Chaos Code/NSC/Vein: Difference between revisions

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[[image:profile-vein.png|180px|right|]]
[[image:profile-vein.png|180px|right|]]


=Story=
==Story==
Vein is a war orphan who's sister left him during the war when they were children. Vein has never forgiven his cowardly sister for abandoning him, forcing him to live a hard life out on the street. Discarding his past, Vein has reinvented himself as a new, stronger, edgier being and plans to use the unlimited power of the Chaos Code to put an end to all the phonies that surround him.
Vein is a war orphan who's sister left him during the war when they were children. Vein has never forgiven his cowardly sister for abandoning him, forcing him to live a hard life out on the street. Discarding his past, Vein has reinvented himself as a new, stronger, edgier being and plans to use the unlimited power of the Chaos Code to put an end to all the phonies that surround him.


=Playstyle=
==Playstyle==
Health: 30000 Stun: 90
Health: 30000 Stun: 90


Vein's ground fireball sticks around for a really long time which lets him set it up to meaty and then be free to either cover escape options or commit to a mix-up attempt. The rest of his toolset is fairly well rounded, ex teleport is a good anti-zoning tool, his DP works as a reversal, extra move options for a command grab or air fireball give him access to good mix-ups and space control. He also has good meter gain to fuel fairly high damage ex move combos as well as highly damaging exceeds.
Vein's ground fireball sticks around for a really long time which lets him set it up to meaty and then be free to either cover escape options or commit to a mix-up attempt. The rest of his toolset is fairly well rounded, ex teleport is a good anti-zoning tool, his DP works as a reversal, extra move options for a command grab or air fireball give him access to good mix-ups and space control. He also has good meter gain to fuel fairly high damage ex move combos as well as highly damaging exceeds.


=Run vs Step=
==Run vs Step==




Line 19: Line 19:


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.
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.
==Move List==
''Click on a header to expand that section of the movelist''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Normal Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Normal Moves</font> ===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData |image=CC_VE_5A.png |name=5A |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = 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.
}} }}


= Combos =
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData |image=CC_VE_2A.png |name=2A |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Pretty good range crouching jab, also his fastest startup normal and fast recovery making it one of his best pressure tool.
}} }}


There is an archieve of the old combo section [http://pastebin.com/9EQ5GBQt 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.
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData |image=CC_VE_5B.png |name=5B |data= {{AttackData-CC
|damage=  |guard=Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Standing low kick. Rather slow startup,recovery, and a mediocre hitbox(reach is slightly longer than 2A). 2b is the low to use.
}} }}


"All you need to play this character are these combos"
====== <font style="visibility:hidden" size="0">2B</font> ======
- ChronoReyer
{{MoveData |image=CC_VE_2B.png |name=2B |data= {{AttackData-CC
|damage=  |guard=Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Crouching low kick, links into 2A on hit and can be used for tick throws or pressure reset.
}} }}


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
====== <font style="visibility:hidden" size="0">cl.C</font> ======
{{MoveData |image=CC_VE_clC.png |name=cl.C |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = 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.
}} }}


'''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'''
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData |image=CC_VE_5C.png |name=5C |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Mid range slash. Furthest reaching cancelable normal, very useful for combos.
}} }}


[https://www.youtube.com/watch?v=CewE8obSl5k Midscreen (easy)] tip:make sure you forward jump when you IAD, spacing on that part of the combo is a lil specific or else j.c or j.d will whiff
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData |image=CC_VE_2C.png |name=2C |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = 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.
}} }}


'''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'''
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData |image=CC_VE_5D.png |name=5D |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=First hit only |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = 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.
}} }}


[https://www.youtube.com/watch?v=ELRCeODz0kY Midscreen to corner (easy)] [https://www.youtube.com/watch?v=loe-7_9Rim0 will also work when starting in the corner] if you neutral double jump for the combo ender, it puts you at this spacing to put down a stationary puddle (236236b). Even though they airtech, its a very good situation in your favor. Worth a bar.
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData |image=CC_VE_2D.png |name=2D |data= {{AttackData-CC
|damage=  |guard=Low |cancelable=No |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = 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.
}} }}


'''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'''
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData |image=CC_VE_jA.png |name=j.A |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Quick startup short jab that cover up and forward area, is active for quite long.
}} }}


[https://www.youtube.com/watch?v=dDvWcyMZu8k Midscreen rejump]
====== <font style="visibility:hidden" size="0">j.B</font> ======
tip: delay the f.5c cancel into 214bd
{{MoveData |image=CC_VE_jB.png |name=j.B |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Pretty quick startup diagonal downward kick, very good jump in move and possibly used for fuzzy guard.
}} }}


'''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'''
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData |image=CC_VE_jC.png |name=j.C |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = 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.
}} }}


[https://www.youtube.com/watch?v=HLTSK7R9UDI Corner double rejump] Difficult combo, but worth it in stun and damage. Same concept as the easy corner combo in regards to the puddle oki at the end
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData |image=CC_VE_jD.png |name=j.D |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Faster than j.C and hits down and forward area, has long reach so it's pretty good air to ground.
}} }}
</div>
</div>


'''CH 6A > otg 2B > cl.C > 6A > sjc > j.C > j.D > 5A > jump > j.A > j.B > j.C > land > 623AC'''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Command Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Command Moves</font> ===
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData |image=CC_VE_6A.png |name=Palm Strike |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Vein reaches up for an anti-air.
}} }}


[https://www.youtube.com/watch?v=cw2j-y2JHEM otg route] This is possible to do midscreen but incredibly inconsistent. Running start helps. The j.abc ex dp ender after 5a works for all of his other corner combos as well, it's the knockdown ender. It's usefulness varies depending on character and current meter.
====== <font style="visibility:hidden" size="0">5CC</font> ======
{{MoveData |image=CC_VE_5CC.png |name=Surface Slash |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=No |chprop=Wallbounce
|startup= |active=- |recovery=- |frameadv=-
|description = Can be whiff canceled into from f.5c by hitting c again.
}} }}


[https://www.youtube.com/watch?v=hYIqJeQvaaY '''unblockable''']
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData |image=CC_VE_6C.png |name=Surface Slash |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=Wallbounce
|startup= |active=- |recovery=- |frameadv=-
|description = Vein's old f.5c, now a command normal.
}} }}


63214c command throw disables their walking, running, rolling, specials, and supers. all they can do is parry and mash normals. If executed correctly, a well timed fireball into unblockable is inescapable. In addition, when in the debuffed state of the command throw, they don't get pushed back on hit. you can link some extra light normals for meter.
====== <font style="visibility:hidden" size="0">j.C4C</font> ======
{{MoveData |image=CC_VE_jC4C.png |name=Moon Light |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Comes out on hit or guard only
}} }}
</div>
</div>


= Move List =
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Command Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Universal Mechanics</font> ===
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData|image=CC_VE_Throw.png|name=Throw|input= 5/6AC|data= {{AttackData-CC
|damage= |guard=Throw |cancelable=No |chprop=
|startup=5f |active=- |recovery=- |frameadv=-
|description= Ground throw
}} }}


==Normal Moves==
====== <font style="visibility:hidden" size="0">Guard Break</font> ======
{{MoveData|image=CC_VE_6CD.png|name=Guard Break|input= 6CD|data= {{AttackData-CC
|damage= |guard=Guard Break |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Guard Break
}} }}


{| border="0" cellspacing="5" width="100%"
====== <font style="visibility:hidden" size="0">C+D</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A - </font>  ''' Mid. Cancelable.
{{MoveData|image=CC_VE_CD.png|name=Tactical Guard|input= CD|data= {{AttackData-CC
  |damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Parry
}} }}


'''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.'''
====== <font style="visibility:hidden" size="0">A+B</font> ======
{{MoveData|image=CC_VE_AB.png|name=Roll|input= CD|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Roll
}} }}
</div>
</div>


|-
<div class="mw-collapsible mw-collapsed">
| width="" | ''' <font size = "3">2A - </font> ''' Mid. Cancelable.
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special Moves</b></font></center></div>
<div class="mw-collapsible-content">


