User:Pythmere/VSAV/Victor

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Introduction

Victor von Gerdenheim (ビクトル), was the creation of a sick scientist Prof. Victor Von Gerdenheim, who lost his life shortly after giving him life. Without having an understanding of life and death, Victor interpreted his deceased creator's unresponsiveness for disapproval. Believing that if he proves himself to be strong that the Professor would accept him, Victor departed the castle to find challengers to test his strength. Upon defeating many Darkstalkers, Victor returned home, but the dead Professor still did not wake up. Instead, the prototype Emily welcomed Victor back. The two lived happily for many years until one night, Emily's ceased functioning. Victor came to believe that if he collected several souls, he would be able to revive Emily. He entered the Majigen to find said souls, but in the end, he sacrificed his body by using all his powers to revive Emily.

Gameplay

Primary Objectives:

  • Abuse J.hp to approach
  • Abuse command throws when the opponent is conditioned to block or Tech-Hit
  • Utilize electric attacks in combos to gain damage & a reset
  • Run a blender/vortex on the electric resets to stay on top of the opponent
  • Confirm standing opponents to connect ES Lariat combos for big damage + corner advantage
Strengths Weaknesses
  • Most health in the game. This combined with good defense makes him really aggravating to kill.
  • Gigantic normals that are annoying and do quite a bit of damage.
  • He can electrify his Medium and Heavy normals to give them different properties, and larger hitboxes. The normals can chip too. Electric attacks also crush most projectiles (with exceptions).
  • His grapples do a ton of damage
  • Highest damage pursuit in the game
  • Good Dark Forces
  • One frame command throws
  • Good specials and EX Moves.
  • For a grappler, his range on his grabs is not too good
  • Worst dash in the game
  • Mixup is not super good compared to others
  • Fairly slow
  • Huge character, so he is suceptible to shenanigans. This includes his crouch.
  • No good invulnerable attacks outside of GC
  • The cast often does his grappling job better than he does, so he often is played more like a brawler.
VSAV Victor Art.png

/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-VI-5-lp.png
Vsav-VI-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 2 15 4 3 H: 7 G: 6
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 9 4 H: 6 G: 3 W: 0
Very nice range for a Jab. Whiff on short crouching characters. Has decent frame advantage on block/hit, very good for a dash in. Cancelable.
5MP
5 MP
5MP
Vsav-VI-5-mp.png
Vsav-VI-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 21 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 15 G: 9 W: 3
Can be used to hit an opponent trying to jump out, electrify it and you should have enough time for a mixup attempt.
5HP
5 HP
5HP
Vsav-VI-5-hp.png
Vsav-VI-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3 27 10 -3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 23 8 H: 24 G: 15 W: 6
Victor unleashes a mighty punch. Has great range. Reset on hit.
5LK
5 LK
5LK
Vsav-VI-5-lk.png
Vsav-VI-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 8 8 7 H: 11 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 9 4 H: 6 G: 3 W: 0
Short range but will hit most crouching opponents. Has quite a bit of frame advantage when it connects. Dash LK can link to LP or LK. Cancelable.
5MK
5 MK
5MK
Vsav-VI-5-mk.png
Vsav-VI-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 21 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 7 H: 15 G: 9 W: 3
Few frames slower than MP, slightly higher hitbox. Very possible to counter hit certain low moves.
5HK
5 HK
5HK
Vsav-VI-5-hk.png
Vsav-VI-5-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 6 32 2 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 23 8 H: 24 G: 15 W: 6
Covers a huge area and hits people out of the air. Reset on hit.

Close Normals

CL.5MP
CL MP
CL.5MP
Vsav-VI-cl-mp.png
Vsav-VI-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 22 -4 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 7 H: 15 G: 9 W: 3
At 64 pixels away from the opponent this turns into Far 5.MP.
CL.5HP
CL HP
CL.5HP
Vsav-VI-cl-hp.png
Vsav-VI-cl-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 4 33 4 -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 25 9 H: 24 G: 15 W: 6

Victor brings his fist down on his opponent's head. Reset on hit.

