Chaos Breaker/Vargan: Difference between revisions

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*Basic link combo that sends the opponent flying across the screen and will wall-bounce.
*Basic link combo that sends the opponent flying across the screen and will wall-bounce.


214C > 214C, 623A, 236B, j.C
(5C/6C) > 214C > 214C, 623A, 236B, j.C
*Low attack to powder juggle and air reset. The hardest part about this combo is the spacing, as you'll want to hit your opponent with the edge of the initial 214C to get them into the air the right way. From there, you delay the second 214C until they're near the top to give them more airtime, then do 623A and the remaining inputs as quickly as possible.
*Low attack to powder juggle and air reset. The hardest part about this combo is the spacing, as you'll want to hit your opponent with the edge of the initial 214C to get them into the air the right way. From there, you delay the second 214C until they're near the top to give them more airtime, then do 623A and the remaining inputs as quickly as possible.



Revision as of 13:02, 15 February 2012

Introduction

Vargan is a curious character who can play keep away with his various projectiles and can also juggle his opponent from full-screen. The biggest obstacle that beginning Vargan players face is learning when to reload and understanding the full importance of it. Many of his special moves and supers require at least one loaded bullet in order to work and being out can quickly spell disaster for him.

The Basics

Combos

Mid-screen

5A/2A xx 214A

  • Basic link combo that sends the opponent flying across the screen and will wall-bounce.

(5C/6C) > 214C > 214C, 623A, 236B, j.C

  • Low attack to powder juggle and air reset. The hardest part about this combo is the spacing, as you'll want to hit your opponent with the edge of the initial 214C to get them into the air the right way. From there, you delay the second 214C until they're near the top to give them more airtime, then do 623A and the remaining inputs as quickly as possible.

j.C, land, 360X

  • Heavy jump-in to super throw. This will not work on block and will also whiff if you somehow manage to do the 360 far too late, as characters are immune to command throws for a few frames immediately following hitstun.

j.C, land, 214A > 214A, wall-bounce, 236236B

  • Heavy jump-in to wall-bounce to super. The only weird part about this combo is that having too many loaded bullets can actually make it do less damage because the last shot is what does the most damage. Trying to do this with Extra Bullet and 2 extra shots will completely mess up the combo, so you should only have around 6-8 shots when attempting this.

Corner

j.C, land, 5B > 236A xx 360X or 214A > 214A

  • Interesting link combo that relies on the fact that 5B doesn't push back that far and that 214A and Vargan's 360 start up quite quickly. Gimmicky, but worth a try.

low j.C, rising j.C, 214A > 214A

  • Double j.C to Head Charge. As you'll be using j.C a lot anyway, it's not a completely impractical combo to attempt, just a little bit odd.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Mana-Counter

Specials

Shoot: 236A/B/C (Consumes one bullet)

Gun Powder: 623A/B/C

  • (Shoot the Gun Powder) -

Head Charge: 214A

  • (After Head Charge) Shoot: 214A (One bullet required)

Jumpin' Charge: 214B

  • (After Jumpin' Charge) Shoot: 214B (One bullet required)

Slidin' Charge: 214C

  • (After Slidin' Charge) Shoot: 214C (One bullet required)

Reload: 22A/B/C/D

Mana Bursts

Last Shot: 236236A/B/C

Lift & Fire: 360A/B/C

Super Reload: 214214D

Extra Shot: 2141236A/B/C

Frame Data