No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
= | =Basic Mechanics= | ||
</br> | |||
==Movement Options== | |||
===Walking=== | |||
The most basic movement option. Simply tilt the stick forwards or backwards (6 or 4). | |||
= | ===Dashing=== | ||
Dashing is performed by tapping forwards or backwards twice rapidly (66 or 44). Each character's dash has has unique properties (distance and speed, hop/dash/fly). | |||
===Jumping=== | |||
Jumping can be done by pressing up, up forwards, or up backwards (8, 7, or 9). | |||
===Air Dashing=== | |||
Jumping and dashing combined. To airdash, jump and tap forwards or backwards twice. | |||
== | ===Instant Air Dashing=== | ||
An advanced movement option. Instant air dashing (IAD) is just as it says, dashing the instant you are in the air so that you're as close to the ground as possible. Though, not all characters have an air dash to utilize, and not all of the ones who do have one can utilize it well. | |||
To perform an IAD: jump forward/backward, then tap forwards/backwards rapidly (956 or 754). It takes some practice to get used to. When mastered, this technique give you access to extremely fast overhead attacks, enhancing your mixup potential. | |||
== | ==Offensive Options== | ||
=== | ===Normals/Command Normals=== | ||
The most basic offensive option. Each character has normal attacks which can be performed by hitting a button ({{lp}},{{mp}},{{hp}},{{lk}},{{mk}},{{hk}}).</br> | |||
Command normal are almost as easy as normals, but require a simple motion input (6{{mp}} for example, or 3{{hk}})) | |||
=== | ===Throwing=== | ||
Throws are performed by pressing the direction forward or back and punch or kick (6 or 4{{p}} or {{k}}). Only Medium and Heavy punches or kicks may perform normal throws. The direction you input will determine which way the opponent will go.</br> | |||
All characters have a command throw which is done with a motion input. | |||
== | ===Special Moves=== | ||
Special moves are done by performing a motion input and pressing a button (e.g.{{qcf}}{{lp}}). | |||
===ES Moves=== | |||
Similar to EX moves in other Street Fighter. These moves are more powerful than standard special moves (more damage/faster/etc.) but require at least 1 bar of special meter. 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}}{{lp}} , can be used in an ES form by doing {{qcf}}{{p}}{{p}}) | |||
===EX Moves=== | |||
EX moves are the "Supers" of Vampire Savior. 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. These moves also require at least 1 bar of special meter. 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. | |||
== | ===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.</br> | ||
To perform a pursuit, simultaneously press up and a punch or kick (8{{p}}, or 8{{k}}). Pursuits can be ES'd, by performing the command with two punches or kicks (8{{p}}{{p}} or 8{{k}}{{k}}). | |||
==Defensive Options== | |||
===Blocking=== | |||
Hold back to block. Blocking can be done on the ground and in the air. Block while Standing for high and mid hitting attacks (4), and Crouching for low hitting attacks (1). | |||
===Chicken Guard=== | |||
Blocking in the air. An airborne character cannot block a standing normal, with a few exceptions. All ES and EX moves may be blocked in the air. Air blocking also has virtually no blockstun, allowing for characters to retaliate instantly. | |||
===Tech Hitting=== | ===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. | 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. | ||
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. | * 6 or more inputs will guarantee a pushblock. | ||
Line 94: | Line 61: | ||
* 3 inputs allows for 25% 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. | Tech hitting gives the person teching frame advantage. This trait of tech hitting makes it more desirable in some cases over guard canceling.</br> | ||
Also worth noting, is that buttons pressed simultaneously count as only one (1) input toward a tech hit.</br> | |||
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.) | (Important note: Anakaris is the only character in the game that can't pushblock.) | ||
=== | ===Guard Canceling=== | ||
Guard Canceling is the [[Glossary A-H#Alpha_Counter|Alpha Counter]] of Vampire Savior. It is performed while in blockstun, and only on the ground. The command motion for any Guard cancel is {{dp}}{{p}} or {{k}} while in blockstun. All guard cancels have frames of invincibility. The attack button ({{p}} or {{k}}) varies with the character, and is listed in each character's respective guide.</br> | |||
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.</br> | |||
<nowiki>*</nowiki>All guard cancels have ES forms(Anakaris only have an ES version)</br> | |||
<nowiki>**</nowiki>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). | |||
All | |||
===Throw Tech Hitting=== | |||
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. Command throws are un-techable(with ''few'' exceptions). | |||
===Strategic Wake-Up=== | ===Strategic Wake-Up=== | ||
Upon | 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 | This allows for you to evade pursuits and keep close (or away from) your opponent. | ||
=== | ===Reversals=== | ||
This describes the ability for a character to go from one a "non-hittable" state straight into a Special Move instantly with no extra Frames in between. | |||
== | ==Dark Force== | ||
Dark Force (abbreviated "DF" for short) is a mode that every character has available. It is activated by pressing punch and kick buttons of same strength ({{lp}}+{{lk}} , {{mp}}+{{mk}} or {{hp}}+{{hk}}). A DF requires at least one level of special 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). | |||
==Note== | |||
Mechanics listed here have been categorized as "offensive" or "defensive" but that is not strictly true. "Offensive" mechanics can be used defensively and vice versa. What is important is your goal/intention when playing. Learn from other players and get creative to see everything this game has to offer. | |||
{{Navbox-VSav}} | |||
[[Category:Vampire Savior (Darkstalkers 3)]] |
Revision as of 00:42, 1 May 2021
Basic Mechanics
Movement Options
Walking
The most basic movement option. Simply tilt the stick forwards or backwards (6 or 4).
Dashing
Dashing is performed by tapping forwards or backwards twice rapidly (66 or 44). Each character's dash has has unique properties (distance and speed, hop/dash/fly).
Jumping
Jumping can be done by pressing up, up forwards, or up backwards (8, 7, or 9).
Air Dashing
Jumping and dashing combined. To airdash, jump and tap forwards or backwards twice.
Instant Air Dashing
An advanced movement option. Instant air dashing (IAD) is just as it says, dashing the instant you are in the air so that you're as close to the ground as possible. Though, not all characters have an air dash to utilize, and not all of the ones who do have one can utilize it well. To perform an IAD: jump forward/backward, then tap forwards/backwards rapidly (956 or 754). It takes some practice to get used to. When mastered, this technique give you access to extremely fast overhead attacks, enhancing your mixup potential.
Offensive Options
Normals/Command Normals
The most basic offensive option. Each character has normal attacks which can be performed by hitting a button (,
,
,
,
,
).
Command normal are almost as easy as normals, but require a simple motion input (6 for example, or 3
))
Throwing
Throws are performed by pressing the direction forward or back and punch or kick (6 or 4 or
). Only Medium and Heavy punches or kicks may perform normal throws. The direction you input will determine which way the opponent will go.
All characters have a command throw which is done with a motion input.
Special Moves
Special moves are done by performing a motion input and pressing a button (e.g.).
ES Moves
Similar to EX moves in other Street Fighter. These moves are more powerful than standard special moves (more damage/faster/etc.) but require at least 1 bar of special meter. 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, , can be used in an ES form by doing
)
EX Moves
EX moves are the "Supers" of Vampire Savior. 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. These moves also require at least 1 bar of special meter. 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.
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.
To perform a pursuit, simultaneously press up and a punch or kick (8, or 8
). Pursuits can be ES'd, by performing the command with two punches or kicks (8
or 8
).
Defensive Options
Blocking
Hold back to block. Blocking can be done on the ground and in the air. Block while Standing for high and mid hitting attacks (4), and Crouching for low hitting attacks (1).
Chicken Guard
Blocking in the air. An airborne character cannot block a standing normal, with a few exceptions. All ES and EX moves may be blocked in the air. Air blocking also has virtually no blockstun, allowing for characters to retaliate instantly.
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.)
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 or
while in blockstun. All guard cancels have frames of invincibility. The attack button (
or
) 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).
Throw Tech Hitting
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 or
. Only medium and strong punches or kicks may counter normal throws. Command throws are un-techable(with few exceptions).
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 and keep close (or away from) your opponent.
Reversals
This describes the ability for a character to go from one a "non-hittable" state straight into a Special Move instantly with no extra Frames in between.
Dark Force
Dark Force (abbreviated "DF" for short) is a mode that every character has available. It is activated by pressing punch and kick buttons of same strength (+
,
+
or
+
). A DF requires at least one level of special 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).
Note
Mechanics listed here have been categorized as "offensive" or "defensive" but that is not strictly true. "Offensive" mechanics can be used defensively and vice versa. What is important is your goal/intention when playing. Learn from other players and get creative to see everything this game has to offer.