Vampire Savior/Phobos: Difference between revisions
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In VSAV2 the first version is the default while the other is selected by holding start while picking Phobos, in VHUNT2 the order of the two is reversed. In VSAV arranged the order matches the VSAV2 version, though the second version of Phobos lost the ability to crawl. | In VSAV2 the first version is the default while the other is selected by holding start while picking Phobos, in VHUNT2 the order of the two is reversed. In VSAV arranged the order matches the VSAV2 version, though the second version of Phobos lost the ability to crawl. | ||
== Gameplay == | |||
{{Content Box|content= | |||
'''Primary objectives:''' | |||
* Play a defensive neutral & gain meter | |||
* Connect one of your numerous anti-air options | |||
* Run an okizeme game after a knockdown or an anti-air | |||
* Condition the opponent by abusing Demon Cradle & OS Throw | |||
* Avoid being cornered by utilizing Bat Spin | |||
{{ProConTable | |||
|pros= | |||
* Amazing meter gain potential with Kara specials | |||
* Best strike/throw game of the roster | |||
* High damage combos without meter | |||
* High damage tools utilizing meter: DP or Midnight Pleasure | |||
* Demon Cradle has 1f landing recovery, making it abusive. Great for conditioning | |||
* Effective tools are so strong that Demitri sets the pace of every interaction | |||
* Bat Spin can escape the corner, returning Demitri to a defensive neutral position | |||
* Dash invulnerability unlocks more strike/throw opportunities | |||
* 9MK is the most reliable cross-up in the game | |||
* Although it takes work, Demitri does have effective tools for ground chasing the opponent | |||
* Strong 9MP/air-throw option select that also full-chains into grounded UBs | |||
* Strong ground throw option select | |||
* Great pursuit whiff to setup his strike/throw game | |||
|cons= | |||
* High throw damage is gated behind 2 meters | |||
* Dark Force is ineffective as metered invulnerability is prioritized on ES Demon Cradle | |||
* Bat Spin is usually unsafe on hit and challenging to make it safe on hit | |||
* Not particularly fast, so options are commitments. This makes it challenging against highly mobile characters | |||
* Very tall while standing, making the character more vulnerable to extended combos and getting bullied | |||
}} | |||
}} | |||
== Movement == | == Movement == |
Revision as of 07:09, 15 April 2024
Introduction
Phobos is the main zoner of the Darkstalkers series.
Extra note: There are two versions of Phobos with two differences, one is unable to crawl and when jumping doesn't hover automatically, however they are able to manually hover on command by pressing 8, you still have the ability to hover again even after you let go of it. The second one has the ability to crawl and automatically hovers when they reach the peak of their jump, you can cancel the hover by pressing 1 2 or 3 but they are unable to hover again unlike the other version.
In VSAV2 the first version is the default while the other is selected by holding start while picking Phobos, in VHUNT2 the order of the two is reversed. In VSAV arranged the order matches the VSAV2 version, though the second version of Phobos lost the ability to crawl.
Gameplay
Primary objectives:
- Play a defensive neutral & gain meter
- Connect one of your numerous anti-air options
- Run an okizeme game after a knockdown or an anti-air
- Condition the opponent by abusing Demon Cradle & OS Throw
- Avoid being cornered by utilizing Bat Spin
Strengths | Weaknesses |
---|---|
|
|
Movement
Walk: Fairly average walk.
Dash: Pretty solid dash that travels a good amount of distance both backwards & forwards and lets you do standing normals out of it.
Jump: Fairly high jump. Phobos does not have the option to air chain normals in VSAV Arranged out of his jump, hover or air dash. You can air link however, albeit very few moves possess low enough recovery to true combo with it.
Hover: Can be activated once you reach the peak of your jump, stops you in place. The first version of Phobos has the ability to turn it on and off on command allowing you to change the speed of your descent.
Air Dash: An air dash that can have its directions changed from left to right rapidly and constantly.
Crawl: In VSAV2, the second version of Phobos has the ability to crawl.
Normal Moves
None of Phobos's moves can rapid
Standing Normals
5LP
[ Startup: | Active: | Hit: | Block: Mid | ] 1st hit Special Cancels 2 hit normal. | |
5MP
[ Startup: | Active: | Hit: | Block: Mid | ] | |
5HP
[ Startup: | Active: | Hit: | Block: Mid | ] 2 hit normal. | |
5LK
[ Startup: | Active: | Hit: | Block: Mid | ] Special Cancels | |
5MK
[ Startup: | Active: | Hit: | Block: Low | ] | |
5HK
[ Startup: | Active: | Hit: | Block: Mid | ] |
Crouching Normals
2LP
[ Startup: | Active: | Hit: | Block: Mid | ] Special Cancels | |
2MP
[ Startup: | Active: | Hit: | Block: Mid | ] | |
2HP
[ Startup: | Active: | Hit: | Block: Mid | ] | |
2LK
[ Startup: | Active: | Hit: | Block: Low | ] Special Cancels | |
2MK
[ Startup: | Active: | Hit: | Block: Low | ] | |
2HK
[ Startup: | Active: | Hit: Second hit knocks down | Block: Low | ] 2 hit normal. |
Air Normals
JLP
[ Startup: | Active: | Hit: | Block: High | ] Maybe Special Cancellable? | |
JMP
[ Startup: | Active: | Hit: | Block: High | ] | |
JHP
[ Startup: | Active: | Hit: | Block: High | ] | |
JLK
Maybe Special Cancellable? [ Startup: | Active: | Hit: | Block: High | ] | |
JMK
[ Startup: | Active: | Hit: | Block: High | ] | |
JHK
[ Startup: | Active: | Hit: | Block: High | ] |
Command Normals
6LP
[ Startup: | Active: | Hit: | Block: Mid | ] 2 hit normal. | |
6MP
[ Startup: | Active: | Hit: | Block: Mid | ] | |
6HP
[ Startup: | Active: | Hit: | Block: Mid | ] 2 hit normal. | |
6LK
[ Startup: | Active: | Hit: | Block: Mid | ] | |
6MK
[ Startup: | Active: | Hit: | Block: Mid | ] | |
6HK
[ Startup: | Active: | Hit: | Block: Mid | ] |
Normal Throws
Normal Throw (4/6 MP or HP)
[ Startup:1 | Active: ] | |
Air Throw (4/6 JMP or JHP)
[ Startup:1 | Active: ] |
Special Moves
Command Throws
Circuit Scrapper 63214 MP/HP/PP
[ Startup: | Active: ] |
Special Moves
(Higher) Plasma Beam 236 LP/MP/HK (Lower) Plasma Beam 236 LK/MK/HK ES Plasma Beam 236 PP or KK
[ Startup: | Active: | Hit: Freezes | Block: Mid | ] | |
Might Launcher (Air OK) 214 LP/MP/HP/PP
[ Startup: | Active: | Hit: Burns | Block: Mid | ] | |
Genocide Vulcan 421 P/PP
[ Startup: | Active: | Hit: Burns | Block: Mid | ] First hit is air unblockable. | |
Plasma Trap 214 JLK/JMK/JHK/JKK
[ Startup: | Active: | Hit: | Block: Mid | ] |
Guard Cancel
Reflect Wall (Air OK) 623 P
Hitbox advances forward a bit. [ Startup: | Active: | Hit: Knocks down in air only | Block: | ] |
Pursuits
8 P/K/PP/KK
[ Startup: | Active: | ] |
EX Moves
Erasing Sphere 421 LK + MK, MK + HK or HK + LK
[ Startup: | Active: | Hit: | Block: Mid | ] Different button combinations yield different lengths the projectile travels at: LK + MK travels at a medium distance, MK + HK travels the furthest distance and HK + LK travels the shortest distance. | |
Final Guardian β 623 KK
[ Startup: | Active: | Hit: | Block: Mid | ] |
Dark Force
Ray of Doom VSAV2 input: 263 PP
[ Startup: | Active: | Hit: | Block: Mid | ] |