Introduction
"My great strength is wasted on your great weakness!" |
Victor is the final creation of the mad scientist Victor von Gerdenheim, whom he shares his name with. Shortly after giving his creation life, Dr. Gerdenheim died and was found by the newly animated Victor. Despite these strange circumstances, Victor is a happy-go-lucky person who greatly cares for others and will do whatever he can to save those in need.
Lacking an understanding of what life or death really was, Victor interpreted the Doctor's lack of movement as a sign of disapproval. Because of this, Victor believed that if he became strong and was able to prove himself as a worthy creation, the Doctor would finally accept him. After departing the castle, Victor wanders in search of powerful opponents to prove his strength to the Doctor.
Strengths | Weaknesses |
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Color Options
LP | MP | HP | Hold Start |
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LK | MK | HK | Hold LP+MK |
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Moves List
Normal Moves
Standing LP - whiff crouching opponents.
Standing close MP - useful for crouching opponents,can be electrified
Standing far MK - a good horizontal range one, can be electrified
Standing far HP - it had a good horizontal range, can be electrified
Standing far HK - a good anti air,can be electrified
Standing close K's - twerking time
Crouching LK - hits low and you crouching combo starter
Crouching MP - can be electrified
Crouching MK - hits low, can be electrified
Crouching HP - ok hitbox range for anti air, can be electrified
Crouching HK - excellent hibtox range for a combo ender, can be electrified
Jumping MK - his best jump in and overhead move.
Jumping HP - had the best hitbox range for cross ups.
Jumping HK - your far range overhead.
Special Moves
Giga Hammer: Charge B for 2 seconds, then press F + P [ES]
Victor dashes with a medium height fist that varies depend of the button strenght , doesn't make good damage, its only recommended to get close to your opponent.
ES - Victor slides and rise up diagonally his fist, its a good attack agaisnt front jump in ones.
Giga Buster: Charge B for seconds, then press F + K [ES]
Victor slides with a low kick, its recommend for crouching opponents.
ES - Victor jumps and makes three low kick, use it for overhead cheap damage.
Graviton Knuckle: During throw, press D, U + P
Victor slams his opponent with a powerbomb.
Gyro Crush: QCB + P [ES]
A Double Lariat homage with a fist finisher , its for close combat and as a crouching opponent combo ender commonly, but can be countered with sweeps.
ES - only makes more hits
Giga Burn: QCB + K (Guard Reversal) [ES]
Victor jumps and rise up his knee, a Tiger Knee power based homage, its a good option for medium jump in opponents and as a standing opponent combo ender
ES - makes more damage and its more anti air specific.
Mega Spike: Close, 360 + MP or HP
One of the most damaging Command Grabs of the game, throws your opponent toward but don't had enough recovery for Pursuits.
Mega Shock: Close, QCF + MK or HK
Its a close combat command grab, you can add more damage mashing up button.
Super Moves
Great Geldenheim: Close, HCF + 2K, then MP or HP
Your Command Grab Super setup, it makes more damage than his Specials and had a nice ending animation, recommended to activate it after a sweep and its had a invincible start up.
Thunder Break: Charge D for seconds, then press U + 2P
Victor jumps and hits the floor with both fist to made a low shockwave, it mades good damage but its slow, use if for suprise crouching opponents.
The Basics
If you love to be a Grappler and a Zoning he is your pick, your electric chains are the most damageful in the game but too specific against some standing or crouching characters, you will use your Kick or 360 punch command grab instead for throw traps.
Combos
Crouching LP, LK, MP Hold,HP Hold - 4 Hits, 21% Damage
Standing Close MP Hold,Close MK Hold,Close HP Hold - 3 hits, 22% Damage
Standing Close MP Hold, Close MK Hold, CloseHK - 3 hits, 25% Damage
Crouching MP, MK, HK - 3 Hits, 28% Damage
Crouching LK, EX Gyro Crush - 4 Hits, 25% Damnage
Standing Close MP Hold, Crouching LP/LK, MK, HK - 4 hits, 30% Damage
Jump MK, Crouching LK, Giga Burn - 3 Hits, 26% Damnage
Advanced Strategy
Electric Chains
You can chain electric attacks holding the button for it, the only advantage its about the first strike damage.
Link Electrics
Standing MP is the best electric one for link chains.
Great Geldenheim Setups
Activate it when your opponent jumps or makes a crouching chain,or when you wake up,it had enough invicincble startup frames and the fast recovery to grab your opponent.
