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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.
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
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.
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.
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
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.
| 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.
Pretty good range crouching jab, also his fastest startup normal and fast recovery making it one of his best pressure tool.
| 5B - Low. Cancelable.
Standing low kick. Rather slow startup,recovery, and a mediocre hitbox(reach is slightly longer than 2A). 2b is the low to use.
| 2B - Low. Cancelable.
Crouching low kick, 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. Cancelable.
Mid range slash. Furthest reaching cancelable normal, very useful for combos.
| 6c - Mid. Not cancelable.
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.
| 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.
| Demon Slaughter - 236+A/C
| Heavenly Enchantment - 623+A/C
| Lightening Insanity - 236+B/D
| Illusive Darkness - 214+B/D
| Scorching Purple - j.236+A/C
| Infernal Devotion - 63214+A/C
| 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
|Lunatic Butterfly - 2363214+AC|
- 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.