(knockdown bouncing pushbox frame) |
|||
Line 40: | Line 40: | ||
|- | |- | ||
|} | |} | ||
*<b>Knockdown bouncing pushbox:</b> | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" | || align="center" | [[File:Sf2hf-claw-kd.png]] | |||
|- | |||
| align="center" | Frame Count || align="center" | 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== | ==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 |
![]() |
![]() |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
![]() |
![]() |
![]() |
![]() |
- Standing reel:
File:Sf2hf-claw-hr1.png | File:Sf2hf-claw-hr2.png | File:Sf2hf-claw-hr3.png |
- Standing gut reel:
![]() |
![]() |
![]() |
![]() |
- Crouching reel:
File:Sf2hf-claw-cr1.png | File:Sf2hf-claw-cr2.png |
- Knockdown bouncing pushbox:
![]() | |
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:
- 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:
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |