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

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For some reason, Vega has a series of knockdown frames with an elevated pushbox. This allows his opponent (character dependent?) to walk "through" a knocked down Vega, which can be very annoying.


==Moves List==
==Moves List==

Revision as of 13:21, 6 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 an 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

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-claw-bwd.png Sf2hf-claw-neutral.png Sf2hf-claw-fwd.png Sf2hf-claw-cr.png
  • Standing reel:
File:Sf2hf-claw-hr1.png File:Sf2hf-claw-hr2.png File:Sf2hf-claw-hr3.png
  • Standing gut reel:
Sf2hf-claw-gr1.png Sf2hf-claw-gr2.png Sf2hf-claw-gr3.png Sf2hf-claw-gr4.png
  • Crouching reel:
File:Sf2hf-claw-cr1.png File:Sf2hf-claw-cr2.png
  • Knockdown bouncing pushbox:
Sf2hf-claw-kd.png
Frame Count 9

For some reason, Vega has a series of knockdown frames with an elevated pushbox. This allows his opponent (character dependent?) to walk "through" a knocked down Vega, which can be very annoying.

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
On Block -11
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.

Aerial normals

  • Neutral Jumping Jab/Short:
Damage 8 File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-jab.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-fall.png
Stun 1~7
Stun Timer ?
Special Cancel No
Frame Count 1 1 20 2 2
Simplified 2 20
  • Neutral Jumping Strong/Forward:
Damage 12 File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-mp.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-fall.png
Stun 5~11
Stun Timer ?
Special Cancel No
Frame Count 1 1 10 2 2
Simplified 2 10
  • Neutral Jumping Fierce/Roundhouse:
Damage 16 File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-hp.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-fall.png
Stun 11~17
Stun Timer ?
Special Cancel No
Frame Count 2 2 5 2 2
Simplified 4 5
  • Diagonal Jumping Jab/Short:
Damage 7 File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-dj-lp.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-fall.png
Stun 1~7
Stun Timer ?
Special Cancel No
Frame Count 1 1 20 2 2
Simplified 2 20
  • Diagonal Jumping Strong/Forward:
Damage 10 File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-dj-mp.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-fall.png
Stun 5~11
Stun Timer ?
Special Cancel No
Frame Count 1 2 10 2 2
Simplified 3 10
  • Diagonal Jumping Fierce/Roundhouse:
Damage 14 File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-dj-hp.png File:Sf2hf-claw-nj-sup2.png File:Sf2hf-claw-nj-sup1.png File:Sf2hf-claw-nj-fall.png
Stun 11~17
Stun Timer ?
Special Cancel No
Frame Count 2 2 5 2 2
Simplified 4 5

Unique Moves

  • Wall Jump: Jump towards wall, then press away from wall
File:Sf2hf-claw-walljump.png
Frame Count 6

Throws

Vega can throw with Strong and Fierce, and has an Airthrow with Strong or Fierce.

  • Rainbow Suplex: (←/→ + Strong/Fierce)
Damage 28 File:Sf2hf-claw-throw.png
Stun 7~13
Stun Timer 99
Range (from axis) 48
Range advantage 19

Both punch throws are the same.

  • Stardust Drop (a.k.a. air throw): (←/→ + Strong/Fierce) while airbourne
Damage 28 File:Sf2hf-claw-airthrow.png
Stun 7~13
Stun Timer 100
Range (from axis) 58
Range advantage 29

Both punch throws are the same.

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 (vs ground):
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 13~19
Stun Timer 120
Frame Adv -12
Frame Count 3 10
  • Claw attack (air-to-air):

As above, except

Stun 11~17
Stun Timer 80
Frame Adv KD
  • Izuna drop:
Damage 28 File:Sf2hf-claw-fba-iz-f1-2.png
Stun 7~13
Stun Timer 99
Frame Count 2
  • Recovery:
File:Sf2hf-claw-fba-rf1.png File:Sf2hf-claw-fba-rf2-3.png File:Sf2hf-claw-fba-rf1.png File:Sf2hf-claw-fba-rf6-15.png File:Sf2hf-claw-fba-rf16-17.png
Frame Count 1 2 2 9 2
Simplified 17

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.

The Izuna drop leaves plenty of time to set up a safe jump or meaty attack.


  • Backflip: (Jab + Strong + Fierce)
  • Invincible:
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

Vega's sole move with invincibility. Unfortunately it's slow enough that most opponents can simply chase Vega down and punish the considerable recovery, or at the very least keep the pressure on. Generally an unfavourable option.

The Basics

The goal with Vega is to use his unparalleled speed and range to keep your opponent away. His lack of any 'get off me' move combined with low stun bar mean that once an opponent has you cornered or knocked down, you are at immense disadvantage. Vega also has no reliable way of dealing with tick throws.

His jump is fast (especially in an already fast game like Hyper Fighting), which is an advantage, but must not be overused.

Advanced Strategy

Combos

Bread And Butter

  • j.HK, cr.MK, cr.MP
  • cr.LP xx MP RCF, cr.HP

Meaty Combos

  • meaty cr.MK, cr.MK, cr.MP

Crossup Only

  • crossup j.HK, cr.MK, cr.MK, cr.MP

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: