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= Moves = | = Moves = | ||
==Ground Normals== | ==Ground Normals== | ||
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==Jumping Normals== | ==Jumping Normals== |
Revision as of 12:06, 29 August 2016

Introduction
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In a nutshell
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Moves
Ground Normals
<a name="attack1">Normal Moves</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Standing (Close) | Jab (LP) | 4 | +6 | +5 | Standing | 0/3/6 | Ground | yes | |
Strong (MP) | 6 | +3 | +2 | Standing | 3/9/15 | Ground | yes | ||
Fierce (HP) | 8 | +3 | +2 | Standing | 6/15/24 | Ground | no | ||
Short (LK) | 5 | +3 | +2 | Standing | 0/3/6 | Ground | yes | ||
Forward (MK) | 6 | +2 | +1 | Standing | 3/9/15 | Ground | yes | ||
Roundhouse (HK) | 7 | -3 | -4 | Standing | 6/15/24 | Ground | no | ||
Standing (Far) | Jab (LP) | 4 | +6 | +5 | Standing | 0/3/6 | Ground | yes | |
Strong (MP) | 7 | +4 | +3 | Standing | 3/9/15 | Ground | yes | ||
Fierce (HP) | 9 | +6 | +5 | Standing | 6/15/24 | Ground | no | ||
Short (LK) | 5 | +5 | +4 | Standing | 0/3/6 | Ground | yes | ||
Forward (MK) | 6 | +2 | +1 | Standing | 3/9/15 | Ground | yes | ||
Roundhouse (HK) | 9 | 0 | -1 | Standing | 6/9+3+3/12+6+6 | Ground | no | ||
Special | <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > + Roundhouse (HK) | 10 | +2 | +1 | Standing | 3/9/15 | Ground | no | |
Crouching | Jab (LP) | 5 | +5 | +4 | Crouching | 0/3/6 | Crouching | yes | |
Strong (MP) | 8 | +1 | 0 | Crouching | 3/9/15 | Ground | no | ||
Fierce (HP) | 9 | -8 | -9 | Crouching | 6/15/24 | Ground | no | ||
Short (LK) | 5 | +5 | +4 | Crouching | 0/3/6 | Crouching | yes | ||
Forward (MK) | 7 | +3 | +2 | Crouching | 3/9/15 | Ground | yes | ||
Roundhouse (HK) | 9 | ? | -6 | Crouching | 6/15/24 | Crouching | no | ||
Jumping Normals
<a name="attack-air">Jumping Normals</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Vertical / Diagonal | Jab (LP) | 5 | Air | 0/3/6 | Standing | yes | |||
Strong (MP) | 6 | Air | 3/9/15 | Standing | yes | ||||
Fierce (HP) | 7 | Air | 6/15/24 | Standing | no | ||||
Short (LK) | 5 | Air | 0/3/6 | Standing | yes | ||||
Forward (MK) | 6 | Air | 3/9/15 | Standing | yes | ||||
Roundhouse (HK) | 7 | Air | 6/15/24 | Standing | no | ||||
Throws and Other Stuff
<a name="throw">Normal Throw</a> | |||||||
Seoi Nage <img src="./Vampire Savior Data - Talbain_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Talbain_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP) |
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | +18 | Standing | 9 | Left or Right | ||
Beast Roll <img src="./Vampire Savior Data - Talbain_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Talbain_files/6(1).gif" border="0" > + Forward (MK) or Roundhouse (HK) |
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | +7 | Standing | 9 | Left or Right | ||
<a name="throw-air">Air Throw</a> | |||||||
Air Beast Roll (Air Only) <img src="./Vampire Savior Data - Talbain_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Talbain_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP) |
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | Air | 9 | Left or Right | |||
<a name="pursuit">Pursuit</a> | |||||
Pursuit (Knockdown Only) |
Strength | Startup | After Pos | Gauge Growth (Whiff/Hit) |
Remark |
Normal | 36 | Standing | 6/24 | ||
ES | 36 | Standing | 0/0 | ||
<a name="other">Special Skills</a> | ||
Beast Hop<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > + KKK |
After Pos | Remark |
Standing | Crosses over. | |
Special Moves
<a name="sp-move">Special Moves</a> | ||||||||
GroundBeast Cannon<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | Landing time:12F | ||
middle | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | |||
high | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | |||
ES | 14 | Knockdown | Standing | 0/0/0 | All | |||
LeapingBeast Cannon<img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | Landing time:12F | ||
middle | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | |||
high | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | |||
ES | 14 | Knockdown | Standing | 0/0/0 | All | |||
Air Beast Cannon(Air Only)<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | Landing time:12F | ||
middle | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | |||
high | 14 | Knockdown | Standing | 12/16 (+4) /21 (+9) | All | |||
ES | 14 | Knockdown | Standing | 0/0/0 | All | |||
Million Flicker<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/1.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/4.gif" border="0" > + P (Tap P) |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 11 | -3 | -4 | Standing | 12/12+2xn/12+4xn | Ground | Knocks down on air hit. | |
middle | 11 | -3 | -4 | Standing | 12/12+2xn/12+4xn | Ground | ||
high | 11 | -3 | -4 | Standing | 12/12+2xn/12+4xn | Ground | ||
ES | 11 | Standing | 0/0/0 | Ground | ||||
Climb Razor<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/8.gif" border="0" > + K |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 5 | Knockdown | -18 | Standing | 22/26/31 | All | Landing time:12F | |
middle | 5 | Knockdown | -23 | Standing | 22/26/31 | All | ||
high | 5 | Knockdown | -27 | Standing | 22/26/31 | All | ||
ES | 5 | Knockdown | -25 | Standing | 0/0/0 | All | ||
Wild Circular<img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" ><img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" ><img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" ><img src="./Vampire Savior Data - Talbain_files/1.gif" border="0" ><img src="./Vampire Savior Data - Talbain_files/4.gif" border="0" > + K |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Hit) |
Guard Direction | Remark |
low | - | - | - | - | - | - | Invincible frames:9F | |
middle | 2 | Knockdown | - | Standing | 12/21 | Throw | ||
high | 2 | Knockdown | - | Standing | 12/21 | Throw | ||
ES | 2 | Knockdown | - | Standing | 0/0 | Throw | ||
EX Moves
<a name="ex">EX Super Moves</a> | |||||||
Dragon Cannon<img src="./Vampire Savior Data - Talbain_files/4.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/1.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/6a.gif" border="0" > + KK |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | -27 | Knockdown | -19 | Standing | All | ||
Moment SliceJab (LP), Strong (MP), <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" >, Short (LK), Forward (MK) |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | 14 | Knockdown | +3 | Standing | Ground | Can't pursuit after. | |
Dark Force
<a name="df">Dark Force</a> | |||||
Mirage BodySame Strenght P+K |
Startup | Invincibility | Ending | After Pos | Remark |
31 | 34 | 31 | Standing | Makes 2 images that mirror talbain's moves. | |
Normal Moves (Dark Force) | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Standing (Close) | Jab (LP) | 4 | +12 | +11 | Standing | 0/0/0 | Ground | yes | |
Strong (MP) | 6 | +9 | +8 | Standing | 0/0/0 | Ground | yes | ||
Fierce (HP) | 8 | +9 | +8 | Standing | 0/0/0 | Ground | no | ||
Short (LK) | 5 | +9 | +8 | Standing | 0/0/0 | Ground | yes | ||
Forward (MK) | 6 | +8 | +7 | Standing | 0/0/0 | Ground | yes | ||
