UMVC3/Vergil: Difference between revisions

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m (Added a piece of tech I made)
m (fix motion tags)
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{{UMvC3CharacterAssists
{{UMvC3CharacterAssists
   | Judgement Cut | shot front | 30,000 x 5 | softknockdown <br> proj | Dimension Slash
   | Judgement Cut | {{shot}} {{front}} | 30,000 x 5 | {{softknockdown}} <br> {{proj}} | Dimension Slash
   | Rapid Slash | shot front | 35,000 x 5 | softknockdown <br> proj | Dimension Slash
   | Rapid Slash | {{shot}} {{front}} | 35,000 x 5 | {{softknockdown}} <br> {{proj}} | Dimension Slash
   | Rising Sun | direct tiltup | 50,000 + <br> 80,000 | strk | Dimension Slash
   | Rising Sun | {{direct}} {{tiltup}} | 50,000 + <br> 80,000 | {{strk}} | Dimension Slash
}}
}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 40,000 |  }}
{{MoveListRow | Standing Light | {{l}} | 40,000 |  }}
{{MoveListRow | Crouching Light | d + l | 45,000 | low }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} }}
{{MoveListRow | Standing Medium | m | 60,000 |  }}
{{MoveListRow | Standing Medium | {{m}} | 60,000 |  }}
{{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 [[File:truesoftknockdown.png]] <br> projnull }}
{{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&nbsp;any <br> whiffed Normal Moves. }}
{{MoveListRow | Stinger | {{f}} + {{h}} | 80,000 | {{softknockdown}} (air only) <br> {{wallbounce}} (air only) ; <br> Cannot be used to cancel&nbsp;any <br> whiffed Normal Moves. }}
{{MoveListRow | High Time | df + h | 100,000 | OTG no cancel ; <br> Whenever you cancel this move <br> into his Dimension Slash, you are <br> not technically canceling it directly. <br> The very beginning of his Trick follow-up <br> is actually what is being canceled.  Thus, <br> if you try to cancel High&nbsp;Time into <br> the Hyper by using only l and m to <br> activate the Hyper, it will never come <br> out.  Be sure to activate Hyper only <br> by using m + h , l + h , <br> or l + m + h .}}
{{MoveListRow | High Time | {{df}} + {{h}} | 100,000 | OTG no {{cancel}} ; <br> Whenever you {{cancel}} this move <br> into his Dimension Slash, you are <br> not technically canceling it directly. <br> The very beginning of his Trick follow-up <br> is actually what is being canceled.  Thus, <br> if you try to {{cancel}} High&nbsp;Time into <br> the Hyper by using only {{l}} and {{m}} to <br> activate the Hyper, it will never come <br> out.  Be sure to activate Hyper only <br> by using {{m}} + {{h}} , {{l}} + {{h}} , <br> or {{l}} + {{m}} + {{h}} .}}
{{MoveListRow | Trick | towards the end <br> of High Time, h | 0 | Teleports Vergil back to the ground. }}
{{MoveListRow | Trick | towards the end <br> of High Time, {{h}} | 0 | Teleports Vergil back to the ground. }}
{{MoveListRow | Upper Slash | h after a <br> connected s | 75,000 | softknockdown <br> groundbounce <br> projnull ; <br> Can be chained back into s . }}
{{MoveListRow | Upper Slash | {{h}} after a <br> connected {{s}} | 75,000 | {{softknockdown}} <br> {{groundbounce}} <br> {{projnull}} ; <br> Can be chained back into {{s}} . }}
{{MoveListRow | Jumping Light | air l | 43,000 | high djcancel }}
{{MoveListRow | Jumping Light | air {{l}} | 43,000 | {{high}} {{djcancel}} }}
{{MoveListRow | Jumping Medium | air m | 65,000 | high djcancel <br> projnull }}
{{MoveListRow | Jumping Medium | air {{m}} | 65,000 | {{high}} {{djcancel}} <br> {{projnull}} }}
{{MoveListRow | Jumping Heavy | air h | 88,000 | high projnull }}
{{MoveListRow | Jumping Heavy | air {{h}} | 88,000 | {{high}} {{projnull}} }}
