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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+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" | Damage+claw || align="center" | 4+0 || align="center" rowspan="6" | [[File:Sf2hf-claw-sup1.png]] || 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" rowspan="6" | [[File:Sf2hf-claw-sup1.png]] | ||
|- | |- | ||
| align="center" | Stun || align="center" | 1~7 | | align="center" | Stun || align="center" | 1~7 | ||
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| align="center" | On Hit || align="center" bgcolor="green" | +5 | | align="center" | On Hit || align="center" bgcolor="green" | +5 | ||
|- | |- | ||
| align="center" colspan="2" | Frame Count || align="center" | 4 || align="center" bgcolor="blue" | 4 || align="center" | 5 | | align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 2 || align="center" bgcolor="blue" | 4 || align="center" | 4 || align="center" | 1 | ||
|- | |||
| align="center" colspan="2" | Frame Count || align="center" colspan="2" | 4 || align="center" bgcolor="blue" | 4 || align="center" colspan="2" | 5 | |||
|} | |} | ||
Revision as of 13:20, 5 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-claw-sup1.png | File:Sf2hf-vega-startup+recovery.png | File:Sf2hf-claw-slp+claw.pngFile:Sf2hf-claw-slp.png | File:Sf2hf-vega-startup+recovery.png | File:Sf2hf-claw-sup1.png |
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
On Hit | +5 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
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 any direction + P for Izuna drop
- Claw attack:
Damage (Short)+claw | 16+6 | File:Sf2hf-claw-fba-ca-f1-3.png | File:Sf2hf-claw-fba-ca-f4-10+claw.png File:Sf2hf-claw-fba-ca-f4-10.png |
Damage (Fwd)+claw | 18+6 | ||
Damage (RH)+claw | 20+6 | ||
Stun | 11~17 | ||
Stun Timer | 120 | ||
Frame Adv | -12 | ||
Frame Count | 3 | 10 |
- Izuna drop:
Damage | 28 | File:Sf2hf-claw-fba-iz-f1-2.png |
Stun | 7~13 | |
Stun Timer | 99 | |
Frame Count | 2 |
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.
- 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.