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| =Combos & Patterns=
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| -d.mp, +c.lk, c.mp, c.mk, c.rk
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| -d.mp, [+c.lp, c.lk]x2, +c.lp. c.rk
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| Jab rush: [d.lp, s.lp, c.lp]
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| (effective, except against a good guard canceller)
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| * A dashing jab gives you three(+3) frames of advantage when blocked. A standing jab has 5 frames of startup, and gives 7 frames of advantage. This gives you quite some leeway to either, continue jabbing or shortting, or dash in to keep on your opponent. You'll notice the 2 frame hole between the dashing lp. This is necessary to deter their attempts at gc-ing and teching.
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| You may even want to open that window, if you know they may be attempting something, and hit them out with a s.lp or c.lp.
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| HOD juggles- The gist: [Sonic wave, juggle with Aqua spread]xN You can end it with his uppercut. ES moves are not necessary to continue juggling, but should you be at a distance where the normal sonic wave would not be able to reach, you will more than likey be forced to use an ES sonic wave.
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| Of course though, while it all looks pretty; it consumes too much meter for the amount of damage you net.
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| “Bubble trap/loop”- Corner knockdown, bubble, apply pressure, (they get grabbed), short gas, jump in->knockdown, WRR(can be countered)
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| [-The bubble trap may require meter, but with proper play, getting meter should be easy]
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| -imo this makes him top tier
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| {{Navbox-VSav}} | |
| [[Category:Darkstalkers games]]
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| [[Category: Vampire Savior (Darkstalkers 3)]]
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