At 64 pixels away from the opponent this turns into Far 5.HP.
CL.5LK
CL LK
CL.5LK
Vsav-VI-cl-lk.png
Vsav-VI-cl-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 11 5 4 H: 8 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 10 5 H: 6 G: 3 W: 0

Doesn't have the frame advantage of the far LK. Cancelable.

At 32 pixels away from the opponent this turns into Far 5.LK.
CL.5MK
CL MK
CL.5MK
Vsav-VI-cl-mk.png
Vsav-VI-cl-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 3 24 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 21 8 H: 15 G: 9 W: 3
At 64 pixels away from the opponent this turns into Far 5.MK.
CL.5HK
CL HK
CL.5HK
Vsav-VI-cl-hk.png
Vsav-VI-cl-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
16 3 25 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 26 9 H: 24 G: 15 W: 6
At 64 pixels away from the opponent this turns into Far 5.HK.

Crouching Normals

2LP
2 LP
2LP
Vsav-VI-2-lp.png
Vsav-VI-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 9 7 6 H: 10 G: 9
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 9 4 H: 6 G: 3 W: 0
2MP
2 MP
2MP
Vsav-VI-2-mp.png
Vsav-VI-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 19 2 1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 15 G: 9 W: 3
2HP
2 HP
2HP
Vsav-VI-2-hp.png
Vsav-VI-2-hp-1-hitbox.png
Vsav-VI-2-hp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 6 31 4 -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 23,22 8,8 H: 24 G: 15 W: 6
2LK
2 LK
2LK
Vsav-VI-2-lk.png
Vsav-VI-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 7 9 8 H: 12 G: 11
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 8 4 H: 6 G: 3 W: 0
2MK
2 MK
2MK
Vsav-VI-2-mk.png
Vsav-VI-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2 18 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 17 6 H: 15 G: 9 W: 3
2HK
2 HK
2HK
Vsav-VI-2-hk.png
Vsav-VI-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 2 24 - -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 20 8 H: 24 G: 15 W: 6

Air Normals

J.LP
J LP
J.LP
Vsav-VI-j-lp.png
Vsav-VI-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 5 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 9 4 H: 6 G: 3 W: 0
J.MP
J MP
J.MP
Vsav-VI-j-mp.png
Vsav-VI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 5 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 18 6 H: 15 G: 9 W: 3
J.HP
J HP
J.HP
Vsav-VI-8j-hp.png
Vsav-VI-8j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 5 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 24 8 H: 24 G: 15 W: 6
Victor sends both fists down on his opponent. Must be blocked high. Knockdown on hit.
J.LK
J LK
J.LK
Vsav-VI-j-lk.png
Vsav-VI-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 5 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 9 4 H: 6 G: 3 W: 0
J.MK
J MK
J.MK
Vsav-VI-j-mk.png
Vsav-VI-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 15 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 18 7 H: 15 G: 9 W: 3
J.HK
J HK
J.HK
Vsav-VI-j-hk.png
Vsav-VI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 2 16 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 22 8 H: 24 G: 15 W: 6
9J.HP
9J HP
9J.HP
Vsav-VI-9j-hp.png
Vsav-VI-9j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 6 22 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 20 7 H: 24 G: 15 W: 6

Electric Normals

CL.5[MP]
CL E MP
CL.5[MP]
Vsav-VI-cl-e-mp.png
Vsav-VI-cl-e-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 8 19 7 -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 15 G: 9 W: 3

Since electric moves have no pushback, you can do a [2.LK > Close Electric 5.MP] and then link off of it as a combo extension. Great normal if you can consistently link off of this.

At 64 pixels away from the opponent this turns into Far Electric 5.MP
CL.5[HP]
CL E HP
CL.5[HP]
Vsav-VI-cl-e-hp.png
Vsav-VI-cl-e-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 8 33 43 -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 21 8 H: 24 G: 15 W: 6
At 64 pixels away from the opponent this turns into Far Electric 5.HP
CL.5[MK]
CL E MK
CL.5[MK]
Vsav-VI-cl-e-mk.png
Vsav-VI-cl-e-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 12 16 6 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 15 G: 9 W: 3
At 64 pixels away from the opponent this turns into Far Electric 5.MK
CL.5[HK]
CL E HK
CL.5[HK]
Vsav-VI-cl-e-hk.png
Vsav-VI-cl-e-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
21 3 29 47 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 21 8 H: 24 G: 15 W: 6
At 64 pixels away from the opponent this turns into Far Electric 5.HK
5[MP]
5 E MP
5[MP]
Vsav-VI-5-e-mp.png
Vsav-VI-5-e-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 31 3 -11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 5 H: 15 G: 9 W: 3
5[HP]
5 E HP
5[HP]
Vsav-VI-5-e-hp.png
Vsav-VI-5-e-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
16 10 35 41 -11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 7 H: 24 G: 15 W: 6
5[MK]
5 E MK
5[MK]
Vsav-VI-5-e-mk.png
Vsav-VI-5-e-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 3 33 1 -13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 5 H: 15 G: 9 W: 3
5[HK]
5 E HK
5[HK]
Vsav-VI-5-e-hk.png
Vsav-VI-5-e-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
18 10 36 35 -17 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 7 H: 24 G: 15 W: 6
2[MP]
2 E MP
2[MP]
Vsav-VI-2-e-mp.png
Vsav-VI-2-e-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 29 5 -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 5 H: 15 G: 9 W: 3
2[HP]
2 E HP
2[HP]
Vsav-VI-2-e-hp.png
Vsav-VI-2-e-hp-1-hitbox.png
Vsav-VI-2-e-hp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 13 27 46 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 7 H: 24 G: 15 W: 6
2[MK]
2 E MK
2[MK]
Vsav-VI-2-e-mk.png
Vsav-VI-2-e-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 26 8 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 5 H: 15 G: 9 W: 3
2[HK]
2 E HK
2[HK]
Vsav-VI-2-e-hk.png
Vsav-VI-2-e-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 4 36 - -16 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 7 H: 24 G: 15 W: 6

Normal Throws

6MP or 4MP
MP THROW
6MP or 4MP
Vsav-VI-p-ground-throw.png
Vsav-VI-p-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 254 25 - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-229 whole body 4x(3~10) (2x(3~10)) 4 (2) H: 9 G: 0 W: 0
Victor grabs his opponent and crushes them in his palms. This version causes a reset regardless if the opponent techs the throw or not, giving Victor an opportunity for a meaty mixup.
6HP or 4HP
HP THROW
6HP or 4HP
Vsav-VI-p-ground-throw.png
Vsav-VI-p-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 250 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-225 whole body 4x(3~10) (2x(3~10)) 4 (2) H: 9 G: 0 W: 0
Victor grabs his opponent and beats them senseless with his jaw. Deals more damage, but also allows the opponent to ground tech which may or may not sacrifice okizeme options, depending on the character.
6MP or 4MP~28P
GRAVITON KNUCKLE
6MP or 4MP~28P
Vsav-VI-p-ground-throw.png
Vsav-VI-p-ground-throw.png
Hitboxes Off
Hitboxes On
6MP or 4MP~28P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 143-152 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-101~110 whole body 26 (26) 8 (8) H: 12 G: 0 W: 0
Use during Victor's P throws. You must input the command before Victor starts hitting his opponent. It deals more damage than the throw normally would, but sets your opponent a fair distance away afterwards. Can be teched to avoid the knockdown but damage won't be reduced, so this is an effective way to get some guaranteed damage when you grab your opponent.
6K or 4K
K THROW
6K or 4K
Vsav-VI-k-ground-throw.png
Vsav-VI-k-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 56 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-42 whole body 25 (6) 8 (2) H: 9 G: 0 W: 0
Victor tosses his opponent with his butt cheeks. Use this to switch places with your opponent or if every one of your P throws is being teched.
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-VI-air-throw.png
Vsav-VI-air-throw.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 37 + 18 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-37 whole body 23 8 H: 9 G: 0 W: 0
Victor throws his opponent to the ground. A great throw to use by accident especially when fighting air-to-air with j.MP

Command Movement

2KKK
MINIMUM STEP
2KKK
Vsav-VI-minimum-step.png
Vsav-VI-minimum-step-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
0 11 33 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- no 1-11 feet - - H: 0 G: 0 W: 0
A command hop. It's not really useful, it has about the same speed and travel distance as a normal jump. The low jump angle isn't an advantage either, and remember you can neither airblock nor attack during this. You can do some funky mixup by canceling a normal into this if you want to.

Special Moves

Giga Forehead

[4],6LP
LP GIGA FOREHEAD
[4],6LP
Vsav-VI-giga-forehead.png
Vsav-VI-giga-forehead-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 6 37 - -19 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-12 upper body 23 5 H: 24 G: 21 W: 18
Anti-air move that will hit most often agains a aerial masher but that will usually be the ES version. It deals a hefty amount of chip damage but Gyro Crush is probably better used in that situation. ES version can combo from c.LK x2 or c.LP x2 and deal a fair amount of damage. NOTE: This move is air blockable.
[4],6MP
MP GIGA FOREHEAD
[4],6MP
Vsav-VI-giga-forehead.png
Vsav-VI-giga-forehead-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 10 42 - -28 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-12 upper body 25 6 H: 24 G: 21 W: 18
Anti-air move that will hit most often agains a aerial masher but that will usually be the ES version. It deals a hefty amount of chip damage but Gyro Crush is probably better used in that situation. ES version can combo from c.LK x2 or c.LP x2 and deal a fair amount of damage. NOTE: This move is air blockable.
[4],6HP
HP GIGA FOREHEAD
[4],6HP
Vsav-VI-giga-forehead.png
Vsav-VI-giga-forehead-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 14 44 - -34 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-12 upper body 27 7 H: 24 G: 21 W: 18
Anti-air move that will hit most often agains a aerial masher but that will usually be the ES version. It deals a hefty amount of chip damage but Gyro Crush is probably better used in that situation. ES version can combo from c.LK x2 or c.LP x2 and deal a fair amount of damage. NOTE: This move is air blockable.
[4],6PP
ES GIGA FOREHEAD
[4],6PP
Vsav-VI-es-giga-forehead-.png
Vsav-VI-es-giga-forehead-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 8,4,4 40 - -24 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-12 upper body 15x3 4x3 H: 0 G: 0 W: 0
Anti-air move that will hit most often agains a aerial masher but that will usually be the ES version. It deals a hefty amount of chip damage but Gyro Crush is probably better used in that situation. ES version can combo from c.LK x2 or c.LP x2 and deal a fair amount of damage. NOTE: This move is air blockable.

Giga Stake

[2],8LP
LP GIGA STAKE
[2],8LP
Vsav-VI-giga-stake.png
Vsav-VI-giga-stake-1-hitbox.png
Vsav-VI-giga-stake-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
32 1,5 45 - -26 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no 1-5 26 6 H: 32 G: 27 W: 22
A great tool to hit with from across the screen, and the slow startup looks almost identical to his pursuit attack. Use it if you think your knocked down opponent is going to tech backwards to catch them. Avoid using it up close as the move only hits where his fists are.
[2],8MP
MP GIGA STAKE
[2],8MP
Vsav-VI-giga-stake.png
Vsav-VI-giga-stake-1-hitbox.png
Vsav-VI-giga-stake-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 1,5 45 - -26 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no 1-5 28 7 H: 32 G: 27 W: 22
A great tool to hit with from across the screen, and the slow startup looks almost identical to his pursuit attack. Use it if you think your knocked down opponent is going to tech backwards to catch them. Avoid using it up close as the move only hits where his fists are.
[2],8HP
HP GIGA STAKE
[2],8HP
Vsav-VI-giga-stake.png
Vsav-VI-giga-stake-1-hitbox.png
Vsav-VI-giga-stake-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
37 1,5 45 - -26 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no 1-5 30 8 H: 32 G: 27 W: 22
A great tool to hit with from across the screen, and the slow startup looks almost identical to his pursuit attack. Use it if you think your knocked down opponent is going to tech backwards to catch them. Avoid using it up close as the move only hits where his fists are.


[2],8PP
ES GIGA STAKE
[2],8PP
Vsav-VI-es-giga-stake.png
Vsav-VI-es-giga-stake-1-hitbox.png
Vsav-VI-es-giga-stake-2-hitbox.png
Vsav-VI-es-giga-stake-3-hitbox.png
Vsav-VI-es-giga-stake-4-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
39 1,1,1,2,1,2 45 - -23 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no 1-5 16x3 5x3 H: 0 G: 0 W: 0
A great tool to hit with from across the screen, and the slow startup looks almost identical to his pursuit attack. Use it if you think your knocked down opponent is going to tech backwards to catch them. Avoid using it up close as the move only hits where his fists are.

Giga Burn

623LK
LP GIGA BURN
623LK
Vsav-VI-giga-burn-.png
Vsav-VI-giga-burn-1-hitbox.png
Vsav-VI-giga-burn-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 20 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22,18 5,5 H: 24 G: 21 W: 18
Fairly quick move compared to Victor's normals, has moderate recovery time if it misses. One of Victor's more useful special move. Anti-air and guard cancels are obvious uses, but since this move is fast you can use it to shorten gaps after a knockdown while building meter. At close range you can use it to beat out some pokes and jumping attempts. It's also a very useful move to start guessing game, for example getting it blocked in the corner open a tricky 50/50 game where you either go for a throw or beat the jump-out attempt with an electrified normal. Whiffing it on crouching opponent is also useful against players with slow reaction, you can throw them very easily when it recovers.
623MK
MP GIGA BURN
623MK
Vsav-VI-giga-burn-.png
Vsav-VI-giga-burn-1-hitbox.png
Vsav-VI-giga-burn-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 20 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 24,19 6,5 H: 24 G: 21 W: 18
Fairly quick move compared to Victor's normals, has moderate recovery time if it misses. One of Victor's more useful special move. Anti-air and guard cancels are obvious uses, but since this move is fast you can use it to shorten gaps after a knockdown while building meter. At close range you can use it to beat out some pokes and jumping attempts. It's also a very useful move to start guessing game, for example getting it blocked in the corner open a tricky 50/50 game where you either go for a throw or beat the jump-out attempt with an electrified normal. Whiffing it on crouching opponent is also useful against players with slow reaction, you can throw them very easily when it recovers.
623HK
HP GIGA BURN
623HK
Vsav-VI-giga-burn-.png
Vsav-VI-giga-burn-1-hitbox.png
Vsav-VI-giga-burn-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 24 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 26,20 7,5 H: 24 G: 21 W: 18
Fairly quick move compared to Victor's normals, has moderate recovery time if it misses. One of Victor's more useful special move. Anti-air and guard cancels are obvious uses, but since this move is fast you can use it to shorten gaps after a knockdown while building meter. At close range you can use it to beat out some pokes and jumping attempts. It's also a very useful move to start guessing game, for example getting it blocked in the corner open a tricky 50/50 game where you either go for a throw or beat the jump-out attempt with an electrified normal. Whiffing it on crouching opponent is also useful against players with slow reaction, you can throw them very easily when it recovers.


623KK
ES GIGA BURN
623KK
Vsav-VI-es-giga-burn.png
Vsav-VI-es-giga-burn-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3,3,3 20 - -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 14x3 4x3 H: 0 G: 0 W: 0

Fairly quick move compared to Victor's normals, has moderate recovery time if it misses. One of Victor's more useful special move. Anti-air and guard cancels are obvious uses, but since this move is fast you can use it to shorten gaps after a knockdown while building meter. At close range you can use it to beat out some pokes and jumping attempts. It's also a very useful move to start guessing game, for example getting it blocked in the corner open a tricky 50/50 game where you either go for a throw or beat the jump-out attempt with an electrified normal. Whiffing it on crouching opponent is also useful against players with slow reaction, you can throw them very easily when it recovers.

(ES Version): Deals three hits. You can combo a HP Gyro Crush after this, timing is strict though.

