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

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= Introduction =
= Introduction =
 
A Spanish cage fighter who uses a unique style of ninjutsu.
Known as Vega outside of Japan, Balrog in Japan, or Claw as a unambiguous pseudonym.
Vega is one of the fastest characters in the Street Fighter series, and also one of the most fragile. His strength is in long-range attacks, with the reach advantage provided by his claw, his speed and jumps. His weakness is his defense.


===Color Options===
===Color Options===

Revision as of 15:54, 5 February 2012

Introduction

A Spanish cage fighter who uses a unique style of ninjutsu. Known as Vega outside of Japan, Balrog in Japan, or Claw as a unambiguous pseudonym. Vega is one of the fastest characters in the Street Fighter series, and also one of the most fragile. His strength is in long-range attacks, with the reach advantage provided by his claw, his speed and jumps. His weakness is his defense.

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-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-sup1.png File:Sf2hf-claw-clp-sup2.png 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 1 1 2 4 4
Simplified 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
File:Sf2hf-claw-bflip-f1.png File:Sf2hf-claw-bflip-f2-8.png File:Sf2hf-claw-bflip-f9-16.png File:Sf2hf-claw-bflip-f17-35.png File:Sf2hf-claw-bflip-f36-38.png File:Sf2hf-claw-bflip-f39-46.png File:Sf2hf-claw-bflip-f47-54.png
Frame Count 1 7 8 19 3 8 8
Simplified 54
  • Recovery:
File:Sf2hf-claw-bflip-rec1-9.png
Frame Count 9

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: