="center" | 5~11
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*<b>Crouching Fierce:</b>
*<b>Crouching Fierce:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 14 || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-chp+claw.png‎]][[File:Sf2hf-claw-chp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-rec2.png‎]]
| align="center" | Damage+claw || align="center" | 14+4 || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-chp+claw.png‎]][[File:Sf2hf-claw-chp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-clp-rec2.png‎]]
|-
|-
| align="center" | Stun || align="center" | 11~17
| align="center" | Stun || align="center" | 11~17

Revision as of 19:40, 4 February 2012

Introduction

Color Options

Default Start
Vega-hp.gif Vega-old1.gif

Moves List

Normal Moves

Ground Normals

  • Standing Jab/Short:
Damage+claw 4+0 File:Sf2hf-vega-startup+recovery.png File:Sf2hf-claw-slp+claw.pngFile:Sf2hf-claw-slp.png File:Sf2hf-vega-startup+recovery.png
Stun 1~7
Stun Timer 40
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+claw 10+2 File:Sf2hf-vega-startup+recovery.png File:Sf2hf-claw-smp+claw.pngFile:Sf2hf-claw-smp.png File:Sf2hf-vega-startup+recovery.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 claw, this move has considerably less range than s.LP, and is in fact vulnerable at the tip.

  • Standing Fierce/Roundhouse:
Damage+claw 14+4 File:Sf2hf-vega-startup+recovery.png File:Sf2hf-claw-shp+claw.pngFile:Sf2hf-claw-shp.png File:Sf2hf-vega-startup+recovery.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 claw, less vulnerable to jumpins, but considerably less range.

  • Crouching Jab:
Damage+claw 4+0 File:Sf2hf-claw-clp-sup4.png File:Sf2hf-claw-clp+claw.pngFile:Sf2hf-claw-clp.png File:Sf2hf-claw-clp-rec2.png
Stun 1~7
Stun Timer 40
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+claw 10+2 File:Sf2hf-claw-clp-sup4.png File:Sf2hf-claw-cmp+claw.pngFile:Sf2hf-claw-cmp.png File:Sf2hf-claw-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 claw.

  • Crouching Fierce:
Damage+claw 14+4 File:Sf2hf-claw-clp-sup4.png File:Sf2hf-claw-chp+claw.pngFile:Sf2hf-claw-chp.png File:Sf2hf-claw-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 claw. Over half screen.

  • Crouching Short:
Damage 7 File:Sf2hf-claw-clk-sup3.png File:Sf2hf-claw-clk.png File:Sf2hf-claw-clk-rec2.png
Stun 1~7
Stun Timer 40
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 10 File:Sf2hf-claw-clk-sup3.png File:Sf2hf-claw-cmk.png File:Sf2hf-claw-clk-rec2.png
Stun 5~11
Stun Timer 60
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 14 File:Sf2hf-claw-clk-sup3.png File:Sf2hf-claw-chk.png File:Sf2hf-claw-clk-rec2.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
On Hit KD
Frame Count 7 21 14

A long slide across the ground which knocks down. Crouching roundhouse hitboxes and frame data are identical with or without claw. Amusingly, unlike all other crouching attacks, no claw is shown during the active frames of the c.RH animation even when the player still has the 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 Crystal Flash: (Charge ←, →, P)
  • Startup:
File:Sf2hf-claw-rcf-supf1-5.png File:Sf2hf-claw-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) 4,4 File:Sf2hf-claw-rcf-af1-4.png File:Sf2hf-claw-rcf-af5-7.png File:Sf2hf-claw-rcf-aef8-10.png File:Sf2hf-claw-rcf-aef11-13.png File:Sf2hf-claw-rcf-supf6-10.png
Damage (Strong) 4,4
Damage (Fierce) 4,4
Stun 0~6,0~6
Stun Timer 30,40
- -
Frame Count 4 3 3 1 2
Simplified 4 6 1 2
  • Active part 2:
Damage (Jab) 4,4,26 File:Sf2hf-claw-rcf-aef1-4.png File:Sf2hf-claw-rcf-af5-7.png File:Sf2hf-claw-rcf-aef8-10.png File:Sf2hf-claw-rcf-aef11-13.png
Damage (Strong) 4,4,26
Damage (Fierce) 4,4,28
Stun 0~6,0~6,13~19
Stun Timer 30,30,130
- -
Frame Count 4 3 3 3
Simplified 4 6 3
File:Sf2hf-claw-rcf-recf5.png File:Sf2hf-claw-rcf-recf1-4.png File:Sf2hf-claw-rcf-ff1-8.png File:Sf2hf-claw-rcf-ff1-8-noclaw.png
Frame Count 2 2 8
Simplified 4 8
  • Recovery:
Frame Adv +9 File:Sf2hf-claw-rcf-recf1-4.png File:Sf2hf-claw-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, the roll successfully comboing after hitting low is even more position dependent.


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.

The Basics

Advanced Strategy

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

Vs. Chun-Li:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

Vs. Sagat:

Vs. Vega (claw-self):

Vs. Zangief: