Chaos Code/NSC/Vein: Difference between revisions

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==Exceed==
==Exceed==
'''6BD>IAD j.B>j.D>dash 2A>2B>c.5C>5D(1)>6A(2)>236C(4 hit)>BC>(dash)c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C'''
Midscreen to corner guard crush 100% exceed combo using imitsuki loop, it should kill everyone and is pretty practical since there's a couple setups for unblockable. Walk back c.5C can be omitted and you can just do walk back 623A by itself, but I find that c.5C helps with timing.
'''Any ground string>236C(4 hit)>BC>(dash)c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C'''
Same combo as above, does around 90-95% with any starter pretty much.
'''632146A/C(3 hit)>BC>f.5C>236C(4 hit)>236236A/C>AB>walk back slightly c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C'''
Command throw straight into imitsuki loop, high damage with no risk.


= Move List =
= Move List =

Revision as of 01:25, 3 January 2013

Introduction

Run vs Step

Run

Best choice for Vein overall imo, lets you do short dashes which makes his spacing alot stronger, dashing jump ins, maximum damage and meter gain combos, and midscreen to corner exceed/chaos shift combos.

Step

Vein's normals aren't exactly that fast, doesn't really improve his mixup game much since he already has a teleport and he doesn't get much off of throws, and he has to spend at least 1 stock to get any decent damage off of command throw which he can easily setup tick throws for with run.

Combos

Vein combos follow this pattern: ground string -> launcher -> juggle(optional) -> air combo. So experiment and find out what combo routes work for you.

Juggle routes:

launcher>IAD j.B>j.D>hj.B>j.C>j.D>5A>air combo

This typically works from fireball air hit, 236AC, and trap super

launcher>IAD j.B>j.D>c.5C>hj.C>delay j.D>5A>air combo

Variation of the one above.

launcher>IAD j.C>c.5C>hj.C>delay j.D>5A>air combo

Another variation, depends on height.

launcher>(dash 2A/2B>)dash c.5C>6A(1/2)>hj.C>delay j.D>5A>air combo

This works from pretty much any launcher, I find this to be the most reliable route for me.

Aerial routes:

j.A>j.B>j.C>dj.B>j.C>(j.236A/C)

Highest damage aerial route, near corner-corner only but most combos carry from midscreen to corner so you'll use this often.

6A>hj.C>j.D>(j.236A/C)

Simple good damage midscreen air combo, doesn't work in corner.

Meterless

Most of the combos can be done from falling j.C>j.D, IAD j.B>j.D, IAD j.C, CH rising j.B>j.C/j.D, and any falling CH jumping normal

5A/2A>5B/2B>(c.5C/2C(1 or 2))>2D

Basic combo into sweep. Note 2A has longer reach than 5A does, and use your own judgement when you think you should throw in c.5C or 2C for some extra damage and meter. Safe setup for fireball oki.

5A/2A>5B/2B>2C(2)>(5D(1)>)(6A>)>236A/C

Basic damage combo, in corner you can catch air techs with 5A and 6A pretty reliably into a small combo.

CH 623A/6A/2D/(214BD)>dash 2B>c.5C>6A(1)>hj.C>delay j.D>5A>j.A>j.B>j.C>dj.B>j.C>(j.236A/C)

Standard OTG combo that works anywhere, might be quite difficult for beginners due to the delays and links required. Dash 2B>c.5C>6A(1)>hj.C has to be all done immediately or else you'll get f.5C and/or hj.C won't connect if you dont hit 6A(1) close enough. 5A>j.A link is easiest if you hold 9 after 5A then press A after you're in the air. 214BD requires 0.5 stock. ~0.5 stock gain.

CH 6A/2D>236B/D>dashing falling j.C>c.5C>6A(1/2)>hj.C>delay j.D>5A>j.A>j.B>j.C>dj.B>j.C>(j.236A/C)

Higher damage combo, pretty easy to hit confirm but requires more precision.

236B/D>214B/D>IAD j.B>j.D>dash 2A>2B>2C>2D

Fireball crossup hit into knockdown for another fireball oki. Litte over 0.5 stock gain.

236B/D>214B/D>IAD j.B>j.D>dash 2A>2B>c.5C>5D(1)>6A(2)>236C

Good damage and corner carry route from fireball crossup. Little over 1 stock gain.

0.5 stock

(236B/236D/236BD>214B/D>IAD j.B>j.D>)dash 2A>2B>c.5C>5D(1)>6A(2)>236AC>dash c.5C>6A(1/2)>hj.C>delay j.D>5A>j.A>j.B>j.C>dj.B>j.C>(j.236A/C)

EX fireball doesnt seem to get affected by meter gain cooldown(in training mode at the very least) so you can gain enough meter for another 0.5 stock special.

(236B/236D/236BD>214B/D>IAD j.B>j.D>)dash 2A>2B>c.5C>5D(1)>6A(2)>236AC>dash c.5C>hj.C>delay j.D>c.5C>hj.C>delay j.D>5A>j.A>j.B>j.C>dj.B>j.C>(j.236A/C)

Same combo as above but with a loop in it, very height and timing specific combo video type thing, you have to hit the first c.5C at the lowest height possible where hj.C will still connect while doing max delay j.Ds so the second c.5C and 5A will connect, adds a decent chunk of damage.

214BD>2A/2B>(c.5C>)6A(1/2)>hj.C>delay j.D>5A>j.A>j.B>j.C>dj.B>j.C>(j.236A/C)

EX teleport starter, most of the time you'll be able to combo off it as long as you do it from around 236B distance away from them.

1 stock

(236B/236D/236BD>214B/D>IAD j.B>j.D>)>dash 2A>2B>[c.5C>5D(1)>6A(1/2)] or [2C(2)]>2141236A/C>(236B>c.5C>delay 6A(1)>neutral hjc>)IAD j.B>j.D>dash 2A>2B>c.5C>5D(1)>6A(2)>236C or 2D knockdown

Not exactly a very high damaging combo but the net meter is around 0 so you can typically start this combo around 0.5 stock and end with a full stock even if you opt for the easier combo route.

(236B/236D/236BD>214B/D>IAD j.B>j.D>)dash 2A>2B>c.5C>5D(1)>6A(2)>236236B/D>[236B>dash>IAD j.C>] or [623A>]* or [c.5C>IAD j.C>]*c.5C>6A(1/2)>hj.C>delay j.D>5A>j.A>j.B>j.C>j.B>j.C>(j.236A/C)

Standard 1 stock trap super combo, * indicates routes for corner. 623A and c.5C in corner have to hit before the 6th hit of trap super

CH 623A/6A/2D/(214BD)>dash 2B>c.5C>6A(2)>236236A/C>(dash 2A)>dash c.5C>6A(1/2)>hj.C>delay j.D>5A>j.A>j.B>j.C>j.B>j.C>(j.236A/C)

Slash super combo, very distance specific, must be done around 1/2-1/3 screen from corner or else you'll have to use chaos shift to followup, very good damage though.

1.5 stock

6CD>(IAD j.B>j.D>)dash 2A>2B>c.5C>5D(1)>6A(2)>236AC>dash c.5C>6A(1/2)>hj.C>delay j.D>5A>j.A>j.B>j.C>j.B>j.C>(j.236A/C)

Guard crush combo, you gain the meter needed for 236AC during the combo, amazing starter and worth spending extra or even all your meter.

2 stock

(236B/236D/236BD>214B/D>IAD j.B>j.D>)dash 2A>2B>c.5C>5D(1)>6A(2)>236C(4 hit)>236236B/D>[236D>dash>IAD j.C] or [623A]* or [c.5C>IAD j.C]*>c.5C>6A(1/2)>hj.C>delay j.D>5A>j.A>j.B>j.C>j.B>j.C>(j.236A/C)

Extremely high damage chaos cancel trap super combo, * indicates corner only, does around 75-80%.

2.5 stock

3 stock

Exceed

6BD>IAD j.B>j.D>dash 2A>2B>c.5C>5D(1)>6A(2)>236C(4 hit)>BC>(dash)c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C

Midscreen to corner guard crush 100% exceed combo using imitsuki loop, it should kill everyone and is pretty practical since there's a couple setups for unblockable. Walk back c.5C can be omitted and you can just do walk back 623A by itself, but I find that c.5C helps with timing.

Any ground string>236C(4 hit)>BC>(dash)c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C

Same combo as above, does around 90-95% with any starter pretty much.

632146A/C(3 hit)>BC>f.5C>236C(4 hit)>236236A/C>AB>walk back slightly c.5C>623A>236236A/C>AB>walk back slightly c.5C>623A>236236A/C

Command throw straight into imitsuki loop, high damage with no risk.

Move List

Normal Moves

5A - Mid. Cancelable.


2A - Mid. Cancelable.


cl.B - Low. Cancelable.


5B - Mid. Cancelable.


2B - Low. Cancelable.


cl.C - Mid. Cancelable.


5C - Mid. Cancelable.


2C - Mid. Cancelable.


cl.D - Mid. Cancelable.


5D - Mid. Not cancelable.


2D - Low. Not cancelable.


j.A - High. Cancelable.


j.B - High. Cancelable.


j.C - High. Cancelable.
j.D - High. Cancelable.


Command Normals

Special Moves

special 1 - input
  • A ver
  • C ver
  • ex ver (EX)
special 2 - input
special - input
special - input

Extra Specials

special - input
special - input

Ultimate Chaos

super - input
super - input

Extra Ultimate Chaos

super - input
super - input

Destruction Chaos

super - input


Colors

Notes:

  • PS3 Version: You can hold R1 button while selecting a character to get an alternative color.
  • Arcade Version: You can hold START button while selecting a character to get an alternative color.

Template:CCColors

  • A Button: Normal version
  • D Button: Vergil (Devil May Cry)
  • R1+C Buttons: Kuroh Yatogami (ieKKei / (Project) K)
General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus