-
Posts
3,292 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Kyle
-
I have taken a few mins to look over each character thread. Most are full of useful info, some are still lacking. Here's a list of character threads which need more info. Anyone/everyone plz contribute what you know. Bulleta: needs basics, technical is covered. What's spacing, what' zoning , how to rush etc... Zabel: needs basics, technical is covered. What's spacing, what' zoning, how to rush etc... Lei-lei: info is mostly there, needs polished/organized Anakaris: Needs everything, basics & advanced stuff written out. Victor: info is mostly there, needs polished/organized Sasquatch: needs technical. What covers the most optins, dashing HK shenanigans etc. Jedah: Needs a technical breakdown and his strategy defined. Gallon: needs some basics, needs some organizing Everything else is good. Thanks for all the help guys.
-
Just got to fully reading this. Great write-up Korey. A few things to add. If you land a gas outside of dashing sweep range, your only option for getting damage is sea rage. 41236PP A tip about that input. Jap's write it as 4123[6]PP. apparently holding the towards aid the inputs to work more successfully. lastly, I would like to start a list of how to escape bubble traps, in general and unique per character. When Aulbath get's hit, the bubble goes away! Generally: -If you are in wake-up to a bubble coming at you AND Aulbath is putting a meaty on your wake-up, you have these options. 1. Reversal, wakeup dp/super whatever 2. wake-up guard cancel during blockstun -If Aulbath had a meaty timing that was too early: wake-up and throw him -If Aulbath had a meaty timing too late: wake-up and trade moves so he takes some damage. The bubble disappears when Aulbath takes damage. Character specific: Sasquatch: mp+mk dark force for super armor. Do not Jump. Bishamon: hp+hk dark force for super armor. Do not jump. Morrigan: 63214kh~mk~lk. A reversal Valkyrie turn is a great escape option Felicia: Wall jump over the bubble. Lilith: Super Jump Up than LI over the bubble Zabel: Reversal teleport away Lei-Lei: hp+hk dark force, super armor. Do not jump. Qbee: reversal es dives. Or jump up and command throw over the top of the bubble Anakaris: Backdash through the stage jedah: Jump up, then fly over the top Bulleta: jump up, double jump over the top. Demitri: reversal ES Drill http://www.youtube.com/watch?v=ldzHWRwN94o#t=2m50s Gallon: i dunno, maybe this is why the match-up is soo bad for them Victor: i dunno, maybe this is why the match-up is soo bad for them Aulbath: ??? He might be able to Dark force out.
-
Demiti's got lots of opportunity for knockdown's. Which is effective b/c his pursuit is very good for mix-ups... similar to Bishamon. Knockdowns: Fireballs hitting aerial opponent All Supers Throws cr.hk (great range but does not hit low... GREAT RANGE) His best mix-up is with 2bars and a late pursuit whiff... he can: -mp, hp, towards, mk, mk (traveling, meaty, throw-invulnerable, command throw) This forces your opponent to do a perfect reversal or jump on wake-up. ultimately, making his other options better. -go low with a meaty cr.lk -bait a reversal & punish -go meaty and low on the other side by doing an extremely late pursuit whiff into cr.lk -step and throw -Extra late pursuit crosses over opponents y-axis, step and throw All of these reset into the same situation. I believe Street fighter players call it a vortex. Lastly, Anti-Air with mK and j.mk cross-up easy.
-
Jais did a great write up. THx a bunch, I moved some older stuff so this is now OP. ANyone is welcome to contribute.
-
[VS] Bulleta: Grimm's Fairy Tales (Little Red Cap)
Kyle replied to Lord Knight's topic in Vampire Savior
Also, her backdash mk is a great Anti-Air. -
Got this great gimmick: Against thin characters (bee, lilith etc.) Guess their ground roll, get right over top of them. Use mk as soon as they get up and your sprite will be on the other side of their body, but the attack will still be facing the first way (the wrong way). Cancel the whiff mk into DI for a sneaky crossup. =) DI will AutoCorrect too.
-
[VS] Bulleta: Grimm's Fairy Tales (Little Red Cap)
Kyle replied to Lord Knight's topic in Vampire Savior
- a simple and effective way to start an offensive block string is: Jump in, j.mp, j.mk, cr.lp. cr.lp. link cr.mp, lk-missile, dashing mp... www.youtube.com/watch?v=0ggja0jCQ-o#t=27m9s At this point you have a great mix up: cr.lk (confirm into combo) j.mp, j.mk (whiff), j.mk (cross up or not) throw - To build meter use j.mp, recover, j.hk, land, missiles & dashing mp's. Just be sure to not fall to a specific pattern so your opponent see an opening. http://www.youtube.com/watch?v=nEZvRYaiiA4#t=1m10s - Normal missles can pursuit follow-up: ES can. If a regular missile hits, your objective is to guess the ground roll, and time a perfect j.mp, such that you set-up another 50/50 situation. j.mp, j.mk (2nd overhead) j.mp, j.hk, land, cr.lk (proximity block-low) www.youtube.com/watch?v=0ggja0jCQ-o#t=17m09s www.youtube.com/watch?v=0ggja0jCQ-o#t=18m57s www.youtube.com/watch?v=0ggja0jCQ-o#t=24m16s obviously, confirm everything into damage. the dashing loop is standing only. When they are crouching, link into basket knockown than guess their ground tech all over again. Or, end in a missile that does not combo, dashing mp. REPEAT. - Off any hit which knocks opponent out of teh air, she can go into either one of her 50/50's just depends on her location which one is more applicable. - lp is an amazing Anti-air, even for a trade, you still get a mix-up. www.youtube.com/watch?v=0ggja0jCQ-o#t=31m11s -
GG's to snuggle guns yesterday. I enjoyed our sets.
-
I just realized: After an attack which hits opponents out of the air, they are forced in a standing position as they reset on the ground. meaning, Zabel's UB IAD J.lk's are actually fuzzy-guards, and always hit the opponent standing = more damaging combos with Renda link into jab, jab, far jab, far jab, Super. This POSSIBLY does not work against Bulleta. B/c she is the shortest standing opponent. Someone confirm plz.
-
Thanks for starting this: Engaging copy/paste. Will update OP pretty soon. Bishamon: http://www.youtube.com/watch?v=ZaH98rp3N0c http://www.youtube.com/watch?v=Virkw7OIhWA http://www.youtube.com/watch?v=u6lR97XPX8o http://www.youtube.com/watch?gl=JP&hl=ja&v=sFovdUywZyE http://www.youtube.com/watch?v=5UkEOAIm20w http://www.youtube.com/watch?v=UE9ROE2LC20
-
"Darkstalkers are not dead" The future of this series:
Kyle replied to Firekid2's topic in Vampire Savior
This thread should evolve into a wishlist thread meant to "highlight the merits and flaws of the existing vsav/vhunter games for future reference". Some qualities which define the game are: - Speed: Keep it fast, the arcade board feels great. GGPO is a lil too fast =P - Tech hits: This is a great option that negates opponents frame advantage b/c the opponents spacing is too far out. Although, I believe the inputs are disadvantageous for pad players. A quick solutions would be allowing simultanous button presses to count as an input. Example, [lk]~[lp]~[mp] would be 5 total inputs... or count the negative edges so the example is released to included 6 total inputs. - Magic Series: Chain into command supers, Linking magic series off of ES moves, Renda bonus Chains into links into chains etc - Match-ups: The game has a great roster with some unique and diverse playstyles. However, I feel the game mechanics themselves help facilitate rushdown characters over zoning characters. I would like to see something added to aid this other playstyle. Possibly allowing grapplers to "throw Limbs" would help put more focus on their throw game instead of their rushdown. -Roster: keep EVERYONE, add D, Add new characters. -
"Darkstalkers are not dead" The future of this series:
Kyle replied to Firekid2's topic in Vampire Savior
This is great news! -
what do you mean, no Q-Bee? I though gas forced standing? Q-bee isn;t that short while standing... is she?
-
GG's to Haketh (GGPO: Lord_Raptor) I had fun with our set of matches. Bubble trap is too fun huh? - Also made huge progress on the SRK thread, i am up to post #1300 as of now.
-
By Korey from Facebook: Victor Basics Normals: Victor has an interesting set of normals, because he can electrify his medium/hard attacks to make them stronger and have them do chip damage. This also makes them slower for some normals, so be careful if you're trying to poke with them. The main ones I'd suggest are elec. mp, low elec mp, stand elec mk, and crouch elec mk. Stand. elec HP is okay, but you have to watch out because it has big startup and big recovery. Victor's low elec HP is one of the best AA's in the game, if timed right. you can also use non elec low HP to AA, but it tends to trade. Not too badly though, because Victor has high health. Specials: Imo, Victor's specials aren't useful by themselves but they can be worked into combos/blockstrings for really scary tricks and some damaging combos. Lariat beats out certain projectiles. ES Lariat beats out all ES projectiles except for Jedah's. His DP isn't good for AA, as it gets beaten or trades a lot. But , what it is good for is whiff shenanigans/ pressure. Use it in a block string like low lk, low lk, whiff dp and then you get a pretty scary mixup. Headbutt should be used sparingly, if at all. use it to punish people who are being stupid. Big Arm should be used to punish certain fireball characters and to finish in combos, because it can OTG. 360 is your standard fare, but you have to be within hugging distance to land it. Supers: Slam Dunk is alright for punishing, but don't expect to ever land it on good people. It's easy to react to since Victor has to Down back for it. 720 is also very scary if you can work it into block strings/ mixups. dash 720, whiff dp 720 very scary. Air2Air: Vic has some awesome A2A attacks. Jump lp, mp, hp, mk and hk are all good, with HP being probably the best. But vary it up to switch your timing/angle. Air chains for victor are scary because you can mixup as soon as you hit the ground. General strategy: You can play Victor any way you want, but personally I like to play a more mixup/mindgame oriented Victor. Victor can use s.mp/c.mp and s.mk at certain distances to counter hit people and stop potential rushdown attempts. He's also got a semi decent dash pressure game that eventually can lead up to a counter hit or mixup situation. It's all about being Scary with Victor. You want to condition your opponent, and then start wailing on them with big damage mixups. Basic Combos: low lk, stand lp > Es Lariat> HP Lariat (standing only) Jump in> low lk> DP Low lk, low elec mp, low elec mk, low elec hk, dash pursuit attack low lp, low lk, low elec mk, low elec hk (Reset) low lp, low lk, low elec mk, stand hp (you can use crouch hp if you're close enough) <--- this combo allows for a free reset situation/ safe jump. low lp, low lk, low elec mk, low elec hk > OTG Big Arm Dark Force: Is used as an 'Oh Shit!, GTFO ME' option against ground based pressure. The lp+lk and mp+mk versions make victor's standing strong and fierce attack throws(akin to shuma gorath's lvl 3 super). This defensive strategy utilizes the invincibility of the df activation to get out of pressure. Sequence of use is simply: df pop, mp/hp throw, deactivate after knockdown. Very effective at creating space. not viable against characters who are whoring out aerials upclose (i.e. qbee) Hp+HK makes all of victor's standing/dashing medium and heavy strength normals their respective close electrified versions. [at this point in time] Never use it, ever. Period Guard Cancel (DP+K): Vic's GC is alright although it can be airblocked by certain characters. Be careful about what you GC with it.
-
Here is the facebook guide By Korey: Felicia Basics (Yes Kendra, I'm bored) Normals: Felicia has a great set of normals that she uses to great effect. Her far standing jab (tail) is a good pressuring tool in loose blockstrings. Her Standing LK has a great hitbox, making it ideal for AA. Standing MK and low RH are good poking tools as they're both fast and have good hitboxes. Low HP can be used as AA for when people jump directly over Felicia's head. Any one of Fel's dashing normals is an overhead and they can be linked into ground chains for good combos, but this takes a bit of practice. Use these to create panic situations and mixup your attack levels/speed. Felicia has a decent jumping game too. Her Jump is fast and she has several normals that are good in the Air. HP and MK are both great, and HK isn't half bad either.Most of her attacks are aimed towards the ground though, so Fel isn't exactly an A2A beast. Specials: Felicia has a less than stellar set of special moves. Roll isn't too good by itself, but when ES'd it can go under fireballs. But Roll can be combo'd into. Mash punches for more hits/damage. ES roll combos HURT. Delta kick is a blah DP imo, as it lacks a good hitbocks and is punishable. Standing lk is so much better as AA. Cat Spike (ball) is a great pressuring tool in blockstrings, because Felicia gets a TON of Frame Advantage off of them. Useful for setting up counter hit strings or Command throw stuff. Felicia's command throw has invincibility on startup, especially her ES version.Toy Touch (special Pursuit) is good for ending certain combos, especially any rolls. Supers: Dancing Flash (Rainbow Roll) is an ok super, and it has its uses. It can punish high level projectiles. It also can be combo-ed into for ok damage. Kitty super is only for fun really. Depending on which button combination you use, the angle is different. LK+MK is ground Kitty, LK+HK is 45 Degree kitty and MK+HK is Cat-doken air Kitty. Dark Force: Felicia summons her little kitty and it does random attacks when you press a button. The only use I can think of for this is to activate, land a chain that ends in a K/D and deactivate. The Kitty is NOT an overhead when it attacks and Felicia will get punished HARD if she remains close to her opponent and the Dark Force deactivates automatically. She does have some nifty looking Dark Force loops but those aren't worth the trouble, imo. Guard Cancel: Delta Kick. It's ok, use it if you feel like it. BnB Combos: low lk, low mp, stand mk, low rh (low rh can whiff at certain ranges) Low lk, low mp, low mk, low rh (low mk and rh can whiff at certain ranges) Low lp~link low mp> ES Roll (mash at the end of the roll for more hits/damage) low mpxxDancing Flash low MKxx Dancing Flash ~~~~~~~~ Ok that should do for now. Will add stuff later.
-
Thansk Korey- here's the dump i've been holding onto. Demitri:
-
http://www.youtube.com/watch?v=B_L6KmcMPfY http://www.youtube.com/watch?v=KWDJIrUWLx0 http://www.youtube.com/watch?v=Y5jSBnf0-68 http://www.youtube.com/watch?v=UTbH2Yt4kJE By Gouki10: Something that i've come across for all those Zabel players out there If you do an air dash, and then hold Down-back, or back, zabel will stop the airdash and begin descending quicker than if you would just let the airdash continue. The reason this is interesting is because i've found that when applyed to doing an IAD, you'll almost always be able to combo after w/e attack you press while IAD. When you force zabel to descend from the airdash early you can still attack. Because of the Descending attack, Zabel will always do the move low to the floor even if you did the IAD higher than you would normally want. It also insures a descending flow to the attack(which is actually what lets you combo immediately as you hit the floor. the method I'm experimenting with at this poing is, up/foward, hcf back. Now one thing that i've noticed is that you can get a hurricane kick if you cancel the dash with a kick BEFORE zabel begins to descend. Zabel can IAD xx hurricane if you want him to, but what i want is IAD, forcabely stop him by pressing either down/back or back, then press a button. Doing the motion too quick will cause a hurricane kick to come out if you press a kick, With a punch it doesn't matter. Meaning you can always get low IAD hp which is the