Darkstalkers 3/Rikuo: Difference between revisions

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= Introduction =  
{{Infobox Character VSav
|name=Rikuo
|image=VSAV-Rikuo-Portrait.gif
|hp=Tier 3 (Average)
|sh=10(Short)
|ch=5 (Tall)
|movef=3.5
|moveb=3
|dasht=Grounded Dash
|jumpf=51 (3+41+7)
|jumpn=53 (3+43+7)
|jumpb=52 (3+42+7)
|type=Flight+Hyper Armor
}}


= Noteworthy normals =
{{Navbox-VSav}}
 
[[Category:Darkstalkers games]]
d.mp - your linking move from a dash to ground chain combo(c.lk, c.lp both link after the d.mp)... Its definitly worth using for pressure or just getting in.
[[Category: Vampire Savior (Darkstalkers 3)]]
 
Its BIGGEST disadvantage though, is the amount of time the other guy has to gc your ass.... ya dont wanna go losing your rhythm..
 
d.lp/lk- the other alternate to d.mp. the lp or lk make great pressure... you can c.lp/lk them after the dash into either another c.lp/lk or a short dust cloud(fwd cloud if they pushblock)
The 2 hr umehara vid has an aubath that does a looped lp/lk pressure string to an anakaris for most of the match... and essentially rapes him w/ just that...crazy:eek:[size=2](if some1 can teach me how to split up weird vid formats into individual matches; pm me)[/size]
 
d.rk- a nice fast sweep from across the screen. good for when you hit w/ a cloud while across the screen, and have no super(or dont want to use one)... I've had MANY cases though where either:
 
a. the poison(pseudo dizzy?) wears off of them in time
b. even when I do rk. at the peek of the dash, I dont reach them, and end up wiffing.
 
in either case, you're likely to eat something.. I believe you're more prone to it against the smaller characters(bbhood, qbee)
though medium-wide characters should be easy targets once ya got the gass
 
s.mp- I honestly think this move makes a decent AA... all of aubaths grounded mp's are weird... s.mp basically has his arms out in front of him spazzing for a bit... more research shall be done...
 
s.lp, s.lk, s.hp - aubath's 3 other different forms of basic [normal] anti airs. s.hp seems to be the most useful; the priority is there but its not like "maD" crazy.
 
s.mk, and s.rk have the hit boxes to do it too I think... though (I'll be honest...) In most of the matches I play, I'm always thinking too fast to try this out in particular...
 
 
j.mp - crazy range... is the equivalent of lei lei's j.mp, and maybe talbains j.mk. the hit boxes are angled and seem kinda picky..
 
always follow up w/ j.hp... whether you hit or miss
 
j.hp - think liliths j.hp with a little less priority...
 
j.mp, j.hp - japs do it, and I too have picked it up. just jumping and doing this does a great job of building meter; just dont be an idiot and know when to stop.
 
j.lk, d.rk - what I think is aubaths IOH(instant overhead) combo.... useful, even when you arent going for the ioh
 
j.rk(neutral) - when all A2As(rarely); j.rk solves your problems
 
 
*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.
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:
standing/crouching: lp, lk
... aubath's got no air moves, so theres nothing to buffer his normals off of.
 
= Specials =
 
Sonic wave-(charge b-f+p) - The sonic wave is much like its sister move; Both have something of an AA and anti rushdown purpose. just at different ranges and whatnot. I use mainly lp soni-wav; tho I use fierce just as much for its added range after a c.lp/lk pressure string(If I think the other guy is gunna jump at me) provided you do hit them w/ the wave, I normally follow w/ a j.hp(tho if they're REALLY far away/high up, just dash in to get in their face)
 
the ES version of this move is utter crap imo... its basically a big one hit projectile that goes full screen. HUGE... but 1 lvl of meter on something that does no chip(excluding the white), and can just as easily be blocked isnt worth it. I'll do it sometimes when trying to do his tidal wave super(hcf+PP)(on pad & kbd)... ES utiliy is explained later below
 
poison cloud - (chrg b-f+k) - Like the sonic wave, I use the lp cloud after a c.lk string( fwd cloud during a pushblock)... aside from that, and hod juggles, the [normal] cloud is just one of those pain in the ass moves that you use when the other guy is jumping in. once you get them into poison state, either go for
-jumpin->ground combo-> sweep
-d.rk
-d.mp->ground combo->sweep
 
ES Cloud - It has pretty much the same utility as sasquatch's ES Ice towers. a bigass cloud takes majority of the screen in front of aubath(same height mind you)... like ES towers, its EASY to catch them while their doing shit(off guard). Easily one of his most useful moves when not bubble trapping/pseudo infinitying
 
 
Uppercut-(dp+k, or B,B+k) - I feel like this is Aubaths last stand AA... its got a queerass angle, though what makes it so unreliable is the startup... The bitchass hopps back before he goes attacks. of course, its good when the enemy gets predictable(i.e. the computer's jedah... dumbest AI ever)
 
BUT I've found one of its uses for beginner Aubath players(or players in panic) its good for initial stages of learning the bubble trap
 
The interesting thing about the move is the option of using it between a dp motion, or off of a back dash... I dont think theres any difference(like the difference between mai's two air dive commands[size=2]the name escapes me...[/size])
 
 
ES upper - hod juggles... to be explained later. not really useable otherwise
 
 
= Supers & Dark Force =
 
The bubble[dp+PP](unblockable)- imo, its aubath's most important move. basically, his ahvb. he makes a big bubble that has a bit of startup. you can use it much like qbee uses her honeycomb super to pressure the other guy, but the unblockablility adds to it. After properly distancing yourself from the enemy in the corner upon knockdown, use the bubble. You'll know your distance/timing is correct, because they won't be able to get up without being threatened by being encased by the bubble. upon knockdown, they have two choices:
1. to not move, and wake up, to try and sj out, or hit aubath.
-in this case, you will half to pressure them, or just scare them w/ you being there till the bubble catches them.
 