{{MoveListRow | Jumping Special | air s | 90,000 | aircombofinisher <br> hardknockdown <br> groundbounce only when you do not launch with s }}
{{MoveListRow | Jumping Special | air {{s}} | 90,000 | {{aircombofinisher}} <br> {{hardknockdown}} <br> {{groundbounce}} only when you do not {{launch}} with {{s}} }}
{{MoveListRow | Helmet Breaker | air d + h | 75,000 | aircombofinisher <br> nocancel on whiff <br> hardknockdown <br> can be canceled on hit or block with s }}
{{MoveListRow | Helmet Breaker | air {{d}} + {{h}} | 75,000 | {{aircombofinisher}} <br> {{nocancel}} on whiff <br> {{hardknockdown}} <br> can be canceled on hit or block with {{s}} }}
{{MoveListRow | Trick | the moment Helmet Breaker <br> hits the ground, l / m / h | 0 | l teleports Vergil in front&nbsp;of <br> opponent. m teleports Vergil <br> behind opponent. h teleports <br> Vergil above opponent. }}
{{MoveListRow | Trick | the moment Helmet Breaker <br> hits the ground, {{l}} / {{m}} / {{h}} | 0 | {{l}} teleports Vergil in front&nbsp;of <br> opponent. {{m}} teleports Vergil <br> behind opponent. {{h}} teleports <br> Vergil above opponent. }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 30,000 + 50,000 | throw hardknockdown }}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 30,000 + 50,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air f + h | 10,000 x 4 + 40,000 | airthrow hardknockdown }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 10,000 x 4 + 40,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air b + h | 10,000 x 4 + 40,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 10,000 x 4 + 40,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Judgement Cut | qcf + atk | 30,000 x 5 | softknockdown <br> proj <br> loses softknockdown during devil trigger }}
{{MoveListRow | Judgement Cut | {{qcf}} + {{atk}} | 30,000 x 5 | {{softknockdown}} <br> {{proj}} <br> loses {{softknockdown}} during devil trigger }}
{{MoveListRow | Rising Sun | dp + l | 50,000 + 80,000 | strk }}
{{MoveListRow | Rising Sun | {{dp}} + {{l}} | 50,000 + 80,000 | {{strk}} }}
{{MoveListRow | Trick | towards the end of <br> Rising Sun, h | 0 | Teleports Vergil back to the ground. }}
{{MoveListRow | Trick | towards the end of <br> Rising Sun, {{h}} | 0 | Teleports Vergil back to the ground. }}
{{MoveListRow | Lunar Phase | dp + m | 25,000 x 7 + 50,000 | hardknockdown <br> groundbounce }}
{{MoveListRow | Lunar Phase | {{dp}} + {{m}} | 25,000 x 7 + 50,000 | {{hardknockdown}} <br> {{groundbounce}} }}
{{MoveListRow | Rapid Slash | dp + h | 35,000 x 5 | softknockdown <br> proj ; <br> softkncokdown caused only by last hit. }}
{{MoveListRow | Rapid Slash | {{dp}} + {{h}} | 35,000 x 5 | {{softknockdown}} <br> {{proj}} ; <br> softkncokdown caused only by last hit. }}
{{MoveListRow | Trick | qcb + l | 0 | Teleports Vergil in front&nbsp;of <br> opponent. }}
{{MoveListRow | Trick | {{qcb}} + {{l}} | 0 | Teleports Vergil in front&nbsp;of <br> opponent. }}
{{MoveListRow | Trick Down | qcb + m | 0 | Teleports Vergil behind opponent. }}
{{MoveListRow | Trick Down | {{qcb}} + {{m}} | 0 | Teleports Vergil behind opponent. }}
{{MoveListRow | Trick Up | qcb + h | 0 | Teleports Vergil above and in front<br> of opponent. }}
{{MoveListRow | Trick Up | {{qcb}} + {{h}} | 0 | Teleports Vergil above and in front<br> of opponent. }}
{{MoveListRow | Round Trip | hold atk for 1.5 <br> seconds, release atk | 20,000 per Hit | proj ; <br> You'll know when it's charged <br> up as Vergil's sleeve will start <br> to glow.  While charging by holding <br> any atk button, you can switch <br> the button you are holding down to <br> another atk button is you start to <br> hold the other button before releasing <br> the original button. }}
{{MoveListRow | Round Trip | hold {{atk}} for 1.5 <br> seconds, release {{atk}} | 20,000 per Hit | {{proj}} ; <br> You'll know when it's charged <br> up as Vergil's sleeve will start <br> to glow.  While charging by holding <br> any {{atk}} button, you can switch <br> the button you are holding down to <br> another {{atk}} button is you start to <br> hold the other button before releasing <br> the original button. }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Dimension Slash | qcf + atk + atk | 17,000 per Hit | strk hardknockdown <br> proj ; <br> Mashable. }}
{{MoveListRow | Dimension Slash | {{qcf}} + {{atk}} + {{atk}} | 17,000 per Hit | {{strk}} {{hardknockdown}} <br> {{proj}} ; <br> Mashable. }}
{{MoveListRow | Spiral Swords | dp + atk + atk | 15,000 per Hit | proj ; <br> Summons 6 swords that circle Vergil <br> that can hit opponent. Each sword <br> capable of 3 hits. }}
{{MoveListRow | Spiral Swords | {{dp}} + {{atk}} + {{atk}} | 15,000 per Hit | {{proj}} ; <br> Summons 6 swords that circle Vergil <br> that can hit opponent. Each sword <br> capable of 3 hits. }}
{{MoveListRow | Sword Storm | with Spiral Swords <br> active, qcf + s | 50,000 per Sword | softknockdown proj ; <br> Costs 1 Level of Hyper Meter. <br> Positions all 6 Swords so that they <br> float above opponent and strike down <br> one at a time after a period of time. }}
{{MoveListRow | Sword Storm | with Spiral Swords <br> active, {{qcf}} + {{s}} | 50,000 per Sword | {{softknockdown}} {{proj}} ; <br> Costs 1 Level of Hyper Meter. <br> Positions all 6 Swords so that they <br> float above opponent and strike down <br> one at a time after a period of time. }}
{{MoveListRow | Blistering Sword | with Spiral Swords <br> active, atk + s | 60,000 per Sword | softknockdown proj ; <br> Costs 1 Level of Hyper Meter. <br> Positions all 6 swords Swords behind <br> Vergil. Swords will fire straight from <br> Vergil one by one after a small amount <br> of time. }}
{{MoveListRow | Blistering Sword | with Spiral Swords <br> active, {{atk}} + {{s}} | 60,000 per Sword | {{softknockdown}} {{proj}} ; <br> Costs 1 Level of Hyper Meter. <br> Positions all 6 swords Swords behind <br> Vergil. Swords will fire straight from <br> Vergil one by one after a small amount <br> of time. }}
{{MoveListRow | Summoned Swords | during Blistering Sword, <br> l / m / h + s | 60,000 | softknockdown proj ; <br> Fires off one of the Swords <br> manually. l + s fires sword <br> diagonally down.  m + s fires <br> sword straight.  h + s fires <br> sword diagonally up. }}
{{MoveListRow | Summoned Swords | during Blistering Sword, <br> {{l}} / {{m}} / {{h}} + {{s}} | 60,000 | {{softknockdown}} {{proj}} ; <br> Fires off one of the Swords <br> manually. {{l}} + {{s}} fires sword <br> diagonally down.  {{m}} + {{s}} fires <br> sword straight.  {{h}} + {{s}} fires <br> sword diagonally up. }}
{{MoveListRow | Devil Trigger | qcb + atk + atk | 0 | Regains Red Health, 20% damage <br> bonus and gains Air Dash and <br> Double Jump during Devil Trigger. }}
{{MoveListRow | Devil Trigger | {{qcb}} + {{atk}} + {{atk}} | 0 | Regains Red Health, 20% damage <br> bonus and gains Air Dash and <br> Double Jump during Devil Trigger. }}
{{MoveListRow | Dark Angel | while in Devil Trigger, <br> qcb + atk + atk | 610,000 | crumple <br> otg ; <br> Level 3. | level3 }}
{{MoveListRow | Dark Angel | while in Devil Trigger, <br> {{qcb}} + {{atk}} + {{atk}} | 610,000 | {{crumple}} <br> {{otg}} ; <br> Level 3. | level3 }}
{{MoveListFooter}}
{{MoveListFooter}}


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* 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.   
* 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.
* 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.
* If the opponent is high enough after the Dimension Slash Hyper is used (such as during an Air Combo), Vergil can actually use {{ 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.
* Normally, Lunar Phase causes a {{ groundbounce}} or {{ hardknockdown}} when used. However, Spiral Swords is active, the opponent will juggle on the swords, allowing entirely new combo potential.


=== Combos ===
=== 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}}
*1). {{ {{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}}
*2). (against cornered opponent) {{ {{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}}


=== Basic Strategy ===
=== Basic Strategy ===
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== Strategy vs. Vergil ==
== Strategy vs. Vergil ==


[[Category: Ultimate Marvel vs Capcom 3]]
[[Category:Ultimate Marvel vs Capcom 3]]

Revision as of 23:17, 8 December 2020

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Vergil

Umvc3 vergil face.jpg

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

Vergil colors.jpg

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

CHARACTER DATA
Health:
850k.jpg
Double Jump:
Yes (only in Devil Trigger)
Air Dash:
Yes (only in Devil Trigger)
Air Dash/Jump count:
1 (only in Devil Trigger)
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
25.0 %
50.0 %
75.0 %
X-Factor Speed Boost:
15.0 %
20.0 %
25.0 %
X-Factor Duration:
11.5 s
16.5 s
21.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
5 %
5 %
5 %
20 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %

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
Vergil/Nova Incoming Unblockable

Anti Vergil Tech

using moves to beat rapid slash on incoming

Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Judgement Cut
Shot.png Front.png
30,000 x 5
Softknockdown.png
Proj.png
Dimension Slash
Beta2.png Rising Sun
Direct.png Tiltup.png
50,000 +
80,000
Strk.png
Dimension Slash
Gamma2.png Rapid Slash
Shot.png Front.png
35,000 x 5
Softknockdown.png
Proj.png
Dimension Slash

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
40,000
Crouching Light
D.png + L.png
45,000
Low.png
Standing Medium
M.png
60,000
Crouching Medium
D.png + M.png
63,000
Low.png
Standing Heavy
H.png
85,000
Projnull.png
Crouching Heavy
D.png + H.png
80,000
Low.png Truesoftknockdown.png
Projnull.png
Special
S.png
90,000
Launch.png Nocancel.png
Projnull.png
Stinger
F.png + H.png
80,000
Softknockdown.png (air only)
Wallbounce.png (air only) ;
Cannot be used to cancel any
whiffed Normal Moves.
High Time
Df.png + H.png
100,000
OTG no Cancel.png ;
Whenever you Cancel.png 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.png High Time into
the Hyper by using only L.png and M.png to
activate the Hyper, it will never come
out. Be sure to activate Hyper only
by using M.png + H.png , L.png + H.png ,
or L.png + M.png + H.png .
Trick
towards the end
of High Time, H.png
0
Teleports Vergil back to the ground.
Upper Slash
H.png after a
connected S.png
75,000
Softknockdown.png
Groundbounce.png
Projnull.png ;
Can be chained back into S.png .
Jumping Light
air L.png
43,000
High.png Djcancel.png
Jumping Medium
air M.png
65,000
High.png Djcancel.png
Projnull.png
Jumping Heavy
air H.png
88,000
High.png Projnull.png
Jumping Special
air S.png
90,000
Aircombofinisher.png
Hardknockdown.png
Groundbounce.png only when you do not Launch.png with S.png
Helmet Breaker
air D.png + H.png
75,000
Aircombofinisher.png
Nocancel.png on whiff
Hardknockdown.png
can be canceled on hit or block with S.png
Trick
the moment Helmet Breaker
hits the ground, L.png / M.png / H.png
0
L.png teleports Vergil in front of
opponent. M.png teleports Vergil
behind opponent. H.png teleports
Vergil above opponent.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
30,000 + 50,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
10,000 x 4 + 40,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
10,000 x 4 + 40,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Judgement Cut
Qcf.png + Atk.png
30,000 x 5
Softknockdown.png
Proj.png
loses Softknockdown.png during devil trigger
Rising Sun
Dp.png + L.png
50,000 + 80,000
Strk.png
Trick
towards the end of
Rising Sun, H.png
0
Teleports Vergil back to the ground.
Lunar Phase
Dp.png + M.png
25,000 x 7 + 50,000
Hardknockdown.png
Groundbounce.png
Rapid Slash
Dp.png + H.png
35,000 x 5
Softknockdown.png
Proj.png ;
softkncokdown caused only by last hit.
Trick
Qcb.png + L.png
0
Teleports Vergil in front of
opponent.
Trick Down
Qcb.png + M.png
0
Teleports Vergil behind opponent.
Trick Up
Qcb.png + H.png
0
Teleports Vergil above and in front
of opponent.
Round Trip
hold Atk.png for 1.5
seconds, release Atk.png
20,000 per Hit
Proj.png ;
You'll know when it's charged
up as Vergil's sleeve will start
to glow. While charging by holding
any Atk.png button, you can switch
the button you are holding down to
another Atk.png button is you start to
hold the other button before releasing
the original button.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Dimension Slash
Qcf.png + Atk.png + Atk.png
17,000 per Hit
Strk.png Hardknockdown.png
Proj.png ;
Mashable.
Spiral Swords
Dp.png + Atk.png + Atk.png
15,000 per Hit
Proj.png ;
Summons 6 swords that circle Vergil
that can hit opponent. Each sword
capable of 3 hits.
Sword Storm
with Spiral Swords
active, Qcf.png + S.png
50,000 per Sword
Softknockdown.png Proj.png ;
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.
Blistering Sword
with Spiral Swords
active, Atk.png + S.png
60,000 per Sword
Softknockdown.png Proj.png ;
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.
Summoned Swords
during Blistering Sword,
L.png / M.png / H.png + S.png
60,000
Softknockdown.png Proj.png ;
Fires off one of the Swords
manually. L.png + S.png fires sword
diagonally down. M.png + S.png fires
sword straight. H.png + S.png fires
sword diagonally up.
Devil Trigger
Qcb.png + Atk.png + Atk.png
0
Regains Red Health, 20% damage
bonus and gains Air Dash and
Double Jump during Devil Trigger.
Dark Angel
while in Devil Trigger,
Qcb.png + Atk.png + Atk.png
610,000
Crumple.png
Otg.png ;
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 Otg.png High Time and get a second Dimension Slash within the same combo.
  • Normally, Lunar Phase causes a Groundbounce.png or Hardknockdown.png when used. However, Spiral Swords is active, the opponent will juggle on the swords, allowing entirely new combo potential.

Combos

  • 1). {{ L.png , M.png , H.png , F.png + H.png , Dp.png + L.png add L.png , D.png U.png (high jump) , M.png , H.png , S.png (land), H.png , F.png + H.png , Qcb.png + L.png , S.png (launcher), M.png , M.png , H.png , D.png + H.png (land), Qcb.png + Atk.png + Atk.png , Qcb.png + Atk.png + Atk.png , D.png + H.png , Dp.png + M.png , Df.png + H.png , Qcf.png + Atk.png + atk}}


  • 2). (against cornered opponent) {{ L.png , M.png , H.png , F.png + H.png , Dp.png + L.png add L.png (charge L.png ), D.png U.png (high jump) , M.png , H.png , S.png (land), H.png , F.png + H.png , (release) L.png , D.png + H.png , Qcf.png + L.png (charge L.png ), D.png + H.png , Dp.png + Atk.png + Atk.png , Dp.png + M.png , (release) L.png , D.png + H.png , Qcf.png + L.png , Dp.png + M.png , Df.png + H.png , Qcf.png + Atk.png + atk}}

Basic Strategy

Advanced Strategy

Strategy vs. Vergil