Street Fighter 2: Hyper Fighting/Vega

From SuperCombo Wiki
Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Vega

Sf2hf-vega-portrait.png

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.

In a nutshell

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 (now his attacks can be nerfed in range and damage without it compared to Champion Edition), his speed and jumps. His weakness is his defense.


Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f

Color Options

Default Start
Sf2hf-vega-1p.png Sf2hf-vega-2p.png

Moves List

Note: All frame data gathered by using the method described at http://code.google.com/p/macrolua/wiki/FrameDataExamples. Some differs from TAkiba's, and is noted by a *.
Damage values after a + indicate bonus damage when Vega has his claw.

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch or Kick
{{#motion: Lp.png or Lk.png }}
4+0
-
4
40
5
4
5
+5/+6
{{#motion: Specialcancel.png }}
Standing Medium Punch or Kick
{{#motion: Mp.png or Mk.png }}
10+2
-
8
60
6
4
7
+8/+9
{{#motion: }}
Standing Hard Punch or Kick
{{#motion: Hp.png or Hk.png }}
14+4
-
14
80
8
6
19
-2/-1
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: D.png + Lp.png }}
4+0
-
4
40
5
4
4
+6/+7
{{#motion: Specialcancel.png }}
Crouching Medium Punch
{{#motion: D.png + Mp.png }}
10+2
-
8
60
6
4
7*
+8/+9
{{#motion: }}
Crouching Hard Punch
{{#motion: D.png + Hp.png }}
14+4
-
14
80
8
6
19*
-2/-1
{{#motion: }}
Crouching Light Kick
{{#motion: D.png + Lk.png }}
7
-
4
40
6
4
5
+5/+6
{{#motion: low }}
Crouching Medium Kick
{{#motion: D.png + Mk.png }}
10
-
8
60
6
4
7
+8/+9
{{#motion: Low.png }}
Crouching Hard Kick
{{#motion: D.png + Hk.png }}
14
-
8
130
8
21
14
KD/-11
{{#motion: Low.png Knockdown.png }}
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch or Kick
{{#motion: U.png + Lp.png or Lk.png }}
8
-
4
 ?
3
20
-
{{#motion: High.png }}
Neutral Jump Medium Punch or Kick
{{#motion: U.png + Mp.png or Mk.png }}
12
-
8
 ?
3
10
-
{{#motion: High.png }}
Neutral Jump Hard Punch or Kick
{{#motion: U.png + Hp.png or Hk.png }}
16
-
14
 ?
4
5
-
{{#motion: High.png }}
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch or Kick
{{#motion: Ub.png / Uf.png + Lp.png or Lk.png }}
7
-
4
 ?
3
20
-
{{#motion: High.png }}
Diagonal Jump Medium Punch or Kick
{{#motion: Ub.png / Uf.png + Mp.png or Mk.png }}
10
-
8
 ?
4
10
-
{{#motion: High.png }}
Diagonal Jump Hard Punch or Kick
{{#motion: Ub.png / Uf.png + Hp.png or Hk.png }}
14
-
14
 ?
5
5
-
{{#motion: High.png }}

Unique Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Sankaku Tobi
{{#motion: Jump against a wall,press in opposite direction }}
-
-
-
-
-
-
-
-
{{#motion: Aironly }}

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Rainbow Suplex
{{#motion: B.png / F.png + Mp.png or Hp.png }}
28
-
8
99
-
-
-
-
{{#motion: Throw.png }}
Stardust Drop
{{#motion: (air) B.png / F.png + Mp.png or Hp.png }}
28
-
8
100
-
-
-
-
{{#motion: Airthrow.png }}

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Rolling Crystal Flash
{{#motion: B.png (charge), F.png + Lp.png }}
4,4,16+10
 ?
3,3,16
30*2,130
11
4(6)3(4)8
5
+9/+10
{{#motion: Every second hit of rolling portion can hit Low.png }}
Rolling Crystal Flash
{{#motion: B.png (charge), F.png + Mp.png }}
4*4,16+10
 ?
3*4,16
30*4,130
11
4(6)1(2)4(6)3(4)8
5
+9/+10
{{#motion: Every second hit of rolling portion can hit Low.png }}
Rolling Crystal Flash
{{#motion: B.png (charge), F.png + Hp.png }}
4*6,18+10
 ?
3*6,16
30*6,130
11
4(6)1(2)4(6)1(2)4(6)3(4)8
5
+9/+10
{{#motion: Every second hit of rolling portion can hit Low.png }}
Flying Barcelona Attack (claw)
{{#motion: D.png (charge), U.png + Lk.png , P.png }}
16+6
 ?
16
120
4
10
17
-12/-11
{{#motion: }}
Flying Barcelona Attack (claw)
{{#motion: D.png (charge), U.png + Mk.png , P.png }}
18+6
 ?
16
120
4
10
17
-12/-11
{{#motion: }}
Flying Barcelona Attack (claw)
{{#motion: D.png (charge), U.png + Hk.png , P.png }}
20+6
 ?
16
120
4
10
17
-12/-11
{{#motion: }}
Flying Barcelona Attack (izuna drop)
{{#motion: D.png (charge), U.png + K.png then
B.png / F.png + P.png near opponent }}
28
 ?
10
99
-
3
17
KD/-12
{{#motion: Throw.png }}
Backslash
{{#motion: 3p.png }}
-
-
-
-
54
-
9
-
{{#motion: Invincible during 'startup' }}

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 means 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.

Pros

  • Fast Pokes
  • Jumping Game and Projectile Evasion

Cons

  • Rolling Crystal Flash hit block flip coin safe
  • Limited Anti Air Tools

Advanced Strategy

From Apoc:

I guess one thing I could say is learn to use your rolls properly. This is never used the way it should be generally. People need to think of their rolls as attacks in time. People generally roll at random from far away or when they know it will combo or be blocked. But those are really attacks flying at someone and the final stab is HUGE on damage and has good priority.

The opponent can't tell which roll you are doing everytime. Learn those ranges. Like a fun thing I like to do with the Jab roll is to space myself a bit a way so that when I roll I will still be out of their sweep range AND they can't jump anywhere at that point because the jab ends fast. When you roll like this, a smart player will notice he can't sweep you(and at this range it trades with DPs and such since they meet at the top, and it stuffs just about every special when the tip is landing) and he can't walk into you unless he has a greatly timed DP so most will opt for jumping and crossing Vega up while he rolls...at worst, they figure, they'll end up following and tripping the final stab from behind. They second they leave the ground they get hit with the jab stab for huge damage and stun and Vega's on top of them to boot.

I'll jab roll at Bison or Blanka if I have it ranged that by the time they notice to react my stab will be fully extended, knocking it clean. The roll can be its' own bait as well. It's perfect for nailing those who like to jump straight up(properly timed...but am I supposed to explain everything?). Also learn when to throw it out. You can't JUST roll at anyone. There are delays in Vega's roll that are counter-bait. When someone gets up and you do a deep forward x'2,(this should be strong or jab)this next move is going to be a 2in1 of some sort to maintain pressure. However, if you do it like a normal 2in1 everytime, the opponent will counter the final stab clean, making you roll shy. There are all sorts of ways to offset the timing of a roll. I used to just hit jab and THEN roll. THe stab would hit under the DP. And ppl with Vega experience will do that. You can walk forward into roll and make them want to counter you "throw" attempt as it becomes a roll. But never do the same roll patterns or use the same 2in1 timing. Changing that makes the move much more scary.

Just really understand the roll. I think it's rarely used how it should be and it should be "vega basics", ya know? Um...and have a real gameplan for character vs.character That's always good:P

General keep-away:

Crouching Jab and standing Fierce (when you have the claw) are your two main tools for keeping the opponent out. Jab RCF is useful at the right range to stop opponents from jumping.

Anti-airs:

Your main go-to anti air attacks are Strong (if you have claw), neutral jumping Roundhouse, or a anticipatory airthrow. Even a Jab RCF can be a good anti air if spaced well.

Combos

Bread And Butter

  • j.HK, cr.MK, cr.MP
  • RCF, cr.HP (Jab version is safe but Strong and Fierce are good for cheap damage)
  • cr.MK, cr.MK, cr.LP

Meaty Combos

  • meaty cr.MK, cr.MK, cr.MP

Crossup Only

  • crossup j.HK, cr.MK, cr.MK, cr.LP

Match-ups

Vs. Balrog (boxer)

Crouching Kicks can defeat him easily, its a great matchup if you consider if you want to be a jumper instead of a crouch or standing poking or rushing, use Barcelona as a surprise attack.

Backdash when you're far to him only for escape, try to poke him with jabs in corner and use Barcelona or Izuna for mixups after a Slide too.

Vs. Blanka

Very tough match. Blanka's jumps, amazing air attacks, scary post-throw mixups and generally strong offence is very difficult for Vega to stop.

There's a solution for Vega to handle Blanka's HK vertical ball trap, there are two cases:

  1. Vertical ball falls a little bit in front of Vega: well timed mp can hit the ball.
  2. Vertical ball falls directly over Vega and standing mp cannot hit the ball: Vega should slide immediately when the ball begins to rise (Vega must react very very fast, this does not work if Vega player press down+hk too late), Vega will escape the ball attack and recover faster than Blanka (due to the early input, Blanka should still in air when vega recover), Vega can then hit back Blanka ....


Vs. Chun-Li

She is a bit faster than you and also have new far distance combat strategies with her Kikoken use Crouching Roundhouse or Barcelona against it, air throw battle if she use air Spinning Bird Kick...ground Spinning Bird Kick its easily punishable with crouching attack buy it can hit you if you use Barcelona.

Rolling Crystal Flash its great far combat options, Backdash her Kikoken its a risk, you need to play the jumper one in this matchup, try to start with a Rolling Crystal Flash for trade hits or gain corner distance.

Vs. Dhalsim

An air poke vs ground poke matchup, your objective will be make Dhalsim to throw Yoga Fire or Teleport for crouching Roundhouse punish, you have air throw advantages if he Drills of Mummy you.

Far combat options are decent, you can approach with Rolling Attack or Barcelona if Dhalsim its spamming Fire or standing Roundhouse or Strong.

Barcelona are usefuls not only for evade Fire and Flame,it will be your corner escape or also a good Teleport Punish or approach it and Throw him.

Vs. E. Honda

One of the best matches due to his short pokes and easy punish against Torpedo,but in short range can be defeated with Honda's throw mixups, A Sumo Splash can be evaded with a Slide, use a standing Fierce if he use his Hunred Slaps for trade hits.

Claw best will be jumping and mix up with Barcelona Attack or Izuna Drops, Strong or Fierce Crystal Rolling Flash isn't a good option because Honda can hit your non attack frames, use Jab one for trick him.

Vs. Guile

Crouching Roundhouse pass Sonic Boom , isn't changed much about CE, but try to Rolling Crystal Flash him after a failed Flash Kick now that you can vary your number of rolls depending on the button.

Guile's objective isn't changed a lot but you have some advantages now with RCF variations, and his Flash Kick Nerf, Barcelona Attack its a riskful one because air throw.

Vs. Ken

A fair matchup because you have good pokes, he had better Shoryuken so jumping attacks are a risk, instead use your crouching Roundhouse or Barcelona to punish his weak Hadoken or his Hurricane Kick with crouching attacks.

Use a crouching Roundhouse to start the match, Ken commonly starts with a Shoryuken, then stay more focused in zoning the rest of the round, you will not try to Barcelona until you see he is spamming Hadoken,if you are in your home escape instead of try to hit or throw him.

Vega will be reduced to poke with standing Jabs or crouching Fierce commonly, but a Rolling Attack to approach is a good tool.

Vs. M. Bison (dictator)

Poking battle,Crouching Kicks its your main weapon, try to use Barcelona Attack to escape in corner or counter Stomps with an Izuna Drop, its still an interesting matchup because now Dictador its nerfed in Specials but buffed in throw, Double Knee Press its an opportunity for an Izuna Drop.

Vs. Ryu

A matchup of air play vs balanced ground one, try to start with a slide against an Hadoken, same as Ken strategies but with better Hadoken,wall jump him,and Hurricane Kick is better than Ken but with less Dragon Punch Range.

Rolling Crystal Flash attacks variations its a good pressure after a knockdown , he can respond with a Shoryuken but its dangerous as Ken so use it.

Barcelona Attack and Izuna Drop its a risk and use it as an escape only, your jumping Roundhouse have good range against an Hadoken.

Vs. Sagat

Claw had a bit advantage against him only fo one thing: nerfed Tiger Shots startup

That means that you can be safe to punish High Tiger Shots with Crouching Fierce but beware with Tigger Uppercut,it can defeat Wall Jump and Barcelona.

Start with a Slide and if he responds with a Tiger Shot you can win easily with mixups varied in Wall Jump or Barcelona for own sake.

Vs. Vega (claw) (self)

If you are a better jumper you be the best, remember your Barcelona for surprise attack, punish your crouching Roundhouse with Throws.

Vs. Zangief

Keeping him out with standing HP, neutral jumping HP and standing MP is incredibly vital. Once he gets in or knocks you down, it's all over, since Vega has no way to deal with his tick grabs. Play as lame-keep-away as you possibly can. Zangief's jumping splash-type move can beat your max-distance s.HP anti air- if they are using this tactic, switch to nj.HP to beat him.
Slide can be useful to deal with his slow lariats, but beware the fast ones which are low invincible.

Hitboxes

Standing Normals

  • Standing Jab/Short:
Damage+vega 4+0 Sf2hf-vega-sup1.png Sf2hf-vega-s1.png Sf2hf-vega-slp+vega.pngSf2hf-vega-slp.png Sf2hf-vega-s1.png Sf2hf-vega-sup1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
On Hit +5
Frame Count 2 2 4 4 1
Simplified 4 4 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.

  • Standing Strong/Forward:
Damage+vega 10+2 Sf2hf-vega-s1.png Sf2hf-vega-smp+vega.pngSf2hf-vega-smp.png Sf2hf-vega-s1.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+vega 14+4 Sf2hf-vega-s1.png Sf2hf-vega-shp+vega.pngSf2hf-vega-shp.png Sf2hf-vega-s1.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+vega 4+0 Sf2hf-vega-clp-sup1.png Sf2hf-vega-clp-sup2.png Sf2hf-vega-clp-sup4.png Sf2hf-vega-clp+vega.pngSf2hf-vega-clp.png Sf2hf-vega-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 vega only extends hitbox behind Vega's shoulders.

  • Crouching Strong:
Damage+vega 10+2 Sf2hf-vega-clp-sup4.png Sf2hf-vega-cmp+vega.pngSf2hf-vega-cmp.png Sf2hf-vega-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+vega 14+4 Sf2hf-vega-clp-sup4.png Sf2hf-vega-chp+vega.pngSf2hf-vega-chp.png Sf2hf-vega-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 vega. Over half screen.

  • Crouching Short:
Damage 7 Sf2hf-vega-cr.png Sf2hf-vega-clk-sup1.png Sf2hf-vega-clk-sup3.png Sf2hf-vega-clk-sup5.png Sf2hf-vega-clk.png Sf2hf-vega-clk-rec2.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
On Hit +5
Frame Count 2 1 1 1 4 5
Simplified 5 4 5

Crouching short hitboxes and frame data are identical with or without claw.

  • Crouching Forward:
Damage 10 Sf2hf-vega-cr.png Sf2hf-vega-clk-sup1.png Sf2hf-vega-clk-sup3.png Sf2hf-vega-clk-sup5.png Sf2hf-vega-cmk.png Sf2hf-vega-clk-rec2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +8
Frame Count 2 1 1 1 4 7
Simplified 5 4 7

Crouching forward hitboxes and frame data are identical with or without claw.

  • Crouching Roundhouse:
Damage 14 Sf2hf-vega-cr.png Sf2hf-vega-clk-sup1.png Sf2hf-vega-clk-sup3.png Sf2hf-vega-chk.png Sf2hf-vega-clk-rec2.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
On Hit KD
On Block -11
Frame Count 3 2 2 21 14
Simplified 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 vega is shown during the active frames of the c.RH animation even when the player still has the vega.

Aerial Moves

  • Neutral Jumping Jab/Short:
Damage 8 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-jab.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-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 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-mp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-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 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-hp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-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 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-dj-lp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-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 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-dj-mp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-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 Sf2hf-vega-nj-sup1.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-dj-hp.png Sf2hf-vega-nj-sup2.png Sf2hf-vega-nj-sup1.png Sf2hf-vega-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
Sf2hf-vega-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 Sf2hf-vega-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 Sf2hf-vega-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:

Sf2hf-vega-rcf-supf1-5.png Sf2hf-vega-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) - Sf2hf-vega-rcf-af1-4.png Sf2hf-vega-rcf-af5-7.png Sf2hf-vega-rcf-aef8-10.png Sf2hf-vega-rcf-aef11-13.png Sf2hf-vega-rcf-supf6-10.png
Damage (Strong) 4,4
Damage (Fierce) 4,4,4,4
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 Sf2hf-vega-rcf-aef1-4.png Sf2hf-vega-rcf-af5-7.png Sf2hf-vega-rcf-aef8-10.png Sf2hf-vega-rcf-aef11-13.png Sf2hf-vega-rcf-recf5.png Sf2hf-vega-rcf-recf1-4.png
Damage (Strong)+claw 4,4
Damage (Fierce)+claw 4,4
Stun 0~6,0~6
Stun Timer 30,30
Frame Count 4 3 3 3 2 2
Simplified 4 6 3 4
Damage (Jab)+claw 16+10 Sf2hf-vega-rcf-ff1-8.png Sf2hf-vega-rcf-ff1-8-novega.png
Damage (Strong)+claw 16+10
Damage (Fierce)+claw 18+10
Stun 13~19
Stun Timer 130
Frame Advantage +9
Frame Count 8

Recovery:

Sf2hf-vega-rcf-recf1-4.png Sf2hf-vega-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, 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.


  • Flying Barcelona Attack: (Charge ↓, ↑, K), P for vega attack, or any direction + P for Izuna drop
  • Claw attack (vs ground):
Damage (Short)+claw 16+6 Sf2hf-vega-fba-ca-f1-3.png Sf2hf-vega-fba-ca-f4-10+vega.png Sf2hf-vega-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 Sf2hf-vega-fba-iz-f1-2.png
Stun 7~13
Stun Timer 99
Frame Count 2

Recovery:

Sf2hf-vega-fba-rf1.png Sf2hf-vega-fba-rf2-3.png Sf2hf-vega-fba-rf1.png Sf2hf-vega-fba-rf6-15.png Sf2hf-vega-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.


  • Backslash (a.k.a backflip): (Jab + Strong + Fierce)

Invincible:

Sf2hf-vega-bflip-f1.png Sf2hf-vega-bflip-f2-8.png Sf2hf-vega-bflip-f9-16.png Sf2hf-vega-bflip-f17-35.png Sf2hf-vega-bflip-f36-38.png Sf2hf-vega-bflip-f39-46.png Sf2hf-vega-bflip-f47-54.png
Frame Count 1 7 8 19 3 8 8
Simplified 54

Recovery:

Sf2hf-vega-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.

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:
Sf2hf-vega-hr1.png Sf2hf-vega-hr2.png Sf2hf-vega-hr3.png
  • Standing gut reel:
Sf2hf-claw-gr1.png Sf2hf-claw-gr2.png Sf2hf-claw-gr3.png Sf2hf-claw-gr4.png
  • Crouching reel:
Sf2hf-vega-cr1.png Sf2hf-vega-cr2.png
  • Dizzy:
Sf2hf-claw-dizzy3.png Sf2hf-claw-dizzy1.png Sf2hf-claw-dizzy2.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

Miscellaneous

Technical info about Claw's claw


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Balrog
Blanka
Chun-Li
Dhalsim
E. Honda
Guile
Ken
M. Bison
Ryu
Sagat
Vega
Zangief