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

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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 || align="center" | 4 || 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 || align="center" | ? || 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" | Stun || align="center" | ?
| align="center" | Stun || align="center" | ?
Line 24: Line 24:
Standing Jab and Standing Short are identical in frame data and hitboxes.
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.
Reach with the claw 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 || align="center" | ? || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-smp+claw.png‎]][[File:Sf2hf-claw-smp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
|-
| align="center" | Stun || align="center" | ?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | No
|-
| align="center" | On Hit || align="center" bgcolor="blue" | +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 claw, 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 || align="center" | ? || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-claw-shp+claw.png‎]][[File:Sf2hf-claw-shp.png‎]] || align="center" rowspan="6" | [[File:Sf2hf-vega-startup+recovery.png‎]]
|-
| align="center" | Stun || align="center" | ?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | No
|-
| align="center" | On Hit || align="center" bgcolor="blue" | -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 claw, less vulnerable to jumpins, but considerably less range.


== Special Moves ==
== Special Moves ==

Revision as of 15:11, 30 January 2012

Introduction

Moves List

Normal Moves

Ground Normals

  • Standing Jab/Short:
Damage ? File:Sf2hf-vega-startup+recovery.png File:Sf2hf-claw-slp+claw.pngFile:Sf2hf-claw-slp.png File:Sf2hf-vega-startup+recovery.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
On Hit +5
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 ? File:Sf2hf-vega-startup+recovery.png File:Sf2hf-claw-smp+claw.pngFile:Sf2hf-claw-smp.png File:Sf2hf-vega-startup+recovery.png
Stun ?
Stun Timer ?
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 ? File:Sf2hf-vega-startup+recovery.png File:Sf2hf-claw-shp+claw.pngFile:Sf2hf-claw-shp.png File:Sf2hf-vega-startup+recovery.png
Stun ?
Stun Timer ?
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.

Special Moves

Rolling Attack: Hold Back for at least 1 second, then Forward + Punch (Hold 4 for at least 1 second, then 6 + Punch).

Flying Claw: Hold Down for at least 1 second, then Up + Kick, after bouncing off of the wall, press Punch to swipe with claws in the air (Hold 2 for at least 1 second, then 8 + Kick, then press Punch after bouncing off of the wall).

Flying Grab: Hold Down for at least 1 second, then Up + Kick, after bouncing off of the wall, press Up + Punch when you are near the opponent to grab them in the air and slam them (Hold 2 for at least 1 second, then 8 + Kick, then press Up + Punch near the opponent after bouncing off of the wall).

Backflip: Press all 3 Punch buttons at the same time for two revolution, and press all 3 Kick buttons at the same time for one revolution. 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: