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=Game Elements= | =Game Elements= | ||
=Universal Abilities= | =Universal Abilities= | ||
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Refer to the [[Darkstalkers 3/Strategy|Strategy Section]]. | Refer to the [[Darkstalkers 3/Strategy|Strategy Section]]. | ||
Revision as of 21:19, 30 April 2021
Game Elements
Universal Abilities
Blocking
Vampire Savior allows for ground and air blocking. Blocking while on the ground follows normal trends: Block Standing for high hitting attacks, and Crouching for low hitting attacks.
Air blocking is a bit different. Much like Street Fighter Alpha 3, an airborne character cannot block a normal attack from an opponent who has their feet on the ground. However, some normal moves, such as Aulbath (Rikuo)'s s.fp, or B.B. Hood (Bulleta)'s s.F+mp may be blocked in the air, as well as all ES and EX moves. Air blocking also has virtually no blockstun, allowing for characters to retaliate instantly.
ES & EX Moves
Both ES and EX Moves require meter. Some EX Moves require two or more.
ES Moves
ES moves are special moves to a higher degree. They are generally the special move enhanced in some sort of way. ES moves are performed by doing the motion of the special move normally, except with two buttons of whatever type it requires. (i.e. Morrigan's Soul Flash, QCF+P, can be used in an ES form by doing QCF+PP)
EX Moves
EX moves are the "Supers" of Vampire Savior. But unlike other Capcom games, the Supers of Vampire Savior are merely unique special moves. They have no invincibility, and may not necessarily have high priority. Normal EX moves are performed with their own motions, and two punches or Kicks. Command input (Or Sequential input) EX moves require their own combinations of directions and attack inputs.
Dark Force
Dark Force (abbreviated "DF" for short) is a mode that every character has available. It is activated by pressing the punch and kick buttons of same strength (light punch with light kick, medium punch with medium kick..etc). A DF requires at least one level of meter (Certain DFs require two or more), and adds additional effects and states unique to each character. The DF mode increases regeneration of white damage, but makes all damage taken and dealt during that mode red (permanent). Many of these DF effects can be generalized into 5 different categories:
Category | Characters | Description |
Helper |
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The characters with this Dark Force get an assist, which adds an extra hit in intervals relative to your inputs (maybe a half second after an attack input). Since these additional hits do not knockdown and the assist characters are invulnerable, pressure can be applied to a greater extent (opponents must account for being knocked) The additional hit fills holes in not only pressure, but in combos as well. |
Silhouette/Shadow |
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This Dark Force type has two primary types, but both function in much the same way. An additional image of the character mimics the attacks of the character at the enemy in unison, or after the attack input has been inputted. Morrigan and Lilith have mirror silhouettes available, which appear opposite of the opponent, and attack in unison. Mirror attacks negate hit pushback (since the opponent is being hit from two sides, though needs to block from the direction of the real character (no Urien unblockables)). Lilith, Gallon, & Phobos have delayed silhouettes, which mimic the inputs of the character behind them. This form of silhouette dark force is generally more advantageous, since it protects the character better than the mirror silhouette, and allows for more damage opportunities with its inherent enhanced pressure and ability to fill in combo holes (Allowing for interesting loops) |
Flight |
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This Dark Force type [which is quite self explanatory], allows the character to be in a state of indefinite jump for the duration of the dark force. Characters have full eight direction mobility, and have the same chain rules apply as normal. Aulbath's "flight" puts him in an indefinite crouch state, with 8 direction movement. Q-Bee and Jedah's Dark Forces doesn't have recovery frames. |
Power Moves |
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This dark force type has a character gain new moves for their normal move set. Some characters gain additional properties, but this change in their movesets are the focus of their Dark Force. |
Enhanced Armor |
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There are two forms of enhanced armor used throughout Capcom fighting games: Hyper Armor and Super Armor. Super Armor allows for a character to allow for a hit to connect against them before they go into hit stun. Hyper armor prevents a character from entering hit stun all together. Both Armor enhancements are still susceptible to throws. |
Other Moves
Guard Canceling
Guard Canceling is the Alpha Counter of Vampire Savior. It is performed while in blockstun, and only on the ground. The command motion for any Guard cancel is:
forward, down, down-forward+attack(A Shoryuken motion)
while in blockstun. All guard cancels have frames of invincibility. The attack button (punch or kick) varies with the character, and is listed in each character's respective guide.
A guard cancel can be buffered in to, if a player can properly predict the need to block a move correctly within a 14 frame window. This is done by performing the motion, blocking, then immediately pressing the attack button to finish the guard cancel input.
*All guard cancels have ES forms(Anakaris only have an ES version) **Also important to know, is that guard cancels do not always guarantee a clean hit(Some of them are slow, and some of them are fast, without talking about the ones that won't even hit).
Tech Hitting
Also known as pushblocking(Or Advancing Guard for the MvC players), Tech Hitting is performed by inputting anywhere from 3 to 6+ attack inputs during block stun within a 12 frame window. It can only be done on the ground.
It pushes the opponent away a distance, depending on your last input of the tech hit. A strong button will push them far away, and a weak button will do the opposite, pushing them far away enough for you to dash at them and retaliate. There is a random success in executing a successful tech hit.
- 6 or more inputs will guarantee a pushblock.
- 5 inputs allows for 75% rate of success.
- 4 inputs allows for 50% rate of success.
- 3 inputs allows for 25% rate of success.
Tech hitting gives the person teching frame advantage. This trait of tech hitting makes it more desirable in some cases over guard canceling.
Also worth noting, is that buttons pressed simultaneously count as only one (1) input toward a tech hit.
(Important note: Anakaris is the only character in the game that can't pushblock.)
Throwing & Throw Tech Hitting
Throws are performed by pressing the direction forward or back and P or K. Only Medium and Heavy punches or kicks may perform normal throws.
Throw Tech Hits counter throws. In this case, they are performed in the exact same manner as the throws: press the direction forward or back and P or K. Only medium and strong punches or kicks may counter normal throws.
I also do not have the frame data for these either currently, but from experience, the Vampire Savior engine allows for much leeway in performing a tech hit to counter throws. Very much like Super Street Fighter II Turbo.
All normal throws have a 1 frame startup(And Anakaris doesn't have normal ground/air throws).
All characters also have an unblockable command throw of some sort. All of which have their own respective command input, and frame data. These command throws are un-techable(with few exceptions).
Pursuits
Upon knocking down your opponent, you have the option to add an extra hit to your opponent with a pursuit. Pursuits deal strictly white damage, but even white damage may be all that is necessary to apply damage to maintain pressure.
To perform a pursuit, simultaneously press up and a punch or kick (U+P, or U+K).
Pursuits can be ES'd, by performing the command with two punches or kicks. They can also be avoided by strategic wakeups. This should not deter players from using pursuits though, since a missed pursuit will still keep you near your opponent, which may be desirable for many characters.
Pursuit Frame data will be listed with their respective characters.
Strategic Wake-Up
Upon 'being knocked down, press left or right, and an attack input. your character will then move left or right(depending on which direction you held).
This allows for you to evade pursuits, keep on (or away from) your enemy, or just throw off their mind game.
Dashing
Dashing is performed by tapping forward [or backward] twice in in consecutive succession. Doing so, makes your character dash, hop, or glide (depending on your character). This is a necessity to the game of every character in Vampire Savior, as is discussed further.
Frame data for dashing is located in each respective character's page.
Reversals
See glossary for best explanation.
General Strategies
Refer to the Strategy Section.