best combo starter in the IAD options, but not the fastest. What would be best is a IAD lk since it becomes unblockable on it's last frames, and can still be comboed on the floor. I'm still experimenting on all this, but the basic reason why this might be important is that because once mastered, it will insure that your IAD attacks will always be comboable. , , the descend occurs, (i cut the HCB to only down/back so that i get +) or (unblockable, and i hold the + so that i don't get a dive kick instead.) By MagnetoManiac: What's Zabel's best anti air? I have a lot of trouble dealing with jumpy Gallons. i always get beaten in air to air. T_T the best way to punish him for jumping is j.lp mp mk hk (string in the air) land s.lp, IAD lk (unblockable) c.lk s.lk hell scream or death voltage. if you're too far for the starting j.lp start with j.mp and string from there. he can't chicken guard it during your string and s.lp becomes unblockable. since it's a ground move and he's jumping. s.hp has a good angle but it's slow, so only use it for early anti airs. c.hp is an anti air you can use on time, since it doesn't need to be all the way out to use it as an anti air. those should be enough to stop him but if he's still holding up, you can dash under, s.lp early anti air, and then IAD lk unblockable (which is a bit harder but good to know). s.hk can anti air and it isn't slow. but the range is a bit lacking. IAD mp can poke him if he's doing j.mk -> hk. because he now can't block after he's done a jumping normal. just hit him in between the j.mk -> hk after the mk. oh and the last one is dashing command grab option select. if you dash command grab, you either get the command grab or dashing hp, which dashing hp is his c.hp in dash mode, so it anti airs him early or if he lands on it, usually early though.
-
Radical edward: Your Anakaris messiah is Chikyuu. I have updated the video thread with effective Anakaris vids: Also, did I mention Chikyuu is amazing. http://www.youtube.com/user/KENGALLON#p/u/11/Ju_q27lKLLc http://www.youtube.com/user/neojinbe#p/u/669/V7hAXa9OvSo http://www.youtube.com/user/neojinbe#p/u/664/cuJojcZHn8A http://www.youtube.com/user/shimatuya#p/u/248/zgrL4z6V9DU http://www.youtube.com/user/neojinbe#p/u/636/WMpC2opL7a8
-
Here are the patterns of correct Showtime. http://temptation.tk/vampire/SAVIOR/lilith/page1.htm
-
This is his mix-ups.
-
[VS] Gaming/Online Information/Console Differences/Dipswitches
Kyle replied to Korey's topic in Vampire Savior
Stuff Combination Cup Link; http://www.vampire-dcc.com/column/ The American port of Vampire Savior - Darkstalkers 3 - shares the gameplay engines (as well as story mode transitions) of Vampire Savior, Vamipire Savior 2, and Vampire Hunter 2, respectively. Dark Force Change was intended for Savior 1's gameplay, while Dark Force Power was intended for Savior 2's. The only thing in relation with Hunter 2 was the fact Donovan, Phobos, and Pyron were added to complement both gameplay styles, and Pyron, naturally, was the end boss if you set it to Hunter 2 settings in single player mode. Vampire Chronicle (released on PSP and import Dreamcast with a limit of 5000 copies) shared the gameplay engines of not only the above mentioned games, but also Hunter 1 and Vampire. Meaning Demitri's other Chaos Flare animation can be seen as well as Felicia's Litterbox Kick, just to name a few old moves. However, the single player mode is the same lackluster result as Savior 2. However, in Vampire: Darkstalkers Collection (released on import PS2), there is a hidden character named Dee (an evil version of Donovan originally intended for Hunter 2), who is basically a hybrid of Donovan's specials and Demitri's normals. A damn shame you couldn't play the grown up Anita though. hat is exactly wrong with the DC version? some specific would help a brotha out. I'll answer this one. Like sanjuro said this game is hyper darkstalkers and their is nothing wrong with that. However, if you are looking for an arcade perfect version out of it, that shit is not happening. The game has the st character size sprites. I'm not sure if the hit boxes are different. The characters although mostly accurate are missing some of their gimmicks like glitch's, unblockables, etc. Also this game even though you can pick the mode of play it still runs