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*<b>Flying Barcelona Attack:</b> (Charge ↓, ↑, K), P for claw attack, ←/→ + P for izuna drop | *<b>Flying Barcelona Attack:</b> (Charge ↓, ↑, K), P for claw attack, or ←/→ + P for izuna drop | ||
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: | *<b>Backflip:</b> (Jab + Strong + Fierce) | ||
*<b>Active</b> | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" | || align="center" | [[File:Sf2hf-claw-bflip-f1.png]] || align="center" | [[File:Sf2hf-claw-bflip-f2-8.png]] || align="center" | [[File:Sf2hf-claw-bflip-f9-16.png]] || align="center" | [[File:Sf2hf-claw-bflip-f17-35.png]] || align="center" | [[File:Sf2hf-claw-bflip-f36-38.png]] || align="center" | [[File:Sf2hf-claw-bflip-f39-46.png]] || align="center" | [[File:Sf2hf-claw-bflip-f47-54.png]] | |||
|- | |||
| align="center" | Frame Count || align="center" | 1 || align="center" | 7 || align="center" | 8 || align="center" | 19 || align="center" | 3 || align="center" | 8 || align="center" | 8 | |||
|- | |||
| align="center" | Simplified || align="center" colspan="7" | 54 | |||
|} | |||
*<b>Recovery:</b> | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" | || align="center" | [[File:Sf2hf-claw-bflip-rec1-9.png]] | |||
|- | |||
| align="center" | Frame Count || align="center" | 9 | |||
|} | |||
This technique can go through any attack, but leaves you vulnerable on recovery. | |||
= The Basics = | = The Basics = |
Revision as of 21:21, 4 February 2012
Introduction
Color Options
Default | Start |
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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 | 30,30 | |||||
- | - | |||||
Frame Count | 4 | 3 | 3 | 1 | 2 | |
Simplified | 4 | 6 | 1 | 2 |
- Active part 2:
Damage (Jab)+claw | 4,4,16+10 | 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)+claw | 4,4,16+10 | ||||
Damage (Fierce)+claw | 4,4,18+10 | ||||
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 Barcelona Attack: (Charge ↓, ↑, K), P for claw attack, or ←/→ + P for izuna drop
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: (Jab + Strong + Fierce)
- Active
- Recovery:
File:Sf2hf-claw-bflip-rec1-9.png | |
Frame Count | 9 |
This technique can go through any attack, but leaves you vulnerable on recovery.