Vampire Savior/Aulbath: Difference between revisions
Line 764: | Line 764: | ||
''' Wave Surfing: Ocean Rage - Same strength P + K''' (32f Start Up; 34f of Invincibility; 8f Recovery after touching the ground when DF ends) | ''' Wave Surfing: Ocean Rage - Same strength P + K''' (32f Start Up; 34f of Invincibility; 8f Recovery after touching the ground when DF ends) | ||
:Aulbath activates one of the best Dark-Forces in the game and hops on the Mach Crab! While surfing on the Mach Crab Aulbath enters a limited flight mode and gains and loses several abilities: He gets hyper armor but is unable to block, he cannot throw the opponent or be thrown by the opponent, and all of his attacks are the crouching versions though the opponent can block while standing, crouching or jumping. | :Aulbath activates one of the best Dark-Forces in the game and hops on the Mach Crab! While surfing on the Mach Crab Aulbath enters a limited flight mode and gains and loses several abilities: He gets hyper armor but is unable to block, he cannot throw the opponent or be thrown by the opponent, and all of his attacks are the crouching versions though the opponent '''can block while standing, crouching or jumping.''' | ||
:When surfing on the Mach Crab, Aulbath can move in all 8 directions freely, to a maximum height of a little above the middle of the screen. His forward movement while surfing is speedy, but surfing backwards is pretty slow. He can dash forward and backwards with 66 and 44, which covers the screen almost instantly. | :When surfing on the Mach Crab, Aulbath can move in all 8 directions freely, to a maximum height of a little above the middle of the screen. His forward movement while surfing is speedy, but surfing backwards is pretty slow. He can dash forward and backwards with 66 and 44, which covers the screen almost instantly. | ||
:He has access to most of his special moves while riding on the Mach Crab, however he cannot use Trick Fish, Sea Rage, or either of his Command Throws. Direct Scissors also loses the overhead property and can be blocked while crouching. | :He has access to most of his special moves while riding on the Mach Crab, however he cannot use Trick Fish, Sea Rage, or either of his Command Throws. Direct Scissors also loses the overhead property and can be blocked while crouching. He can also special and ex cancel any normal, including during a chain combo on hit or block! | ||
:*'''LK+MK+HK (While in Dark-Force)''': | :*'''LK+MK+HK (While in Dark-Force)''': | ||
Line 785: | Line 785: | ||
'''How to properly use Aulbath's Dark Force''': | '''How to properly use Aulbath's Dark Force''': | ||
:When using it as a purely defensive tool, due to the Hyper Armor it can get him out of some very dangerous situations. Most notably, is that he can use it to escape his own Bubble setups. Otherwise it is useful to try an escape grab attempts or to just escape the corner during typical corner pressure. | :When using it as a purely defensive tool, due to the Hyper Armor it can get him out of some very dangerous situations. Most notably, is that he can use it to escape his own Bubble setups. Otherwise it is useful to try an escape grab attempts or to just escape the corner during typical corner pressure, as it automatically takes Aulbath away from the corner. | ||
:While one of the strongest Dark-Force's in the game, if Aulbath doesn't get the initial hit at the start, opening up the opponent afterwards can be difficult since he can't throw or hit high or low. You want to get them jump on them right after activating, otherwise they'll just block until the Dark-Force ends. First thing to realize with his Dark-Force is that every time it is activated, Aulbath moves to the same part of the screen, which is essentially 1/4th across the total screen distance. It doesn't matter if he is in front of that spot or behind it, he'll leap forwards or backwards to get on that Mach Crab. If you have your opponent pushed towards the far end of the screen, you may need to instantly dash forward after recovering from your Dark-Force activation to get in range to attack. | :While one of the strongest Dark-Force's in the game, if Aulbath doesn't get the initial hit at the start, opening up the opponent afterwards can be difficult since he can't throw or hit high or low. You want to get them jump on them right after activating, otherwise they'll just block until the Dark-Force ends. First thing to realize with his Dark-Force is that every time it is activated, Aulbath moves to the same part of the screen, which is essentially 1/4th across the total screen distance. It doesn't matter if he is in front of that spot or behind it, he'll leap forwards or backwards to get on that Mach Crab. If you have your opponent pushed towards the far end of the screen, you may need to instantly dash forward after recovering from your Dark-Force activation to get in range to attack. |
Revision as of 21:24, 3 June 2022
Introduction
Aulbath (オルバス), the Merman.
Deep beneath the Amazon lay a kingdom of the 30,000 merfolk. One day, the peaceful aquatic empire was shattered by a tremendous earthquake and volcanic eruption. The Emperor and hero, Aulbath, was the lone survivor. His home destroyed, he was filled with rage and upon discovering that Pyron was responsible for such evil, he vowed to stop him. Upon meeting another survivor, Aqueria, he settled down with her to start a family and rebuild his empire. Together they moved out of the Amazon into the great ocean to raise their three sons and 12 unhatched eggs.
Aulbath is a strong character with a very effective corner game. His most well known attribute is his Water Jail super, which is an unblockable, slow moving projectile that creates setups which loop into themselves for one-sided wins. He is simple to pick up, yet has the depth to keep players interested in his play style. His Guard-Cancel is very ineffective, relying on other defensive options is mandatory.
Gameplay
Primary Objectives:
- Control space & gain meter with your amazing normals
- Start offense with dashing attacks
- Use regular throw, OS-command throw, frame-traps & instant overhead j.lk to open up your opponent
- Anti-air with sonic wave or gas for big damage
- Utilize Bubble loops for big wins in the corner.
- Use defensive dark force to escape the corner and gain the corner advantage
Strengths | Weaknesses |
---|---|
|
|
Movement
Walk: Aulbath has the 3rd fastest walk speed in the game.
Dash: Aulbath is a ground dash character and his dash allows him to dash under fireballs if he doesn't press a button while he's dashing. You can also use this dash to get under certain badly placed jump-ins because of the speed of the dash.
Back Dash: Aulbath's back dash is unique because he hops backwards up to three times. Not terribly useful, but something to note.
Jump: Aulbath's jump arc is about average as well. He can cover most of the screen in front of and below him with his air-normals. However certain high jumping characters (Felicia, Gallon) might give you a bit of trouble.
Normal Moves
Standing Normals
5LP
Aulbath hits you with his tongue. A quick jab that can be used in some pressure strings. Mostly useful against characters who can't crouch it. Also good for hitting hop dashes, low air dashes, and catching upbacks. Good setup for a throw or command throw. |
5MP
Aulbath sticks out his fins. This move is interesting because it has two hits, either of which can be canceled into a Hunter Chain. Useful to Option Select Aulbath's regular throw and for specific corner meaties with bubble. |
5HP
Aulbath jumps up in the air like a little spiky ball. This move has the appearance of being an uppercut, but is far from it. While it does cause a knockdown, this move is easily blocked and punished. Only useful situations would be the OCCASIONAL anti-air, but since it can be blocked in the air, the move isn't as useful. |
5LK
Aulbath sticks his foot in the air. This move is alright, comes out fast, but doesn't have the range that his c.lk or c.lp does. As with standing lp, use this move to pressure and mixup with. |
5MK
Aulbath does a handplant and hits you with his feet. This move does have its uses. It can go over some low attacks and hits people trying to jump out of strings. Pretty decent range too. |
Far 5HK
Aulbath turns his foot into a shell and hits you. This move has some uses, such as far Anti-Air. It has a decent range and can go over low attacks. |
Pretty much the same normal, only it comes out faster and is plus on block. Might be good for stuffing jumpouts, but it can be crouched under. |
Crouching Normals
2LP
One of Aulbath's best moves. Hands down. Huge frame advantage, can link into itself and is his most useful poke in dash pressure strings. You will find yourself hitting this button a lot. |
2MP
A two hit MP. This move can also be canceled during the first or second hit. What makes this move unique is it's ability to link into any other weak normal, such as 2LP, on hit. This gives Aulbath a powerful tool when using this move in a Pressure string. But this move is also GC bait, due to it hitting twice. Can't be cancelled when used out of a dash. |
2HP
Aulbath swipes you with his claws. This move does knockdown on hit, but isn't as good as 2HK in terms of range. Must be blocked low. |
2LK
Really good 2LK with decent range. Less frame advantage than 2LP but hits low and automatically baits most guard cancels. This move can also link into itself and can be used in dash strings to change up your timing. |
2MK
A two hit 2MK. Use on occasion while dashing for a further reaching low with more active frames than 2LK. |
2HK
Aulbath's sweep. Good range, but a bit slow. Very useful when dashing. The minus 1 frame disadvantage can leave Aulbath setup for a good pressure situation should he space the move correctly. |
Jumping Normals
j.LP
[ Startup:5 | Active:6 ] Aulbath sticks out a fin. Almost all of Aulbath's air normals are excellent air-to-air nomals. Chain into mp, mk, or hp to keep the opponent from chicken blocking and counterattacking | |
j.MP
[ Startup:6 | Active:5 ] This move is an excellent jump in move and easily one of Aulbath's main normals he'll be sticking to. Chain into MK or HP for a good frame trap to prevent chicken blocking. Another good trait about this move is that it acts as an option select in the air. If your opponent jumps in Aulbath's air-throw range the MP will become an air-throw if you are holding forward or back | |
j.HP
[ Startup:8 | Active:6 ] Jumping Spiky Ball. Another great air normal. As with MP, you can use option select this with air-throw. | |
j.LK
[ Startup:5 | Active:6 ] This has a weird angle and hitbox at first, but you'll soon realize how important this move is. Aulbath's only overhead is j.lk and it adds another dimension to his pressure game, especially on tall crouchers like Victor, Jedah and Bishamon. You can chain into j.dwn. hk or you can whiff an air chain to create a tricky jump in situation. Abuse this move often. | |
j.MK
[ Startup:7 | Active:6 ] Not a move used terribly often, as MP covers the same options but with greater effect, but useable when doing air chains or neutral jumping. | |
j.HK
[ Startup:9 | Active:6 ] This move looks identical to MK but with greater startup and more hitstun/damage. Not terribly useful as a jump-in on its own, but can be useful for combos/air chains. |
Command Normals
2j.HK
[ Startup:10 | Active:Until landing ] Dhalsim Drill. This move's hitbox is on the very tip. It can be used to escape certain pressures and in instant overhead setups but this normal is kinda silly to throw out, given Aulbath's other air options. Use it sparingly and close to the ground, because Aulbath can be punished if he's too high. Another interesting note is that if the opponent collides with Aulbath during a certain part of the normal(lower body) , the collision boxes will not allow the opponent to hit him until he lands. | |
66HP
[ Startup:8 | Active:X | Hit:-10 | Block:-11 ] The only dashing normal that isn't one of Aulbath's crouching normals. This move is never used as it is massively unsafe on hit or block and easy to Guard Cancel since it is 3 hits. |
Pursuit Attack
Pursuit: Aulbath jumps on you in a ball. Useful for securing the kill and whiffing it to chase characters in certain situations where you can't reach otherwise.
Throws
Special Moves
Trick Fish - 623K or 44K
[ Startup:X | Active:X | Hit:-X | Block:-X ] Aulbath's dragon punch-like attack, and his Guard Cancel. So terrible because he has to step back before activating it. Occasionally useful against jump happy opponents, but the main primary use is in niche bubble combo situations.
Shortest range
Medium range
Longest range
3 hit, more damage | |
Sonic Wave - [4]6P
[ Startup:X | Active:X | Hit:-X | Block:-X ] Aulbath shoots a sonic wave. If the opponent is struck by this on the ground they are stunned and stay open long enough for a jump in combo. If they get hit in mid air they'll float there and any hit will knock them down. Comes out faster than the Poison Wave and hits everything on its path (so no blind spot), but has shorter range.
Fastest, shortest range. Good anti air; builds good meter.
Slower than L version but travels about 50% more distance.
Slowest. Max distance is about 1/2 screen.
Travels full screen and take up quite some space. While some characters can still get over it and it's easy to pushblock from a distance, it can still be quite useful to help you get in or stuff someone's approach. | |
Poison Cloud - [4]6K
[ Startup:X | Active:X | Hit:-X | Block:-X ] Aulbath releases a cloud at a particular distance depending on the strength of the kick button. It'll stun the opponent if hit, similar to Sonic Wave, although if the opponent is in mid air it will ground them allowing a full jump in combo rather than a 1 hit follow up. Only hits where the cloud appears. Slower than Sonic Wave. An interesting thing to note about the poison gas combo is that your opponent can change their hitbox stance by holding down back or back while being hit. So certain characters won't get hit by standing normals if they can crouch them.
Fastest. Cloud appears at about 30% a screen away from Aulbath.
Cloud appears at about 50% a screen away from Aulbath.
Slowest. 70% screen distance away from Aulbath.
Releases the LK, MK and HK version at the same time as one big cloud with no blindspots in front. Also lasts for a good amount of active frames, making it even harder to move around. |
Crystal Lancer [Command Throw] — (Close) 6324MP/HP/PP | |||
Damage | MP/HP:19/27 ES:23/37 |
1f |
2f |
Hit Advantage | Knockdown | ||
Meter Gain | Whiff:12 Hit:21 | ||
Active Frames | 1 | 1 | |
2 frame start up with 1 frame of invincibility. Places the opponent in front of you but throws them full screen; so use this when you have them in the corner. Input Priority: Negative Edge: |
EX Moves
Water Jail - 623PP
[ Startup:X | Active:X | Hit:+X ] Aulbath's signature bubble move. He creates a man-sized bubble which slowly crawls forward, disappearing after awhile or when he's hit. It catches the opponent if they are too close and they can't block it. It isn't technically a grab, it can catch people during blockstun or hitstun, and doesn't care if the opponent is airborne or grounded, it can can catch them as long as their hitbox is exposed to it . When an opponent is caught they'll float upwards, receiving white damage until the bubble breaks (after awhile) or when they get hit. Don't mess around, as the opponent can mash out! A Poison Wave soon after the catch will net you a free ground combo. | |
Aqua Spread - 632PP or 632KK
[ Startup:X | Active:X | Hit:+X | Block:+X ] Aulbath summons a pillar of water. If you did the PP version, you can hold the buttons to adjust where the pillar appears. The KK version has set tracking. It does however deal pretty good damage and when the opponent falls down you can juggle them with any attack (even a Bubble, although the game has set quite a number of limits on the stun fireball moves). Fun vertical space control move that offers some of Aulbath's most curiously attractive combo and setup options, but it is resource intensive. |
Sea Rage - 41236PP
[ Startup:X | Active:X | Hit:-X | Block:-X ] Aulbath summons waves of water that hits very close to the ground. First few hits have small gaps between them so you can't jump out. The later hits can be jumped out though. Good for snuffing fireballers who get too predictable (Jedah, Demitri). Cannot be used while in Dark Force |
Direct Scissors - 22PP (costume color specific)
[ Startup:X | Active:X | Hit:+X | Block:+X ] This move costs three stocks of super, and can only be done in LP or MP costume colors. It is an overhead, but it has a ridiculously slow startup, very poor recovery on block, and does pathetic damage on hit. Very obviously a joke super meant as an Easter egg, for novelty value only. Never use this. In fact, don't even pick those costume colors so you can avoid using it by accident. |
Dark Force
Wave Surfing: Ocean Rage - Same strength P + K (32f Start Up; 34f of Invincibility; 8f Recovery after touching the ground when DF ends)
- Aulbath activates one of the best Dark-Forces in the game and hops on the Mach Crab! While surfing on the Mach Crab Aulbath enters a limited flight mode and gains and loses several abilities: He gets hyper armor but is unable to block, he cannot throw the opponent or be thrown by the opponent, and all of his attacks are the crouching versions though the opponent can block while standing, crouching or jumping.
- When surfing on the Mach Crab, Aulbath can move in all 8 directions freely, to a maximum height of a little above the middle of the screen. His forward movement while surfing is speedy, but surfing backwards is pretty slow. He can dash forward and backwards with 66 and 44, which covers the screen almost instantly.
- He has access to most of his special moves while riding on the Mach Crab, however he cannot use Trick Fish, Sea Rage, or either of his Command Throws. Direct Scissors also loses the overhead property and can be blocked while crouching. He can also special and ex cancel any normal, including during a chain combo on hit or block!
- LK+MK+HK (While in Dark-Force):
- Press all three Kick buttons to manually jump off the Mach Crab. By holding specific directions you can change how you hop off. While you're still in the air you're free to do jumping attacks and chains, these attacks must be blocked standing.
- 4, 5 or 6 + KKK will have Aulbath dismount the Mach Crab by hopping off with his normal jump height.
- 7, 8 or 9 + KKK will have Aulbath dismount the Mach Crab with a super jump!
- 1, 2 or 3 + KKK will have Aulbath dismount the Mach Crab with a short hop.
- Holding these directions while the Dark-Force timer naturally ends, or by pressing "Same Strength P+K" to forcibly end the Dark-Force will still allow you to control your dismount direction and attack on the way down. However, when ending the Dark-Force in the manner, Aulbath has a brief moment of recovery time as soon as he touches the ground which makes comboing incredibly difficult. Manually dismounting the Mach Crab with KKK doesn't end the Dark-Force, so the recovery is delayed and comboing from the air to the ground is much easier. Be aware that even if you are off of the Mach Crab, you will still have the 8 frame recovery time as soon as the Dark-Force ends.
- When manually dismounted from the crab, Aulbath regains his standard attributes. He has access to all of his special moves once again besides Sea Rage, which he still cannot use until the Dark-Force ends.
- LK+MK+HK (While still in Dark-Force, but you have manually jumped off of the Mach Crab):
- You saddle back up on the Mach Crab! Wherever the Mach Crab is on the screen, Aulbath leaps directly towards it and gets back on. The opponent can interrupt Aulbath's remount by attacking him. When back on the Mach Crab he regains all of his Dark-Force attributes.
- You can special cancel into the remount. It's even possible cancel Aulbath's backdash into remount, just like you can cancel it into a Trick Fish. Oddly enough you can simply hold down all three kick buttons to repeatedly get on and off the crab, which looks very silly. None of this has any practical use, because in a normal match the Dark-Force timer just doesn't last long enough to constantly dismount and remount.
How to properly use Aulbath's Dark Force:
- When using it as a purely defensive tool, due to the Hyper Armor it can get him out of some very dangerous situations. Most notably, is that he can use it to escape his own Bubble setups. Otherwise it is useful to try an escape grab attempts or to just escape the corner during typical corner pressure, as it automatically takes Aulbath away from the corner.
- While one of the strongest Dark-Force's in the game, if Aulbath doesn't get the initial hit at the start, opening up the opponent afterwards can be difficult since he can't throw or hit high or low. You want to get them jump on them right after activating, otherwise they'll just block until the Dark-Force ends. First thing to realize with his Dark-Force is that every time it is activated, Aulbath moves to the same part of the screen, which is essentially 1/4th across the total screen distance. It doesn't matter if he is in front of that spot or behind it, he'll leap forwards or backwards to get on that Mach Crab. If you have your opponent pushed towards the far end of the screen, you may need to instantly dash forward after recovering from your Dark-Force activation to get in range to attack.
- The best part about Aulbath moving to a specific position on the screen after activating Dark-Force is that if he is cornered with his opponent next to him, upon activation he will jump over them to that 1/4th screen position and onto the Mach Crab almost instantly; at the same time placing the opponent in the corner. If the opponent had Aulbath in the corner and misplaces an attack or a poor throw attempt right when Aulbath activates, there is a good chance for Aulbath to punish. Even if the opponent is able to block, the quick cross up may confuse them into not blocking correctly. From this position, if you get the hit you can chain them into a knockdown and then set up an unblockable bubble.
- If you fail to get that initial hit, you can try hopping off of the Mach Crab with KKK and go for a quick overhead, but most players should be expecting at least that much. Faking the overhead isn't a bad idea, and if you surf to the lowest point on the screen and do a short jump off of the Mach Crab with 3.KKK you can land surprisingly quickly and go right into a low attack. From that height it can become difficult to see if a high or low attack is coming.
- The last way to open someone up while in Dark-Force mode is to realize that even if Dark-Force'd Aulbath is hit while the Bubble is out, it will not cause it to pop. You can just try to brute force someone into the Bubble while not worrying about taking hits. Due to Aulbath being able to control his vertical positioning on the screen while surfing you have the ability to set Bubbles out a bit higher up, making it difficult (and maybe even impossible) for taller crouching opponents to duck under AND jump over.
Frame Data
Normals
Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
n.HK | 7 | +4 | +3 | 6/15/24 | Mid | no | |
LP | 5 | +8 | +7 | 0/ 3/ 6 | Mid | Yes/Rapid | Renda+ H:+11 G:+10 |
MP | 6 | 0 | -1 | 3/ 6+3/ 9+6 | Mid | no | |
HP | 11 | down | -19 | 6/15/24 | Mid | no | Landing Suki:1 |
LK | 5 | +6 | +5 | 0/ 3/ 6 | Mid | Yes/Rapid | Renda+ H:+9 G:+8 |
MK | 6 | -2 | -3 | 3/ 9/15 | Mid | Yes | |
HK | 8 | -7 | -8 | 6/15/24 | Mid | no |
Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
c.LP | 5 | +9 | +8 | 0/ 3/ 6 | Mid | Yes/Rapid | Renda+ H:+12 G:+11 |
c.MP | 6 | +6 | +5 | 3/ 6+3/ 9+6 | Mid | Yes+No | |
c.HP | 7 | down | -1 | 6/10+4/15+9 | Mid | No | |
c.LK | 5 | +7 | +6 | 0/ 3/ 6 | Low | Yes/Rapid | Renda+ H:+10 G:+9 |
c.MK | 7 | +1 | 0 | 3/ 6+3/ 9+6 | Low | No | |
c.HK | 8 | down | -1 | 6/15/24 | Low | No |
Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel |
d.LP | 4 | +4 | +3 | 0/ 3/ 6 | Mid | No |
d.MP | 5 | +6 | +5 | 3/ 6+3/ 9+6 | Mid | No |
d.HP | 8 | -10 | -11 | 6/ 9+3+3/12+6+6 | Mid | No |
d.LK | 4 | +4 | +3 | 0/ 3/ 6 | Low | No |
d.MK | 6 | +1 | 0 | 3/ 6+3/ 9+6 | Low | No |
d.HK | 7 | Down | -1 | 6/15/24 | Low | No |
Move | Startup | Meter
Whiff/Block/Hit |
Guard | Cancel |
j.LP | 5 | 0/ 3/ 6 | High | No |
j.MP | 6 | 3/ 9/15 | High | No |
j.HP | 8 | 6/15/24 | High | No |
j.LK | 5 | 0/ 3/ 6 | High | No |
j.MK | 7 | 3/ 9/15 | High | No |
j.HK | 9 | 6/15/24 | High | No |
j.2HK | 10 | 6/15/24 | Mid | No |
Colors
Notable Players
Japan
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/24.html
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Uminoko | 海の子 | MK | Kanto region | http://twitter.com/uminoko_ashino http://blog.livedoor.jp/uminoko_ashino/ https://www.youtube.com/channel/UCDzuHmgPAP8WqkrTW_pID3g |
East Japan's strongest Fish |
Bow | MK | Okayama | http://twitter.com/bow_Aulbath | West Japan's strongest Fish | |
MaguMogu | マグモグ | HP | North | https://twitter.com/_magumogu | North Japan's strongest Fish |
Haiiro | 灰色 | KK | Kanto region | http://twitter.com/haiiroaulbath | Name means "grey" in Japanese, hence his color. |
Shou | しょう | LP | Kanto region |
North America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Xanoz | ザノス | KK | Colorado, USA | https://twitter.com/XanozIchimonji | Long time community organizer. Nicknamed VSAV Mama, and she's a big time Streets of Rage fan and player. |
DaiAndOh | 大と王 | PP | New York, USA | https://twitter.com/DaiAndOh1 | Community Organizer. He's a huge basketball fan that will see you in NBA Jam always. Requires 2 chairs to play. |
OMGWTFLOL | ??? | MK | Pennsylvania, USA | Long time player and tech monster for VSAV. She is also a legendary COTA player who may or not be a real life Terminator. | |
Miller2B | ミラー2B | MP | Midwest, USA | Up and coming Aulbath player, also notable for playing Gallon. |