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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'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.
Mobility (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.
Extra Move Selection
All of Vein's extra moves are generally good utility to have, there isn't a lot of synergy between the moves, it's more about deciding which of the 4 you want.
Scorching Purple is a really good space control move. It has great angles for an air fireball.
Infernal Devotion is a command grab that seals movement options which gives you unblockable setups. You can also use it to option select parry attempts.
Fatal Finale is a counter super that can be used as a reversal, but it's main utility is that for 2 bars you can combo into it and it does a lot of damage. Vein doesn't need this for damaging combos but it gives him different routes.
Guilty Darkness is a setup super that puts a trap on the ground that erupts with hands if the opponent gets close. It's incredibly hard to deal with while it's out and if your opponent gets stuck air blocking it you can unblockable them for free.
Click on a header to expand that section of the movelist
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.
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.
- 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.