Vampire Savior: Difference between revisions
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| developer = Capcom | | developer = Capcom | ||
| publisher = | | publisher = | ||
| system = | | system = CPS2 | ||
| system2 = PS3, XBOX360 (Resurrection) | |||
| website = | | website = | ||
| netcode = | | netcode = | ||
| resources = | | resources = [https://seesaawiki.jp/vswiki/ JP Wiki] | ||
| community = | | resources2 = [http://darkstalkers.web.fc2.com/savior/savior.html JP Frame Data] | ||
| resources3 = [http://vsav.me.ht/search.php Match Database (Old)] | |||
| community = [https://discord.gg/fdj5xA3 Discord] | |||
}} | }} | ||
[[File:VSAV Logo.png|center|400px]] | [[File:VSAV Logo.png|center|400px]] |
Revision as of 22:31, 15 April 2021
Vampire Savior (NA: Darkstalkers 3) (VSAV) | |
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Developers |
Capcom |
Systems |
CPS2 |
PS3, XBOX360 (Resurrection) | |
Player Resources | |
JP Frame Data | |
Match Database (Old) | |
Community Channels |
Vampire Savior is a 2D fighting game by Capcom. Released in arcades in 1997, it is the third game in the Vampire/Darkstalkers/Night Warriors series.
Vampire Savior is considered to be a very fast paced fighting game that features a strong focus on momentum and rushdown/mixups. The cast is extremely diverse and charismatic with many of the cast having completely different movement types and extremely different normal/special move types. Despite the cast being anything but homogenized, the game is somewhat well balanced (for a Capcom game), where anyone in the cast has a decent chance of winning just about any matchup. If character variety and insanely fast rushdown sounds like your cup of tea, this just might be a game for you.
Here are some innovations of this series compared to its predecessor:
- Normal attacks can be canceled into one another in a chain sequence: punches to kicks and weaker to stronger, either on the ground or in the air.
- Every character has a forward dash and backdash, of varying type.
- Some of the damage recovers if the opponent isn't attacked again.
- No spontaneous dizzies, though some special moves have this effect.
- The action doesn't stop at the end of a round, and the winner doesn't get a life refill.
- Knocked down opponents can be hit by pursuit attacks.
- Knocked down opponents can roll backwards or forwards when getting up off the ground. (Compare Alpha ground techs from SFA.)
- Besides reversals, defenders can pushblock the attacker away and counter with guard cancels. (Compare Alpha Counters from SFA.)
- A pretty much unlimited amount of super meter can be stored and saved between rounds.
- There is no superfreeze, so supers come out with no warning.
- Besides EX super moves, specials can be used in more powerful ES form at the cost of meter.
- Every character has a Dark Force super which causes some kind of power up or play differently for a while.
- Some Dark Forces give mirror image or afterimage doubles to increase attacking power. (Compare Variable Combos from SFA3.)
- Rolling combo counter.
- There's a secret body snatcher character that changes after every fight.