User:HanzoHimemiya/Hitboxes: Difference between revisions

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=Hitboxes=
== Special Moves ==


==Standing Normals==
*<b>Dashing Straight</b>: (Charge ←, →, P) [charge time: 69f]
*<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 (Jab) || align="center" | 22 || align="center" rowspan="7" | [[File:Sf2hf-rog-ds1.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-ds2.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-ds3.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-ds4.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-ds5.png]]
| align="center" | Damage+vega || align="center" | 4+0 || align="center" rowspan="6" | [[File:Sf2hf-vega-sup1.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-slp+vega.png‎]][[File:Sf2hf-vega-slp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-sup1.png]]
|-
|-
| align="center" | Stun || align="center" | 1~7
| align="center" | Damage (Strong) || align="center" | 24
|-
|-
| align="center" | Stun Timer || align="center" | 40
| align="center" | Damage (Fierce) || align="center" | 26
|-
|-
| align="center" | Chain Cancel || align="center" | No
| align="center" | Random dmg table || align="center" | [[Damage_Scaling_(HF)#0x080|0x080]]
|-
|-
| align="center" | Special Cancel || align="center" bgcolor="green" | Yes
| align="center" | Stun || align="center" | 13~19
|-
|-
| align="center" | On Hit || align="center" bgcolor="green" | +5
| align="center" | Stun Timer || align="center" | 120
|-
| 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" | Simplified || align="center" colspan="2" | 4 || align="center" bgcolor="blue" | 4 || align="center" colspan="2" | 5
|}
 
Standing Jab and Standing Short are identical in frame data and hitboxes.
Reach with the vega on is no further, but hitbox extends slightly higher/lower/back past Vega's head.
 
*<b>Standing Strong/Forward:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage+vega || align="center" | 10+2 || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-smp+vega.png‎]][[File:Sf2hf-vega-smp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]]
|-
| align="center" | Stun || align="center" | 5~11
|-
| align="center" | Stun Timer || align="center" | 60
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | On Hit || align="center" bgcolor="green" | +8
|-
| align="center" colspan="2" | Frame Count || align="center" | 5 || align="center" bgcolor="blue" | 4 || align="center" | 7
|}
 
Standing Strong and Standing Forward are identical in frame data and hitboxes.
Without vega, this move has considerably less range than s.LP, and is in fact vulnerable at the tip.
 
*<b>Standing Fierce/Roundhouse:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage+vega || align="center" | 14+4 || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-shp+vega.png‎]][[File:Sf2hf-vega-shp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-s1.png‎]]
|-
| align="center" | Stun || align="center" | 11~17
|-
| align="center" | Stun Timer || align="center" | 80
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | On Hit || align="center" bgcolor="red" | -2
|-
| align="center" colspan="2" | Frame Count || align="center" | 7 || align="center" bgcolor="blue" | 6 || align="center" | 19
|}
 
Standing Fierce and Standing Roundhouse are identical in frame data and hitboxes.
Without vega, less vulnerable to jumpins, but considerably less range.
 
*<b>Crouching Jab:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage+vega || align="center" | 4+0 || align="center" rowspan="6" | [[File:Sf2hf-vega-clp-sup1.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clp-sup2.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clp+vega.png‎]][[File:Sf2hf-vega-clp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clp-rec2.png‎]]
|-
| align="center" | Stun || align="center" | 1~7
|-
| align="center" | Stun Timer || align="center" | 40
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" bgcolor="green" | Yes
|-
| align="center" | On Hit || align="center" bgcolor="green" | +6
|-
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 1 || align="center" | 2 || align="center" bgcolor="blue" | 4 || align="center" | 4
|-
| align="center" colspan="2" | Simplified || align="center" colspan="3" | 4 || align="center" bgcolor="blue" | 4 || align="center" | 4
|-
|}
 
Having vega only extends hitbox behind Vega's shoulders.
 
