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Kyle

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  1. Lilith Advanced Guide 0 - Introduction Let's kick this up a notch. Some advanced tactics/scenarios. 1- LI Cancels Hit confirming and buffering LI's during frame traps. Frame traps are VERY VERY important to Lilith's games. This is because her mix-ups are minimal.. She is lower tier b/c of this. You will basically be throwing your opponent to death until they finally attempt to counter-poke or jump out of your frame advantage. You need to turn that scenario into a confirmable LI! when played properly, this character has to condition her opponents to attack. She does this by frame trapping with mk & lk. These move are + frames on block. You can do ~4 in a row as a frame trap, if your opponent doesn't block or perfectly apply additional defensive techniques, they will get hit. You should be able to turn this poke into a super. Here's the input. mk~lp~lp~towards* Did it hit? Yes: lk~hp = Super No: Repeat. A little busier, but I prefer it better: mk~lp~mk~lp~towards* Did it hit? Yes: lk~hp = Super No: Repeat. The next confirmable LI which we need to master is the "did I punish propperly: LI?" The idea is to use your punish combo as cr.lk, mk, LI. I preached earlier about cr.lk, ©hk, LI. But, the ©hk doesn't leave you in frame advantage to let you keep an offense IF the normals were blocked. Alternatively, cr.lk, mk, LI: can be confirmed after the mk and still left in an advantageous situation. Input = cr.lk, mk~lp, lp~direction Morrigan is facing* Did it hit? Yes: lk~hp = Super No: Frame trap/throw/ possibly a mixup scenario. 2- Unique Succubus! - Lilith has a property on her SuperJump, if she uses a move after crossing the opponents y-axis. the sprite will autocorrect. This makes great half screen crossups. Get 1/2 screen, do a superjump lp~lp (whiffs and causes proximity block), cross opponents y-axis, direction lilith is facing~lk~hp. This will make j.lk crossup and combo into LI. This entire mixups works bext once they eatten a few of your j.hp's and learn to respect you in the air. - Lilith has (3) UB's. The first is detailed out when beating chicken blocking. Here's the second and third scenario. Opponent in corner gets knocked down, Lilith does a TK ES Fireball, Opponent wakes up into the fireball blocking high. They are stuck in a standing block state for the duration of the fireball. Lilith gets UB low hit. Whatever combo you want. Ideally it's cr.mk, cr.hp, LI. Lilith is zoning midscreen, she uses a TK ES fireball to control the space in front of her. Opponent jump in and air block the ES fireball. Lilith has enough time to do a dashing mp UB against the aerial opponent stuck in block stun. Be sure to turn this reset into an OKI situation with a good mixup/frametrap. - She begs for Sj.lp mixups in the corner. Loads of options off of it. j.lp whiffs (causes proximity block), recovers, j.lk: Can choose. still chain to j.mk, or can land to a cr.lk. J.lp hits- she gets ambiguous corner crossups by walking into the corner. Can fake it for advanced players J.lp is blocked, full chains to j.lk, j.mp, j.mk, j.hp, j/hk, land, lp which is unblockable. This set's up the same ambiguous corner crossups scenario. 3- Gimmicks and Tricks - Use ES Command throw, LI against other's using Mid screen lows. Example: Jeda's command grab super, Bishamon poking with his low super etc.. - Once your opponent is familiar with your poke range, you can LI cancel a blocked mp or mk to get in their face. From here cr.lk or throw. - A setup but the player Kaji: Jump at an opponent, whiff an air normal (preferable j.mp or j.hp), recover, attack with J.hk such that the first couple of active frames have been out before you land. As soon as you land Lilith does Dashing.mk. A few notes about this string: - This beats tech hits and allows Lilith to keep frame advantage - This combo's on hit - This can be canceled to LI. Tough, but Kaji does it. - If you time this on someone's wake-up. You can cover (2) roll options. EXAMPLE: neutral N back or Forward n neutral. Just depends on where you start Lilith at. Example @1:18 - Lilith can get great corner OKI from a pursuit hitting an opponent in the corner. Throw, cr.HK, LI, all special moves hitting opponent out of the air, DP, Tatsu, any hit after her command throw. (Example, ES Command throw, dashing.hp) The idea is to let the pursuit hit. Lilith is one of the few characters in the game who can get a good mix-up after a pursuit hits. It's best in the corner pursuit scenario. The pursuit forces Lilith to be in the corner with a knocked down opponent right beside her. some good options are: 1. Walk through opponents corpse and cross up with a meaty dashing.mk. (This links into cr.lk, sets up for a throw etc.) 2.Walk through opponent corpse and do a meaty cr.lk (This links into cr.lk, sets up for a throw etc.) 3. Walk through opponents corpse, then walk back to the first side with a meaty cr.lk. (Be sure to confirm anything into LI, b/c this options doesn't reset into itself unlike the others) 4.Immediately do a TigerKnee ES fireball. IF opponent rolls forward or neutral, Lilith will have them in a meaty scenario while Lilith is out of recovery. IF AND ALSO IF they did not roll back & they blocked standing: Lilith gets an unblockable cr.mk, hp, LI. IF they did not roll backwards & they blocked low, Lilith should bait the Guard cancel/tech hit and stagger a dashing.mk. into the usual options. If you go for the throw at this point, be sure to throw them back into the corner and land a pursuit to reset the situation.* - One good thing to know is to reversal with MP+MK Dark Force only. Why? When you run away, Lilith can do TK fireball to make the deactivation safer. Check this. - Against tall & some mid sized standing opponents (Demi, Bee, Anak, Bish, Zabel, jedah, Victor, LeiLei) after a reset/groundchase, Kaji goes from a triple air overhead chain into d.mk, LI. This is effective at fighting TechHIts and opening up people blocking wrong. Reset > J.lp, J.mp, J.mk, Land, d.mk, LI. www.youtube.com/watch?v=cokSGs2H4PA#t=26m08s www.youtube.com/watch?v=cokSGs2H4PA#t=52m40s www.youtube.com/watch?v=cokSGs2H4PA#t=1h3m23s www.youtube.com/watch?v=cokSGs2H4PA#t=1h6m52s - As an Anti-air, Lilith uses chicken block, LI. 7+lp, block+lp, 6~lk~hp. - Poking w/ D.hp, LI. This stuff late jumps, combo's on ground hit, fights techHits, punishes quick 8-jumps & sets up a mixup on air hit. Best abused against Felicia, Gallon, Bee & Jedah. www.youtube.com/watch?v=cokSGs2H4PA#t=14m31s www.youtube.com/watch?v=cokSGs2H4PA#t=27m33s www.youtube.com/watch?v=cokSGs2H4PA#t=33m51s www.youtube.com/watch?v=cokSGs2H4PA#t=45m30s www.youtube.com/watch?v=cokSGs2H4PA#t=51m00s www.youtube.com/watch?v=cokSGs2H4PA#t=1h5m29s - Using es-flash to trade hits and get big corner damage. www.youtube.com/watch?v=e9_7hpPxDVo#t=4m8s - Mixup from a blocked air chain is to land into an unblockable normal. IF the opponent had time to successfully chicken block and Lilith's UB normal will trade or get beaten (too slow), Lilith should land than DP. When the UB hits, always walk-thru the opponent for a nasty left/right 50/50. www.youtube.com/watch?v=cokSGs2H4PA#t=17m24s www.youtube.com/watch?v=cokSGs2H4PA#t=27m52s www.youtube.com/watch?v=cokSGs2H4PA#t=28m49s www.youtube.com/watch?v=cokSGs2H4PA#t=1h20m49s - When approaching w/ J.mk~hp to cause Proximity block, IF the opponent air block the j.mk, J.hp follows, confirm this air chain into a J.hk, LI. The delays and gaps will punish chicken blocking when you're too high to land and work the UB/DP mixups. www.youtube.com/watch?v=cokSGs2H4PA#t=12m04s www.youtube.com/watch?v=cokSGs2H4PA#t=13m20s - Ideal midscreen bread and butter is: Jumpin attack, land, cr.lk, cr.mp, st.mk, LI. www.youtube.com/watch?v=cokSGs2H4PA#t=21m13s - After a throw, Lilith is at -2f. most opponents know this and use it as a chance to hit buttons and punish Lilith attempting to mount more offense. Lilith should use this time to DP or LI as soon as they tech the corner throw. It's a RISK, yes. but it's important conditioning. www.youtube.com/watch?v=cokSGs2H4PA#t=54m02s www.youtube.com/watch?v=cokSGs2H4PA#t=1h2m1s www.youtube.com/watch?v=cokSGs2H4PA#t=1h24m13s - Wakeup w/ a reversal LI. 4f startup, low invulnerable and throw invulnerable. This is likely to work, once. www.youtube.com/watch?v=cokSGs2H4PA#t=21m09s