Vampire Savior/Controls: Difference between revisions

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== General ==
== Notation ==
{| style="text-align: center; font-size:130%;" align=left
|-
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|style="text-align: bottom; font-size:60%;"|'''Up'''
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|-
|style="text-align: right; font-size:60%;"|'''Up-Back'''
|'''7'''
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|'''8'''
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|'''9'''
|style="text-align: left; font-size:60%;"|'''Up-Forward'''
|-
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|[[File:7.gif]]
|[[File:8.gif]]
|[[File:9.gif]]
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|style="text-align: right; font-size:60%;"|'''Back'''
|'''4'''
|[[File:4.gif]]
|style="line-height: 70%; text-align: bottom;"|'''5'''<br><span style="font-size:60%">'''Neutral'''</span>
|[[File:6.gif]]
|'''6'''
|style="text-align: left; font-size:60%;"|'''Forward'''
|-
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|
|[[File:1.gif]]
|[[File:2.gif]]
|[[File:3.gif]]
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|style="text-align: right; font-size:60%;"|'''Down-Back'''
|'''1'''
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|'''2'''
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|'''3'''
|style="text-align: left; font-size:60%;"|'''Down-Forward'''
|-
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|style="text-align: top; font-size:60%;"|'''Down'''
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|}


* '''What is VSav?'''
  LP MP HP  ←  STANDARD BUTTON LAYOUT
: Vampire Savior is a 2D fighting game released in arcades in 1997 by Capcom. It is the third game in the Vampire/Darkstalkers/Night Warriors series.
  LK MK HK
  LP = Light Punch  / Jab
  MP = Medium Punch / Strong
  HP = Heavy Punch  / Fierce
  LK = Light Kick  / Short
  MK = Medium Kick  / Forward
  HK = Heavy Kick  / Round House


* '''So there are other games?'''
=== Numeric Notation ===
: Yes, although many people regard (the original) Vampire Hunter and Vampire Savior to be the best games of the series.
:Numeric Notation is a style of directional input notation that uses '''numbers''' to signify which direction is being pressed. It is the primary notation system used on this Wiki, so you'd be well off to learn it. The graph above shows you which numbers relate to which directions, so take a moment to study it. The layout matches the num-pad found on most keyboards, so use that as a cheat sheet if needed.


* '''What's with the character name changes between Japan and overseas versions?'''
:*'''4 and 6''' are walk backward and forward.
: Localization. As for the actual reason behind it, who knows.
:*'''7, 8 and 9''' are jump backward, jump straight up, and jump forward.
:*'''1, 2 and 3''' are all crouch inputs, with 1 being crouch-block, 2 being directly down, and 3 being down-forward.
:*'''5''' represents a ''Neutral Position'', which you might find to be surprisingly important.
:*Special move inputs are notated by lining up numbers for each direction traced. A typical fireball input would be '''236.P'''. The first input is 2(Down), followed by 3(Down-Forward), then 6(Forward), and finally P(Any punch button).


* '''Why did characters get removed?'''
:The benefit of numeric notation is obvious in Vampire Savior once you look at all the various command normals it has, such as 6.HP or j3.LK. More importantly than that, there are many inputs which have no common terminology, such as 263.PP(Demitri's Midnight Bliss). Listing the raw directional inputs makes understanding how to perform such moves simple.
: Sadly, the arcade hardware (Capcom's CP System II) didn't have enough memory, so the roster was capped at 15. Some of the console releases did have all 19 characters though (including selectable Oboro Bishamon).


* '''Is this game for me?'''
=== Combo Notation ===
''Do not play Vampire Savior if you...''
[[Vampire_Savior/Notation#Combo_Notation|Click Here]]


:* Prefer a nice slow pace.
== Movement ==
:* Have trouble with 6-attack-strength games.
=== Ground Dashing ===
:* Don't like push blocking.
:<font size="3">'''656''' to ''Dash Forward'' / '''454''' to ''Dash Backward''</font>
:* Dislike fast mixups.
:* Can't do piano/sliding or technical command inputs.
:* Have an issue with zombies/vampires/blood/etc.


''Do play if you...''
:All characters have a ground dash, but what it does for each of them is vastly different. Most characters can cancel their dash early by pressing the opposite direction of the dash once, such as '''66~4''' and '''44~6''', but a few cannot.


:* Like fast momentum-based rushdown and mixups.
:The variety of ground dashes is huge, with them being able to be separated into the four categories of '''Ground, Hop, Jet''' and '''Teleport'''. Keep in mind that just because a character has a certain type of Forward Dash, doesn't mean they'll have the same type of Backward Dash.
:* Enjoy very short rounds and quick matches.
:*'''Ground Dash''' is the most basic of dash, and most common type in the game. Characters with a Grounded Dash will simply glide across the ground. These are cancelable into Normal Attacks, though most characters can only cancel into either Standing Attacks or Crouching Attacks, not both.
:* Like airblocking.
:*'''Hop''' types are dashes started from the ground, but place you in the air briefly for an extremely quick overhead attack. You can cancel these early by pressing back to achieve what is commonly called a ''short hop''.
:* Think dead people and violence is cool!
:*'''Jet Dash''' types are limited to Morrigan and Jedah. Jet Dash functions similar to Hopping in that it puts you into the air for a quick overhead, but if you continue to hold forward you'll keep rising up into the air. If you cross an opponent up with this dash your attack orientation will reverse as well.
:*'''Teleport Dash''' types are limited to Demitri and Lei-Lei. They are similar to a Grounded Dash in that they do not leave the ground, the character also gains a bit of invincibility in the middle of the dash.


== Game Play ==
:Dashing Backwards does not provide any invincibility like it may in some other fighting games, as dashes in Vampire Savior are purely movement tools. That is, unless you have a teleport dash, but those are not immediately invincibile on startup.
* '''Training mode?'''
: Refer to the [[Vampire Savior/Cheats|Cheats]] section.


* '''Tiers plz.'''
:{| class="wikitable" border="1"
: The tiers are rather subjective and tend to shift around a bit. Fortunately the game is really quite balanced (for a Capcom game) and there isn't much of a difference in strength between the top/mid/bottom tiers. There are very few 8-2 matchups and there are no 9-1 matchups. Most matchups are close to even.
!style="background-color:LightGrey"|Character
::* Top- Sasquatch, Zabel, Q-Bee, Gallon, Bulleta.
!style="background-color:LightSteelBlue"|Forward Dash
::* Mid- Felicia, Bishamon, Demitri, Aulbath, Lei-Lei.
!style="background-color:LightSteelBlue"|Attack Position
::* Low- Jedah, Lillith, Morrigan, Victor, Anakaris.
!style="background-color:PaleGreen"|Backward Dash
!style="background-color:PaleGreen"|Attack Position
!style="width: 60%; background-color:LightGrey"|Notes
|-
!Anakaris
|style="background-color:Lavender"|Ground
|style="background-color:Lavender"|Stand or Crouch
|style="background-color:Honeydew"|Ground
|style="background-color:Honeydew"|Stand or Crouch
|Dashing Backwards into the the corner of the screen will teleport Anakaris to the opposite side.
|-
!Aulbath
|style="background-color:Lavender"|Ground
|style="background-color:Lavender"|Crouching
|style="background-color:Honeydew"|Hop
|style="background-color:Honeydew"|None
|Can ''only'' cancel a Backward Dash into Trick Fish. Performed by pressing any Kick while Back Dashing.
|-
!Bishamon
|style="background-color:Lavender"|Ground
|style="background-color:Lavender"|Standing
|style="background-color:Honeydew"|Hop
|style="background-color:Honeydew"|Jumping
|
|-
!Bulleta
|style="background-color:Lavender"|Ground
|style="background-color:Lavender"|Standing
|style="background-color:Honeydew"|Ground
|style="background-color:Honeydew"|Standing
|
|-
!Demitri
|style="background-color:Lavender"|Teleport
|style="background-color:Lavender"|None
|style="background-color:Honeydew"|Teleport
|style="background-color:Honeydew"|None
|Dash is partially invincible. Can ''only'' cancel out of his dash into Special and EX Moves.
|-
!Felicia
|style="background-color:Lavender"|Hop
|style="background-color:Lavender"|Jumping
|style="background-color:Honeydew"|Hop
|style="background-color:Honeydew"|Jumping
|
|-
!Gallon
|style="background-color:Lavender"|Hop
|style="background-color:Lavender"|Jumping
|style="background-color:Honeydew"|Hop
|style="background-color:Honeydew"|Jumping
|
|-
!Jedah
|style="background-color:Lavender"|Jet
|style="background-color:Lavender"|Jumping
|style="background-color:Honeydew"|Jet
|style="background-color:Honeydew"|Jumping
|Can cancel into an Air Dash from his Jet Dash.
|-
!Lei-Lei
|style="background-color:Lavender"|Teleport
|style="background-color:Lavender"|Stand or Crouch
|style="background-color:Honeydew"|Ground
|style="background-color:Honeydew"|Stand or Crouch
|Forward Dash is partially invincible.
|-
!Lilith
|style="background-color:Lavender"|Ground
|style="background-color:Lavender"|Standing
|style="background-color:Honeydew"|Ground
|style="background-color:Honeydew"|Standing
|
|-
!Morrigan
|style="background-color:Lavender"|Jet
|style="background-color:Lavender"|Jumping
|style="background-color:Honeydew"|Jet
|style="background-color:Honeydew"|Jumping
|Can 'steer' her Jet Dash with Up/Forward/Back directions, but only in the direction she is already going. She also has an alternate Jet Dash that is done with a Super Jump input of either '''2~8/9''' to go Forward, or '''2~7''' to go Backward.
|-
!Q-Bee
|style="background-color:Lavender"|Ground
|style="background-color:Lavender"|Standing
|style="background-color:Honeydew"|Ground
|style="background-color:Honeydew"|Standing
|Cannot cancel her dash by tapping the opposite direction.
|-
!Sasquatch
|style="background-color:Lavender"|Hop
|style="background-color:Lavender"|Jumping
|style="background-color:Honeydew"|Hop
|style="background-color:Honeydew"|Jumping
|
|-
!Victor
|style="background-color:Lavender"|Ground
|style="background-color:Lavender"|Standing
|style="background-color:Honeydew"|Ground
|style="background-color:Honeydew"|Standing
|
|-
!Zabel
|style="background-color:Lavender"|Ground
|style="background-color:Lavender"|Crouching
|style="background-color:Honeydew"|Ground
|style="background-color:Honeydew"|Crouching
|
|-
|}


* '''Matchups?'''
=== Air Dashing ===
: Once again these matchup charts are rather subjective. Especially since they were made by some of the best Japanese players, which means these charts assume you're able to play on their level.
:<font size="3">Any two Forward directions such as '''656, 959, or 953''' while Jumping to ''Air Dash Forward''</font>
::*[[Media:Matchups.gif | Old Chart]]
:<font size="3">Any two Backward directions such as '''454, 757, or 751''' while Jumping to ''Air Dash Backward''</font>
::*[[Media:Newer-matchups.jpg | Newer Chart]]
::*[[Media:Even-newer-matchups.jpg | Even Newer Chart]]


* '''Infinites?'''
:Only four characters have access to an air dash. The behavior for each characters Air Dash is a bit different, and not all of them can Air Backdash. It is important to realize that since 9 counts as an input for an Air Dash, you can '''Instant Air Dash''' by pressing '''9''' then any other Forward direction, or '''7''' and any other Back direction.
: '''Bulleta:''' has an infinite that works on standing or tall crouching characters that involves standing LP and either dash into neutral LP or dash into neutral MP. Because this infinite is so incredibly difficult it is not considered game-breaking, and is often referred to as the "Sako inf" because "only he can do it".
:{| class="wikitable" border="1"
: '''Jedah:''' has a character-specific infinite that works on Anakaris and Bishamon (maybe others) that involves doing dashing j.HP repeatedly. However, it's not easy to pull off and it's not gamebreaking since it only works on a couple characters and only when they are standing, plus he sucks anyway.
|-
!style="background-color:LightGrey"|Character
!style="background-color:LightGrey"|Forward
!style="background-color:LightGrey"|Backward
!style="background-color:LightGrey"|Notes
|-
!Jedah
|Yes
|No
|Can cancel his Ground Dash into an Air Dash. Air Dash has an attack hitbox on the wings.
|-
!Lei-Lei
|Yes
|Yes
|Air Backdash will reverse Lei-Lei's direction so she attacks the opposite way. Can cancel Air Dash early by pressing the opposite direction.
|-
!Q-Bee
|Yes
|No
|Her Air Dash will home in on the opponents position.
|-
!Zabel
|Yes
|Yes
|Can cancel Air Dash early by pressing the opposite direction.
|-
|}


* '''Jedah sucks?'''
=== Character Specific Movement Options ===
: Not really, but he's definitely low tier. A long time ago it was a very popular rumor (theory) that he was top tier, which was probably because Daigo Umehara played him frequently and made the character seem a lot better than he actually is, by beating everyone. Many other good Jedah players have also proceeded Daigo and rose to new levels of play after Daigo stopped playing, namely Oouchi(SaviorMeister). But despite having a character-specific infinite and ridiculous high/low mixups, he's technically not a very strong character due to his exceptionally slow normal moves, poor defense, and lack of consistent knockdown moves, among other reasons.
:{| class="wikitable" border="1"
|-
!style="background-color:LightGrey"|Character
!style="background-color:LightGrey"|Action
!style="background-color:LightGrey"|Input
!style="background-color:LightGrey"|Notes
|-
!Anakaris
|Float
|8
|Anakaris does not have a Neutral Jump, and pressing Up will place him in a hovering state. Pressing Up once more will raise him to a second level. The lower level is called Tier 1 and the upper level is Tier 2. Anakaris can freely move left and right in each level, and after a moment you will fall to the ground.
|-
!Anakaris
|Triple Jump
|Any jump direction after a 7/9 jump.
|Pressing 7 or 9 will give Anakaris a more typical, albeit slow, jump. From this position he is able to jump two more times while in the air.
|-
!Bulleta
|Double Jump
|Any jump direction after jumping.
|Functions as a typical double jump would.
|-
!Felicia
|Wall Cling/Jump
|
|
|-
!Felicia
|Head Sit
|Jump and land on an opponents head without attacking.
|
|-
!Lilith
|Super Jump
|1/2/3 follow by 7/8/9
|A typical Super Jump you can do in all three directions. Startup is a little slower than a regular jump.
|-
!Q-Bee
|Flutter
|Briefly Hold the direction you are jumping at the peak of your jump.
|
|-
!Zabel
|Crawl
|1 or 3
|Essentially allows Zabel to walk Forward and Backward while crouching.
|-
|}