*<b>Crouching Strong:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage+vega || align="center" | 10+2 || align="center" rowspan="6" | [[File:Sf2hf-vega-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-cmp+vega.png‎]][[File:Sf2hf-vega-cmp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clp-rec2.png‎]]
|-
|-
| align="center" | Stun || align="center" | 5~11
| align="center" | Frame Advantage || align="center" bgcolor="green" | +5
|-
|-
| align="center" | Stun Timer || align="center" | 60
| align="center" colspan="2" | Frame Count || align="center" | 1~8/1~16/1~24 || align="center" | 3 || align="center" | 8 || align="center" | 6 || align="center" | 4
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | On Hit || align="center" bgcolor="green" | +8
|-
| align="center" colspan="2" | Frame Count || align="center" | 5 || align="center" bgcolor="blue" | 4 || align="center" | 7*
|-
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 4~11/4~19/4~27 || align="center" | 8 || align="center" colspan="2"|  10
|}
|}
Startup is 4 frames for all versions point blank, stronger punches can travel further (and thus can have longer startup).


Considerably smaller hitbox without vega.


*<b>Crouching Fierce:</b>
*<b>Dashing Uppercut</b>: (Charge ←, →, K) [charge time: 39f]
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage+vega || align="center" | 14+4 || align="center" rowspan="6" | [[File:Sf2hf-vega-clp-sup4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-chp+vega.png‎]][[File:Sf2hf-vega-chp.png‎‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clp-rec2.png‎]]
|-
| align="center" | Stun || align="center" | 11~17
|-
| align="center" | Stun Timer || align="center" | 80
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | On Hit || align="center" bgcolor="red" | -2
|-
| align="center" colspan="2" | Frame Count || align="center" | 7 || align="center" bgcolor="blue" | 6 || align="center" | 19*
|-
|}
 
Enormous range with vega. Over half screen.
 
*<b>Crouching Short:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 7 || align="center" rowspan="6" | [[File:Sf2hf-vega-cr.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk-sup1.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk-sup3.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk-sup5.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk-rec2.png‎]]
|-
| align="center" | Stun || align="center" | 1~7
|-
| align="center" | Stun Timer || align="center" | 40
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | On Hit || align="center" bgcolor="green" | +5
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 1 || align="center" | 1 || align="center" | 1 || align="center" bgcolor="blue" | 4 || align="center" | 5
|-
| align="center" colspan="2" | Simplified || align="center" colspan="4"| 5 || align="center" bgcolor="blue" | 4 || align="center" | 5
|-
|}
 
Crouching short hitboxes and frame data are identical with or without vega.
 
*<b>Crouching Forward:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 10 || align="center" rowspan="6" | [[File:Sf2hf-vega-cr.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk-sup1.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk-sup3.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk-sup5.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-cmk.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-clk-rec2.png‎]]
|-
| align="center" | Stun || align="center" | 5~11
|-
| align="center" | Stun Timer || align="center" | 60
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | On Hit || align="center" bgcolor="green" | +8
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 1 || align="center" | 1 || align="center" | 1 || align="center" bgcolor="blue" | 4 || align="center" | 7
|-
| align="center" colspan="2" | Simplified || align="center" colspan="4" | 5 || align="center" bgcolor="blue" | 4 || align="center" | 7
|-
|}
 
Crouching forward hitboxes and frame data are identical with or without vega.
 
*<b>Crouching Roundhouse:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 14 || align="center" rowspan="7" | [[File:Sf2hf-vega-cr.png]] || align="center" rowspan="7" | [[File:Sf2hf-vega-clk-sup1.png]] || align="center" rowspan="7" | [[File:Sf2hf-vega-clk-sup3.png]] || align="center" rowspan="7" | [[File:Sf2hf-vega-chk.png‎]] || align="center" rowspan="7" | [[File:Sf2hf-vega-clk-rec2.png‎]]
|-
| align="center" | Stun || align="center" | 5~11
|-
| align="center" | Stun Timer || align="center" | 130
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | On Hit || align="center" | KD
|-
| align="center" | On Block || align="center" bgcolor="red" | -11
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 2 || align="center" | 2 || align="center" bgcolor="blue" | 21 || align="center" | 14
|-
| align="center" colspan="2" | Simplified || align="center" colspan="3" | 7 || align="center" bgcolor="blue" | 21 || align="center" | 14
|-
|}
 
A long slide across the ground which knocks down.
Crouching roundhouse hitboxes and frame data are identical with or without vega.
Amusingly, unlike all other crouching attacks, no vega is shown during the active frames of the c.RH animation even when the player still has the vega.
 
==Aerial Moves==
*<b>Neutral Jumping Jab/Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 8 || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-jab.png‎]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-fall.png]]
| align="center" | Damage (Short) || align="center" | 20 || align="center" rowspan="7" | [[File:Sf2hf-rog-du1.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-du2.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-du3.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-du4.png]]
|-
|-
| align="center" | Stun || align="center" | 1~7
| align="center" | Damage (Forward) || align="center" | 22
|-
|-
| align="center" | Stun Timer || align="center" | ?
| align="center" | Damage (Roundhouse) || align="center" | 26
|-
|-
| align="center" | Special Cancel || align="center" | No
| align="center" | Random dmg table || align="center" | [[Damage_Scaling_(HF)#0x080|0x080]]
|-
|-
| align="center" colspan="2" |
| align="center" | Stun || align="center" | 13~19
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 1 || align="center" bgcolor="blue" | 20 || align="center" | 2 || align="center" | 2 || align="center" | ∞
| align="center" | Stun Timer || align="center" | 120
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 2 || align="center" bgcolor="blue" | 20 || align="center" colspan="3" | ∞
|}
 
*<b>Neutral Jumping Strong/Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 12 || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-mp.png‎]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-fall.png]]
|-
| align="center" | Stun || align="center" | 5~11
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Special Cancel || align="center" | No
|-
|-
| align="center" colspan="2" |
| align="center" | Frame Advantage || align="center" bgcolor="green" | +9
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 1 || align="center" bgcolor="blue" | 10 || align="center" | 2 || align="center" | 2 || align="center" |
| align="center" colspan="2" | Frame Count || align="center" | 1~8/1~16/1~24 || align="center" | 3 || align="center" | 8 || align="center" | 6
|-
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 2 || align="center" bgcolor="blue" | 10 || align="center" colspan="3" | ∞
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 4~11/4~19/4~27 || align="center" | 8 || align="center" colspan="2"| 6
|}
*<b>Neutral Jumping Fierce/Roundhouse:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 16 || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-hp.png‎]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-fall.png]]
|-
| align="center" | Stun || align="center" | 11~17
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 2 || align="center" bgcolor="blue" | 5 || align="center" | 2 || align="center" | 2 || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 4 || align="center" bgcolor="blue" | 5 || align="center" colspan="3" | ∞
|}
|}
Startup is 4 frames for all versions point blank, stronger kicks can travel further (and thus can have longer startup).
VERY short charge time, also amazing frame advantage.


*<b>Diagonal Jumping Jab/Short:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 7 || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-dj-lp.png‎]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-fall.png]]
|-
| align="center" | Stun || align="center" | 1~7
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 1 || align="center" bgcolor="blue" | 20 || align="center" | 2 || align="center" | 2 || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 2 || align="center" bgcolor="blue" | 20 || align="center" colspan="3" | ∞
|}
*<b>Diagonal Jumping Strong/Forward:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 10 || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-dj-mp.png‎]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-fall.png]]
|-
| align="center" | Stun || align="center" | 5~11
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 2 || align="center" bgcolor="blue" | 10 || align="center" | 2 || align="center" | 2 || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 3 || align="center" bgcolor="blue" | 10 || align="center" colspan="3" | ∞
|}


*<b>Diagonal Jumping Fierce/Roundhouse:</b>
*<b>Turn Around Punch (lvl 1 & 2)</b>: Hold all 3 Punch or Kick buttons for at least 30f (lvl1) or 120f (lvl2), then release.
<b>Startup</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 14 || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-dj-hp.png‎]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup2.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-sup1.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-nj-fall.png]]
| align="center" | || align="center" | [[File:Sf2hf-rog-tap-1-4.png]] || align="center" | [[File:Sf2hf-rog-tap-5-8.png]] || align="center" | [[File:Sf2hf-rog-tap-9-12.png]] || align="center" | [[File:Sf2hf-rog-tap-13-19.png]] || align="center" | [[File:Sf2hf-rog-tap-20-21.png]] || align="center" | [[File:Sf2hf-rog-tap-22-23.png]] || align="center" | [[File:Sf2hf-rog-tap-24-25.png]] || align="center" | [[File:Sf2hf-rog-tap-26-27.png]]
|-
|-
| align="center" | Stun || align="center" | 11~17
| align="center" | Frame Count || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | 7  || align="center" | 2 || align="center" | 2 || align="center" | 2 || align="center" | 2
|-
|-
| align="center" | Stun Timer || align="center" | ?
| align="center" | Simplified || align="center" colspan="8" | 27
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 2 || align="center" bgcolor="blue" | 5 || align="center" | 2 || align="center" | 2 || align="center" | ∞
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | 4 || align="center" bgcolor="blue" | 5 || align="center" colspan="3" |
|}
|}
 
<b>Active/Recovery</b>
==Unique Moves==
 
*<b>Wall Jump:</b> Jump towards wall, then press away from wall
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:Sf2hf-vega-walljump.png]]
| align="center" | Damage (lvl1) || align="center" | 22 || align="center" rowspan="7" | [[File:Sf2hf-balrog-tap-a.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-ds4.png]] || align="center" rowspan="7" | [[File:Sf2hf-rog-ds5.png]]
|-
|-
| align="center" | Frame Count || align="center" | 6
| align="center" | Damage (lvl2) || align="center" | 28
|}
 
==Throws==
 
Vega can throw with Strong and Fierce, and has an Airthrow with Strong or Fierce.
 
*<b>Rainbow Suplex:</b> (←/→ + Strong/Fierce)
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 28 || align="center" rowspan="5" colspan="2" | [[File:Sf2hf-vega-throw.png]]
|-
|-
| align="center" | Stun || align="center" | 7~13
| align="center" | Random dmg (lvl1) || align="center" | 0
|-
|-
| align="center" | Stun Timer || align="center" | 99
| align="center" | Random dmg (lvl2) || align="center" | 6
|-
|-
| align="center" | Range (from axis) || align="center" | 48
| align="center" | Stun || align="center" | 13~19
|-
|-
| align="center" | Range advantage || align="center" | 19
| align="center" | Stun Timer || align="center" | 120
|}
Both punch throws are the same.
 
*<b>Stardust Drop (a.k.a. air throw):</b> (←/→ + Strong/Fierce) while airbourne
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 28 || align="center" rowspan="5" colspan="2" | [[File:Sf2hf-vega-airthrow.png]]
|-
| align="center" | Stun || align="center" | 7~13
|-
|-
| align="center" | Stun Timer || align="center" | 100
| align="center" | Frame Advantage || align="center" bgcolor="green" | +1
|-
|-
| align="center" | Range (from axis) || align="center" | 58
| align="center" colspan="2" | Frame Count || align="center" | 12 || align="center" | 6 || align="center" | 4
|-
|-
| align="center" | Range advantage || align="center" | 29
| align="center" colspan="2" | Simplified || align="center" | 12 || align="center" colspan="2"| 10
|}
|}
Both punch throws are the same.
Level 2 TAP has higher overall damage (22 vs 34), and slightly more range.
 
==Special Moves==


*<b>Rolling Crystal Flash:</b> (Charge ←, →, P)


<b>Startup:</b>
*<b>Turn Around Punch (lvl 3,4,5,6,7,final)</b>: Hold all 3 Punch or Kick buttons for at least 240f (lvl3), 480f (lvl4), 960f (lvl5), 1440f (lvl6), 1920f (lvl7), or 2400f (final), then release.
<b>Startup</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:Sf2hf-vega-rcf-supf1-5.png]] || align="center" | [[File:Sf2hf-vega-rcf-supf6-10.png]]
| align="center" | || align="center" | [[File:Sf2hf-rog-tap3-1-4.png]] || align="center" | [[File:Sf2hf-rog-tap3-5-8.png]] || align="center" | [[File:Sf2hf-rog-tap3-9-12.png]] || align="center" | [[File:Sf2hf-rog-tap3-13-19.png]] || align="center" | [[File:Sf2hf-rog-tap3-20-21.png]] || align="center" | [[File:Sf2hf-rog-tap3-22-23.png]] || align="center" | [[File:Sf2hf-rog-tap-24-25.png]] || align="center" | [[File:Sf2hf-rog-tap-26-27.png]]
|-
| align="center" | Frame Count || align="center" | 5 || align="center" | 5
|-
| align="center" | Simplified || align="center" colspan="2" | 10
|}
<b>Active part 1:</b>
*<b>Jab Version:</b> This does not occur.
*<b>Strong Version:</b> This happens only once.
*<b>Fierce Version:</b> This happens 2 times.
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage (Jab) || align="center" | - || align="center" rowspan="6" | [[File:Sf2hf-vega-rcf-af1-4.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-rcf-af5-7.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-rcf-aef8-10.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-rcf-aef11-13.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-rcf-supf6-10.png]]
|-
| align="center" | Damage (Strong) || align="center" | 4,4
|-
| align="center" | Damage (Fierce) || align="center" | 4,4,4,4
|-
| align="center" | Stun || align="center" | 0~6,0~6
|-
| align="center" | Stun Timer || align="center" | 30,30
|-
|-
| align="center" | - || align="center" | -
| align="center" | Frame Count || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | 7  || align="center" | 2 || align="center" | 2 || align="center" | 2 || align="center" | 2
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 4 || align="center" | 3 || align="center" | 3 || align="center" | 1 || align="center" | 2
| align="center" | Simplified || align="center" colspan="8" | 27
|-
| align="center" colspan="2" | Simplified || align="center" | 4 || align="center" colspan="2" | 6 || align="center" | 1 || align="center" | 2
|}
|}
 
<b>Active/Recovery</b>
<b>Active part 2:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage (Jab)+claw || align="center" | 4,4 || align="center" rowspan="5" | [[File:Sf2hf-vega-rcf-aef1-4.png‎]] || align="center" rowspan="5" | [[File:Sf2hf-vega-rcf-af5-7.png‎]] || align="center" rowspan="5" | [[File:Sf2hf-vega-rcf-aef8-10.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-rcf-aef11-13.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-rcf-recf5.png]] || align="center" rowspan="5" | [[File:Sf2hf-vega-rcf-recf1-4.png]]  
| align="center" | Damage || align="center" | 28 || align="center" rowspan="10" | [[File:Sf2hf-balrog-tap-a.png]] || align="center" rowspan="10" | [[File:Sf2hf-rog-ds4.png]] || align="center" rowspan="10" | [[File:Sf2hf-rog-ds5.png]]
|-
|-
| align="center" | Damage (Strong)+claw || align="center" | 4,4
| align="center" | Random dmg (lvl3) || align="center" | 13
|-
|-
| align="center" | Damage (Fierce)+claw || align="center" | 4,4
| align="center" | Random dmg (lvl4) || align="center" | 21
|-
|-
| align="center" | Stun || align="center" | 0~6,0~6
| align="center" | Random dmg (lvl5) || align="center" | 30
|-
|-
| align="center" | Stun Timer || align="center" | 30,30
| align="center" | Random dmg (lvl6) || align="center" | 40
|-
|-
| align="center" colspan="2" | Frame Count || align="center" | 4 || align="center" | 3 || align="center" | 3 || align="center" | 3 || align="center" | 2 || align="center" | 2
| align="center" | Random dmg (lvl7) || align="center" | 51
|-
|-
| align="center" colspan="2" | Simplified || align="center" | 4 || align="center" colspan="2"| 6 || align="center" | 3 || align="center" colspan="2" | 4
| align="center" | Random dmg (final) || align="center" | 64
|}
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage (Jab)+claw || align="center" | 16+10 || align="center" rowspan="6" | [[File:Sf2hf-vega-rcf-ff1-8.png]] [[File:Sf2hf-vega-rcf-ff1-8-novega.png]]
|-
| align="center" | Damage (Strong)+claw || align="center" | 16+10
|-
| align="center" | Damage (Fierce)+claw || align="center" | 18+10
|-
| align="center" | Stun || align="center" | 13~19
|-
| align="center" | Stun Timer || align="center" | 130
|-
| align="center" | Frame Advantage|| align="center" bgcolor="green"| +9
|-
| align="center" colspan="2" | Frame Count || align="center" | 8
|}
 
<b>Recovery:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:Sf2hf-vega-rcf-recf1-4.png]] || align="center" | [[File:Sf2hf-vega-rcf-recf5.png]]
|-
| align="center" | Frame Count || align="center" | 4 || align="center" | 1
|-
| align="center" | Simplified || align="center" colspan="3" | 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, after hitting low in this fashion, the opponent being in hitstun long enough for the rest of the roll to connect is even more position dependent.
 
 
*<b>Flying Barcelona Attack:</b> (Charge ↓, ↑, K), P for vega attack, or any direction + P for Izuna drop
 
*<b>Claw attack (vs ground):</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage (Short)+claw || align="center" | 16+6 || align="center" rowspan="6" | [[File:Sf2hf-vega-fba-ca-f1-3.png]] || align="center" rowspan="6" | [[File:Sf2hf-vega-fba-ca-f4-10+vega.png]] [[File:Sf2hf-vega-fba-ca-f4-10.png]]
|-
| align="center" | Damage (Fwd)+claw || align="center" | 18+6
|-
| align="center" | Damage (RH)+claw || align="center" | 20+6
|-
|-
| align="center" | Stun || align="center" | 13~19
| align="center" | Stun || align="center" | 13~19
Line 430: Line 109:
| align="center" | Stun Timer || align="center" | 120
| align="center" | Stun Timer || align="center" | 120
|-
|-
| align="center" | Frame Adv || align="center" bgcolor="red" | -12
| align="center" | Frame Advantage || align="center" bgcolor="green" | +1
|-
| align="center" colspan="2" | Frame Count || align="center" | 3 || align="center" | 10
|}
*<b>Claw attack (air-to-air):</b>
As above, except
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Stun || align="center" | 11~17
|-
|-
| align="center" | Stun Timer || align="center" | 80
| align="center" colspan="2" | Frame Count || align="center" | 12 || align="center" | 6 || align="center" | 4
|-
|-
| align="center" | Frame Adv || align="center" | KD
| align="center" colspan="2" | Simplified || align="center" | 12 || align="center" colspan="2"| 10
|}
|}
 
Level 3 and above TAPs lose startup invincibility. Higher levels travel further, and do more damage.
*<b>Izuna drop:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 28 || align="center" rowspan="3" | [[File:Sf2hf-vega-fba-iz-f1-2.png]]
|-
| align="center" | Stun || align="center" | 7~13
|-
| align="center" | Stun Timer || align="center" | 99
|-
| align="center" colspan="2" | Frame Count || align="center" | 2
|}
<b>Recovery:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:Sf2hf-vega-fba-rf1.png]] || align="center" | [[File:Sf2hf-vega-fba-rf2-3.png]] || align="center" | [[File:Sf2hf-vega-fba-rf1.png]] || align="center" | [[File:Sf2hf-vega-fba-rf6-15.png]] || align="center" | [[File:Sf2hf-vega-fba-rf16-17.png]]
|-
| align="center" | Frame Count || align="center" | 1 || align="center" | 2 || align="center" | 2 || align="center" | 9 || align="center" | 2
|-
| align="center" | Simplified || align="center" colspan="5" | 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.
 
 
*<b>Backslash (a.k.a backflip):</b> (Jab + Strong + Fierce)
 
<b>Invincible:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:Sf2hf-vega-bflip-f1.png]] || align="center" | [[File:Sf2hf-vega-bflip-f2-8.png]] || align="center" | [[File:Sf2hf-vega-bflip-f9-16.png]] || align="center" | [[File:Sf2hf-vega-bflip-f17-35.png]] || align="center" | [[File:Sf2hf-vega-bflip-f36-38.png]] || align="center" | [[File:Sf2hf-vega-bflip-f39-46.png]] || align="center" | [[File:Sf2hf-vega-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-vega-bflip-rec1-9.png]]
|-
| align="center" | Frame Count || align="center" | 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.
 
==Misc Animations==
 
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Walk back ||  align="center" | Neutral || align="center" | Walk Fwd || align="center" | Crouch
|-
| align="center" | [[File:Sf2hf-vega-bwd.png]] || align="center" | [[File:Sf2hf-vega-neutral.png]] || align="center" | [[File:Sf2hf-vega-fwd.png]] || align="center" | [[File:Sf2hf-vega-cr.png]]
|-
|}
 
*<b>Standing reel:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | [[File:Sf2hf-vega-hr1.png]] || align="center" | [[File:Sf2hf-vega-hr2.png]] || align="center" | [[File:Sf2hf-vega-hr3.png]]
|-
|}
*<b>Standing gut reel:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | [[File:Sf2hf-vega-gr1.png]] || align="center" | [[File:Sf2hf-vega-gr2.png]] || align="center" | [[File:Sf2hf-vega-gr3.png]] || align="center" | [[File:Sf2hf-vega-gr4.png]]
|-
|}
*<b>Crouching reel:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | [[File:Sf2hf-vega-cr1.png]] || align="center" | [[File:Sf2hf-vega-cr2.png]]
|-
|}
 
*<b>Dizzy:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | [[File:Sf2hf-vega-dizzy3.png]] || align="center" | [[File:Sf2hf-vega-dizzy1.png]] || align="center" | [[File:Sf2hf-vega-dizzy2.png]]
|-
|}
 
*<b>Knockdown bouncing pushbox:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | || align="center" | [[File:Sf2hf-vega-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
 
==Miscellaneous==
 
[http://dammit.typepad.com/blog/2010/05/vegas-vega.html Technical info about Claw's vega]

Revision as of 17:38, 16 March 2016

Special Moves

  • Dashing Straight: (Charge ←, →, P) [charge time: 69f]
Damage (Jab) 22 File:Sf2hf-rog-ds1.png File:Sf2hf-rog-ds2.png File:Sf2hf-rog-ds3.png File:Sf2hf-rog-ds4.png File:Sf2hf-rog-ds5.png
Damage (Strong) 24
Damage (Fierce) 26
Random dmg table 0x080
Stun 13~19
Stun Timer 120
Frame Advantage +5
Frame Count 1~8/1~16/1~24 3 8 6 4
Simplified 4~11/4~19/4~27 8 10

Startup is 4 frames for all versions point blank, stronger punches can travel further (and thus can have longer startup).


  • Dashing Uppercut: (Charge ←, →, K) [charge time: 39f]
Damage (Short) 20 File:Sf2hf-rog-du1.png File:Sf2hf-rog-du2.png File:Sf2hf-rog-du3.png File:Sf2hf-rog-du4.png
Damage (Forward) 22
Damage (Roundhouse) 26
Random dmg table 0x080
Stun 13~19
Stun Timer 120
Frame Advantage +9
Frame Count 1~8/1~16/1~24 3 8 6
Simplified 4~11/4~19/4~27 8 6

Startup is 4 frames for all versions point blank, stronger kicks can travel further (and thus can have longer startup). VERY short charge time, also amazing frame advantage.


  • Turn Around Punch (lvl 1 & 2): Hold all 3 Punch or Kick buttons for at least 30f (lvl1) or 120f (lvl2), then release.

Startup

File:Sf2hf-rog-tap-1-4.png File:Sf2hf-rog-tap-5-8.png File:Sf2hf-rog-tap-9-12.png File:Sf2hf-rog-tap-13-19.png File:Sf2hf-rog-tap-20-21.png File:Sf2hf-rog-tap-22-23.png File:Sf2hf-rog-tap-24-25.png File:Sf2hf-rog-tap-26-27.png
Frame Count 4 4 4 7 2 2 2 2
Simplified 27

Active/Recovery

Damage (lvl1) 22 Sf2hf-balrog-tap-a.png File:Sf2hf-rog-ds4.png File:Sf2hf-rog-ds5.png
Damage (lvl2) 28
Random dmg (lvl1) 0
Random dmg (lvl2) 6
Stun 13~19
Stun Timer 120
Frame Advantage +1
Frame Count 12 6 4
Simplified 12 10

Level 2 TAP has higher overall damage (22 vs 34), and slightly more range.


  • Turn Around Punch (lvl 3,4,5,6,7,final): Hold all 3 Punch or Kick buttons for at least 240f (lvl3), 480f (lvl4), 960f (lvl5), 1440f (lvl6), 1920f (lvl7), or 2400f (final), then release.

Startup

File:Sf2hf-rog-tap3-1-4.png File:Sf2hf-rog-tap3-5-8.png File:Sf2hf-rog-tap3-9-12.png File:Sf2hf-rog-tap3-13-19.png File:Sf2hf-rog-tap3-20-21.png File:Sf2hf-rog-tap3-22-23.png File:Sf2hf-rog-tap-24-25.png File:Sf2hf-rog-tap-26-27.png
Frame Count 4 4 4 7 2 2 2 2
Simplified 27

Active/Recovery

Damage 28 Sf2hf-balrog-tap-a.png File:Sf2hf-rog-ds4.png File:Sf2hf-rog-ds5.png
Random dmg (lvl3) 13
Random dmg (lvl4) 21
Random dmg (lvl5) 30
Random dmg (lvl6) 40
Random dmg (lvl7) 51
Random dmg (final) 64
Stun 13~19
Stun Timer 120
Frame Advantage +1
Frame Count 12 6 4
Simplified 12 10

Level 3 and above TAPs lose startup invincibility. Higher levels travel further, and do more damage.