Chaos Breaker/Vargan: Difference between revisions

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Revision as of 14:56, 17 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

Standing

5A

  • Nudge with the muzzle of Vargan's gun that comes out quick and can be linked into 214A or into itself on counter hit. One of the main normals that you'll actually be using, so learn it and learn it well.

5B

  • Smack with the butt of Vargan's gun that has slightly more range than 5A and 2A but isn't really used much outside of the occasional combo.

5C

  • Heavy smash with the front of Vargan's gun that is used to occasionally combo into things, but not very often.

5D

  • Leaping headbutt that hits overhead and isn't all that great.

Crouching

2A

  • Lower muzzle nudge that hits mid, stops dashes, and has the same range as 5A. Links into 214A and into itself on counter hit.

2B

  • Butt smack that's a lot like 5B, only it has a lot more range.

2C

  • Jumping launcher that has really bad recovery, but it can be cancelled into j.236X while Vargan is airborne.

2D

  • Sliding kick that's exactly like Dorgan's that starts up in 15 frames.

Command

6A

  • Muzzle nudge that moves Vargan forward and seems to be aimed lower, although it won't stop dashes like 2A. Has more range than 5B and the other two A normals.

6B

  • Slightly downward swing with the muzzle of Vargan's gun that moves him just a little bit forward. Has less range than 2B.

6C

  • Turning smash with the front of Vargan's gun that has pretty good range and is also cancellable.

6D

  • Blowback kick that allows Vargan to defy gravity.

Jumping

j.A

  • Flying muzzle nudge that comes out fast.

j.B

  • Scoops. Scoops muzzle smack.

j.C

  • Vargan holds the gun by the barrel and wallops his opponent as hard as he can from the air.

j.D

  • Awkward kick that can actually cross-up.

Normal Throws

Mana-Counter

Specials

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

  • Fires a shot across the screen. Can be performed in the air.
  • Button strength controls trajectory. A fires horizontally, B fires 30 degrees up, C fires straight up.
  • Air version is slightly different. A fires straight, B 30 degrees down, and C 45 degrees down.

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

Attack Cancel State Total Start-up Active Hit Guard
5A No Mid 16 5 +4 -1
6A No Mid 18 5 +2 -1
2A No Mid 17 6 +4 -1
j.A Yes Overhead 5
5B Yes Mid
6B Yes Mid
2B Yes Mid
j.B Yes Overhead
5C Yes Mid 46 19 -2
6C Yes Mid
2C Yes Mid Float
j.C Yes Overhead 13
5D Yes Overhead
6D No Mid Blowback
2D No Low 40 15
j.D Yes Overhead 8