Line 73: | Line 73: | ||
{{MoveListRow | Crouching Medium | d + m | 63,000 | low }} | {{MoveListRow | Crouching Medium | d + m | 63,000 | low }} | ||
{{MoveListRow | Standing Heavy | h | 85,000 | projnull }} | {{MoveListRow | Standing Heavy | h | 85,000 | projnull }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low | {{MoveListRow | Crouching Heavy | d + h | 80,000 | low [[File:truesoftknockdown.png]] <br> projnull }} | ||
{{MoveListRow | Special | s | 90,000 | launch nocancel <br> projnull }} | {{MoveListRow | Special | s | 90,000 | launch nocancel <br> projnull }} | ||
{{MoveListRow | Stinger | f + h | 80,000 | softknockdown (air only) <br> wallbounce (air only) ; <br> Cannot be used to cancel any <br> whiffed Normal Moves. }} | {{MoveListRow | Stinger | f + h | 80,000 | softknockdown (air only) <br> wallbounce (air only) ; <br> Cannot be used to cancel any <br> whiffed Normal Moves. }} |
Revision as of 20:34, 30 November 2014


Vergil
The second Son of Sparda, and Dante's older twin brother who was thought to be dead by him but in reality was merely separated after their mother's murder. Unlike Dante, who is cocky, hot-blooded, and carefree, Vergil is his polar opposite - cold, aloof, and power-hungry. Blaming himself for his mother's death, he adopted the philosophy that without power, no one can accomplish anything, and journeyed in search of more demonic power. In contrast to Dante, a gun-wielder, Vergil prefers his father's katana, Yamato, as well as a variety of bladed weapons. After briefly reuniting with Dante to defeat Arkham and clashing with Dante, he decided to stay in Hell to gain more power, but was unceremoniously ambushed by his father's enemy Mundus, captured, and brainwashed to become the Dark Knight, Nelo Angelo, and would eventually be killed several years later by Dante. Unbeknownst to all, he is succeeded by Nero, his son from an affair with an unknown woman.
In a nutshell
Vergil is a high-damage mixup character. Boasting some of the longest combos in the game, as well as the most powerful Hyper in the game, Vergil is a combo-crazy maniac when on the field. However, he must be played carefully, as many of his normal attacks are easily punished and his overall health is relatively low. Technical players will have a new friend in Vergil.
Alternate Colors
Players to Watch
Yipes, Padtrick, ChrisG, PR Rog, ShadyK, Cloud805, EMP|Flocker, Tenboss, CrispyTacoz, Richard Nguyen, Clockw0rk, Marn, WinRich, Bubblan, Andre, Drew Grimey
Character Vitals
Video Walkthrough
Combos
part 2 solo combos
part 3, XF combos
XF3 meterless TOD
solo XF + Devil trigger combos, shows level 1, 2 and 3 x-factor
Simple vergil DHC combo, is a good starting point for learning sword loops
Technology
round trip glitch explained
Round Trip combo from Japan
vergil/doom hard tag tod starting with 1 meter
using doom missiles to tag to strange to build meter and DHC back to spiral swords
Magneto/Vergil/Doom hard tags, concept #2, concept #3, concept #4
Doom/Vergil synergy
optimized vergil/doom combo
a similar combo to ChrisG's
ToD hard tag
Anti Vergil Tech
Move List
Assist Types
Normal Moves
projnull
wallbounce (air only) ;
Cannot be used to cancel any
whiffed Normal Moves.
Whenever you cancel this move
into his Dimension Slash, you are
not technically canceling it directly.
The very beginning of his Trick follow-up
is actually what is being canceled. Thus,
if you try to cancel High Time into
the Hyper by using only l and m to
activate the Hyper, it will never come
out. Be sure to activate Hyper only
by using m + h , l + h ,
or l + m + h .
of High Time, h
connected s
groundbounce
projnull ;
Can be chained back into s .
projnull
hardknockdown
groundbounce only when you do not launch with s
nocancel on whiff
hardknockdown
can be canceled on hit or block with s
hits the ground, l / m / h
opponent. m teleports Vergil
behind opponent. h teleports
Vergil above opponent.
Throws
Special Moves
proj
loses softknockdown during devil trigger
Rising Sun, h
groundbounce
proj ;
softkncokdown caused only by last hit.
opponent.
of opponent.
seconds, release atk
You'll know when it's charged
up as Vergil's sleeve will start
to glow. While charging by holding
any atk button, you can switch
the button you are holding down to
another atk button is you start to
hold other button before releasing
original button.
Hyper Moves
proj ;
Mashable.
Summons 6 swords that circle Vergil
that can hit opponent. Each sword
capable of 3 hits.
active, qcf + s
Costs 1 Level of Hyper Meter.
Positions all 6 Swords so that they
float above opponent and strike down
one at a time after a period of time.
active, atk + s
Costs 1 Level of Hyper Meter.
Positions all 6 swords Swords behind
Vergil. Swords will fire straight from
Vergil one by one after a small amount
of time.
l / m / h + s
Fires off one of the Swords
manually. l + s fires sword
diagonally down. m + s fires
sword straight. h + s fires
sword diagonally up.
bonus and gains Air Dash and
Double Jump during Devil Trigger.
qcb + atk + atk
otg ;
Level 3.
Mission Mode
Strategy
Tips and Tricks
- Many players view that Vergil should be played as the first member of your team as he needs solid assists to compensate for his weaknesses (such as whiffed moves), as well as making teleports safer and better for mixups.
- When using Vergil as a battery or anchor, always remember that he can be extremely deadly with meter. With the right partners he can DHC straight into Spiral Swords or Devil Trigger to extend the combo while keeping the momentum he desperately needs.
- Vergil's Sword Storm (follow up to Spiral Swords) is one of the few projectiles / traps in the game that will not disappear when the user is hit. Bear this in mind, as some scenarios can make this a useful tool.
- If the opponent is high enough after the Dimension Slash Hyper is used (such as during an Air Combo), Vergil can actually use {{#motion: otg}} High Time and get a second Dimension Slash within the same combo.
- Normally, Lunar Phase causes a {{#motion: groundbounce}} or {{#motion: hardknockdown}} when used. However, Spiral Swords is active, the opponent will juggle on the swords, allowing entirely new combo potential.
Combos
- 1). {{#motion: l , m , h , f + h , dp + l add l , d u (high jump) , m , h , s (land), h , f + h , qcb + l , s (launcher), m , m , h , d + h (land), qcb + atk + atk , qcb + atk + atk , d + h , dp + m , df + h , qcf + atk + atk}}
- 2). (against cornered opponent) {{#motion: l , m , h , f + h , dp + l add l (charge l ), d u (high jump) , m , h , s (land), h , f + h , (release) l , d + h , qcf + l (charge l ), d + h , dp + atk + atk , dp + m , (release) l , d + h , qcf + l , dp + m , df + h , qcf + atk + atk}}