Frame Data
Normals | ||||||||||
Strenght | Startup | Active | Recovery | Hit | Guard | Gauge Increase ((miss/hit/equivalent)) |
Guard Height | Cancel | Notes | |
近立ち |
LP | 6 | 3 | 15 | -4 | -6 | // | LM | ○/連打可 | |
MP | 10 | 3 | 19 | -3 | -5 | // | LM | × | ||
HP | 12 | 4 | 31 | +4 | -10 | // | LM | × | ヒット時吹き飛び | |
LK | 6 | 3 | 8 | +3 | +1 | // | LM | ○ | ||
MK | 12 | 3 | 21 | -2 | -4 | // | LM | × | ||
HK | 17 | 3 | 23 | 0 | -2 | // | LM | × | ||
遠立ち |
LP | 6 | 3 | 15 | -4 | -6 | // | LM | ○/連打可 | |
MP | 10 | 3 | 22 | -3 | -5 | // | LM | × | ||
HP | 13 | 4 | 30 | +5 | -9 | // | LM | × | ヒット時吹き飛び | |
LK | 7 | 3 | 7 | +7 | +5 | // | LM | ○ | ||
MK | 10 | 3 | 24 | -5 | -7 | // | LM | × | ||
HK | 15 | 7 | 32 | -1 | -15 | // | LM | × | ヒット時吹き飛び | |
Crouching | LP | 6 | 3 | 8 | +3 | +1 | // | LM | ○ | |
MP | 10 | 3 | 21 | -2 | -4 | // | LM | × | ||
HP | 12 | 6 | 26 | +6 | -8 | // | LM | × | ヒット時吹き飛び | |
LK | 7 | 3 | 6 | +8 | +6 | // | L | ○/連打可 | ||
MK | 11 | 3 | 19 | 0 | -2 | // | L | × | ||
HK | 14 | 6 | 23 | Fall | -5 | // | L | × | ||
<A name="attack2-electric"></A>特殊技 (電撃攻撃) | ||||||||||
Strenght | Startup | Active | Recovery | Hit | Guard | Gauge Increase ((miss/hit/equivalent)) |
Guard Height | Cancel | Notes | |
近立ち |
MP | 14 | 8 | 16 | +8 | -7 | // | LM | × | |
HP | 16 | 8 | 31 | +45 | -10 | // | LM | × | ヒット時吹き飛び | |
MK | 14 | 12 | 13 | +7 | -8 | // | LM | × | ||
HK | 22 | 3 | 27 | +49 | -6 | // | LM | × | ヒット時吹き飛び | |
遠立ち |
MP | 11 | 5 | 30 | +2 | -13 | // | LM | × | |
HP | 19 | 16 | 28 | +43 | -12 | // | LM | × | ヒット時吹き飛び | |
MK | 11 | 3 | 32 | 0 | -15 | // | LM | × | ||
HK | 21 | 13 | 32 | +36 | -19 | // | LM | × | ヒット時吹き飛び | |
Crouching | MP | 11 | 5 | 28 | +4 | -11 | // | LM | × | |
HP | 16 | 15 | 23 | +45 | -10 | // | LM | × | ヒット時吹き飛び | |
MK | 12 | 3 | 25 | +7 | -8 | // | L | × | ||
HK | 14 | 7 | 35 | KD | -18 | // | L | × | ||
Jumping Normals | ||||||||||
Strenght | Startup | Active | Recovery | Hit | Guard | Gauge Increase ((miss/hit/equivalent)) |
Guard Height | Cancel | Notes | |
垂 直 |
LP | 6 | 着地まで | - | - | - | // | HM | × | Cancel after Startup |
MP | 8 | 8 | 15 | - | - | // | HM | × | ||
HP | 10 | 5 | 12 | KD | - | // | HM | × | ||
LK | 7 | 着地まで | - | - | - | // | HM | × | Cancel after Startup | |
MK | 10 | 4 | 15 | - | - | // | HM | × | ||
HK | 13 | 5 | 16 | - | - | // | HM | × | ||
斜 め |
LP | 6 | 着地まで | - | - | - | // | HM | × | Cancel after Startup |
MP | 8 | 8 | 15 | - | - | // | HM | × | ||
HP | 13 | 8 | 20 | - | - | // | HM | × | ||
LK | 7 | 着地まで | - | - | - | // | HM | × | Cancel after Startup | |
MK | 10 | 4 | 15 | - | - | // | HM | × | ||
HK | 13 | 5 | 16 | - | - | // | HM | × | ||
<A name="throw-air"></A>Air Throw | ||||||||
お互い空中&相手の近くで![]() |
Startup | Active | Recovery | 投げ成立 | Throw Escape | Gauge Increase | 投げ方向 | Notes |
1 | KD | 不可 | レバー | |||||
追い討ち攻撃</ | ||||||
相手KD or Fall時に![]() |
Strenght | Startup | Active | Recovery | Gauge Increase (空/当) |
Notes |
ノーマル | 39 | 3 | 39+着地7 | / | ||
ES | 39 | 3(10)3 | 43+着地7 | 0/ 0 | ||