'''Pretty good range crouching jab, also his fastest startup normal and fast recovery making it one of his best pressure tool.'''
=== <font style="visibility:hidden" size="0">Special Moves</font> ===
====== <font style="visibility:hidden" size="0">236P</font> ======
{{MoveData|image=CC_VE_236P.png|name=Demon Slaughter|input= 236P|data= {{AttackData-CC
|version=A |damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= A dash followed by a series of slashes that causes a hard knockdown on the final hit. 2 hits. Has a decent startup as it can combo from any normal.
}}{{AttackData-CC
|version=C |damage= |guard=High/Low |cancelable=- |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Dash goes further than A version and is 4 hits. Soft knockdown on final hit. Slower startup than A version. Basic meterless combo option.
}}{{AttackData-CC
|version=EX |damage= |guard=High/Low |cancelable=- |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = A series of slashes that will cross the screen. 4 hits. Launches on final hit. Startup is about the same as A version. This is one of your basic launchers for air combos.
}} }}


|-
====== <font style="visibility:hidden" size="0">623P</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">5B - </font>  ''' Low. Cancelable.
{{MoveData|image=CC_VE_623P.png|name=Heavenly Enchantment|input= 623P|data= {{AttackData-CC
|version=A |damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
  |description= Fairly standard Dragon Punch, although it has no invincibility. Hits once and launches but can be teched. It can be blocked in the air but still has some anti-air utility under the right circumstances. Used in conjunction with 236+B/D, it can discourage air-dashes and build meter. Also used in imitsuki loops.
}}{{AttackData-CC
|version=C |damage= |guard=High/Low |cancelable=- |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Turning hit followed by a rising slash. Like Setsuna's strong DP in LB2. Hits twice on the ground and twice in the air, which makes the first two hits air unblockable. No use as an AA, but does slightly more damage than 236C in combos. It can be supercancelled on the first and second hit. Wallbounces into knockdown on hit.
}}{{AttackData-CC
|version=EX |damage= |guard=High/Low |cancelable=- |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = A fast DP that travels further forward than the A version, hits twice (if you're close enough), and can cause wallbounce.
}} }}


'''Standing low kick. Rather slow startup,recovery, and a mediocre hitbox(reach is slightly longer than 2A). 2b is the low to use.'''
====== <font style="visibility:hidden" size="0">236K</font> ======
{{MoveData|image=CC_VE_236K.png|name=Lightning Insanity|input= 236K|data= {{AttackData-CC
|version=B |damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Grounded fireball. Hits roughly 2 character lengths away from Vein. Upon inputting the fireball, it appears then becomes active about half a second later, hitting 3 times. It also blocks most projectiles. The move is also cancellable into B or D teleport. Very useful for preventing zoning and oki.
}}{{AttackData-CC
|version=D |damage= |guard=High/Low |cancelable=- |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Grounded fireball. Hits roughly 3 and a half character lengths away from Vein. Upon inputting the fireball, it appears then becomes active about half a second later, hitting 3 times. It also blocks most projectiles. The move is also cancellable into B or D teleport. Very useful for preventing zoning and oki.
}}{{AttackData-CC
|version=EX |damage= |guard=High/Low |cancelable=- |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Grounded fireball. The ex ver. tracks the opponent unless they are completely fullscreen away. Hits 3 times, and is cancellable into teleport. Good for oki and pressuring a passive opponent.
}} }}


|-
====== <font style="visibility:hidden" size="0">214K</font> ======
| width="" | ''' <font size = "3">2B - </font>  ''' Low. Cancelable.
{{MoveData|image=CC_VE_214K.png|name=Illusive Darkness|input= 214K|data= {{AttackData-CC
  |version=B |damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Vein's teleport. The B version goes the exact distance of the D fireball. The move is not invuln, so be careful as you can get hit out of it. Despite that, it's a great all around tool due to the fact that you can cancel his teleport into this.
}}{{AttackData-CC
|version=D |damage= |guard=High/Low |cancelable=- |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Vein's teleport. The D version goes almost fullscreen. Not invuln, but still useful in a variety of situations due to the fact that it can be done out of his fireball.
}}{{AttackData-CC
|version=EX |damage= |guard=High/Low |cancelable=- |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Ex teleport is one of Vein's best moves. Hits almost fullscreen, low profiles many projectiles, and leads to a combo as long as you hit them from a certain distance. This move can be used to punish people not being very careful from across the screen, as it's near instant. It's punishable, but you can space it to be safe if careful. If you have the meter to use it, they should be on watch. Make them scared of this move.
}} }}
</div>
</div>


'''Crouching low kick, links into 2A on hit and can be used for tick throws or pressure reset.'''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Special Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Extra Special Moves</font> ===
====== <font style="visibility:hidden" size="0">j236P</font> ======
{{MoveData|image=CC_VE_j236P.png|name=Scorching Purple|input= j.236P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= An air fireball. A version goes downwards diagonally, while C version goes horizontal. Picking this gives you a fast way to keep people in check from about midscreen distance, makes many of your confirms easier as you can just end buttons in fireball to be in a good situation, and also lets you have access to the ... 6a(1) > sj.b > j.236a combo ender (only works on a standing opponent). An okay choice for an extra special, but the pit and the command grab are honestly more worth it unless you need the extra space control for specific matchups.
}} }}


|-
====== <font style="visibility:hidden" size="0">63214P</font> ======
| width="" style="background:#E8E8E8;"| ''' <font size = "3">c.5C - </font>  ''' Mid. Cancelable.
{{MoveData|image=CC_VE_63214P.png|name=Infernal Devotion|input= 63214P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=
  |startup=- |active=- |recovery=- |frameadv=-
|description= Vein's command grab. The A version is a quick untechable throw that causes damage and soft knockdown. The C version of the throw is slower, does a little damage, and puts a special status effect on the opponent. While they are flashing, they lose access to walking, running, dashing, jumping, specials, rolling, and supers. In addition, they do not get pushed back when you hit them, so if you hit them you can link light normals into themselves to build meter until the effect wears off. This selectable special adds a lot to Vein's mixup game, and it's possible to get a guaranteed unblockable from a successful C command throw.
}} }}
</div>
</div>


'''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.'''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Ultimate Chaos Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Ultimate Chaos Moves</font> ===
====== <font style="visibility:hidden" size="0">236236P</font> ======
{{MoveData|image=CC_VE_236236P.png|name=Grievous Madness|input= 236236P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Vein slashes his sword in an upwards crescent that hits the entire area above him. This super has a lot of invinicibility, comes out very quickly, and is quite hard to punish. This is a fantastic reversal super to call out any crossup attempts that would normally make your dp whiff. On hit the move wallbounces, but with the recovery it has you will still need to cancel to get a combo.
}} }}


|-
====== <font style="visibility:hidden" size="0">2141236P</font> ======
| width="" |''' <font size = "3">f.5C - </font>  '''  Mid. Cancelable.
{{MoveData|image=CC_VE_2141236P.png|name=Saka Manji Raikoou Ha|input= 2141236P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
  |description= Vein sends out a shockwave about two and a half character lengths away from him that pulls the opponent toward him on hit. On block, the opponent stays in place and you recover fairly fast, so it's advantage but not really worth it for a full meter. The move is also lacks a good use in neutral because what it does is done better by EX teleport. Overall, a good move for combos and resets into unblockable, but not much else.
}} }}
</div>
</div>


'''Mid range slash. Furthest reaching cancelable normal, very useful for combos.'''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Ultimate Chaos Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Extra Ultimate Chaos Moves</font> ===
====== <font style="visibility:hidden" size="0">214214P</font> ======
{{MoveData|image=CC_VE_214214P.png|name=Fatal Finale|input= 214214P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= 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.
}} }}


|-
====== <font style="visibility:hidden" size="0">236236K</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">6c - </font>  ''' Mid. Not cancelable.
{{MoveData|image=CC_VE_236236K.png|name=Guilty Darkness|input= 236236K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=
  |startup=- |active=- |recovery=- |frameadv=-
  |description= 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
}} }}
</div>
</div>


'''Vein's old f.5c, now a command normal. Can be whiff canceled into from f.5c by hitting c again. Gained a new property that on CH, causes a wallbounce into a comboable knockdown.'''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Destruction Chaos</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Destruction Chaos</font> ===
====== <font style="visibility:hidden" size="0">2363214AC</font> ======
{{MoveData|image=CC_VE_2363214PP.png|name=Lunatic Butterfly|input= 2363214AC|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Level 3
}} }}
</div>
</div>
==Combos==


|-
There is an archieve of the old combo section [http://pastebin.com/9EQ5GBQt 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.
| width="" | ''' <font size = "3">2C - </font>  ''' 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.'''
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'''
| width="" style="background:#E8E8E8;"|''' <font size = "3">5D - </font> ''' 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.'''
[https://www.youtube.com/watch?v=CewE8obSl5k Midscreen (easy)] tip:make sure you forward jump when you IAD, spacing on that part of the combo is a lil specific or else j.c or j.d will whiff


|-
'''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'''
| width="" |''' <font size = "3">2D - </font> ''' 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.
[https://www.youtube.com/watch?v=ELRCeODz0kY Midscreen to corner (easy)] [https://www.youtube.com/watch?v=loe-7_9Rim0 will also work when starting in the corner] if you neutral double jump for the combo ender, it puts you at this spacing to put down a stationary puddle (236236b). Even though they airtech, its a very good situation in your favor. Worth a bar.


|-
'''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'''
| width="" style="background:#E8E8E8;"| ''' <font size = "3">j.A - </font> ''' High. Cancelable.


'''Quick startup short jab that cover up and forward area, is active for quite long.'''
[https://www.youtube.com/watch?v=dDvWcyMZu8k Midscreen rejump]
tip: delay the f.5c cancel into 214bd


|-
'''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'''
| width="" |''' <font size = "3">j.B - </font> ''' High. Cancelable.


'''Pretty quick startup diagonal downward kick, very good jump in move and possibly used for fuzzy guard.'''
[https://www.youtube.com/watch?v=HLTSK7R9UDI Corner double rejump] Difficult combo, but worth it in stun and damage. Same concept as the easy corner combo in regards to the puddle oki at the end


|-
'''CH 6A > otg 2B > cl.C > 6A > sjc > j.C > j.D > 5A > jump > j.A > j.B > j.C > land > 623AC'''
| width="" style="background:#E8E8E8;"| ''' <font size = "3">j.C - </font> ''' 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.'''
[https://www.youtube.com/watch?v=cw2j-y2JHEM otg route] This is possible to do midscreen but incredibly inconsistent. Running start helps. The j.abc ex dp ender after 5a works for all of his other corner combos as well, it's the knockdown ender. It's usefulness varies depending on character and current meter.


|-
[https://www.youtube.com/watch?v=hYIqJeQvaaY '''unblockable''']
| width="" |''' <font size = "3">j.D - </font>  ''' High. Cancelable.


'''Faster than j.C and hits down and forward area, has long reach so it's pretty good air to ground.'''
63214c command throw disables their walking, running, rolling, specials, and supers. all they can do is parry and mash normals. If executed correctly, a well timed fireball into unblockable is inescapable. In addition, when in the debuffed state of the command throw, they don't get pushed back on hit. you can link some extra light normals for meter.
 
 
|-
|}
 
==Command Normals==
 
 
==Special Moves==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">Demon Slaughter - 236+A/C</font>  '''
 
*'''A ver: A dash followed by a series of slashes that causes a hard knockdown on the final hit. 2 hits. Has a decent startup as it can combo from any normal.'''
 
*'''C ver: Dash goes further than A version and is 4 hits. Soft knockdown on final hit. Slower startup than A version. Basic meterless combo option.'''
 
*'''ex ver (EX): A series of slashes that will cross the screen. 4 hits. Launches on final hit. Startup is about the same as A version. This is one of your basic launchers for air combos.'''
 
|-
| width="" | ''' <font size = "3">Heavenly Enchantment - 623+A/C</font>  '''
 
*'''A ver: Fairly standard Dragon Punch, although it has no invincibility. Hits once and launches but can be teched. It can be blocked in the air but still has some anti-air utility under the right circumstances. Used in conjunction with 236+B/D, it can discourage air-dashes and build meter. Also used in imitsuki loops.
 
*'''C ver: Turning hit followed by a rising slash. Like Setsuna's strong DP in LB2. Hits twice on the ground and twice in the air, which makes the first two hits air unblockable. No use as an AA, but does slightly more damage than 236C in combos. It can be supercancelled on the first and second hit. Wallbounces into knockdown on hit.
 
*'''ex ver (EX): A fast DP that travels further forward than the A version, hits twice (if you're close enough), and can cause wallbounce.
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">Lightening Insanity - 236+B/D</font>  '''
 
*'''B ver: Grounded fireball. Hits roughly 2 character lengths away from Vein. Upon inputting the fireball, it appears then becomes active about half a second later, hitting 3 times. It also blocks most projectiles. The move is also cancellable into B or D teleport. Very useful for preventing zoning and oki.
 
*'''D ver: Grounded fireball. Hits roughly 3 and a half character lengths away from Vein. Upon inputting the fireball, it appears then becomes active about half a second later, hitting 3 times. It also blocks most projectiles. The move is also cancellable into B or D teleport. Very useful for preventing zoning and oki.
 
*'''ex ver(EX): Grounded fireball. The ex ver. tracks the opponent unless they are completely fullscreen away. Hits 3 times, and is cancellable into teleport. Good for oki and pressuring a passive opponent.
|-
| width="" | ''' <font size = "3">Illusive Darkness - 214+B/D</font>  '''
*'''B ver: Vein's teleport. The B version goes the exact distance of the D fireball. The move is not invuln, so be careful as you can get hit out of it. Despite that, it's a great all around tool due to the fact that you can cancel his teleport into this.
 
*'''D ver: Vein's teleport. The D version goes almost fullscreen. Not invuln, but still useful in a variety of situations due to the fact that it can be done out of his fireball.
 
*'''ex ver(EX): Ex teleport is one of Vein's best moves. Hits almost fullscreen, low profiles many projectiles, and leads to a combo as long as you hit them from a certain distance. This move can be used to punish people not being very careful from across the screen, as it's near instant. It's punishable, but you can space it to be safe if careful. If you have the meter to use it, they should be on watch. Make them scared of this move.
|-
|}
 
==Extra Specials==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Scorching Purple - j.236+A/C</font>  '''
*''' An air fireball. A version goes downwards diagonally, while C version goes horizontal. Picking this gives you a fast way to keep people in check from about midscreen distance, makes many of your confirms easier as you can just end buttons in fireball to be in a good situation, and also lets you have access to the ... 6a(1) > sj.b > j.236a combo ender (only works on a standing opponent). An okay choice for an extra special, but the pit and the command grab are honestly more worth it unless you need the extra space control for specific matchups.
|-
| width="" |''' <font size = "3">Infernal Devotion - 63214+A/C</font>  '''
*''' Vein's command grab. The A version is a quick untechable throw that causes damage and soft knockdown. The C version of the throw is slower, does a little damage, and puts a special status effect on the opponent. While they are flashing, they lose access to walking, running, dashing, jumping, specials, rolling, and supers. In addition, they do not get pushed back when you hit them, so if you hit them you can link light normals into themselves to build meter until the effect wears off. This selectable special adds a lot to Vein's mixup game, and it's possible to get a guaranteed unblockable from a successful C command throw.
|-
|}
 
==Ultimate Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Grievous Madness - 236236+A/C</font>  '''
 
*''' Vein slashes his sword in an upwards crescent that hits the entire area above him. This super has a lot of invinicibility, comes out very quickly, and is quite hard to punish. This is a fantastic reversal super to call out any crossup attempts that would normally make your dp whiff. On hit the move wallbounces, but with the recovery it has you will still need to cancel to get a combo.
|-
| width="" |''' <font size = "3">Saka Manji Raikou Ha - 2141236+A/C</font>  '''
 
*''' Vein sends out a shockwave about two and a half character lengths away from him that pulls the opponent toward him on hit. On block, the opponent stays in place and you recover fairly fast, so it's advantage but not really worth it for a full meter. The move is also lacks a good use in neutral because what it does is done better by EX teleport. Overall, a good move for combos and resets into unblockable, but not much else.
|-
|}
 
==Extra Ultimate Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width=""  style="background:#E8E8E8;"| ''' <font size = "3">Fatal Finale - 214214+A/C</font>  '''
 
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.
 
|-
| width="" |''' <font size = "3">Guilty Darkness - 236236+B/D</font>  '''
 
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==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">Lunatic Butterfly - 2363214+AC</font>  '''
 
|-
|}


== Colors ==
== Colors ==

Revision as of 01:28, 2 December 2020

Profile-vein.png

Story

Vein is a war orphan who's sister left him during the war when they were children. Vein has never forgiven his cowardly sister for abandoning him, forcing him to live a hard life out on the street. Discarding his past, Vein has reinvented himself as a new, stronger, edgier being and plans to use the unlimited power of the Chaos Code to put an end to all the phonies that surround him.

Playstyle

Health: 30000 Stun: 90

Vein's ground fireball sticks around for a really long time which lets him set it up to meaty and then be free to either cover escape options or commit to a mix-up attempt. The rest of his toolset is fairly well rounded, ex teleport is a good anti-zoning tool, his DP works as a reversal, extra move options for a command grab or air fireball give him access to good mix-ups and space control. He also has good meter gain to fuel fairly high damage ex move combos as well as highly damaging exceeds.

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.

Move List

Click on a header to expand that section of the movelist

Normal Moves

Normal Moves

5A
5A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

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
2A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Pretty good range crouching jab, also his fastest startup normal and fast recovery making it one of his best pressure tool.

5B
5B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

Standing low kick. Rather slow startup,recovery, and a mediocre hitbox(reach is slightly longer than 2A). 2b is the low to use.

2B
2B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

Crouching low kick, links into 2A on hit and can be used for tick throws or pressure reset.

cl.C
cl.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

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.

5C
5C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Mid range slash. Furthest reaching cancelable normal, very useful for combos.

2C
2C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

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
5D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - First hit only -

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
2D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - No -

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
j.A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Quick startup short jab that cover up and forward area, is active for quite long.

j.B
j.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Pretty quick startup diagonal downward kick, very good jump in move and possibly used for fuzzy guard.

j.C
j.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

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
j.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Faster than j.C and hits down and forward area, has long reach so it's pretty good air to ground.

Command Moves

Command Moves

6A
Palm Strike
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Vein reaches up for an anti-air.

5CC
Surface Slash
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No Wallbounce

Can be whiff canceled into from f.5c by hitting c again.

6C
Surface Slash
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes Wallbounce

Vein's old f.5c, now a command normal.

j.C4C
Moon Light
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Comes out on hit or guard only

Command Moves

Universal Mechanics

Throw
Throw
5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - No -

Ground throw

Guard Break
Guard Break
6CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Guard Break - - - - No -

Guard Break

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Parry

A+B
Roll
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Roll

Special Moves

Special Moves

236P
Demon Slaughter
236P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low - - - - - -

A dash followed by a series of slashes that causes a hard knockdown on the final hit. 2 hits. Has a decent startup as it can combo from any normal.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low - - - - - -

Dash goes further than A version and is 4 hits. Soft knockdown on final hit. Slower startup than A version. Basic meterless combo option.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

A series of slashes that will cross the screen. 4 hits. Launches on final hit. Startup is about the same as A version. This is one of your basic launchers for air combos.

623P
Heavenly Enchantment
623P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low - - - - - -

Fairly standard Dragon Punch, although it has no invincibility. Hits once and launches but can be teched. It can be blocked in the air but still has some anti-air utility under the right circumstances. Used in conjunction with 236+B/D, it can discourage air-dashes and build meter. Also used in imitsuki loops.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low - - - - - -

Turning hit followed by a rising slash. Like Setsuna's strong DP in LB2. Hits twice on the ground and twice in the air, which makes the first two hits air unblockable. No use as an AA, but does slightly more damage than 236C in combos. It can be supercancelled on the first and second hit. Wallbounces into knockdown on hit.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

A fast DP that travels further forward than the A version, hits twice (if you're close enough), and can cause wallbounce.

236K
Lightning Insanity
236K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low - - - - - -

Grounded fireball. Hits roughly 2 character lengths away from Vein. Upon inputting the fireball, it appears then becomes active about half a second later, hitting 3 times. It also blocks most projectiles. The move is also cancellable into B or D teleport. Very useful for preventing zoning and oki.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low - - - - - -

Grounded fireball. Hits roughly 3 and a half character lengths away from Vein. Upon inputting the fireball, it appears then becomes active about half a second later, hitting 3 times. It also blocks most projectiles. The move is also cancellable into B or D teleport. Very useful for preventing zoning and oki.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

Grounded fireball. The ex ver. tracks the opponent unless they are completely fullscreen away. Hits 3 times, and is cancellable into teleport. Good for oki and pressuring a passive opponent.