* '''Unblockables?'''
== Basic Attacks ==
: Apart from throws there are a few unblockables in the game.
=== Chain Combo ===
::* Bishamon's ES Fireball is unblockable at a specific range (the range you are put at after a blocked close HK).
[[File:Vsav_chaincombo.png]]
::* Zabel's j.LK is unblockable on the last active frame.
::* Bulleta's j.HK can be blocked high or low but it causes large enough blockstop for her c.LK to become unblockable if you block the j.HK high.
::* Lei-Lei's HP Fireball hits high, and because it's very delayed she can hit you low simultaneously, causing an unblockable.
::* Gallon's 623PP allows him to create an unblockable if he pushed an opponent out of the corner with a downwards rush, the following rush will become unblockable.


* '''Dizzies?'''
==== Ground Chains ====
: Sort of. There's no stun gauge in the game so you can't cause an opponent to dizzy from hitting them with just anything. However, certain moves cause a dizzy-state when they hit, such as some of Lei-Lei's projectiles and Aulbath's poison moves for example. In the case of Lei-Lei, only some of the things she throws can cause dizzy, and she only tosses those items with the MP or HP versions, so not every item she throws will cause a dizzy.
: Normal attacks can be chained (canceled) into a higher strength normal move. The order to priority is: LP, LK, MP, MK, HP, HK. Any attack strength can be optionally omitted, so it's possible to chain from LP directly to HK. It's also possible to alternate from standing and crouching normals at any time.


* '''OTGs?'''
==== Air Chains ====
: On The Ground moves. All characters can hit the opponent once with a Pursuit once the opponent is knocked down by normal means. There is also other character-specific moves that can hit the opponent while they are knocked down such as Victor's hop-punch and Lei-Lei's spike balls from her EX Tenraiha super.
: It's important to note that you can not OTG if the opponent was burned, from moves like Bulleta's missiles and mines.
: It's also important to note that all normal pursuits do no actual damage, but rather they do recoverable damage only. However most other forms of OTGs cause actual damage (like Lei-Lei's Tenraiha spike balls).


* '''TK?'''
=== Ground Throws ===
: Tiger Knee motion. This refers to doing a special move in the air the moment you leave the ground. For example Lilith's qcf,uf,P (236,9,P) causes her to jump then throw her fireball a few pixels off the ground. This is particularly useful because you're less vulnerable to being comboed when you're in the air.
: 4 or 6 plus MP or HP, or MK/HK if your character also has a kick throw (character specific). This can also be done in the air. It should be noted however that Anakaris does not have normal throws, he is able to tech throws though.


* '''What's a cmd super?'''
: All characters have a command throw, some have two. The motion is character specific though so refer to the character sections for more information.
: "CMD" is short for "command", which refers to supers that, instead of being input by a sequence of motions, are input by a special sequence of attack buttons, such as the Raging Demon input. An example would be Morrigan and Lilith's Darkness Illusion/Lightness Illusion, which are both input by the actual Raging Demon input, and Lei-Lei's Tenraiha.
=== Air Throws ===
: There is an important distinction between regular supers and cmd supers because cmd supers can break the chain-cancel rules. When a normal move is chained (like lp, lk, mp, mk chain) it can not be special/super canceled, but it can be cmd-super-canceled.


* '''Universal Moves?'''
=== Throw Tech ===
: All characters have the following--
:Throw teching is performed by inputting a throw command. Any direction except 8 and 2 plus a punch, or a kick if your character has a kick throw. The window for throw teching is from simultaneous to the catch-frame up to the sixth frame (so a 6f input window). If performed correctly the announcer will call a tech, and the HUD will also display a tech, and the throw will usually not cause a knockdown and do significantly less damage. There are some exceptions to this, such as Lei-Lei's airthrow which will cause knockdown whether it's tech'd or not. It is only possible to tech normal throws, not cmd throws or supers.
: Airblocking.
: Normal chains (ground and air).
: Normal throws (ground and air), except Anakaris.
: Command throw(s).
: ES moves.
: EX moves.
: Dark Force
: Tech Hit (push block), except Anakaris.
: Throw Tech (throw softening).
: Ground Tech (ground roll).
: Guard Reversal (Guard Cancel), Anakaris's is ES only.
: Pursuit (OTG Stomp).


== Multiplayer ==
== Defending ==
* '''Netplay?'''
=== Ground Blocking ===
:* [http://ggpo.net/ GGPO]
:* [http://supercade.net/ 2DF]
:* [http://kaillera.movsq.net/?p=2 nFBA's P2P client] [[http://www.mediafire.com/file/dcj0sibb97ko2zt/nfbadtr9u1.exe download mirror]]


* '''Matchmaking?'''
=== Air Blocking ===
: You can use the lobby system on GGPO, or you can try [http://widget.mibbit.com/?settings=b0c80f1a2b7c9987a0cb0742240f9110&server=irc.mizuumi.net&channel=%23poverty&noServerTab=false#poverty on irc.mizuumi.net].
:Any backwards direction while in the air. It is not possible to tech push or guard cancel in the air, but you have free-action after blockstun ends. Meaning, you are able to block and then perform a normal or special or super, or anything else. You can not airblock ground normals.


== Miscellaneous ==
=== Advancing Guard (Push Block) ===
* '''Codes?'''
:Done by pianoing inputs (sliding/mashing) during block-stop. Anakaris can not push block. This technique is pseudo-random in the since that it is a % chance to occur based on how many inputs you do. It starts at 0% chance for the first two inputs, three inputs becomes 25% chance, and increases by 25% per additional input, becoming 100% chance at six inputs. Simultaneous inputs do not count as multiple inputs, so hitting three buttons at the same time only counts as a single input, thus it's necessary to piano properly. The strength of the attack used when the pushblock activates will be the strength of the push itself, meaning light attacks will push the opponent a very short distance and heavy attacks will push them much further. If the player pushblocks against a cornered opponent it will negate pushblock and neither player will move. Tech hits also cause the blockstun duration to be modified, making it possible to sometimes punish moves that normally aren't punishable.
''* Soul Copy''
:* Highlight random select, press start 5 times, then any button.
:: The character you choose first will be selected at random, then you will automatically switch to your opponent's character after you defeat them.
''* Soul Copy 2''
:* Highlight character you want to use first then press Start 3 times, next go to the random select box and press Start 5 times, then any button.
:: Same as above, but your first character will not be selected at random.
''* Shadow Gallon''
:* Highlight Gallon and press start and all three punches simultaneously.
:: A palette swapped Gallon. The only differences are aesthetic, no gameplay differences. His appearance is dark and has a glow effect, and his EX "Dragon Cannon" has it's old sprite.
''* Hidden Costumes''
:* All characters have 8 costume colors. Secret color 1 is selected by pressing two punch buttons simultaneously, while Secret color 2 is selected by pressing two kicks simultaneously.
''* Win Pose Selection''
:* Holding an attack button after KO will cause your character to perform a specific win pose that corresponds with the button that is held, enabling you to select which winpose you want to see.


* '''So what's with those "Vampire Hunter 2" and "Vampire Savior 2" games?'''
=== Guard Cancel ===
: Vampire Savior 2 made many drastic changes--
:Done by inputting a DP plus either punch or kick depending on your character during block-stop. Your character will have a very brief invulnerability window and then perform their character-specific attack. Anakaris does not have a normal version, only an ES version.
: Characters removed: Sasquatch, Gallon, Aulbath.
::DP+P characters: Anakaris (ES only), Bishamon, Demitri, Gallon, Jedah, Lei-Lei, Lilith, Morrigan
: Characters added: Donovan, Phobos, Pyron (and a new stage and theme for them), as well as the ability to select Oboro Bishamon (hold Start when selecting Bishamon)
::DP+K Characters: Aulbath, Bulleta, Felicia, Q-Bee, Sasquatch, Victor, Zabel
: Old Dark Forces were made into command supers.
: New Dark Forces cost two meter stocks and do not effect the character other than an increase in damage/defense/recoverable-life-regeneration.
: Tech Hit input function changed to 0% until four buttons which = 100%
: Unblockable glitches removed from Bishamon, Zabel, and Anakaris.
: Many other miscellaneous character-specific changes.


: Vampire Hunter 2 kept many of these changes, except the Savior characters have all been removed and all Hunter characters return (as well as Hunter music... but Savior stages), also Oboro Bishamon (...with his actual Savior theme).
=== Tech Roll ===
:When knocked down, press a direction and any button. You will slide along the floor in the direction pressed. The timing is extremely lenient so simply mashing will result in a roll. The roll has no punishable recovery, but you are on the ground longer which makes you vulnerable to OTGs for longer, and you are also susceptible to advanced mixups. On the other hand, rolling can also avoid certain OTGs that require special aim. It should be noted that there are a few special moves that cause untechable knockdowns, such as Bishamon's runpast move (fireball followup).


* '''Oboro Bishamon?'''
== Special Moves ==
[[Image:colors-obish.gif|frame|right|Costume Colors]]
=== Special Moves ===
: He's an alternate "boss mode" Bishamon with a new moveset. As mentioned, he's not selectable in the original arcade version of Vampire Savior without emulation cheats, so it's not possible to play him unless you're playing Hunter 2/Savior 2 or a console version. To fight against him you must not lose a round and you must get enough EX-wins to fight your hidden challenger. If you defeat him you are rewarded with an amusing "Congratulations" cut-scene featuring Oboro Bishamon and Anita (the girl who follows Donovan around).


:In the arcade version he is only selectable using emulation cheat codes, thus, for the purpose of this wiki Oboro Bishamon's data will be omitted.
=== ES Special Moves ===
:All characters can perform an upgraded version of their special moves at the cost of one stock. This is done by pressing two punches or two kicks (depending on which the special move calls for). Your character will flash blue during the ES move. The results vary, not all ES moves gain damage, hits, speed, invulnerability, range, special properties, etc, but many do gain the aforementioned attributes. Although most moves are ES-able, including most command throws, some command throws are not (for example: Lei-Lei, Jedah).
 
=== EX Moves ===
:These differ from ES moves in that they require a different command input entirely and they may or may not mimic a special move at all. Your character will flash multiple colors (rainbow color) during these types of supers. The inputs for these are character-specific so refer to the character sections for more information.
 
== Universal Commands ==
=== Dark Force ===
:Activated by pressing a punch and kick of the same strength at the same time, costs 1 super stock. All Dark Forces behave differently and have varying durations. Some characters gain new moves, some are granted flight, and some gain super armor. Generally there is a brief invulnerability window upon activation which can help escape unblockables and other traps. The recovery period when time runs out is character-specific, some characters like Jedah have no recovery at all while characters like Lei-Lei have a very long deactivation pose.
 
=== Pursuit Attack ===
:When a character is knocked down by normal means you can push any up direction and any attack button simultaneously. Connecting pursuits are not possible if the opponent was burned, but you can still whiff them. The same apply to most regular throws. Pursuits cause very little actual damage, but rather some of recoverable damage instead. Pursuits auto-target the opponent and can hit when the opponent stops bouncing from the knockdown, or while the opponent is tech rolling, though if the opponent is rolling they have a high chance of missing. Despite doing hardly any actual damage there's still a few reasons to use them--
:*Obviously, if it will kill them with the recoverable damage.
:*If you're across the screen you can intentionally whiff a late pursuit in order to get across the screen very quickly (except Victor).
:*If you predict they will not tech roll and you intentionally whiff the pursuit in order to go for a quick mixup.
:*If your back is to the wall and your pursuit would put you on the other side (Felicia, Lillith, Aulbath, Sasquatch).


{{VSav}}
{{VSav}}


[[Category:Vampire Savior]]
[[Category:Vampire Savior]]

Latest revision as of 04:00, 6 January 2015

Notation

Up
Up-Back 7 8 9 Up-Forward
7.gif 8.gif 9.gif
Back 4 4.gif 5
Neutral
6.gif 6 Forward
1.gif 2.gif 3.gif
Down-Back 1 2 3 Down-Forward
Down
  LP MP HP  ←  STANDARD BUTTON LAYOUT
  LK MK HK

  LP = Light Punch  / Jab
  MP = Medium Punch / Strong
  HP = Heavy Punch  / Fierce
  LK = Light Kick   / Short
  MK = Medium Kick  / Forward
  HK = Heavy Kick   / Round House

Numeric Notation

Numeric Notation is a style of directional input notation that uses numbers to signify which direction is being pressed. It is the primary notation system used on this Wiki, so you'd be well off to learn it. The graph above shows you which numbers relate to which directions, so take a moment to study it. The layout matches the num-pad found on most keyboards, so use that as a cheat sheet if needed.
  • 4 and 6 are walk backward and forward.
  • 7, 8 and 9 are jump backward, jump straight up, and jump forward.
  • 1, 2 and 3 are all crouch inputs, with 1 being crouch-block, 2 being directly down, and 3 being down-forward.
  • 5 represents a Neutral Position, which you might find to be surprisingly important.
  • Special move inputs are notated by lining up numbers for each direction traced. A typical fireball input would be 236.P. The first input is 2(Down), followed by 3(Down-Forward), then 6(Forward), and finally P(Any punch button).
The benefit of numeric notation is obvious in Vampire Savior once you look at all the various command normals it has, such as 6.HP or j3.LK. More importantly than that, there are many inputs which have no common terminology, such as 263.PP(Demitri's Midnight Bliss). Listing the raw directional inputs makes understanding how to perform such moves simple.

