Chaos Breaker/Vritra: Difference between revisions

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j.C > j.214C > (Wall Kick)xN
j.C > j.214C > (Wall Kick)xN
* Vritra's infinite, AKA the 1UP Combo. The trick to doing this is to buffer the directional input of the 66D into your dash forward, then jump forward and then immediately slide the joystick into down-forward position to hit D, so the motion ends up being something like 669~3D. This allows you to execute wall kicks much more consistently and smoothly, and using this motion you are actually able to use the wall kicks as completely safe instant overheads outside of combos.
* Vritra's infinite, AKA the 1UP Combo. The trick to doing this is to buffer the directional input of the 66D into your dash forward, then jump forward and then immediately slide the joystick into down-forward position to hit D, so the motion ends up being something like 669~3D. This allows you to execute wall kicks much more consistently and smoothly, and using this motion you are actually able to use the wall kicks as completely safe instant overheads outside of combos.
j.C > j.214C > 623A > 623A
* Basic double DP combo that you'll probably only use if you don't have time for the infinite, want to inflict enough damage to win the time out, or you're just too lazy to do the infinite.
j.C > j.214C > Wall Kick > 214A (mash A) > 623A/214214A
* Another corner combo that isn't Vritra's infinite but even goes so far as to use his Wall Kick as part of it. The Wall Kick will put your opponent into the air in such a way that you'll get more hits out 214A, and also have an easier time following up. Solid damage.





Revision as of 10:59, 15 December 2011

Introduction

Vritra is, hands down, THE most agile character in the game and can easily bounce off the walls of the stage, attack his opponent, then leave and come back for more. He also has numerous dodging special moves and a very intimidating mixup game that grows more and more frightening with the knowledge that he can start an infinite with relative ease. While Vritra is not a character meant for beginners, a skilled Vritra player is a force to be reckoned with.

The Basics

Combos

Midscreen

5A xx 623A or 236236X (on counter-hit)

  • Basic link that lots of characters have but, interestingly enough, Vritra can only combo into his super from a counter-hit.

2C(1)/2D > 236C (mash ABC)

  • Very basic BNB, though highly damaging. If about halfscreen from the corner, you are able to dash up, and 2D > 236D while they are still knocked down to create a very tricky crossover that can lead into another knockdown and more heavy damage.

5B/5C > 646B/C

  • Highly damaging 2-in-1 that sends the opponent flying. Performing this close enough to the corner to get a wall-bounce will allow you to sneak in a 2D and possibly another crossover.

j.C/j.D > j.214C > 623X/646X/214214C or 214A (mash A) > 623A/214214A

  • A basic way to float your opponent that leads to many many different options at midscreen. 623X is a really basic way to finish the combo and probably the simplest. 646X is a good option because it removes their ability to tech, giving you more oki options. 214214C is an easy way to make use of your meter and do a decent amount of damage. 214A adds more potential damage to the combo but also switches sides with your opponent, allowing you to push them more easily into the corner and once again presents the options of using a DP or super.

Corner

j.C > j.214C > (Wall Kick)xN

  • Vritra's infinite, AKA the 1UP Combo. The trick to doing this is to buffer the directional input of the 66D into your dash forward, then jump forward and then immediately slide the joystick into down-forward position to hit D, so the motion ends up being something like 669~3D. This allows you to execute wall kicks much more consistently and smoothly, and using this motion you are actually able to use the wall kicks as completely safe instant overheads outside of combos.

j.C > j.214C > 623A > 623A

  • Basic double DP combo that you'll probably only use if you don't have time for the infinite, want to inflict enough damage to win the time out, or you're just too lazy to do the infinite.

j.C > j.214C > Wall Kick > 214A (mash A) > 623A/214214A

  • Another corner combo that isn't Vritra's infinite but even goes so far as to use his Wall Kick as part of it. The Wall Kick will put your opponent into the air in such a way that you'll get more hits out 214A, and also have an easier time following up. Solid damage.


Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Mana-Counter

Specials

Shout Strike: 236A/B/C

  • (After Shout Strike connects) A/B/C, repeatedly

Battle Cry: 623A/B/C

Howling Jump: 214A/B/C

  • (After Howling Jump) Raging Cut: A/B/C
  • (After Howling Jump) Raging Kick: D

Front Shift: 236D

Back Shift: 214D

Dodge: 22D

Front Leap: 623D

Back Leap: 421D

Cyclone Cutter: 214A/B/C, in air

Pain Strike: A/B/C, repeatedly

Fatal Strike: 646A/B/C

Front Dash Kick: 66D, in air

Back Dash Kick: 44D, in air

Mana Bursts

Rampage: 236236A/B/C

Vicious Killer: 214214A/B/C

Frame Data