Darkstalkers 3/Victor: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 22: Line 22:
-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)
-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)


-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
-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 moves/movements that are about to happen.  The range allows for victor to use it from a considerable distance as well.  It falls weak to fast jumpers though, where the coarse of action [of course] is to use it more sparingly(though, don't spam it against normal characters normally anyway....common sense pple).




Line 155: Line 155:
</tr>
</tr>
</table>
</table>


====== Crouching Normals ======
====== Crouching Normals ======

Revision as of 00:35, 14 March 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). His electrified normals can nullify ALL normal projectiles(not EX/ES'd)

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(-_-). 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.

The uncharged s.strong(far) does recover faster, but its priority isn't anything to write for. Use primarily the charged version. ^_^

s.strong(far, elec)XXc.mk is a staple poke for victor, despite the risk of wiffing(i.e. use is smart).


-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)

-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 moves/movements that are about to happen. The range allows for victor to use it from a considerable distance as well. It falls weak to fast jumpers though, where the coarse of action [of course] is to use it more sparingly(though, don't spam it against normal characters normally anyway....common sense pple).


-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 6H
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 - - -

Combos & Patterns

Strategy

Victor Querks

http://www.shoryuken.com/wiki/index.php/Vampire_Savior_%28Darkstalkers_3%29#Character_Specific_Strategies