2. to move forward, hoping that you've bubbled too late, or too close.
 
following this, do a lp/mp gas, and jump in for another knockdown into bubble. If you get ancy, use his dp to go straight to the knockdown.
 
 
water jail(hod)[fwd->dwn+PP/KK]- Think black heart's heart of darkness. the KK one is controllable(I'm pretty sure its the kk one..). You can juggle on and off doing things like sonic wave, water jail, ES sonic wave, water jail, ES dp.... etc. flashy isnt it?.... but then, look at all the meter you're using up to look pretty. His bubble loop gives more potential damage per super bar.
 
 
wave super[hcf+PP]- Its probably what felicia's sandsplash super in mvc2 came from(unless she has it in Vampire hunter.. I'll halfta check). Aubath does a pre pose(so this isnt instant), and waves go across the ground. Nice punishing super... also nice for the bitches that like to chip to death near the end.
 
 
c.hp super[d,d+PPP](hits HIGH, lvl 3, original 2 colors only)- It looks so... like c.hp. only it hits high, and costs 3 levels. useless? probably not, but not practical at all... you're better off using j.lkXXj.d+hp for an instant overhead combo.
 
 
=Combos & Patterns=
 
=Aubath Querks=
 
Aubath's dash goes under "normal" projectiles(morrigan, demitri type)
 
he hopps back 3x.
 
you can follow up his hod super as soon as you see the guy falling back down(I dont think you can hit him if he gets too close to the ground)
 
the enemy has frame advantage after you connect his d.hp
 
=Stragety=
 
I started playing aubath b/c 1. i thought he was cool, 2. ssbomberman said top tier aubath couldnt be done. Where do I believe he stands after learning him? mid top. this fool's got alot going for him... explaining what I do is the hardest part(mainly b/c this is my first attempt in trying to guide people).
 
What makes teh fish tick.... First off is bubble trap. its your queen so to speak. When playing aubath, the bubble trap is always going to be the heart of what you want to do... but as things happen more often than not, you're going to be landing damage plenty of other ways. The home of the bubble trap: the corner. it is where aubath shines(when the opponent is in the corner that is).
 
Aubath's got two tools right off the bat which make him a pain in the ass: sonic wave, poison gas. if you've got a lvl of meter(not hard to get...) and manage to sonic someone jumping in, you can land 68 pts of damage(roughly a quarter of the bar.. I'll half to check). that's its best use imo. against all the priority jumping whores, the wave beats them all(i.e. lilith, qbee, bishamon...etc).
 
poison gas shoots closer w/ the weaker kicks. with the range it comes at, you're generally looking for them to be jumping/dashing/walking/doing random shit into this. effective... ESPECIALLY the ES one which basically takes up the whole bottom of the screen. AND, you can of course walk forward for the slightest of seconds after a charge, and then press teh buttons. which, if doing an ES, will reach the very far ends of the screen. poisoning them within close proximity nets you a free combo->knockdown. should you landing distant poisoning, go for a dashing rk(as i said above earlier be careful).
 
I forgot to mention this earlier, but for aubath, knockdown is a key game. Not like other characters, where you can jump up and down or walk back and forth playing mind games. aubath's got the bubble. UNBLOCKABLABLE!!1!!!1 so. taking this a step further, if you know where your opponent's going to roll upon knockdown, you could easily get them in the bubble at midscreen! and of course, knockdown in the corner gives you the bubble loop/trap/pseudo infinite(w/e you'd like to call it, it does all of those.)

Latest revision as of 01:43, 3 May 2021

In Progress / Completed To-do
  • Format the following pages: Attack Data, Combos, Matchups, Strategy, Resources
  • Format pages and move existing data to proper sections
  • Write proper introductions
  • Write combos, strategy, and match up pages
  • Add pictures for all moves.

Aubath's most infamous for his bubble loop. I call it a trap, because of the way it applies pressure, and generally keeps the opponent where you want them; but the meat of it really is a loop.

Due to the nature of his normal and special moves, he almost naturally counters the characters with upfront rushdown in Vampire Savior.

Also a bit of an oddity; its more advantageous for an aubath player to stock his meter, for bubble loop/trap.

Aubath can rushdown, or play like guile; but rushing down generally builds meter faster, and is oftentimes more advantageous(or maybe i'm just biased).

Thats most of what I can think of to say. So absorb all thats here.

Rikuo
VSAV-Rikuo-Portrait.gif
Stats
Defense Tier 3 (Average)
Standing Height 10(Short)
Crouching Height 5 (Tall)
Ground Movement
Forward Walk Speed 3.5
Backward Walk Speed 3
Dash Type Grounded Dash
Jumping
Forward Jump Speed 51 (3+41+7)
Neutral Jump Speed 53 (3+43+7)
Back Jump Speed 52 (3+42+7)
Dark Force
Type Flight+Hyper Armor

VSav Navigation

General
FAQ
Controls
HUD
Movement
Offense
Defense
Combos
Advanced
Glossary
Game Data
Characters
Anakaris
B.B. Hood
Bishamon
Demitri
Felicia
Hsien Ko
Jedah
Lilith
Morrigan
Q-Bee
Raptor
Rikuo
Sasquatch
Talbain
Victor