Combo Notation

Click Here

Movement

Ground Dashing

656 to Dash Forward / 454 to Dash Backward
All characters have a ground dash, but what it does for each of them is vastly different. Most characters can cancel their dash early by pressing the opposite direction of the dash once, such as 66~4 and 44~6, but a few cannot.
The variety of ground dashes is huge, with them being able to be separated into the four categories of Ground, Hop, Jet and Teleport. Keep in mind that just because a character has a certain type of Forward Dash, doesn't mean they'll have the same type of Backward Dash.
  • Ground Dash is the most basic of dash, and most common type in the game. Characters with a Grounded Dash will simply glide across the ground. These are cancelable into Normal Attacks, though most characters can only cancel into either Standing Attacks or Crouching Attacks, not both.
  • Hop types are dashes started from the ground, but place you in the air briefly for an extremely quick overhead attack. You can cancel these early by pressing back to achieve what is commonly called a short hop.
  • Jet Dash types are limited to Morrigan and Jedah. Jet Dash functions similar to Hopping in that it puts you into the air for a quick overhead, but if you continue to hold forward you'll keep rising up into the air. If you cross an opponent up with this dash your attack orientation will reverse as well.
  • Teleport Dash types are limited to Demitri and Lei-Lei. They are similar to a Grounded Dash in that they do not leave the ground, the character also gains a bit of invincibility in the middle of the dash.
Dashing Backwards does not provide any invincibility like it may in some other fighting games, as dashes in Vampire Savior are purely movement tools. That is, unless you have a teleport dash, but those are not immediately invincibile on startup.
Character Forward Dash Attack Position Backward Dash Attack Position Notes
Anakaris Ground Stand or Crouch Ground Stand or Crouch Dashing Backwards into the the corner of the screen will teleport Anakaris to the opposite side.
Aulbath Ground Crouching Hop None Can only cancel a Backward Dash into Trick Fish. Performed by pressing any Kick while Back Dashing.
Bishamon Ground Standing Hop Jumping
Bulleta Ground Standing Ground Standing
Demitri Teleport None Teleport None Dash is partially invincible. Can only cancel out of his dash into Special and EX Moves.
Felicia Hop Jumping Hop Jumping
Gallon Hop Jumping Hop Jumping
Jedah Jet Jumping Jet Jumping Can cancel into an Air Dash from his Jet Dash.
Lei-Lei Teleport Stand or Crouch Ground Stand or Crouch Forward Dash is partially invincible.
Lilith Ground Standing Ground Standing
Morrigan Jet Jumping Jet Jumping Can 'steer' her Jet Dash with Up/Forward/Back directions, but only in the direction she is already going. She also has an alternate Jet Dash that is done with a Super Jump input of either 2~8/9 to go Forward, or 2~7 to go Backward.
Q-Bee Ground Standing Ground Standing Cannot cancel her dash by tapping the opposite direction.
Sasquatch Hop Jumping Hop Jumping
Victor Ground Standing Ground Standing
Zabel Ground Crouching Ground Crouching

Air Dashing

Any two Forward directions such as 656, 959, or 953 while Jumping to Air Dash Forward
Any two Backward directions such as 454, 757, or 751 while Jumping to Air Dash Backward
Only four characters have access to an air dash. The behavior for each characters Air Dash is a bit different, and not all of them can Air Backdash. It is important to realize that since 9 counts as an input for an Air Dash, you can Instant Air Dash by pressing 9 then any other Forward direction, or 7 and any other Back direction.
Character Forward Backward Notes
Jedah Yes No Can cancel his Ground Dash into an Air Dash. Air Dash has an attack hitbox on the wings.
Lei-Lei Yes Yes Air Backdash will reverse Lei-Lei's direction so she attacks the opposite way. Can cancel Air Dash early by pressing the opposite direction.
Q-Bee Yes No Her Air Dash will home in on the opponents position.
Zabel Yes Yes Can cancel Air Dash early by pressing the opposite direction.

Character Specific Movement Options

Character Action Input Notes
Anakaris Float 8 Anakaris does not have a Neutral Jump, and pressing Up will place him in a hovering state. Pressing Up once more will raise him to a second level. The lower level is called Tier 1 and the upper level is Tier 2. Anakaris can freely move left and right in each level, and after a moment you will fall to the ground.
Anakaris Triple Jump Any jump direction after a 7/9 jump. Pressing 7 or 9 will give Anakaris a more typical, albeit slow, jump. From this position he is able to jump two more times while in the air.
Bulleta Double Jump Any jump direction after jumping. Functions as a typical double jump would.
Felicia Wall Cling/Jump
Felicia Head Sit Jump and land on an opponents head without attacking.
Lilith Super Jump 1/2/3 follow by 7/8/9 A typical Super Jump you can do in all three directions. Startup is a little slower than a regular jump.
Q-Bee Flutter Briefly Hold the direction you are jumping at the peak of your jump.
Zabel Crawl 1 or 3 Essentially allows Zabel to walk Forward and Backward while crouching.

Basic Attacks

Chain Combo

Vsav chaincombo.png

Ground Chains

Normal attacks can be chained (canceled) into a higher strength normal move. The order to priority is: LP, LK, MP, MK, HP, HK. Any attack strength can be optionally omitted, so it's possible to chain from LP directly to HK. It's also possible to alternate from standing and crouching normals at any time.

Air Chains

Ground Throws

4 or 6 plus MP or HP, or MK/HK if your character also has a kick throw (character specific). This can also be done in the air. It should be noted however that Anakaris does not have normal throws, he is able to tech throws though.
All characters have a command throw, some have two. The motion is character specific though so refer to the character sections for more information.

Air Throws

Throw Tech

Throw teching is performed by inputting a throw command. Any direction except 8 and 2 plus a punch, or a kick if your character has a kick throw. The window for throw teching is from simultaneous to the catch-frame up to the sixth frame (so a 6f input window). If performed correctly the announcer will call a tech, and the HUD will also display a tech, and the throw will usually not cause a knockdown and do significantly less damage. There are some exceptions to this, such as Lei-Lei's airthrow which will cause knockdown whether it's tech'd or not. It is only possible to tech normal throws, not cmd throws or supers.

Defending

Ground Blocking

Air Blocking

Any backwards direction while in the air. It is not possible to tech push or guard cancel in the air, but you have free-action after blockstun ends. Meaning, you are able to block and then perform a normal or special or super, or anything else. You can not airblock ground normals.

Advancing Guard (Push Block)

Done by pianoing inputs (sliding/mashing) during block-stop. Anakaris can not push block. This technique is pseudo-random in the since that it is a % chance to occur based on how many inputs you do. It starts at 0% chance for the first two inputs, three inputs becomes 25% chance, and increases by 25% per additional input, becoming 100% chance at six inputs. Simultaneous inputs do not count as multiple inputs, so hitting three buttons at the same time only counts as a single input, thus it's necessary to piano properly. The strength of the attack used when the pushblock activates will be the strength of the push itself, meaning light attacks will push the opponent a very short distance and heavy attacks will push them much further. If the player pushblocks against a cornered opponent it will negate pushblock and neither player will move. Tech hits also cause the blockstun duration to be modified, making it possible to sometimes punish moves that normally aren't punishable.

Guard Cancel

Done by inputting a DP plus either punch or kick depending on your character during block-stop. Your character will have a very brief invulnerability window and then perform their character-specific attack. Anakaris does not have a normal version, only an ES version.
DP+P characters: Anakaris (ES only), Bishamon, Demitri, Gallon, Jedah, Lei-Lei, Lilith, Morrigan
DP+K Characters: Aulbath, Bulleta, Felicia, Q-Bee, Sasquatch, Victor, Zabel

Tech Roll

When knocked down, press a direction and any button. You will slide along the floor in the direction pressed. The timing is extremely lenient so simply mashing will result in a roll. The roll has no punishable recovery, but you are on the ground longer which makes you vulnerable to OTGs for longer, and you are also susceptible to advanced mixups. On the other hand, rolling can also avoid certain OTGs that require special aim. It should be noted that there are a few special moves that cause untechable knockdowns, such as Bishamon's runpast move (fireball followup).

Special Moves

Special Moves

ES Special Moves

All characters can perform an upgraded version of their special moves at the cost of one stock. This is done by pressing two punches or two kicks (depending on which the special move calls for). Your character will flash blue during the ES move. The results vary, not all ES moves gain damage, hits, speed, invulnerability, range, special properties, etc, but many do gain the aforementioned attributes. Although most moves are ES-able, including most command throws, some command throws are not (for example: Lei-Lei, Jedah).

EX Moves

These differ from ES moves in that they require a different command input entirely and they may or may not mimic a special move at all. Your character will flash multiple colors (rainbow color) during these types of supers. The inputs for these are character-specific so refer to the character sections for more information.

Universal Commands

Dark Force

Activated by pressing a punch and kick of the same strength at the same time, costs 1 super stock. All Dark Forces behave differently and have varying durations. Some characters gain new moves, some are granted flight, and some gain super armor. Generally there is a brief invulnerability window upon activation which can help escape unblockables and other traps. The recovery period when time runs out is character-specific, some characters like Jedah have no recovery at all while characters like Lei-Lei have a very long deactivation pose.

Pursuit Attack

When a character is knocked down by normal means you can push any up direction and any attack button simultaneously. Connecting pursuits are not possible if the opponent was burned, but you can still whiff them. The same apply to most regular throws. Pursuits cause very little actual damage, but rather some of recoverable damage instead. Pursuits auto-target the opponent and can hit when the opponent stops bouncing from the knockdown, or while the opponent is tech rolling, though if the opponent is rolling they have a high chance of missing. Despite doing hardly any actual damage there's still a few reasons to use them--
  • Obviously, if it will kill them with the recoverable damage.
  • If you're across the screen you can intentionally whiff a late pursuit in order to get across the screen very quickly (except Victor).
  • If you predict they will not tech roll and you intentionally whiff the pursuit in order to go for a quick mixup.
  • If your back is to the wall and your pursuit would put you on the other side (Felicia, Lillith, Aulbath, Sasquatch).


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