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| = Introduction = | | {{Infobox Character VSav |
| | |name=Victor |
| | |image=VSAV-Victor-Portrait.gif |
| | |hp=Tier 1 (Highest) |
| | |sh=3(Tall) |
| | |ch=2 (Tall) |
| | |movef=2.5 |
| | |moveb=2.25 |
| | |dasht=Grounded Dash |
| | |jumpb=52 (3+42+7) |
| | |jumpn=55 (3+45+7) |
| | |jumpf=55 (3+45+7) |
| | |type=Power Move |
| | }} |
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| 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.
| | {{Navbox-VSav}} |
| | | [[Category:Darkstalkers games]] |
| = Noteworthy normals =
| | [[Category: Vampire Savior (Darkstalkers 3)]] |
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| <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). His electrified normals can nullify ALL normal projectiles(not EX/ES'd)
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| ====== Standing Normals ======
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| -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.
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| -standing strong (far)- Victor does a gut punch that shoots from his waist. It hits mid against all characters but qbee(-_-). The charged s.strong(far) has GREAT priority, and hits most crouching chatacters(except qbee-_-, a few others that i can't think of), but suffers from stupid recovery if you miss.
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| The uncharged s.strong(far) does recover faster, but its priority isn't anything to write for. Use primarily the charged version. ^_^
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| s.strong(far, elec)XXc.mk is a staple poke for victor, despite the risk of wiffing(i.e. use is smart).
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| -standing strong (close)- Victor does a swiping chop. Recovery of the charged and uncharged versions follow in the same manner as the far s.strong(with the electrified version having more startup). BUT, since you're already quite close to the enemy to be doing a s.strong(c), you should Always do an electrified version. (which is normally during wakeup, to prevent them from jumping)
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| -standing fierce - I love electrictrified far s.fierce. It hits high for the most part(mid for the larger character), and comes out decently enough to punish
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| -standing short-
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| -standing forward -
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| -standing roundhouse-
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| -Standing Normal Frame Data -
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| <table style="width:400px;border:1px solid silver" cellborder="1">
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| <tr>
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| <th>Name</th>
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| <th>State</th>
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| <th>Startup</th>
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| <th>Hit adv</th>
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| <th>Blk adv</th>
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| <th>Buff</th>
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| <th>Blk pos</th>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=2>Jab</td>
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| <td>Close</td>
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| <td>5</td>
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| <td>+8</td>
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| <td>+7</td>
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| <td>y</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Far</td>
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| <td>5</td>
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| <td>+8</td>
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| <td>+7</td>
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| <td>y</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=2>Strong</td>
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| <td>Close</td>
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| <td>6</td>
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| <td>0</td>
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| <td>-1</td>
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| <td>n</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Far</td>
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| <td>6</td>
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| <td>0</td>
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| <td>-1</td>
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| <td>n</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=2>Fierce</td>
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| <td>Close</td>
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| <td>11</td>
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| <td>kd</td>
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| <td>-19</td>
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| <td>n</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Far</td>
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| <td>11</td>
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| <td>kd</td>
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| <td>-19</td>
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| <td>n</td>
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| <td>H/L</td>
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| </tr>
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| <br>
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| <tr>
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| <td style="border:1px solid red" rowspan=2>Short</td>
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| <td>Close</td>
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| <td>5</td>
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| <td>+6</td>
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| <td>+5</td>
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| <td>y</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Far</td>
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| <td>5</td>
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| <td>+6</td>
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| <td>+5</td>
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| <td>y</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=2>Forward</td>
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| <td>Close</td>
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| <td>6</td>
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| <td>-2</td>
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| <td>-3</td>
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| <td>y</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Far</td>
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| <td>6</td>
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| <td>-2</td>
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| <td>-3</td>
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| <td>y</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=2>Roundhouse</td>
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| <td>Close</td>
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| <td>7</td>
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| <td>+4</td>
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| <td>+3</td>
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| <td>n</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Far</td>
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| <td>8</td>
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| <td>-7</td>
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| <td>-8</td>
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| <td>n</td>
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| <td>H/L</td>
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| </tr>
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| </table>
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| ====== Crouching Normals ======
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| c.lp -
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| c.mp -
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| c.fierce -
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| c.lk -
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| c.mk -
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| c.rk -
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| -CrouchingNormal Frame Data -
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| <table style="width:400px;border:1px solid silver" cellborder="1">
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| <tr>
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| <th>Name</th>
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| <th>State</th>
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| <th>Startup</th>
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| <th>Hit adv</th>
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| <th>Blk adv</th>
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| <th>Buff</th>
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| <th>Blk pos</th>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Jab</td>
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| <td>crouching</td>
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| <td>5</td>
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| <td>+9</td>
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| <td>+8</td>
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| <td>y</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Strong</td>
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| <td>crouching</td>
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| <td>7</td>
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| <td>kd</td>
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| <td>-1</td>
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| <td>n</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Fierce</td>
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| <td>crouching</td>
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| <td>7</td>
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| <td>kd</td>
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| <td>-11</td>
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| <td>n</td>
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| <td>L</td>
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| </tr>
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| <br>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Short</td>
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| <td>crouching</td>
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| <td>5</td>
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| <td>+7</td>
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| <td>+6</td>
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| <td>y</td>
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| <td>L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Forward</td>
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| <td>crouching</td>
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| <td>7</td>
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| <td>+1</td>
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| <td>0</td>
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| <td>n</td>
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| <td>L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Roundhouse</td>
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| <td>crouching</td>
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| <td>8</td>
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| <td>kd</td>
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| <td>-1</td>
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| <td>n</td>
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| <td>L</td>
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| </tr>
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| </table>
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| ====== Jumping Normals ======
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| *j.lp -
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| *j.mp -
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| *j.hp -
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| *j.lk, d.rk -
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| *j.rk(neutral) -
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| -Jumping Normal Frame Data -
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| <table style="width:400px;border:1px solid silver" cellborder="1">
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| <tr>
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| <th>Name</th>
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| <th>State</th>
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| <th>Startup</th>
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| <th>Blk pos</th>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Jab</td>
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| <td>jumping</td>
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| <td>5</td>
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| <td>H</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Strong</td>
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| <td>jumping</td>
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| <td>6</td>>
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| <td>H</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Fierce</td>
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| <td>jumping</td>
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| <td>11</td>
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| <td>H</td>
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| </tr>
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| <br>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Short</td>
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| <td>jumping</td>
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| <td>5</td>
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| <td>H</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Forward</td>
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| <td>jumping</td>
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| <td>6</td>
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| <td>H</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Roundhouse</td>
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| <td>jumping</td>
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| <td>7</td>
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| <td>H</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Down+Roundhouse</td>
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| <td>jumping</td>
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| <td>10</td>
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| <td>H</td>
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| </tr>
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| </table>
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| ====== Dashing Normals======
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| -Dashing Normal Frame Data -
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| <table style="width:400px;border:1px solid silver" cellborder="1">
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| <tr>
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| <th>Name</th>
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| <th>State</th>
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| <th>Startup</th>
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| <th>Hit Adv</th>
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| <th>Blk Adv</th>
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| <th>Blk pos</th>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Jab</td>
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| <td>dashing</td>
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| <td>4</td>
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| <td>+4</td>
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| <td>+3</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Strong</td>
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| <td>dashing</td>
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| <td>5</td>
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| <td>+6</td>
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| <td>+5</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Fierce</td>
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| <td>dashing</td>
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| <td>8</td>
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| <td>-10</td>
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| <td>-11</td>
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| <td>H/L</td>
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| </tr>
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| <br>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Short</td>
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| <td>dashing</td>
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| <td>4</td>
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| <td>+4</td>
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| <td>+3</td>
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| <td>L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Forward</td>
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| <td>dashing</td>
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| <td>6</td>
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| <td>+1</td>
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| <td>0</td>
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| <td>L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=1>Roundhouse</td>
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| <td>dashing</td>
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| <td>7</td>
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| <td>kd/td>
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| <td>-1</td>
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| <td>L</td>
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| </tr>
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| </table>
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| <table style="width:400px;border:1px solid silver" cellborder="2">
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| <tr>
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| <th>Name</th>
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| <th>Direction</th>
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| <th>Type</th>
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| <th>Startup</th>
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| <th>Acrive</th>
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| <th>Recovery</th>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Dash</td>
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| <td>Forward</td>
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| <td>Ground</td>
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| <td>6</td>
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| <td>14</td>
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| <td>9</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=1>Dash</td>
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| <td>Backwards</td>
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| <td>Hop</td>
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| <td>-</td>
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| <td>-</td>
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| <td>14</td>
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| </tr>
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| </table>
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| <nowiki>*</nowiki>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.<b>(to be removed)</b>
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| I'm pretty sure this is aubaths(I'm gunna check tonight...heh) cuz I see the japs doing it during the bubble trap.
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| (jumpin), c.lk, s.mp, s.mk, c.rk
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| <nowiki>*</nowiki>Bufferable normals:
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| **s.lp, c.lp
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| **s.lk, c.lk
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| **s.mk
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| = Specials =
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| -Special Move Frame Data -
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| <table style="width:400px;border:1px solid silver" cellborder="1">
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| <tr>
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| <th>Name</th>
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| <th>Strength</th>
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| <th>Startup</th>
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| <th>Hit adv</th>
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| <th>Blk adv</th>
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| <th>Blk pos</th>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=4>Sonic Wave</td>
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| <td>Jab</td>
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| <td>15</td>
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| <td>+63</td>
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| <td>+2</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Strong</td>
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| <td>16</td>
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| <td>+59</td>
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| <td>-2</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Fierce</td>
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| <td>18</td>
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| <td>+52</td>
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| <td>-6</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>ES</td>
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| <td>15</td>
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| <td>+63</td>
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| <td>+2</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=4>Poison Gas</td>
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| <td>Short</td>
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| <td>28</td>
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| <td>+61</td>
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| <td>0</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Forward</td>
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| <td>30</td>
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| <td>+57</td>
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| <td>-4</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Roundhouse</td>
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| <td>34</td>
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| <td>+52</td>
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| <td>-9</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>ES</td>
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| <td>28</td>
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| <td>+61</td>
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| <td>0</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid navy" rowspan=4>Tricky Fish</td> <td>Short</td>
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| <td>25</td>
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| <td>kd</td>
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| <td>-9</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Forward</td>
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| <td>25</td>
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| <td>kd</td>
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| <td>-9</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>Roundhouse</td>
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| <td>26</td>
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| <td>kd</td>
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| <td>-10</td>
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| <td>H/L</td>
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| </tr>
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| <tr>
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| <td>ES</td>
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| <td>25</td>
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| <td>kd</td>
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| <td>-14</td>
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| <td>H/L</td>
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| </tr>
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| <br>
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| <tr>
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| <td style="border:1px solid red" rowspan=3>Cataract Cry</td>
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| <td>Strong</td>
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| <td>2</td>
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| <td>kd</td>
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| <td>-</td>
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| <td>UBK</td>
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| </tr>
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| <tr>
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| <td>Fierce</td>
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| <td>2</td>
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| <td>kd</td>
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| <td>-</td>
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| <td>UBK</td>
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| </tr>
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| <tr>
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| <td>ES</td>
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| <td>2</td>
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| <td>kd</td>
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| <td>-</td>
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| <td>UBK</td>
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| </tr>
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| <tr>
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| <td style="border:1px solid red" rowspan=3>Gem's Anger</td>
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| <td>Forward</td>
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| <td>7</td>
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| <td>kd</td>
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| <td>-</td>
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| <td>UBK</td>
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| </tr>
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| <tr>
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| <td>Roundhouse</td>
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| <td>7</td>
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| <td>kd</td>
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| <td>-</td>
| |
| <td>UBK</td>
| |
| </tr>
| |
| <tr>
| |
| <td>ES</td>
| |
| <td>7</td>
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| <td>kd</td>
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| <td>-</td>
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| <td>UBK</td>
| |
| </tr>
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| | |
| <tr>
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| <td style="border:1px solid red" rowspan=2>Pursuit</td>
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| <td>Regular</td>
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| <td>38</td>
| |
| <td>-</td>
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| <td>-</td>
| |
| <td></td>
| |
| </tr>
| |
| <tr>
| |
| <td>ES</td>
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| <td>35</td>
| |
| <td></td>
| |
| <td>-</td>
| |
| <td>-</td>
| |
| </tr>
| |
| </table>
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| | |
| | |
| <nowiki>*</nowiki>note: Aubath's pursuit has 8 frames of recovery.
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| | |
| = Supers & Dark Force =
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| | |
| | |
| | |
| ====== Dark Force "Ocean Rage" ======
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| | |
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| | |
| | |
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| -EX Move Frame Data -(to be changed)
| |
| | |
| <table style="width:400px;border:1px solid silver" cellborder="1">
| |
| <tr>
| |
| <th>Name</th>
| |
| <th>Req meter</th>
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| <th>Startup</th>
| |
| <th>Hit adv</th>
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| <th>Blk adv</th>
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| <th>Blk pos</th>
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| </tr>
| |
| <tr>
| |
| <td style="border:1px solid navy" rowspan=1>Water Jail</td>
| |
| <td>1</td>
| |
| <td>40</td>
| |
| <td>-</td>
| |
| <td>-</td>
| |
| <td>UBL</td>
| |
| </tr>
| |
| | |
| | |
| | |
| <tr>
| |
| <td style="border:1px solid navy" rowspan=1>Aqua Spread</td>
| |
| <td>1</td>
| |
| <td>42</td>
| |
| <td>kd</td>
| |
| <td>-3</td>
| |
| <td>H/L</td>
| |
| </tr>
| |
| | |
| <tr>
| |
| <td style="border:1px solid navy" rowspan=1>Sea Rage</td>
| |
| <td>1</td>
| |
| <td>28</td>
| |
| <td>+7</td>
| |
| <td>-11</td>
| |
| <td>H/L</td>
| |
| </tr>
| |
| | |
| <tr>
| |
| <td style="border:1px solid navy" rowspan=1>Direct Scissor</td>
| |
| <td>3</td>
| |
| <td>25</td>
| |
| <td>kd</td>
| |
| <td>-23</td>
| |
| <td>H</td>
| |
| </tr>
| |
| <tr>
| |
| <td style="border:1px solid navy" rowspan=1>Dark Force</td>
| |
| <td>1</td>
| |
| <td>32</td>
| |
| <td>-</td>
| |
| <td>-</td>
| |
| <td>-</td>
| |
| </tr>
| |
| | |
| <br>
| |
| </table>
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| | |
| =Combos & Patterns=
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| | |
| =Strategy=
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| =Victor Querks=
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| http://www.shoryuken.com/wiki/index.php/Vampire_Savior_%28Darkstalkers_3%29#Character_Specific_Strategies
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| [[Category:Vampire Savior (Darkstalkers 3)]] | |
| [[Category: Victor]]
| |