www.youtube.com/watch?v=cokSGs2H4PA#t=29m48s www.youtube.com/watch?v=cokSGs2H4PA#t=1h5m6s - As Lilith recovers from the opponents throw-tech, reversal LI. 4f startup, low invulnerable and throw invulnerable. This is likely to work, once. www.youtube.com/watch?v=cokSGs2H4PA#t=43m34s - Throwing w/ HP and inputting LI. This Option selects the throw attempt and causes a mixup on the jumpout. If the throw doesn't connect, hp, LI will combo anyways. - Against LeiLei, Gallon, Zabel & Bishamon, Lilith will abuse j.mk crossup to fight techHits. www.youtube.com/watch?v=e9_7hpPxDVo#t=1m5s - Poking w/ a slow move and canceling the recover into LI. www.youtube.com/watch?v=cokSGs2H4PA#t=51m16s www.youtube.com/watch?v=cokSGs2H4PA#t=51m33s - Empty-air-chain w/ this string against tall opponents. (jedah, Bish, Anak, Vic) should not do it on Bee & Demitri 8j.lp. j.lk(whiff), j.mk 4- Vids of Successful Lilith http://www.youtube.com/watch?v=vDu3223aujU http://www.youtube.com/watch?v=2cK1daGmBoY http://www.youtube.com/watch?v=L_jOxoTNsBk http://www.youtube.com/watch?v=NShLjz5c3nY http://www.youtube.com/watch?v=cuJojcZHn8A http://www.youtube.com/watch?v=iH8VGa-B_a0 http://www.youtube.com/watch?v=XWPrxgyaeH4 http://www.youtube.com/watch?v=6pl6lGjZ7tk http://www.youtube.com/watch?v=6i9ia88OdPw
  2. Huge credit to GBursin, Buktooth & http://vsav.mizuumi.net/wiki/Morrigan Takepon's Website: http://www8.plala.or.jp/nekonekohouse/himetono/world/morrigan/morrigan.htm Beginners Guide 0 - Introduction 1 - Character Evaluation 2- Legend 3 - Input 4 - Pros 5 - Cons 6 - Styles Zoning Pit bull Turtle 7 – Basics Punish Anti- Air Pokes Air-Game 8 - Normals 9 - Specials 10 - Supers 11- Mix-ups 12 - Combo's 13 - Frame traps & Tick throws 14 - Conclusion 0 - Introduction This is an effort to collaborate and expand on all the great information so far (SRK, Wiki, Facebook etc). I've been casually playing this game for a a long time. Last year, I have really gotten involved and would like to share what I've learned. Anyone is welcome to contribute, i will update this guide to reflect the communities understanding of Morrigan's options. 1 - Character Evaluation Morrigan has always been considered low tier. This means she has less effective options across the cast. She can still be successful. You just need to be more mindful and directed. I presume there is (4) tier categories. She would be in the bottom of the third section. Her typical goal is to gain meter, than combo into DI. The damage is very good. This and her high/low game define her character. 2- Legend Chicken Block: Air blocking followed by a jumping attack DI: Darkness Illusion V-Turn: Valkyrie Turn V-Drain: Vector Drain DP: Dragon Punch Reversal: Inputting a special/super the first frame available AA: Anti-Air ES: a version of special move that cost a meter. Performed by using (3)P's or (3)K's DF: Dark Force. ©: Close version of an attack cr: crouching version of an attack J.: jumping version of an attack UB: Unblockable. Aerial opponent, Morrigan uses a standing lp. 3 - Input DI = lp, lp, direction Morrigan is facing, lk, hp. - It is NOT lp, lp, towards, lk, hp. If you just jump/dash over the opponents y-axis. You will actually input lp, lp away, lk, hp. This means the directional input is dependant on the direction Morrigan's sprite is facing. - Command supers auto-correct direction changes. - It is NOT lp, lp direction Morrigan is facing + lk, hp. - You have 9frames leniency between every button input, NOT DIRECTIONS. - You cannot combine inputs. - You can add extra inputs. - Button priority is weak to fierce. This coupled with the rules of Magic series (increasing hits only), limits simultaneous button presses to buffer DI. Example: You magic chain lp, lk, cr.mk, press hp&lp at the same time = NOTHING COMES OUT. Button priority says you tried to chain cr.mk, lp. This doesn't comply with the rules of Magic series. This sucks b/c it would have been an easy way to combo into cr.hp and already buffer the first lp of DI. =/ - Lastly, you can't do easy mode lp+lk, lp+lk, direction Morrigan is facing, lp+lk, hp. This activates Dark force. =( - You can stagger inputs and add extra for comfort. A few corner only examples to combo into DI are (cr.lk, cr.mp, cr.mk, cr.hp~lp, lp, direction Morrigan is facing~lk~hp) or (cr.lk, cr.mp, cr.mk, cr.hp~lp, cr.hp~lp, direction Morrigan is facing~lk~hp) Kara-Fireball: 236hk~any punch. Also applicable in the air: Great for meter building. 4 - Pros Has a high/low game Best walk speed. This facilitates frame traps and throws Has a few ambiguous cross-ups Has a DP for reversals Can kill with chip damage Damaging Dark Force combo V-Turn is a great escape option Unique approaches b/c of dashing trajectories 5 - Cons Damage is meter dependent Options are Meter dependent Best/reliable Anti-Air is meter dependent, other AA generally suck Execution heavy: Arguably 3rd or 4th worst. (Lilith & Bulleta take the cake here) Mix-ups are not advantageous, require some pre-conditioning. Unlike top tier's mix-ups that do frame trap. 6- Styles Zoning Morrigan's zoning game is weak. It's very rare you will find yourself purposefully zoning. However, she plays a spacing/footsies game while trying to approach after she has meter. Her walk speed is great and her dash has a 12frame window of vulnerability. Generally, you will make up for this loss by using your opponent recovery frames on pokes as a chance to dash in for mix-ups/frame traps. Don't stop moving! This will help deter your opponent’s anticipation of your movement. DO: mp at max range hk at max range- this will hit jumpers cr.hk at max range. sets up for oki on hit. dash after opponent whiffs DO NOT: 236P at mid-range. This will get jumped and punished often. Dash in without accessing the situation Pit bull Morrigan's RUSH game is fair. Very meter dependent. You have a few options here. Mostly frame traps tho. You will need to condition your opponent to block before you can go for those 17Frame overheads. =P Always add the occasional throw to keep them guessing. DO: lk, throw lk, lk, lk, lk, walk, lk mk, mk, mk mk, throw mk, mk, walk , mk mk, dash, j.lp (once they are conditioned to block) mk, dash, j.mk (once they are conditioned to block) DO NOT: Press hp or hk up close unless you are going for a throw Turtle Morrigan's turtle game is too important. Your primary focus is to build meter and keep a safe distance. I consider this a dance. You have a pattern of moves you are purposefully whiffing for meter and your next step is dependent on your opponents movement. Did they close the gap? Are they in the air or the ground? etc. DO: short dash, j.mk short backdash, j.mk j.mp, recover, j.236hk~lp cr.mp 236hk~(?)p - at least from 3/4 screen 8j.mk, recover, j.hk 7 – Basics Punish Without Meter: lk, mk, cr.mp, cr.hk, Late pursuit. Mith Meter Mid Screen: cr.lk, cr.mp, st.mk, DI : A great punish with a decent window to input the DI With Meter Corner: cr.lk, cr.mp, cr.mk, cr.hp, DI Dash, J.attack, cr.lk, cr.mp, cr.mk, cr.hp, DI Dash, J.attack, LINK, J.attack, cr.lk, cr.mp, cr.mk, cr.hp, DI Anti- Air Without Meter: Chicken Block, J.hk lp -risky n situational. Like grounded UB's. cr.mp- spacing specific hk - space it out far away j.mk 623lp With Meter: 7+lp, air block, DI This is amazing. Her best AA. You use the jump startup frames to hide the first input of lp. Nothings Comes out! You have to block and begin inputting the remainder of the DI within 9frames. That's why this only works when you chicken block extremely low to the ground. (Unless you’re Lilith and she does a superjump+lp). There's barely enough hit stop to buffer the rest of the DI. But there is enough, DI active in 4frames. Also, b/c you air blocked you had no block stun to accommodate for. =) This is much more damaging than a conventional AA b/c it fully connects! Pokes This is basically a recap of zoning spacing. Remember, cr.mk and st.mp both special cancel. If your opponent is being defensive you can cancel to a fireball and run behind for a high/low mix-up. mp cr.mk mk cr.hk dash, j.hp at max range cr.hp - I find this very useful. just be careful b/c it can be jumped and you will eat a FAT COMBO. Air-Game Morrigan has some great air options. firstly her j.normals (lp, lk, mp, mk) all have huge +frames and link into each other when opponent is on the ground. Landing a (Non-Super) aerial hit forces opponents to flip to their feet and gives you an OKI (high/low/throw/bait) situation. You can usually beat someone air to air with ascending J.mk. You can often space j.hp to beat people air to air. You can also chicken block to punish jumping attacks, No blockstun when you are in the air, that's why chicken blocking is soo good. But there a always counters. Here's how Morrigan should be beating chicken blocks - Airthrow - leads to a tech chase... somewhat advantageous - Air chain with a gap. Example. J.lp, J.hp. They try to interrupt after j.lp and get hit by j.hp: Very advantageous. This leads to OKI. - Meet them with an ascending j.lp. and fully chain your magic series. You will land about the time j.hk connects. Morrigan's gets a grounded lp as a UB. Very advantageous. This leads to OKI. Input = j.lp, j.lk, j.mp, j.mk, j.hp, j.hk, Land, lp 8 - Normals 11- Mix-ups Morrigans's mixups are in a few places. OKI (air reset), correct ground chasing , Perfect jump-ins & late pursuits. OKI (air reset)- dash lp: Overhead, easy to buffer DI. If you're a little high, it's easiy to link J.lk or j,mk for another overhead. long dash lp: When opponent is crouching. you will cross their y-axis and actually cross-up with the attack. Easy to buffer into DI. dash, land, cr.lk, mk, DI: Overhead fake to a low dash, land, V-drain: good throw option long dash, land, cr.mk, ES DP: You seeing the mix-ups now? Walk in for a meaty lk: best low option. +frames on block means if they do guard you still have advantage to continue mix-ups. Walk in, whiff a move, throw/V-drain: It works when they respect you. dash~ascend, j.mk: This crosses up and is GODLIKE. Most character have a hellatious time of counter poking/AA against this trajectory. Correct Ground Chasing- Which way cr.lk: Walk back and fuorth between their sprite as they wake up. You can force either side. This chain/combos into anything Which way 28~j.lp: depending on when you 28 or j.lp, you will hit on one side or the other. Even I cannot predict sometimes. These plus any of the other one listed above for the OKI (air reset). Perfect Jump-ins Every character has a 50/50 mix-up on jump in scenarios. The idea is you throw the first air normal at the opponent shoulders, such that: if they were crouching, they will get hit by the last active frames of the attack. If they were standing: You are still high enough in the air to have the option to chain into another air normal or land and go low or land and throw. Morrigans J.lp is good, she can set this up. So, jump-in with J.mlp and time it just right so you can still chain to j.hk or whatever mixup route you wish to. This is best done proceeding a frame trap w/ an 8-jump. It will beat throws & counter pokes. When she does it off 8-jump, the opponent has a much harder time AA'ing this scenario: Contrasted to a mid-screen jump-in j.mk which is very easy for most to deal with.
  3. You're a lil too late Yashanyu. Come to Cincinnati!
  4. What is Victor's little hop move? Can anyone explain it please. @7:56 http://www.youtube.com/user/neojinbe#p/u/661/C7_f03vkBMo
  5. Bulleta has 50/50s on every jump-in and jump-out scenario. Mega rush down. Renda bonus really defines her combo potential.
  6. It's not- I am updating as people help with the text. Got a few now. Ego Lei Lei's name with えごレイレイ Vampire Savior: ヴァンパイアセイヴァー Mi-Ka-Do: ミカド Tourney: 大会 Jedah: ジェダ・ドーマ Q-Bee: キュービィ Lilith: リリス Demitri: デミトリ Morrigan: モリガン Anakaris: アナカリス Victor: ビクトル Oboro: 朧 Kame: 亀, also カメ Zabel: ザベル Gallon: ガロン Felicia: フェリシア Nekohashi: ねこはし Aulbath: オルバス Sasquatch: サスカッチ Bulleta: バレッタ Kosho: コショー Bishamon: ビシャモン Nuki: ヌキ Lei Lei: レイレイ
  7. Here's my two cents. -The game is fast. -Knockdows can be rolled. -Combos into a knockdown can sometimes be disadvantageous. -Getting hit out of the air causes an invulnerability until you land. exceptions being most supers will fully connect against an aerial opponent. -You don't get OKI (overhead/low/throw/bait) on your opponents wake-up. You are forced to guess their roll and attempt to stay on them. Unless their in the corner. -B/c of the walk and jump speeds are so fast, the best OKI is after an aerial hit. This mean air to air, ground to air or a proper chicken block set-up all lead to an OKI (overhead/low/throw/bait) situation.
  8. If you are committing yourself to one or both of those characters you can start with learning the proper ways to punish into their super. (lp, lp, Direction your character is facing, lk, hp) Raging Demon basically. Morrigan's is called Dimensional Illusion, DI. Lilith's is luminous Illusion LI. You have 9 frames to input between each button EXCLUDING DIRECTIONS, Punish examples include: -2lk, s.hk©, Super : A great punish with a huge window to input the Super -2lk, 2mp, 2mk, 2hp, Super :Corner only combo, very damaging -9+lp, air block, Super : Their best Anti-Airs. I will further detail this later The next example is IDEAL TOP LEVEL PLAY. Hit confirming and buffering Demon's during frame traps. Frame traps are VERY VERY important to these two characters. This is because their mix-ups don't have frame advantage. They are lower tier b/c of this. Morrigan's dash has 12 frames before you can do anything, this is her overhead option. By abusing this you are causing your opponent to come up with answers such as jump out, counter poke & reversal. This means your opponent is not blocking and you will not land a mix-up. These two character have to condition their opponents to block. They do this by frame trapping with s.mk. This move is + frames on block. You can do ~4 in a row as a frame trap, if your opponent doesn't block or perfectly apply additional defensive techniques, they will get hit. You should be able to turn this poke into a super. Here's the input. mk~lp~lp~towards* Did it hit? Yes: lk~hp = Super No: Repeat. Lastly is knowing where the real mix-ups occur. I will further detail this out in the character threads once someone decide to start Lilith's. I will make the Morrigan's tho, just haven't gotten to it yet. =)
  9. What where did all my power go? lol
  10. WHY ALL THE JAPANESE?: Because the strongest media, players base and tournaments are located there. Don't forget the titles were created in Japanese as well. JAPANESE PLAYER BASE: I will be using this section to create a list characters throughout Vampire Savior, as well as strong players for each: English/Phonics: Japanese Scripts Japanese player Wiki http://www21.atwiki.jp/vsplayer/ VAMPIRE SAVIOR (ヴァンパイア セイヴァ) Aulbath (オルバス) *English name changed to Rikuo http://www21.atwiki.jp/vsplayer/pages/24.html Bow https://twitter.com/bow_Aulbath Uminoko (海の子) https://twitter.com/uminoko_ashino http://blog.livedoor.jp/uminoko_ashino/ Sho (しょう) Osakana (おさかな) Haiiro (灰色) https://twitter.com/haiiroaulbath YOU Anakaris (アナカリス) http://www21.atwiki.jp/vsplayer/pages/25.html Chikyuu (地球) https://twitter.com/chikyuu_digital Kazu (カズ) https://twitter.com/AnyJ777 MegaStar (メガスタ) Clio (くりお) Bishamon (ビシャモン) http://www21.atwiki.jp/vsplayer/pages/17.html Nuki (ヌキ) https://twitter.com/nuki2 *Retired Nakanishi (ナカニシ) https://twitter.com/sonic883b http://bishavi.com/ SHU (修) https://twitter.com/shu180sx http://darkstalkers.moryou.com/ Rantei (らんてぃ) https://twitter.com/Ran__T Bulleta (バレッタ) *English name changed to B.B. Hood http://www21.atwiki.jp/vsplayer/pages/23.html SAKO https://twitter.com/sakonoko Kosho (コショー) Morikata (モリカタ) Toho (徒歩) SigSig (しぐしぐ) https://twitter.com/sig_bulleta SuperMotiMoti (スーパーモチモチ) https://twitter.com/supermotimoti Demitri (デミトリ) http://www21.atwiki.jp/vsplayer/pages/13.html Dara (だら) https://twitter.com/tomoaki0213 http://blog.livedoor.jp/darablog/archives/4399148.html Megane (メガネ) *Also plays I-No in Guilty Gear Azuwan (アズワン) https://twitter.com/azone48106 Chapa (チャパ) Paprika (パプリカ) https://twitter.com/papurikuo Felicia (フェリシア) http://www21.atwiki.jp/vsplayer/pages/27.html Cat-K (cat-k@アライ)https://twitter.com/araidon P Orecom (俺こん) https://twitter.com/orecomchan http://www.youtube.com/user/orecomchan Nekohashi (ねこはし) https://twitter.com/u1yutty http://youdeal.jp/vr/ https://twitter.com/YOUDEAL_INC Guratan (グラタン) https://twitter.com/guratan_felicia http://blog.livedoor.jp/guratan_felicia/ RINE or LYNE (リネ) SAW Teruchika (てるちか) https://twitter.com/tel1999 Oshi (おっしー) https://twitter.com/black_earth_23 Gallon (ガロン) *English name changed to John Talbain http://www21.atwiki.jp/vsplayer/pages/15.html Takahashi (たかはし) https://twitter.com/takahashigallon http://www.youtube.com/user/takahashi301 Haneman (ハネマン)/(ロン ハネマン) BUZZ https://twitter.com/dance_gallon KEN https://twitter.com/KENGALLON http://blog.livedoor.jp/kengallon/ Cerberus (ケルベロス) https://twitter.com/inuoh7650 MAB https://twitter.com/MABgallon Verti (ヴェルチ) Kage https://twitter.com/kagesummer Jedah (ジェダ) http://www21.atwiki.jp/vsplayer/pages/18.html Oouchi (大内ジェダ) Shimatsuya (始末屋) https://twitter.com/shimatuya Hoe (ほえ) Teitoku (ていとく) https://twitter.com/teitokujedah OliveOil (オリーブオイル) https://twitter.com/olive_oil_jedah Rookie Champion DPG2 Artist J.B https://twitter.com/JB_twitte LeiLei (レイレイ) *English name changed to Hsien-Ko http://www21.atwiki.jp/vsplayer/pages/14.html Ego (えご) http://www.youtube.com/user/ukio987 https://plus.google.com/u/0/115761815971534581062/posts Sasazuka (笹塚) https://twitter.com/Sasazuka00 Hidacchi (ヒサシ/ひだっち / ヒダッチ) https://twitter.com/HisashiHsienKo Shin Cradle (シンクレイドル) https://twitter.com/ShinVampire 99 (九十九) https://twitter.com/inatsuku Atsuta (あつた ) https://twitter.com/LittleJanneROKA Matsuoka (松岡) https://twitter.com/MatsuLei Lilith (リリス) http://www21.atwiki.jp/vsplayer/pages/21.html Kaji https://twitter.com/Ryusuimaster Take (たけ) Kim (きむ) https://twitter.com/kimlilith K Yamamoto (山本) Futana (フタナ) *Retired from Jedah Morrigan (モリガン) http://www21.atwiki.jp/vsplayer/pages/19.html Takepon (たけぽん) https://twitter.com/takepopon http://www8.plala.or.jp/nekonekohouse/himetono/world/morrigan/morrigan.htm *Retired Nishiken (にしけん) (西建) ARK https://twitter.com/arkmorrigan Yajima (やじまT.T) Satou (佐藤) BOO Madam (マダム) Sasazuka (笹塚) https://twitter.com/Sasazuka00 Seri (せり) https://twitter.com/Celibaka http://www.youtube.com/user/Celimorrigan Rookie Champion 1310 Kou (コウ) Black Screen (くろえ) Morikami (モリカミ) Take (たけ) Sume (皇) https://twitter.com/sume_mori Q-Bee (キュービィ)(ランダム) http://www21.atwiki.jp/vsplayer/pages/22.html Gyu-Bee (牛-bee) Yankii (ヤンキ) Oraora (おらおら) https://twitter.com/oraoraqbee Sakamoto (さかもと) https://twitter.com/sakamoto7691 www.youtube.com/user/sakamoto7691 *Often called Saka-Q Panpiina (パンピーナ) https://twitter.com/panpi_na SIN Hunou (不能) https://twitter.com/hunou Rookie Champion Sasquatch (サスカッチ) http://www21.atwiki.jp/vsplayer/pages/16.html DD (山岡士郎)https://twitter.com/DDsas http://blog.livedoor.jp/iamddsas23/ TKO http://www.youtube.com/user/keyboardmasterTKO?feature=watch Sasuni (サス兄) https://twitter.com/sasquatch21chan http://www.youtube.com/channel/UCr_qlYFz9KjvwZxMJf5dZ-g Nasu (ナス) https://twitter.com/nasu_stupid Kuma (クマ) https://twitter.com/kumamk Haitani (ハイタニ) https://twitter.com/hai090 Kowappa (こわっぱ) https://twitter.com/kowappa0530 Taka https://twitter.com/Taka_00001 Okeikeibei (OKKB) (おけけび) https://twitter.com/okkb_tt Hosakawa (ホソカワ) Victor (ビクトル) http://www21.atwiki.jp/vsplayer/pages/26.html Oboro (オボロ) https://twitter.com/OBOROCK Kame (カメ) https://twitter.com/kame_victor http://www.ustream.tv/channel/kame8 19 yrs old (19歳) https://twitter.com/19sai_ Zabel (ザベル) *English name changed to L.Raptor http://www21.atwiki.jp/vsplayer/pages/20.html T2ya https://twitter.com/t2ya55 *Sometimes named Tetsuya Yamakawa (やまかわ) https://twitter.com/yamakawa_zabel Sakai (サカイ) https://twitter.com/masahikokkkkk Ogawa (オガワ) https://twitter.com/asyura333 Komemearu (こめめある) https://twitter.com/komemaru_z Aojiru (青汁ガイル) https://twitter.com/aojiru_zabel CAA Hope this helps everyone, Many thanks to Tetsu/TRM Tenkai-45! Kyle
  11. The games primary "grappler" is Victor. A few things on this: 1.) The game mechanics don't facilitate throws as well as Third Strike, GG, BB, ST etc. You will only be landing these when your opponent is choosing to block. Be sure to condition your opponent to stop jumping and hitting buttons before you attempt these set-ups. 2.) Every character has a command throw. Some are ranged, some are lunging and some are more effective than others. Victors has some good tools to help commit your opponent to blocking. I believe his J.hp is one of the best air moves in the game. Lastly, the best victor in Japan is called "Oboro". This is funny b/c another character (bishamon) has a secret boss form called "Oboro Bishamon". Hence this guy is soo godlike he makes Victor look like a boss character. Here's a good vid of an effective Victor: http://www.youtube.com/user/neojinbe#p/u/661/C7_f03vkBMo
  12. Demitri & Victors DP's have 1-frame landing recovery. You will not get reliable ground punishes. You have (2) realistic options. 1) Punish him in the air after the active frames and before he lands. Be sure to chain to another move for extra meter. Example: 9J.hp, J.HK(whiff). 2) Most supers will fully connect against an airborn opponent. Block the DP & reversal super for a punish.