Roundhouse (HK) | 7 | +3 | +2 | Standing | 0/0/0 | Ground | no | ||
Standing (Far) | Jab (LP) | 4 | +12 | +11 | Standing | 0/0/0 | Ground | yes | |
Strong (MP) | 7 | +10 | +9 | Standing | 0/0/0 | Ground | yes | ||
Fierce (HP) | 9 | +12 | +11 | Standing | 0/0/0 | Ground | no | ||
Short (LK) | 5 | +11 | +10 | Standing | 0/0/0 | Ground | yes | ||
Forward (MK) | 6 | +8 | +7 | Standing | 0/0/0 | Ground | yes | ||
Roundhouse (HK) | 9 | +9 | +8 | Standing | 0/0/0 | Ground | no | ||
Special | <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > + Roundhouse (HK) | 10 | +8 | +7 | Standing | 0/0/0 | Ground | no | |
Crouching | Jab (LP) | 5 | +11 | +10 | Crouching | 0/0/0 | Crouching | yes | |
Strong (MP) | 8 | +7 | +6 | Crouching | 0/0/0 | Ground | no | ||
Fierce (HP) | 9 | -2 | -3 | Crouching | 0/0/0 | Ground | no | ||
Short (LK) | 5 | +11 | +10 | Crouching | 0/0/0 | Crouching | yes | ||
Forward (MK) | 7 | +9 | +8 | Crouching | 0/0/0 | Ground | yes | ||
Roundhouse (HK) | 9 | ? | 0 | Crouching | 0/0/0 | Crouching | no | ||
Combos & Patterns
- c.lk c.mp c.mk s.hp: a damaging chain that leaves the opponent neutral
- c.lp c.lk s.mp c.hk: this chain avoids GC's at the far range of c.lp c.lk, which you can react to.
- c.mp c.mk: his normals do good damage, this is usually used after some ticks and stuff to early anti air/poke string and combo wtih.
- c.hp c.hk: easy meaty and decent damage.
- c.mk xx qcf p, up-forward+p: regular beast cannon combo, if they block don't go diagonal up, go backwards. the up-forward combos if you hit.
- c.mk xx ES beast cannon, u/f, u/b, u/f, down: mid screen beast cannon combo on middle weight and heavy weight characters which is the majority of the cast.
- c.mk xx ES beast cannon, up, forward, up, forward: mif screen beast cannon combo on light weight characters.
- c.mk xx ES beast cannon, u/f, u/f, u/f, down: basic beast cannon combo on middle and heavy weight characters.
- c.mk xx ES beast cannon, up, forward, up, down: basic beast cannon combo on light weight characters
1. Chain combos:
- C.Lp -> C.Lk -> C.Mp -> C.Mk
This is Talbain's longest range combo, because C.Mk actually reaches longer than his S.Hp. This sets you up really well do any random thing you want, too, because you're in range for a dash/jump-in/BC shenanigans, while being out of the range of most characters' normals.
2. Damaging B&Bs:
- Crossup J.Lk \/ C.Lp (-> C.Mp) XX Moment Slice
This is the only reliable way to land Moment Slice. Theoretically, you could land it without crossing up if you do a jump in and then omit the C.Mp, but it's more trouble than it's worth when you can just do BC bullshit for more damage. Only do this when you're crossing up, and DON'T use it on Q-Bee, cos the Moment Slice will whiff.
- Air BC \/ ES Climb Razor
This is a ghetto combo, and it does 39% damage to a character with average Vitality. Air BCs are not the safest thing to have blocked, so make sure that it hits them when you're very close to the ground. Also, don't try the Climb Razor if you hit the target airborne - you're just begging to waste meter like that.
3. Dash Combos:
- D.Lk OR D.Mk \/ C.Lp -> S.Mk -> S.Hp
This is the standard short hop combo. The chain I've written is the strongest chain you can follow up with that doesn't frequently whiff. It's theoretically possible to do just about any chain after a Short Hop, but you're likely to be pushed out of range if you do a 4-hit chain, so just do the one I listed. For Q-Bee, substitute S.Mk for C.Mk.
As an added note, D.Lk can cross up pretty easily against shorter characters (Morrigan, Lilith, BB Hood, Q-Bee, Talbain).
- D.Lk, D.Lp \/ C.Lp -> S.Mk -> S.Hp
This is a dash link combo. The advantage of Dash Links is that they're much easier to hit-confirm than Short Hops, but they don't work on every character.
This Dash Link is most important when you have an opponent cornered. You can use it mid-screen, but you're likely to go flying over your opponent - not a good situation. This Dash Link will whiff shorter characters during their crouch, so you might as well forget it.
- D.Mk, D.Lk \/ C.Lp -> S.Mk -> S.Hp
This Dash Link is more effective mid-screen, because you can start it from far enough away that you won't fly over your opponent. The catch, however, is that it doesn't work on as many characters. This Dash Link only works on Bishamon, Demitri, Anakaris, Victor, Jedah, and Rikuo.
4. Beast Cannon variations (aka what Mag actually wanted me to post, lol)
Midscreen:
- Forward -> U/F -> U/B -> U/F -> Down, OR Forward -> U/B -> U/F -> U/B -> Down
This is the common BC juggle. This one will maintain your position on the screen, and allows for a pursuit afterwards. The second variation is mainly for if you activate the BC too close to your opponent - you can just fly past them and start the zig zag from behind them.
Finally, as a variation against heavier characters, you can sub the Down with a D/B or D/F. The diagonal will pretty much guarantee landing all five hits. You probably won't be able to land the pursuit afterwards, but who cares? :P
- Forward -> Up -> Forward -> Up -> Foward
This is a good juggle, because for one, it's slightly easier than the zig-zag in my opinion, but more importantly, you can put your opponent in the corner very easily with this one (as if he needs ANOTHER way to do that, right?). You can very rarely land the pursuit afterwards, but in my opinion, you shouldn't bother.
Corner:
- Foward -> Up -> Up -> Down -> Up
This is the most surefire way to land all hits in the corner. There are some easier ones, like Fwd -> U/F x3 -> Down, but it doesn't work on every character. I don't actually know every character it whiffs, but for sure it whiffs Demitri and L.Rapter. So, my best advice is to just make a habit of that one. Be sure to do the 'Up Up' really fast, or your opponent will fall too low by the time you do the 'Down'.
Unblockable:
- Forward -> U/F -> Down -> U/F OR Forward -> Up (when opponent is cornered)
The trick is to be really high over your opponent on the 'Down', and quickly change to the 'U/F or Forward'. This works because the game thinks that your opponent is blocking something both in front of and behind your opponent. Most people know about this and will not let you try. Do not try this against someone with a good GC, and be prepared for opponents to try and jump out of it after the second attack.
Also, random trivial info: I'm not sure how many people know this, but you can actually do the unblockable at mid-screen; however, the timing and spacing is way too strict for it to be practical, and let's be honest - no one is gonna let you get away with trying, anyways. :P
- beast cannon will be abbreviated as "bc"
j.mkXXj.bc, \/, ES uppercut
- this combo displays 2 things that people forget/dont see
-aerial moves are bufferable -ES moves juggle(I thought it was ES-> special, but in this case, its special->es...Ill explain if pple catch this comment, and dont understand)
jump/dash in, lp, lk, lp, ES Uppercut
d.mp, d.hp, s.lp, +s.lk, +s.lp, uppercut kick
DF- [jumpin], c.mk, short hop(d,d+PPP), lp, mp, forward, lk, mk(last 5 inputs were his ?raging demon super?)?pursuit, or turn off DF
<corner>[d.lk, d.hp]xN, finisher-ES nunchuks(sp? don?t kill me)
-many combos ending w/ ES wolf cannon, can combo into an ES wolf uppercut
-I think, if you?re not attacking(which you should be), or are at a critical point in the match(near death), dp beast cannonXXaway+punch, does a decent job of building meter
-short hop= D+3K is a really short hop.. (*Notesome of its frames are invincible. I had an instance the other day, where my friend did ES soul fist, and I hopped through it... I was amazed)
Strategy
Description Here
Rushdown
Description Here