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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 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. }} | ||
{{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 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 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 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 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 of <br> opponent. }} | {{MoveListRow | Trick | {{qcb}} + {{l}} | 0 | Teleports Vergil in front 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 {{ | * 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 {{ | * 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). {{ | *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) {{ | *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


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
Vergil/Nova Incoming Unblockable
Anti Vergil Tech
Move List
Assist Types
Normal Moves


















Cannot be used to cancel any
whiffed Normal Moves.



Whenever you

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

the Hyper by using only


activate the Hyper, it will never come
out. Be sure to activate Hyper only
by using




or



of High Time,


connected




Can be chained back into






















can be canceled on hit or block with

hits the ground,




opponent.

behind opponent.

Vergil above opponent.
Throws
















Special Moves




loses




Rising Sun,









softkncokdown caused only by last hit.


opponent.




of opponent.

seconds, release


You'll know when it's charged
up as Vergil's sleeve will start
to glow. While charging by holding
any

the button you are holding down to
another

hold the other button before releasing
the original button.
Hyper Moves






Mashable.




Summons 6 swords that circle Vergil
that can hit opponent. Each sword
capable of 3 hits.
active,




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,




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.






Fires off one of the Swords
manually.


diagonally down.


sword straight.


sword diagonally up.



bonus and gains Air Dash and
Double Jump during Devil Trigger.





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
High Time and get a second Dimension Slash within the same combo.
- Normally, Lunar Phase causes a
or
when used. However, Spiral Swords is active, the opponent will juggle on the swords, allowing entirely new combo potential.
Combos
- 1). {{
,
,
,
+
,
+
add
,
(high jump) ,
,
,
(land),
,
+
,
+
,
(launcher),
,
,
,
+
(land),
+
+
,
+
+
,
+
,
+
,
+
,
+
+ atk}}
- 2). (against cornered opponent) {{
,
,
,
+
,
+
add
(charge
),
(high jump) ,
,
,
(land),
,
+
, (release)
,
+
,
+
(charge
),
+
,
+
+
,
+
, (release)
,
+
,
+
,
+
,
+
,
+
+ atk}}