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= Noteworthy normals = | = Noteworthy normals = | ||
<nowiki>**</nowiki>Note: All of Victor's "medium" and "hard" normals have electricity forms, which are performed simply by holding the button down a bit longer than usual.(maybe a half second longer... not even) | |||
====== Standing Normals ====== | ====== Standing Normals ====== | ||
-standing jab - Victor does a jab that hits mid up close, with a hitbox that goes from around his waist, to near his head. Its all purpose, and does not change close nor far & has no electric version. Somewhat standard, with not much to say. It is bufferable, which allows it to be used in [simple]combos. | |||
-standing strong (far)- Victor does a gut punch that shoots from his waist. It hits mid against all characters but qbee(-_-). | |||
-standing strong (close)- | |||
-standing fierce - | |||
-standing short- | |||
-standing forward - | |||
-standing roundhouse- | |||
Revision as of 20:33, 15 February 2007
Introduction
Victor, aka the Frankenstein. He's the token grappler of Vampire Savior. Vic has neither airdash, [conventional] hop, nor quick overhead. This being the case, Victor relies on zoning, high priority moves, and pressure/throw mixups. A majority of his moves have an alternative electrified version, which chips(white damage), and gives Victor's normals their augmented priority. While Victor's offense relies on merely pressure, throw setups, and zoning, patience, good intuition and decent defensive measures are all that victor needs to balance and excel in a match.
Noteworthy normals
**Note: All of Victor's "medium" and "hard" normals have electricity forms, which are performed simply by holding the button down a bit longer than usual.(maybe a half second longer... not even)
Standing Normals
-standing jab - Victor does a jab that hits mid up close, with a hitbox that goes from around his waist, to near his head. Its all purpose, and does not change close nor far & has no electric version. Somewhat standard, with not much to say. It is bufferable, which allows it to be used in [simple]combos.
-standing strong (far)- Victor does a gut punch that shoots from his waist. It hits mid against all characters but qbee(-_-).
-standing strong (close)-
-standing fierce -
-standing short-
-standing forward -
-standing roundhouse-
-Standing Normal Frame Data -
Name | State | Startup | Hit adv | Blk adv | Buff | Blk pos |
---|---|---|---|---|---|---|
Jab | Close | 5 | +8 | +7 | y | H/L |
Far | 5 | +8 | +7 | y | H/L | |
Strong | Close | 6 | 0 | -1 | n | H/L |
Far | 6 | 0 | -1 | n | H/L | |
Fierce | Close | 11 | kd | -19 | n | H/L |
Far | 11 | kd | -19 | n | H/L | |
Short | Close | 5 | +6 | +5 | y | H/L |
Far | 5 | +6 | +5 | y | H/L | |
Forward | Close | 6 | -2 | -3 | y | H/L |
Far | 6 | -2 | -3 | y | H/L | |
Roundhouse | Close | 7 | +4 | +3 | n | H/L |
Far | 8 | -7 | -8 | n | H/L |
Crouching Normals
c.lp -
c.mp -
c.fierce -
c.lk -
c.mk -
c.rk -
-CrouchingNormal Frame Data -
Name | State | Startup | Hit adv | Blk adv | Buff | Blk pos |
---|---|---|---|---|---|---|
Jab | crouching | 5 | +9 | +8 | y | H/L |
Strong | crouching | 7 | kd | -1 | n | H/L |
Fierce | crouching | 7 | kd | -11 | n | L |
Short | crouching | 5 | +7 | +6 | y | L |
Forward | crouching | 7 | +1 | 0 | n | L |
Roundhouse | crouching | 8 | kd | -1 | n | L |
Jumping Normals
- j.lp -
- j.mp -
- j.hp -
- j.lk, d.rk -
- j.rk(neutral) -
-Jumping Normal Frame Data -
>Name | State | Startup | Blk pos |
---|---|---|---|
Jab | jumping | 5 | H |
Strong | jumping | 6 | H |
Fierce | jumping | 11 | H |
Short | jumping | 5 | H |
Forward | jumping | 6 | H |
Roundhouse | jumping | 7 | H |
Down+Roundhouse | jumping | 10 | H |
Dashing Normals
-Dashing Normal Frame Data -
Name | State | Startup | Hit Adv | Blk Adv | Blk pos |
---|---|---|---|---|---|
Jab | dashing | 4 | +4 | +3 | H/L |
Strong | dashing | 5 | +6 | +5 | H/L |
Fierce | dashing | 8 | -10 | -11 | H/L |
Short | dashing | 4 | +4 | +3 | L |
Forward | dashing | 6 | +1 | 0 | L |
Roundhouse | dashing | 7 | kd/td> | -1 | L |
Name | Direction | Type | Startup | Acrive | Recovery |
---|---|---|---|---|---|
Dash | Forward | Ground | 6 | 14 | 9 |
Dash | Backwards | Hop | - | - | 14 |
*Optimized chain combo- I'm pretty sure this is necessary...what do I mean by this? all the different chains that every character has... theres of course one route through all those chains that each character has that does the most damage.(to be removed)
I'm pretty sure this is aubaths(I'm gunna check tonight...heh) cuz I see the japs doing it during the bubble trap.
(jumpin), c.lk, s.mp, s.mk, c.rk
*Bufferable normals:
- s.lp, c.lp
- s.lk, c.lk
- s.mk
Specials
-Special Move Frame Data -
Name | Strength | Startup | Hit adv | Blk adv | Blk pos |
---|---|---|---|---|---|
Sonic Wave | Jab | 15 | +63 | +2 | H/L |
Strong | 16 | +59 | -2 | H/L | |
Fierce | 18 | +52 | -6 | H/L | |
ES | 15 | +63 | +2 | H/L | |
Poison Gas | Short | 28 | +61 | 0 | H/L |
Forward | 30 | +57 | -4 | H/L | |
Roundhouse | 34 | +52 | -9 | H/L | |
ES | 28 | +61 | 0 | H/L | |
Tricky Fish | Short | 25 | kd | -9 | H/L |
Forward | 25 | kd | -9 | H/L | |
Roundhouse | 26 | kd | -10 | H/L | |
ES | 25 | kd | -14 | H/L | |
Cataract Cry | Strong | 2 | kd | - | UBK |
Fierce | 2 | kd | - | UBK | |
ES | 2 | kd | - | UBK | |
Gem's Anger | Forward | 7 | kd | - | UBK |
Roundhouse | 7 | kd | - | UBK | |
ES | 7 | kd | - | UBK | |
Pursuit | Regular | 38 | - | - | |
ES | 35 | - | - |
*note: Aubath's pursuit has 8 frames of recovery.
Supers & Dark Force
Dark Force "Ocean Rage"
-EX Move Frame Data -(to be changed)
Name | Req meter | Startup | Hit adv | Blk adv | Blk pos |
---|---|---|---|---|---|
Water Jail | 1 | 40 | - | - | UBL |
Aqua Spread | 1 | 42 | kd | -3 | H/L |
Sea Rage | 1 | 28 | +7 | -11 | H/L |
Direct Scissor | 3 | 25 | kd | -23 | H |
Dark Force | 1 | 32 | - | - | - |