  13. This thread is a place for people to ask simple questions. Only rule is you should quote the question when answering. I'll start: How do I punish Demitri's DP?
  14. I will be building this section up with all relevant data from SRK, facebook, dustloop. LIke an extension of MIzuumis.net wiki. Vampire Savior is growing. Start playing and asking question. People will be around here to answer/help.collaborate etc.
  15. I'll get (1). I wasn't inquiriing about money guys. =/ Tad, myself, diafuuka-Mat. Anyone else?
  16. Tad's with me. Anyone else talked about hotels? Do I just need to get 1...more than (1)... back to backs... anyone???
  17. Hey guys. Most likely attending thsi one. I play MVC3 & Vampire Savior now. Don't touch BBCS:2 sorry gang. So Hotel. who's in?
  18. Moved for ya. We still need these threads: combo On-line directory 101
  19. BBCS:2 N-O-C-II 4]D[ (2nd hit) hits only. Botice the opponent's trajectory. =/
  20. BBCS2 reference vids: http://www.youtube.com/watch?v=k5m4mqtiHQ4&feature=player_embedded http://www.youtube.com/watch?v=oLxdL4GDqNs
  21. Hello everyone! I will be re-structuring the threads soon. Here are some Day-1 impressions. =D -B+C proration SUCKS. ~55% loss. Don't expect GODLIKE DMG from B+C, Fermata. -J.C, does NOT gatlin to J.B. Jump-Loops are gone -8]D[ is air barrier. we lost our UB set-ups. Now they are situational guard crush set-ups. -4]D[ second-hit has a funny bounce property. I am not sure if they are bouncing off Carl or this is a BBCS2 (1.03)BUG-GLITCH. -J.C does NOT gatlin to J.B+C -J.B is NOT Fatal Counter Hit anymore. Funny how the combo's are easier now. This will be challenging against Bang/Arakune/Taokaka. -Nirvana meter is the smallest ever. If you approach with Nirvana expect to to have ~50% life when it's combo time. If they block the first mix-up, expect to not virtually no Nirvana meter left. -Anima bounce is comparable to gold burst now. So easy to pick-up from. -Wal-Mart Loop has to be delayed all over the place. notation is: (J.2C, Delay, J.B, Delay)x7 -3C has minimul hit-stun. Not used for solo-Carl combo's. Still usefule for UB's with 2]D[ tho. -j.C knocks down, we will be modifing out air combos to end in J.C while netting DMG with variations of J.2C. Quick notations for anyone asking: C-O-N- whatever into, 5B, 2B, 6B, 623C, 5C, 5]D[, Sj.B, J.2C, J.B, Jump Cancel, J.B+3D, J.C, J.2C, Delay, J.B... do note- Nirvana needs to be completely off-screen by the time you superjump from 5C. N-C-O- whatever into, 5B, 2B, 22]D[, 6B, 623C, 5C, 2]D[, 236A, 5C, 5]D[, Sj.B, J.2C, J.B, Jump Cancel, J.B+3D, J.C, J.2C, Delay, J.B... do note- Nirvana needs to be completely off-screen by the time you superjump from 5C.
  22. Lost against the jin player again. Had a great match tho. Got down to the time out, I couldn't get the life lead b/c I only had 49 tension & the combo was depreciated already. Just (1) more tension point and the entire set was mine. lol
  23. Tekken. the most MindGame heavy?? nah, the most patient tho. Loads of ST style footsies. Everyone's like MVC3, if your first combo doesn't kill, the oki will. There are much deeper game sout there guys. Tekken is based around (1)-solid rock-paper-scissors scenario... where the overall lack of diversity (quality) is substitued with quantity.
  24. Updated with VAMPIRE SAVIOR.
  25. I'm probably not playing Carl in CS2... This is just stupid. http://www.youtube.com/watch?v=k5m4mqtiHQ4&feature=player_embedded
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