on the Vampire Savior engine. As a standalone game its good, but as for arcade perfection its not even close. As for the ps2 version Vampire Collection this one was made for accuracy. It pretty this game has the same design features as the alpha anthology (in fact the template for alpha anthology came from this game). It has all the series in its entirety excluding chronicles so those games are: Vampire- The Night Warriors/ Darkstalkers - The Night Warriors, Vampire Hunter- Darkstalkers Revenge/ Nightwarriors Darkstalkers Revenge, Vampire Savior Jedah's damnation, Vampire Savior 2, Vampire Hunter 2, and some pretty pictures in an art gallery. Each one of these ports are pretty accurate as you can use the dipswitch setting (ala alpha anthology to make them accurate to the game your playing). We used this version -Anakaris- Nothing has changed. all his normals and special moves still function the same. All combos still work -Aulbath/Rikuo- I would say that this character is pretty faithful to his vampire savior form. All his combos work the bubble trap works. -BBhood/Bulleta- I'm not a bbhood expert but it seems that she still has the massive frame advantage on her far standing jab. I tried to do the dashing infinite but failed because I lack the execution to preform it in the game. I'm sure it is possible though. Otherwise everything else should be faithful to vs. Bishamon- there is only one dynamic change I found. In the dc version, he can do crouching short x3 into spirit summon but cannot do es spirit summon, as the es versions starts off to close to his body the dc version. In VS, the effect is the opposite but for different reasons. In VS, you can only combo into a spirit summon if you es it after one hit, (therefore c.lk x3 into hcf p does not work in vs with out you burning meter). The reason for this is that the regular version of spirit summon has to slow of a start up in VS, so the further you are the lower the chance you have to combo it in. Other than that everything works sans the unblockable. Dimitri- Nothing has changed still fireball zoning and uppercuts. All combos work Felicia- Kitty helper still function normal all combos work. Gallon/Iori/Jon tizlle - From what I can gather He still works the same. He still has his juggle state off of an anti air beast cannon into d,u, es flash kick move that does not need charge. I can not get beast mirage combos to work off of his dash because I suck. However, he still retains his massive damage off of dark force beast mirage into es nunchuaku during beast mirage. Beast cannon still functions the same as well. Jedah- Nothing I could find. Everything function fine. I cannot do the dashing infinite on regular vs anyway. Also his regular darkforce fly combos still work as well. Lei Lei- As usual I can not find anything worth mentioning. All combos work the same nothing is changed Lilith- She did not change, even her juggle state in darkforce is still intact. lilith can juggle the opponent in the corner after you use a dp or a merry turn with repeated tiger knee fireballs while the opponent is in the air during Darkforce 1 (lp+lk or mp + mk activate). Morrigan- didn't play her but I'm sure all her shit still works. sasquatch- still works Q-bee- I did some testing and everything seems fine. Hell even her air lighting kick on a blocked air opponent still does massive chip damage on block. Zabel- still has all his b&b's their fore he is the same. In conclusion, Think of this version as vampire savior upper. Most everything works that is not a glitch from the original Vampire savior. I think the game is still pretty balanced even in this form and could actually be used for competitive play. off hand, I know lilith and bb lost dash links. qbee lost c.fierce, +c.mp. [Mario G] -
Someon please elaborate on this:
-
[VS] Engine Stratagems "Everyone can do ... except Anak :-("
Kyle replied to gbursine's topic in Vampire Savior
THIS: especially b/c it's applicable in numerous situations. This is when being hit out of the air + another condition which hasn't been defined yet. Counter-hit? During special moves? Side rolling on wakeup has 5frames where you cannot throw. Exceptions are Victor and Sas's command throws and all EX throws -
There's a guide started on facebook by (korey?)- We should grab that down too. =)