Guard Cancels

623LK
LP GIGA BURN GC
623LK
Vsav-VI-giga-burn-.png
Vsav-VI-giga-burn-1-hitbox.png
Vsav-VI-giga-burn-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 20 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10,8 2,2 H: 24 G: 21 W: 18
Fairly quick move compared to Victor's normals, has moderate recovery time if it misses. One of Victor's more useful special move. Anti-air and guard cancels are obvious uses, but since this move is fast you can use it to shorten gaps after a knockdown while building meter. At close range you can use it to beat out some pokes and jumping attempts. It's also a very useful move to start guessing game, for example getting it blocked in the corner open a tricky 50/50 game where you either go for a throw or beat the jump-out attempt with an electrified normal. Whiffing it on crouching opponent is also useful against players with slow reaction, you can throw them very easily when it recovers.
623MK
MP GIGA BURN GC
623MK
Vsav-VI-giga-burn-.png
Vsav-VI-giga-burn-1-hitbox.png
Vsav-VI-giga-burn-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 20 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 12,9 3,2 H: 24 G: 21 W: 18
Fairly quick move compared to Victor's normals, has moderate recovery time if it misses. One of Victor's more useful special move. Anti-air and guard cancels are obvious uses, but since this move is fast you can use it to shorten gaps after a knockdown while building meter. At close range you can use it to beat out some pokes and jumping attempts. It's also a very useful move to start guessing game, for example getting it blocked in the corner open a tricky 50/50 game where you either go for a throw or beat the jump-out attempt with an electrified normal. Whiffing it on crouching opponent is also useful against players with slow reaction, you can throw them very easily when it recovers.
623HK
HP GIGA BURN GC
623HK
Vsav-VI-giga-burn-.png
Vsav-VI-giga-burn-1-hitbox.png
Vsav-VI-giga-burn-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 24 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 12,9 3,2 H: 24 G: 21 W: 18
Fairly quick move compared to Victor's normals, has moderate recovery time if it misses. One of Victor's more useful special move. Anti-air and guard cancels are obvious uses, but since this move is fast you can use it to shorten gaps after a knockdown while building meter. At close range you can use it to beat out some pokes and jumping attempts. It's also a very useful move to start guessing game, for example getting it blocked in the corner open a tricky 50/50 game where you either go for a throw or beat the jump-out attempt with an electrified normal. Whiffing it on crouching opponent is also useful against players with slow reaction, you can throw them very easily when it recovers.
623KK
ES GIGA BURN GC
623KK
Vsav-VI-es-giga-burn.png
Vsav-VI-es-giga-burn-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3,3,3 20 - -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7x3 2x3 H: 0 G: 0 W: 0

Fairly quick move compared to Victor's normals, has moderate recovery time if it misses. One of Victor's more useful special move. Anti-air and guard cancels are obvious uses, but since this move is fast you can use it to shorten gaps after a knockdown while building meter. At close range you can use it to beat out some pokes and jumping attempts. It's also a very useful move to start guessing game, for example getting it blocked in the corner open a tricky 50/50 game where you either go for a throw or beat the jump-out attempt with an electrified normal. Whiffing it on crouching opponent is also useful against players with slow reaction, you can throw them very easily when it recovers.

(ES Version): Deals three hits. You can combo a HP Gyro Crush after this, timing is strict though.

Gyro Crush

214LP
LP GYRO CRUSH
214LP
Vsav-VI-giga-crush.png
Vsav-VI-giga-crush-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 24 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 5 H: 17 G: 14 W: 12

The Gyro Crush will cancel out projectiles it comes into contact with. Use L and R to control Victor's position during it. Be wary, low attacks will go under this and hit you.

(LP Version): You can throw this out randomly at almost no cost to you. It will stop some jump-ins and allow you to effectively walk through fireball spams.
214MP
MP GYRO CRUSH
214MP
Vsav-VI-giga-crush.png
Vsav-VI-giga-crush-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4(4)4(4)4 24 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9x3 2x3 H: 17+5x2 G: 14+2x2 W: 12
The Gyro Crush will cancel out projectiles it comes into contact with. Use L and R to control Victor's position during it. Be wary, low attacks will go under this and hit you.
214HP
HP GYRO CRUSH
214HP
Vsav-VI-giga-crush.png
Vsav-VI-giga-crush-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4(4)4(4)4(4)4(4)4 24 -11 -12 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10x5 3x5 H: 17+5x4 G: 14+2x4 W: 12

The Gyro Crush will cancel out projectiles it comes into contact with. Use L and R to control Victor's position during it. Be wary, low attacks will go under this and hit you.

(HP Version): On block you can maneuver yourself out of range of most punishes, deals a good amount of chip damage and can be used to finish people off.
214PP
ES GYRO CRUSH
214PP
Vsav-VI-es-giga-crush.png
Vsav-VI-es-giga-crush-1-hitbox.png
Vsav-VI-es-giga-crush-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 4(4)4(4)4(8)4 20 - 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10x3+20 2x3+4 H: 0 G: 0 W: 0

The Gyro Crush will cancel out projectiles it comes into contact with. Use L and R to control Victor's position during it. Be wary, low attacks will go under this and hit you.

(ES Version): You can follow up this move with a HP Gyro Crush or another ES Gyro Crush for more damage. Timing is strict.

Pursuits

8P or 8K
PURSUIT
8P or 8K
Vsav-VI-pursuit.png
Vsav-VI-pursuit-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
40 2 32 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-4 feet 9 9 H: 24 G: - W: 6
Victor jumps forward and punches down twice before jumping away again. Not useful on whiff to close distance, and very hard to hit with unless you use Giga Burn. You want to ES this at every opportunity.
8PP or 8KK
ES PURSUIT
8PP or 8KK
Vsav-VI-es-pursuit.png
Vsav-VI-pursuit-es-hitbox-1.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
40 2(11)2 44 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-4 feet 4+4+12 4+4+10 H: 0 G: 0 W: 0
Victor jumps forward and punches down twice before jumping away again. Not useful on whiff to close distance, and very hard to hit with unless you use Giga Burn. You want to ES this at every opportunity.


Command Throws

236LK
GIGA SHOCK
236LK
Vsav-VI-giga-shock-throw.png
Vsav-VI-giga-shock-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 1 45 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 4x(3~13) 2x(3~13) H: 12 G: 0 W: 21
Mash kicks to deal additional hits. Not especially useful. Giga Spike or P throw into Graviton Knuckle will deal more guaranteed damage.

Ex Moves

[2],8KK
THUNDER BREAK
[2],8KK
Vsav-VI-thuner-break.png
Vsav-VI-thunder-break-1-hitbox.png
Vsav-VI-thunder-break-2-hitbox.png
Vsav-VI-thunder-break-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
27 16 51 - -31 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 feet, 35-38 feet 17 4 H: 0 G: 0 W: 0
Victor jumps up and slams the ground causing electricity to travel on the ground in both directions. In addition to dealing damage with the impact and the electricity, Victor can sometimes knock people out of the air when they try to jump in. Horrid move, the damage is strangely low, can be beat out easily and can't be comboed into, not to mention how unsafe it is on block.
720+KK
GERDENHEIM 3
720+KK
Vsav-VI-gerdenheim-3.png
Vsav-VI-gerdenheim-3-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 1 45 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 7x6+12 2x7 H: 0 G: 0 W: 0
EX Move, costs 1 meter to use. 720 motion means you will either have to buffer this from a normal or a jump in. Damage is incredible, so try to learn the setups for this move.

Dark Force

Great Gerdenheim - Same strength P + K:

Victor gains increased armor and speed.
  • (L/M Version):

Victor loses his standing LP, MP, and HP moves which become untechable command grabs.

  • (H Version):

Victor's standing normals become their close range version and always come packed with electricity.

Colors

Colors-victor.gif

Notable Players

Japan

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/26.html

Name (English) Name (Japanese) Color Location Contact Notes
Oboro オボロ KK Victorl color kk small.png Kansai http://twitter.com/OBOROCK Mega Offense
Kame カメ (Sometimes 亀) HK Victorl color hk small.png Kanto http://twitter.com/kame_victor Mega Defense
Oshikiri 押切 MP Victorl color mp small.png Kanto Author of the manga "Hi Score Girl".
Tate タテ PP Victorl color pp small.png

North America

Name (English) Name (Japanese) Color Location Contact Notes
Amerikame アメリカメ HP Victor color hp small.png Illinois, USA https://twitter.com/AmeriKameFGC Recent player that has found success. Has made many recent tutorials to assist newer players.
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