Cole Wilson (talk | contribs) (→Combos) |
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j.C > j.214C > 623A > 623A | j.C > j.214C > 623A > 623A | ||
* Basic double DP combo that you'll probably only use if you don't have time for the infinite, want to inflict enough damage to win the time out, or you're just too lazy to do the infinite. | * Basic double DP combo that you'll probably only use if you don't have time for the infinite, want to inflict enough damage to win the time out, or you're just too lazy to do the infinite. The only thing you need to worry about is letting your opponent fall low enough for the first DP in order to actually hit them since it pushes your opponent up far enough to hit them for the second. | ||
j.C > j.214C > Wall Kick > 214A (mash A) > 623A/214214A | j.C > j.214C > Wall Kick > 214A (mash A) > 623A/214214A |
Revision as of 11:11, 15 December 2011
Introduction
Vritra is, hands down, THE most agile character in the game and can easily bounce off the walls of the stage, attack his opponent, then leave and come back for more. He also has numerous dodging special moves and a very intimidating mixup game that grows more and more frightening with the knowledge that he can start an infinite with relative ease. While Vritra is not a character meant for beginners, a skilled Vritra player is a force to be reckoned with.
The Basics
Combos
Midscreen
5A xx 623A or 236236X (on counter-hit)
- Basic link that lots of characters have but, interestingly enough, Vritra can only combo into his super from a counter-hit.
2C(1)/2D > 236C (mash ABC)
- Very basic BNB, though highly damaging. If about halfscreen from the corner, you are able to dash up, and 2D > 236D while they are still knocked down to create a very tricky crossover that can lead into another knockdown and more heavy damage.
5B/5C > 646B/C
- Highly damaging 2-in-1 that sends the opponent flying. Performing this close enough to the corner to get a wall-bounce will allow you to sneak in a 2D and possibly another crossover.
j.C/j.D > j.214C > 623X/646X/214214C or 214A (mash A) > 623A/214214A
- A basic way to float your opponent that leads to many many different options at midscreen. 623X is a really basic way to finish the combo and probably the simplest. 646X is a good option because it removes their ability to tech, giving you more oki options. 214214C is an easy way to make use of your meter and do a decent amount of damage. 214A adds more potential damage to the combo but also switches sides with your opponent, allowing you to push them more easily into the corner and once again presents the options of using a DP or super.
Corner
j.C > j.214C > (Wall Kick)xN
- Vritra's infinite, AKA the 1UP Combo. The trick to doing this is to buffer the directional input of the 66D into your dash forward, then jump forward and then immediately slide the joystick into down-forward position to hit D, so the motion ends up being something like 669~3D. This allows you to execute wall kicks much more consistently and smoothly, and using this motion you are actually able to use the wall kicks as completely safe instant overheads outside of combos.
j.C > j.214C > 623A > 623A
- Basic double DP combo that you'll probably only use if you don't have time for the infinite, want to inflict enough damage to win the time out, or you're just too lazy to do the infinite. The only thing you need to worry about is letting your opponent fall low enough for the first DP in order to actually hit them since it pushes your opponent up far enough to hit them for the second.
j.C > j.214C > Wall Kick > 214A (mash A) > 623A/214214A
- Another corner combo that isn't Vritra's infinite but even goes so far as to use his Wall Kick as part of it. The Wall Kick will put your opponent into the air in such a way that you'll get more hits out 214A, and also have an easier time following up. Solid damage.
Strategy
Item Compatibility
Character Chemistry
Matchups
Move Analysis
Normals and Command Normals
Normal Throws
Mana-Counter
Specials
Shout Strike: 236A/B/C
- (After Shout Strike connects) A/B/C, repeatedly
Battle Cry: 623A/B/C
Howling Jump: 214A/B/C
- (After Howling Jump) Raging Cut: A/B/C
- (After Howling Jump) Raging Kick: D
Front Shift: 236D
Back Shift: 214D
Dodge: 22D
Front Leap: 623D
Back Leap: 421D
Cyclone Cutter: 214A/B/C, in air
Pain Strike: A/B/C, repeatedly
Fatal Strike: 646A/B/C
Front Dash Kick: 66D, in air
Back Dash Kick: 44D, in air
Mana Bursts
Rampage: 236236A/B/C
Vicious Killer: 214214A/B/C
Frame Data
Characters | Ramda • Sandra • Curse Head • Elion • Fina • Evetta • Dorgan • Vargan • GerhardsenII • Vritra • Nagar • Mara • Orc • Troll • Goblin • Bernhard • Nsidor • Zon | |
---|---|---|
Items | Healing Potion • Mana Potion • Power Bracelet • Scroll of Mana • Protection Ring • Amulet • Holy Symbol • Invisible Mantle • Wind Boots • Medal of Strength • Master Ring • Fortunate Coin • Talisman • Mutation Stone • Hellfire Sword • Magic Shield • Earth Hammer • Spike Mace • Demon Club • Goblin Spear • Ice Blade • Shining Staff • Shining Bow • Rune Ax • Extra Bullet • Draconic Figurine • Nightmare Blade • Evil Staff • Death Staff • Blood Sword • Naught Weapon • Dark Staff • Elixir • Demonic Figurine • Seven Keys • Book of Disaster • Magistery • Chaos Ring • Fang of Manticore • Dragon Scale |