Chaos Code/NSC/Vein: Difference between revisions
Crimefighter (talk | contribs) (→Colors) |
Crimefighter (talk | contribs) (→Combos) |
||
Line 44: | Line 44: | ||
[https://www.youtube.com/watch?v=cw2j-y2JHEM otg route] | [https://www.youtube.com/watch?v=cw2j-y2JHEM otg route] | ||
[https://www.youtube.com/watch?v=hYIqJeQvaaY '''unblockable'''] | |||
After landing a command throw (63214P) vein can setup an unblockable by forcing an opponent to block a 236K and then doing 6C+D. Because the opponent is stuck in place you can confirm the unblockable with [2A>2B]xN until they stop flashing white, then continue into whatever confirm | |||
= Move List = | = Move List = |
Revision as of 15:32, 4 February 2017
Introduction
A war orphan separated from his sister during the Earth-Union war. Vein has come to believe that his sister abandoned him on that tragic day, and has lived on his own ever since. Now that he has discarded everything relating to his past, he has formed a strong resolve; to end the world filled with deception.
Run vs Step
Run
Best choice for Vein overall, 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
There is an archieve of the old combo section here. Those were for vanilla PS3 and most likely don't work in the PS4 version, but some of them might and lots of the concepts remain the same.
"All you need to play this character are these combos" - ChronoReyer
While all these start off of jump-ins your starter largely doesn't matter, as long as you can find a way to confirm into the route you should be good
IAD j.B > j.D > 2A > 2B > 5C > 236AC > IAD j.B > j.D > super jump > j.B> j.C > j.D > land > 5A > jump > j.A > j.B > j.D > double jump > j.B > j.D
IAD j.B > j.D > 2A > 2B > 5C > 236AC > IAD j.B > j.D > super jump > j.B > j.C > j.D > land > 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C
Midscreen to corner (easy) will also work when starting in the corner
IAD j.B > j.D > 2A > 2B > 5C > 214BD > 2B > cl.C > 6A > sjc > j.C > j.D > land > 6A > sjc > j.A > j.B > j.C > land > 623AC > 2A > 5D(1) > sjc > j.C > j.D > land > 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C
IAD j.B > j.D > 2A > 2B > 5C > 214BD > 2A > 5D(1) > sjc > j.C > j.D > land > 6A > j.C > j.D > land 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C > 236236P
Corner double rejump The super at the end is optional and wont actually combo, it's for oki.
CH 6A > otg 2B > cl.C > 6A > sjc > j.C > j.D > 5A > jump > j.A > j.B > j.C > land > 623AC
After landing a command throw (63214P) vein can setup an unblockable by forcing an opponent to block a 236K and then doing 6C+D. Because the opponent is stuck in place you can confirm the unblockable with [2A>2B]xN until they stop flashing white, then continue into whatever confirm
Move List
Normal Moves
5A - Mid. Cancelable.
Short range jab, whiffs on crouchers, go to move when it comes to catching air techs since 6A is a bit slow, not that reliable though but good if you have them blocking in air already so stuff like j.B>5A is really good. |
2A - Mid. Cancelable.
|
5B - Low. Cancelable.
Standing low kick, think Ky's 5K from GG. Rather slow startup and recovery with a mediocre hitbox(reach is slightly longer than 2A), pretty terrible normal. |
2B - Low. Cancelable.
Crouching low kick, better than 5B in pretty much every way except it has about the same horizontal reach and some parts of its' vertical hitbox, links into 2A on hit and can be used for tick throws or pressure reset. |
c.5C - Mid. Cancelable.
Short range hook, high damage normal with alot of knockback on block. Gattles into 5D, 2D, and 6A, mainly used for combos and possibly fuzzy j.B if blocked high. |
f.5C - Mid. Not cancelable.
Long range slash, decent startup, pretty long recovery but not punishable on block. Very good hitbox, hits crouchers but is not air unblockable. On counter hit ground hit, you can followup with EX teleport or dash 2A(if you hit closer up) into a combo. |
2C - Both hits mid. Both hits cancelable.
Two crouching slashes, 1st hit has about the same reach as 2B, pretty quick startup and decent recovery. Quite a bit of knockback on hit so use this for proper spacing when going for 2D knockdown into fireball oki. |
5D - Both hits mid. 1st hit cancelable, 2nd hit Not cancelable.
1st hit is a kick with pretty fast startup, 2nd hit is a long range forward kick with a great hitbox. 2nd hit blows back on hit and is air techable, 1st hit can cancel into 6A for damage combos. |
2D - Low. Not cancelable.
Vein moves forward a bit and sweeps with both feet, long reach but slow startup and recovery. Knockdown only on ground hit, gives you enough time to set fireball oki but be wary because they can roll through it on wakeup. |
j.A - High. Cancelable.
Quick startup short jab that cover up and forward area, is active for quite long. |
j.B - High. Cancelable.
Pretty quick startup diagonal downward kick, very good jump in move and possibly used for fuzzy guard. |
j.C - High. Cancelable.
Kinda slow slash that hits around him, hits behind him also so you can use it for crossups, but has to hit a bit late for you to combo off it. |
j.D - High. Cancelable.
Faster than j.C and hits down and forward area, has long reach so it's pretty good air to ground.
|
Command Normals
Special Moves
Demon Slaughter - 236+A/C
|
Heavenly Enchantment - 623+A/C
|
Lightening Insanity - 236+B/D
|
Illusive Darkness - 214+B/D
|
Extra Specials
Scorching Purple - j.236+A/C
|
Infernal Devotion - 63214+A/C
|
Ultimate Chaos
Grievous Madness - 236236+A/C
|
Saka Manji Raikou Ha - 2141236+A/C
|
Extra Ultimate Chaos
Fatal Finale - 214214+A/C
A reversal super that issens the opponent twice, then throws them behind Vein and will wallbounce near the corner. It will catch all types of strike attacks (high, low, mid) and even supers, but it will not work against projectiles. A failed attempt will put you in counter-hit state. One of the most interesting properties of this move is that it will activate during a super cancel as long as you are slightly closer than throw distance and the opponent is still standing. |
Guilty Darkness - 236236+B/D
Vein lays a trap on the ground and if the opponent gets near a bunch of hands fly out and either hit them or keep them in blockstun. Light version stays put, heavy version moves in on the opponent. Good for oki or just for shutting off part of the screen. Both versions hit 12 times |
Destruction Chaos
Lunatic Butterfly - 2363214+AC |
Colors
Notes:
- Console Versions: 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.
- A Button: Normal version
- D Button: Vergil (Devil May Cry)
- R1+C Buttons: Kuroh Yatogami (ieKKei / (Project) K)