Vampire Savior/Bulleta/Matchups

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Matchups

Anakaris
If he's in the air you wanna just casually walk to your comfort zone and set up to catch his landing. Dash attack or missile his normals that pop out of the ground on whiff. To take some initiative, jump at him and air-block an attack, then double-jump with an attack to knock him out of the air. He generally out-ranges you on the ground, so just make him take to the air by putting missiles in his way. If he doesn't respect the missiles it's his loss. Dash up with the missile and use it get in on him. This is a match-up that's decided mid-screen. If you're getting sorely out-zoned, you're never going to get any damage and he's gonna just rush you down all day with the momentum you're giving him, so level up your footsies and zoning so you can earn an "in" and molest him.
He can't push-block you away and cannot tech a throw. The throw part isn't particularly important because he's airborne extremely fast anyway. Off of a successful instant j.mp on him he can start a jump and take a reset from your follow-up, so be ready for that and turn it into damage with some command throw/meaty and high/low utilizing your j.hk. From some weird ranges you can j.LK for an ugly looking cross-up when it gets messy like that. Just stay on your toes and react as fast as you can. If he jumps and successfully blocks, do your best to confirm into a chain then n.LP reset, then turn that into another mix-up. Come down with j.MK if he's not mashing out or j.LP if he is. Once you build trust, of course, run unblocks and command throws. A dumb little string that doesn't actually accomplish anything is c.LP, 6.MP xN. He can't really mash out or do anything for that matter, but ultimately you get pushed back too far to really do anything with it.
Defending his rush is complicated and highly reliant on who you're fighting. It's pretty easy to react to the dive on its own, but when he feints a dive and goes for a low, you have to start questioning what is actually gonna happen and what your opponent likes doing. Just simply blocking is fine and dandy, but if you want to turn your successful defense into a reset screen or just straight up damage, you do have some choices. Push-blocking will mess with his spacing and make him commit to something ugly if he isn't confirming, so punishing the button they like to push in their auto-pilot chain is a good way to violently shut off their momentum. If they're not respecting your buttons, time a s.LP or 4.MK to hit him as he's going up for the dive. If you are absolutely cock certain they're going to feint a high and go low, a jarring answer is to do an es command throw. Target habits and capitalize.
Aulbath
Bishamon
Bulleta
Demitri
Felicia
Gallon
Jedah
Lei-Lei
look out for c.rh when running your motions
Lilith
Morrigan
Q-Bee - http://seesaawiki.jp/vswiki/d/%a1%da%a5%d0%a5%ec%a5%c3%a5%bf%a1%dbvs%a5%ad%a5%e5%a1%bc%a5%d3%a1%bc
Overall Notes
Because she has unreactable overheads & hitting her small hurtbox is so tough, your best options is to overwhelm her with pressure as she has no :::invincibility to escape - No Dp's or reversals.
because Q-bee has to work around missiles, Bulleta's chicken guarding is very strong. It's generally a weakness of Q-Bee, she cannot deal mixups that beat also chicken-blocking
Bulleta should default to blocking in a standing position as to minimize oncoming damage.
Bulleta has a hard time escaping when Bee has the advantage.
Q-Bee will jump-out of mix-ups and IAD back in w/ a J.mp. This options will beat Advancing Guards. Expect this & use it to your advantage.
The Basics
Approaching her is very tough, so be patient & pick your offense when the opportunity present itself. Don't force it at neutral.
Because most of your opportunities will be at mid-screen, your options to open her up are: Throw, Walk-Thru, J.hk Guard-Lock Cr.lk or Delay Attacks
use High-Missiles to stop IAD's & make Q-Bee very conscious of the approach.
It can also be advantageous to double-jump at her while blocking, but don't be too consistent with this option. After Bulleta air-blocks Q.bee your best options are a double jump or a Chicken-J.mp.
Traditional ground-to-air options will lose. occasionaly, you can dash to low-profile her st.mp & get a standing-combo started.
Points
Bulleta's damage is actually enough to overwhelm Q-bee. Concentrate on getting 4-chains with (2) medium attacks to build damage. Also, Bulleta's J.mk easily crosses-up.
Dealing with Hover-Chicken-Block: Traditional air-chains do not win. Start air-chain with a light-punch > Medium > & always confirm an air-block into J.hp
Dealing with IAD's: stay calm, a correct guess from Q-Bee only cost 10% of your red-life; Guess again (it's just rock-paper-scissor).
Dealing with st.mp: It lose to crouching or dashing attacks. You are better off using an Advancing Guard to beat st.mp (it covers the IAD too), this is a safer way to stop her offense. Also, consider cr.cmp xx Basket to beat st.mp at further ranges
Bulleta On the offense: if reading the opponent st.mp or IAD's at mid-range, Bulleta can ascending jump-in with a J.mp, j.hp chain - This also beats Q-bee's jumps. Consider it a bt of reverse-psychology as Q-bee will see Bulleta's doing this options & want to do it herself. Beating her at her own-game.
Sasquatch
Victor
Zabel


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Anakaris
Aulbath
Bishamon
Bulleta
Demitri
Felicia
Gallon
Jedah
Lei-Lei
Lilith
Morrigan
Q-Bee
Sasquatch
Victor
Zabel
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