214K
Illusive Darkness
214K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low - - - - - -

Vein's teleport. The B version goes the exact distance of the D fireball. The move is not invuln, so be careful as you can get hit out of it. Despite that, it's a great all around tool due to the fact that you can cancel his teleport into this.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low - - - - - -

Vein's teleport. The D version goes almost fullscreen. Not invuln, but still useful in a variety of situations due to the fact that it can be done out of his fireball.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

Ex teleport is one of Vein's best moves. Hits almost fullscreen, low profiles many projectiles, and leads to a combo as long as you hit them from a certain distance. This move can be used to punish people not being very careful from across the screen, as it's near instant. It's punishable, but you can space it to be safe if careful. If you have the meter to use it, they should be on watch. Make them scared of this move.

Extra Special Moves

Extra Special Moves

j236P
Scorching Purple
j.236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

An air fireball. A version goes downwards diagonally, while C version goes horizontal. Picking this gives you a fast way to keep people in check from about midscreen distance, makes many of your confirms easier as you can just end buttons in fireball to be in a good situation, and also lets you have access to the ... 6a(1) > sj.b > j.236a combo ender (only works on a standing opponent). An okay choice for an extra special, but the pit and the command grab are honestly more worth it unless you need the extra space control for specific matchups.

63214P
Infernal Devotion
63214P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Vein's command grab. The A version is a quick untechable throw that causes damage and soft knockdown. The C version of the throw is slower, does a little damage, and puts a special status effect on the opponent. While they are flashing, they lose access to walking, running, dashing, jumping, specials, rolling, and supers. In addition, they do not get pushed back when you hit them, so if you hit them you can link light normals into themselves to build meter until the effect wears off. This selectable special adds a lot to Vein's mixup game, and it's possible to get a guaranteed unblockable from a successful C command throw.

Ultimate Chaos Moves

Ultimate Chaos Moves

236236P
Grievous Madness
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Vein slashes his sword in an upwards crescent that hits the entire area above him. This super has a lot of invinicibility, comes out very quickly, and is quite hard to punish. This is a fantastic reversal super to call out any crossup attempts that would normally make your dp whiff. On hit the move wallbounces, but with the recovery it has you will still need to cancel to get a combo.

2141236P
Saka Manji Raikoou Ha
2141236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Vein sends out a shockwave about two and a half character lengths away from him that pulls the opponent toward him on hit. On block, the opponent stays in place and you recover fairly fast, so it's advantage but not really worth it for a full meter. The move is also lacks a good use in neutral because what it does is done better by EX teleport. Overall, a good move for combos and resets into unblockable, but not much else.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves

214214P
Fatal Finale
214214P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

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.

236236K
Guilty Darkness
236236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

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

Destruction Chaos

2363214AC
Lunatic Butterfly
2363214AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Level 3

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.

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

Midscreen (easy) tip:make sure you forward jump when you IAD, spacing on that part of the combo is a lil specific or else j.c or j.d will whiff

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 if you neutral double jump for the combo ender, it puts you at this spacing to put down a stationary puddle (236236b). Even though they airtech, its a very good situation in your favor. Worth a bar.

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

Midscreen rejump tip: delay the f.5c cancel into 214bd

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 Difficult combo, but worth it in stun and damage. Same concept as the easy corner combo in regards to the puddle oki at the end

CH 6A > otg 2B > cl.C > 6A > sjc > j.C > j.D > 5A > jump > j.A > j.B > j.C > land > 623AC

otg route This is possible to do midscreen but incredibly inconsistent. Running start helps. The j.abc ex dp ender after 5a works for all of his other corner combos as well, it's the knockdown ender. It's usefulness varies depending on character and current meter.

unblockable

63214c command throw disables their walking, running, rolling, specials, and supers. all they can do is parry and mash normals. If executed correctly, a well timed fireball into unblockable is inescapable. In addition, when in the debuffed state of the command throw, they don't get pushed back on hit. you can link some extra light normals for meter.

Colors

  • 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
B Button Ky Kiske (Guilty Gear)
C Button
D Button Vergil (Devil May Cry))
R1 + A Button
R1 + B Button
R1 + C Button Kuroh Yatogami (ieKKei / (Project) K)
R1 + D Button


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus