Vampire Savior/Esoterics

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Blocking

Proximity Blocks

This a Pre-block state that allows defending while preventing the opponent from walking backwards. Some general rules for pre-block are:

  • Projectiles activate Proximity Block at full screen
  • Proximity block activates when your Push-Box is in a set range of the opponent.
  • Be mindful that your attacks also extends your push-box.
  • Height and verticality is ignored, only lateral distances activate Proximity Block

Techs and GC

Tech hits and GC's are not necessarily mutually exclusive. It is possible to first tech hit a move and GC immediately afterwords. The HUD will show the Guard Reversal message since it overwrites the Tech Hit message, but it is clear that both have occurred since the opponent will be pushed back and the defender will begin their GC move.
Tech hits are done by pressing multiple buttons during blockstop. Simultaneous inputs are not counted as multiple inputs, but rather only as a single input. In other words LP+MK+HP is counted as one single input where as LP~MK~HP is counted as three since there was some small delay between the three inputs. This is why sliding/pianoing is necessary for tech hitting.
The amount of pushback a tech hit causes is relative to the button used when the tech hit occurs, light (jab/short) will cause minimal pushback, medium (strong/forward) will cause moderate pushback, heavy (fierce/roundhouse) will cause large pushback.
Tech hits lessen the amount of blockstop and blockstun duration that will occur on a move. They will also push an opponent if the player tech hits a projectile. If the attacker has their back to the corner then tech hits will neutralize pushback and neither player will be pushed anywhere.
The occurrence of teching is % chance based and increases in chance per number of inputs. It starts at 0% for the first two inputs and becomes 25% on the third input, each additional input raises it by 25% until it caps at 100% at 6 inputs, so you get the following:
1 input 2 inputs 3 inputs 4 inputs 5 inputs 6 inputs
0% 0% 25% 50% 75% 100%


  • VSAV accepts 1-input per frame of animation, so the fastest possible Tech-Hit activates after 3-frames on a 25% chance.
https://twitter.com/hosoquatch/status/1256443180154712064

Prebuffering

  • It is possible to prebuffer a GC input prior to entering blockstop or blockstun. The window for execution is 8 frames between the last direction input and the attack input necessary for the GC. A common technique is to do HCB, confirm the block, then DF+attack. In other words: 63214 3+P/K. Because 6(3)2(14)3 = 623 = DP. This allows for relatively easy 1hit GC's.
https://twitter.com/HilaryyyPNW/status/1088892876518436864
  • Prebuffering does not work for Tech (pushblock) though.

Fuzzy Guard

  • Fuzzy Guard is handled a bit differently in VSav from most games. In VSav you can switch your guard position at any time during blockstun, but you are unable to switch your guard or guard position during blockstop. Some moves have greater blockstop than others, for example Bulleta j.HK has quite a lot of blockstop where as Lei-Lei j.HP has very little (almost none).
  • What this means is that if a character is currently blocking a projectile high they will be unable to block low for the blockstop duration, likewise if they are blocking it low they will be unable to block high for the blockstop duration. That allows some characters to perform situational unblockables, since the opponent isn't able to switch their guard position.
  • An example would be with Lilith at max range doing 236PP then j.LK c.LK, the j.LK forces the opponent to block high and then they are stuck in blockstop until the fireball connects and are then stuck in blockstop from the fireball, this makes the c.LK from Lilith unblockable since they are unable to switch to a low block. However, there are many much more practical applications to this, where as Lilith's application is nearly useless.

Common Unblockables

  • Range dependent. Generally the range Bishamon is pushed to after a blocked close HK will set the distance for an unblockable ES Fireball. This allows Bishamon to do a loop because his fireball Runpast followup is untechable, and therefor he is able to reset the distance before the opponent wakes up and do another unblockable ES Fireball, looping the technique until he runs out of meter. This is due to the proximity block flag not being set on the 1st active frame when standing a specific distance away from the opponent.
  • Bulleta's j.HK can be blocked low or high (either direction), however it puts the opponent in a substantial amount of blockstop (roughly 10 to 13 frames) which may allows Bulleta to land and perform another attack while the opponent is unable to switch their guard state. If the opponent blocks a very deep j.HK standing then Bulleta's c.LK will become an unblockable low, since the opponent won't be able to switch to a low block during blockstop. If the opponent blocks low then they can block the c.lk, however Bulleta can jump and do an immediate j.MP on tall crouching characters like Victor and it will be unblockable since the opponent will be unable to switch to a high block. Defensive techniques like Tech-Hit or Guard-Cancel mitigate this offense.
  • The last 3 active frames for Zabel's j.LK is unblockable because they do not cause Proximity block. Zabel's ES GC is natively an un-rollable knockdown, so opportunities for UB J.lk Oki is character specific, but abundant. The most applicable scenario for Bell's UB j.lk is after certain air-hits, like air-dash j.mp. Bell recovers in-time to do a quick IAD J.lk that can be tricky to execute, but reliably be an unblockable reset. This nets huge damage.
  • Lei-Lei 236HP asynchronous offense:
  • This move hits high on the way down, and since it's so delayed she can be hitting low simultaneously as the overhead connects. Such as c.LK/c.MK/c.HP at the same time as the 236HP hits, creating an unblockable scenario. If the low & the item hit on the exact same frame, than odd & unreliable results occur.
  • There is a special condition where Gallon uses 623PP to fly into the corner against a cornered opponent, then uses 2P to push the opponent out of the corner, the next hit of the ES move will be unblockable (such as 4P or 7P). Regardless of which direction the opponent blocks on the ground or in the air, it can not be blocked. This is due to Y-axis calculations and the player unable to determine which direction the block should occur.

Character Stats

Standing Height

Vsav stand.png

Tall
  • 1 — Anakaris (Head hurtbox disappears while in hitstun.)
  • 2 — Jedah (Head hurtbox disappears while in hitstun.)
  • 3 — Victor (Head hurtbox disappears while in hitstun.)
  • 4 — Demitri
Average
  • 5 — Bishamon
  • 6 — Zabel
  • 6 — Q-Bee
  • 7 — Bulleta
  • 8 — Lilith
  • 8 — Morrigan
Short
  • 9 — Sasquatch
  • 10 — Lei-Lei
  • 10 — Aulbath
  • 10 — Gallon (Gains a crouching height hurtbox when walking.)
  • 11 — Felicia

Crouching Height

Vsav crouch.png

Tallest
  • 1 — Bishamon
  • 2 — Victor
Tall
  • 3 — Anakaris
  • 3 — Jedah
  • 4 — Demitri
  • 5 — Aulbath
Average
  • 6 — Zabel
  • 6 — Felicia
  • 6 — Sasquatch
  • 7 — Lei-Lei
Short
  • 8 — Bulleta
  • 9 — Morrigan
  • 9 — Lilith
  • 10 — Gallon (Hurtbox gets taller when in a block animation)
Shortest
  • 11 — Q-Bee

Jump

Vsav jump startup.png
The picture above is each character on the first airborne frame of their jump, typically being the 4th frame with a few exceptions. When hit during the pre-airborne frames the player will remain grounded, and if hit on the first airborne frame or anytime after they will be air reset.

Pre-jump Hurtboxes

During the pre-jump frames, the majority of characters have their standing hurtboxes, while a few characters do not.
  • Gallon: Crouching hurtbox during the pre-jump frames, giving him upper body invincibility.
  • Jedah: Has his hitstun hurtbox during the pre-jump frames, which is his standing hurtbox with the head removed.
  • Lilith: Crouching hurtbox during the pre-jump frames, giving her upper body invincibility. This applies to both her normal jump and super jump.
  • Sasquatch: Crouching hurtbox during the pre-jump frames, giving him upper body invincibility.
  • Zabel: Jumping hurtbox during the pre-jump frames, giving him lower body invincibility. Despite appearing to be airborne already, if he is hit during the pre-jump phase he will remain grounded.
Jump Specific Frame Data
Character Direction Pre-Jump Airborne(Total) Landing Before Attack Air Guard Before Special Skill
Anakaris Forward 4 89 10 15 6
Up 1 24-142 1 19 2
Back 4 89 10 15 6
Aulbath Forward 3 41 7 5 5
Up 3 43 7 5 5
Back 3 42 7 5 5
Bishamon Forward 3 42 7 6 5
Up 3 42 7 6 5
Back 3 42 7 6 5
Bulleta Forward 3 42 5 6 5 4
Up 3 43 5 6 5 4
Back 3 44 5 6 5 4
Demitri Forward 3 42 4 6 5
Up 3 41 4 6 5
Back 3 42 4 6 5
Felicia Forward 3 36 19 5 5
Up 3 36 19 5 5
Back 3 37 19 5 5
Gallon Forward 3 38 6 5 5
Up 3 37 6 5 5
Back 3 39 6 5 5
Jedah Forward 3 48 4 6 5 4
Up 3 50 4 6 5 4
Back 3 51 4 6 5 4
Lei-Lei Forward 3 42 10 6 5 7
Up 3 41 10 6 5 7
Back 3 42 10 6 5 7
Lilith Forward 3 40 7 6 5
Up 3 39 7 6 5
Back 3 40 7 6 5
Lilith
(Super Jump)
Forward 6 46 7 8 8
Up 6 46 7 8 8
Back 6 46 7 8 8
Morrigan Forward 3 40 7 6 5
Up 3 39 7 6 5
Back 3 40 7 6 5
Q-Bee Forward 3 43 3 6 5 4
Up 3 45 3 6 5 4
Back 3 46 3 5 5 4
Sasquatch Forward 3 38 7 5 5
Up 3 38 7 5 5
Back 3 39 7 5 5
Victor Forward 3 42 7 6 5
Up 3 45 7 6 5
Back 3 45 7 6 5
Zabel Forward 3 38 7 5 5 6
Up 3 38 7 5 5 6
Back 3 39 7 5 5 6
  • You can avoid landing recovery by immediately inputting 2+Dark Force
https://twitter.com/VMP_KyleW/status/1255905849731502080
https://twitter.com/BattousaiCV/status/625248400720662528?s=20

Defense Ratings

Tier 1 (Highest)
  • Victor
  • Zabel (Dark Force)
  • Phobos
Tier 2 (High)
  • Bishamon
  • Oboro Bishamon
  • Sasquatch
Tier 3 (Average)
  • Anakaris
  • Aulbath
  • Bulleta
  • Demitri
  • Felicia
  • Jedah
  • Donovan
  • Dee
  • Pyron
Tier 4 (Low)
Tier 5 (Lowest)
  • Lei-Lei
  • Lilith
  • Morrigan
  • Anakaris (Dark Force)
  • Aulbath (Dark Force)
Tier 6
  • Lei-Lei (Dark Force)
Damage Comparison
Class Combo #1 Dmg. Combo #2 Dmg. Combo #3 Dmg.
Tier 1 16/21 42/67 40/74
Tier 2 16/21 44/69 43/78
Tier 3 17/23 46/72 44/79
Tier 4 17/23 47/74 44/82
Tier 5 18/24 50/77 49/89
Tier 6 19/25
  • Combo #1: Demitri (1 hit) "LP Demon Cradle"
  • Combo #2: Zabel (4 hits) "j2.HP >> 5.MP xx Evil Scream"
  • Combo #3: Bishamon (9 hits) "j.MK > j.HK >> 2.LK >> 2.MP xx ES Karame Dama xx 4.P >> ES Kien Zan (4 hits)"

Walk Speeds

Towards Walk Speed pixel per frame, Visualized

VSVA TowardsWalk.JPG

Back Walk Speed pixel per frame, Visualized

VSAV BackWalk.JPG


Listed from fastest (top) to slowest (bottom). The number is representative of how fast they walk.

Character Forward Back
Gallon 4.375 3.875
Felicia 3.75 3.125
Aulbath 3.5 3
Lilith 3.25 2.75
Morrigan 3.25 2.75
Bulleta 3 2.75
Demitri 3 2.625
Jedah 3 2.625
Q-Bee 3 2.625
Zabel 2.75 2.5
Victor 2.5 2.25
Bishamon 2.375 2.125
Sasquatch 2.25 2
Lei-Lei Variable 2.625
Anakaris Variable Variable
Vampire Savior 2 Characters
Pyron 4 3.5
Phobos 3.125 2.75
Donovan 3 2.625
  • Lei-Lei's forward walk speed is slower than Sasquatch but faster than Anakaris.
  • Lei-Lei's forward walk speed in Dark Force is slower than Gallon but faster than Felicia.
  • Anakaris' forward walk speed is slower than Lei-Lei.
  • Anakaris' back walk speed is likely the slowest.
  • Zabel's crawl has the same speed as his walk.

IAD Attack Speed

  • Q-Bee has the fastest overhead attack.
  • Zabel & Lei-Lei's are also shown here for reference.

https://twitter.com/hosoquatch/status/1504049840736505858

Reversals & Knockdowns

Reversals

When recovering from knockdowns, blockstun, hitstun or air resets, if a Special or EX Move is used on the correct frame it will come out instantly as a reversal, though you must be aware of a few things.

Frame chart starting from the moment of recovery (1 block = 1 frame)
... 0 1 2 3 4 5 6 7 8 9 10 ...
Before Recovery ← 0F
0F ~ ...
1F ~ ...
4F ~ ...
0F ~ 4F
0F Immediately after recovering, when the reversal comes out.
0F ~ From this moment onwards you can be hit, and guarding is enabled.
1F ~ Normal attacks, throws (if no tech roll), Special Moves, Dark Force, walking, dashing and jumping are enabled.
4F ~ When recovering after a tech roll, throws are enabled after this frame.
0F ~ 4F Duration of throw invincibility.
  • For the immediate frame after recovering, typical actions such as jump, throw, and walk are not possible; however, you can reversal with a special move. Essentially, movement becomes possible 1 frame faster with a successful reversal.
  • If the command is completed before the reversal timing occurs, the entire input will be disregarded. Therefore pianoing reversals is not possible and the first button press must be accurate (frame perfect/just frame). Another result of this is that you cannot get two attempts at a reversal using negative edge (button release). In particular, if you complete the motion with a button press before the reversal frame, then release the button on the perfect frame, you still do not get a reversal. However, getting a reversal with negative edge is still possible: you need to press and hold the button before you complete the motion, finish the motion, and release on the right frame. You cannot "piano release" the negative edge input either.
  • In short, there is no known trick to get multiple attempts at the same reversal special. If you complete a valid input for the special before the reversal frame (too early), you are locked out of that special reversal. The best that you can do is attempt a negative edge reversal while blocking, so there is no penalty for missing the reversal. This is commonly done with any frame-1 invuln command throw that does not have a whiff animation or an input overlap. For example, Bulleta wakeup 6324]P[ will give an invuln reversal command throw (if in range) or block high (if not in range). She has to be careful to use the 6324 input to avoid the overlap with her 214P input.
  • When the reversal is successful, there are no throw invincibility frames; that is unless the reversal move is throw invincible.
  • Throw invincibility ends 5 frames after recovery. Note that there is a random factor if an attack hitbox becomes active on the 6th frame and a throw is input at the same time, sometimes the throw will win and sometimes the attack will win.
  • Throws are not possible during the first 4 frames after tech rolling forward or backward (some situations allow throws after the 3rd frame), however it is possible to reversal command throw. The exception to this rule is Bishamon, Q-Bee, and Victor who can throw immediately after tech rolling.
  • Q-Bee alone cannot reversal after a knockdown, though she can reversal after hitstun, blockstun and air resets. She also has 3 forced standing hurtbox frames only after a knockdown; but even so if she is hit during these frames while attempting to crouch, she will be in a crouching state for any follow up combo hits.

Recovery Frames

Neutral Recovery Frames

The table below shows the wake up recovery speed of every character in the game, sorted by how many frames it takes them to stand up after being knocked down. "Neutral Recovery" is when the character does not "Tech Roll" left or right upon knockdown, and simply stands up where they fell. As you can see, it typically takes longer to tech roll than it does to neutral recover outside of several characters. There is a huge variance in the recovery speeds between each character in the cast - along with a wide "Difference" in frames with the time it takes them to 'neutral recover vs. tech roll'. Indeed, one of the hardest things to do in Vampire Savior to consistently meaty the opponents recovery, especially if its not a character you're not experienced in fighting. It's suggested to at least take some time trying to memorize characters with particularly slow or fast neutral recoveries since most characters, while different, are relatively similar.

Q-Bee is the only character where Forward Roll and Back Roll have different frame data.

Some characters (FE & GA) will move towards a few pixels during a neutral get-up, allowing some weird left-rights to exist.

https://twitter.com/VMP_KyleW/status/1128533148352913409

When transitioning into a neutral recovery after an air-hit reset, it takes (1) additional frame to enter crouch block. This means that punishes which hit low provide (1) extra frame of leniency. Although minor, this is huge for moves with 1f landing recovery like air Soul Fists & Demon Cradle.

Sorted by Neutral Recovery
Character Neutral Recovery Tech Roll Difference
Q-Bee 29 61 Forward
54 Back
32 Forward
25 Back
Zabel 33 49 16
Bishamon 34 41 7
Sasquatch 34 58 24
Jedah 35 50 15
Anakaris 38 57 19
Lilith 38 58 20
Morrigan 38 58 20
Aulbath 39 44 5
Demitri 39 37 -2
Felicia 40 66 26
Gallon 40 42 2
Lei-Lei 41 40 -1
Victor 41 41 0
Bulleta 44 42 -2

Neutral/Roll Recovery Difference Frames

The table here shows the wake up speeds sorted by the "Difference" in frames it takes them to 'neutral recover vs. tech roll', organized as such purely out of convenience. Consider this how you should view the okizeme options on each character. The larger the "Difference", the more time you have to position yourself against an opponents tech roll, allowing for application of stronger knockdown mix-ups and pressure. It's fair to say, in most situations, that the smaller the difference is between the neutral recovery and tech roll, the better of recovery a character has - without counting reversal options.

Generally speaking, characters with a larger than 10 frame difference allow time for you to visually follow and position yourself in an optimal way to how they recover, while characters with less than a 10 frame difference require a good read to get a strong mix-up. Be aware that the characters with a small difference also pose some danger if you guess wrong on whether they roll or not; say if you have them cornered and attempt a meaty on a neutral recovery, at which point they may then roll forward and quickly place you in the corner. Understanding the tech roll habits of players using these characters is important.

Sorted by Difference in Neutral/Roll Recovery
Character Neutral Recovery Tech Roll Difference
Q-Bee 29 61 Forward
54 Back
32 Forward
25 Back
Felicia 40 66 26
Sasquatch 34 58 24
Lilith 38 58 20
Morrigan 38 58 20
Anakaris 38 57 19
Zabel 33 49 16
Jedah 35 50 15
Bishamon 34 41 7
Aulbath 39 44 5
Gallon 40 42 2
Victor 41 41 0
Lei-Lei 41 40 -1
Demitri 39 37 -2
Bulleta 44 42 -2
  • This frame data itself was mostly acquired from the Japanese wiki. However, after testing it myself, Q-Bee's recovery speeds have been adjusted. They had her waking up about 3 frames faster with both her Neutral Recovery and Tech Roll. I'm pretty sure they tested her in one of the Turbo Speeds instead of Normal Speed like they should have.

Pre-Recovery Pushbox Frames

One frame before recovery
https://twitter.com/moropickles/status/1040328030084718592
Pre-Recovery Active Pushbox States
Character Neutral Back Forward
Anakaris Standing / 10f Crouching / 5f Crouching / 5f
Aulbath Standing / 4f Crouching / 4f Crouching / 4f
Bishamon Standing / 8f Standing / 6f Standing / 8f
Bulleta Crouching / * Crouching / 4f Crouching / 4f
Demitri Crouching / 2f Crouching / 4f Crouching / 5f
Felicia Standing / 12f Standing / 12f Standing / 12f
Gallon Crouching / 9f Crouching / 4f Crouching / 4f
Lei-Lei Standing / 13f Crouching / 5f Crouching / 5f
Lilith Standing / 6f Crouching / 6f Crouching / 6f
Morrigan Standing / 6f Standing / 6f Standing / 6f
Jedah Standing / 6f Crouching / 4f Crouching / 4f
Q-Bee None None None
Sasquatch Standing / 10f Crouching / 5f Crouching / 5f
Victor Standing / 10f Standing / 5f Standing / 5f
Zabel Crouching / 7f Crouching / 7f Crouching / 7f
Vampire Savior 2 Characters
Donovan Standing / 6f Standing / 6f Standing / 6f
Phobos None None None
Pyron None None None

Turbo-3 & Frame-Skip information

  • The competitive standard is a speed setting of Turbo-3
https://twitter.com/VMP_KyleW/status/1039733690094551040
https://twitter.com/VMP_KyleW/status/1039734912734187521
https://twitter.com/VMP_KyleW/status/1038147934485864448

Input Tricks

Chain Breaking

  • Chain Breaking:
  • Chaining to a frame advantage normal, then linking into a cancelable normal. Example: Bulleta c.LP c.LK c.MP, +c.MP xx 214P. Linking during a chain enables you to cancel the normal move into a special or super, because while chained normals are uncancellable, linked normals are cancelable.
  • Renda Linking:
  • Because some light attacks gain added advantage when chained into themselves, certain links become possible when normally they would not be possible. For example, Victor is normally unable to link c.LP to c.MP, but he is able to chain two c.LP's together for the renda bonus, making c.LP c.LP, +c.MP xx [4]6P possible. And of course, chaining into the c.MP from c.LP would not allow Victor to cancel the c.MP into the head-rush.

Kara Cancel & Meter Building

  • In VSav the karacancel mechanic is a bit different from modern games. Normal moves that can be special canceled can also be whiff canceled at any time during the startup or active hithrames. For example, Lei-Lei's c.MK can be canceled into Gong at any time during the c.MK startup or hitframes even if it whiffs. Though, a much more common (and effective) way for Lei-Lei to build meter is j.HK kara to 623P, cancel with K, then kara another j.HK into 623P, cancel with K, then kara yet another j.HK with j.214P (resulting in three kara j.HK's, two canceled by Senpuubu and the last canceled by Gong).
  • However, all moves can be special/super canceled within the first few frames of the move, regardless of it's cancelability, which includes air moves. For example, even though Lei-Lei's HK is not special cancelable and can not be whiff canceled mid-way through the move, the first couple frames of the move can be canceled.
  • It should be noted that this does not apply to chaining or cmd super cancels since chains lose their special cancel properties.
  • This is important because normal moves reward meter build as soon as the move begins, rather than when the move is completed. Therefor when you karacancel a heavy attack into a special move you are rewarded meter from both the normal and special, rather than just the special, as [seen here].
  • There aren't many normal moves that move a character forwards on the first few frames, so kara-throwing isn't as common or rewarding in VSav as other games. However, it can provide a useful option select in some situations. For example, karacancelling Q-Bee's LP into her 624MP cmd throw results in her performing the throw if she is within range, or doing a standing/crouching LP if she is not in range, which is useful because whiffing a LP is faster than whiffing a MP.
  • There are, however, some moves that move the character a great distance after the initial startup. For example Lei-Lei's c.HK can be canceled mid-way through the animation into Tenraiha, which results in a range boost since the c.HK moves her forwards a noticeable amount.

Input Priority

Input Priority
Priority Input
1 Special & EX Moves
2 Taunt
3 Dark Force
4 Light Punch
5 Punch Throw
6 Medium Punch
7 Hard Punch
8 Light Kick
9 Kick Throw
10 Medium Kick
11 Hard Kick

Input priority is a side effect of not being able to input multiple commands at the same time to do several things at once. Letting the game randomly decide which move will come out in such a situation would not be a good idea, so there must be an order of what commands are prioritized over which.

The chart above lists the order from least to most prioritized. Hard Kick has the lowest priority, so if you were to press both Hard Kick and Light Punch together your character would perform a Light Punch attack. Likewise, activating Dark Force with HP+HK after doing a 236 motion (236.HP+HK being the result) would cause you to perform a special move instead.

Though Special & EX Moves top out this list, there is the problem of being able to input multiple Special & EX Moves at the same time. This is solved by each character's Specials having their own priority order, such as a 623 input beating out a 236 input. Refer to the section below "Special & EX Moves Input Priority" for this character specific information.

Option Selects Using Input Priority

Knowing input priority gives access to several different option selects. Most of them are based around command grabs.

  1. Option select kick-activated command throws with a punch button instead of a kick. This may be useful if their throw option selects are poor or don't suit the situation. This works by simply doing an input like 6324.MK+LP to get a Light Punch on whiff. Several characters can take advantage of this:
    • Felicia
    • Gallon
    • Jedah
  2. You can option select punch-activated command grabs into a Light Punch as well, despite usually being activated with an MP or HP, however this may result in an ES command grab instead.
    • Bulleta
    • Demitri — has no ES command grab
    • Lei-Lei — has no ES command grab
    • Morrigan
    • Q-Bee
  3. Option select guard cancel moves that are kick-activated and do not have a non-GC version of the special. Whiff a punch attack instead of a kick if you GC incorrectly. Only two characters can take advantage of this:
    • Q-Bee
    • Zabel
  4. Inputting a command grab but pressing MP+MK or HP+HK instead of just MP or HP would give you the command grab if its possible, or if not, a Dark Force.

Negative Edge Inputs

  • Noting that the following special moves cannot be executed as a Negative Edge
https://twitter.com/VMP_KyleW/status/1491521467929952256
BU Tell Me Why
BI Togakubi Sarashi
GA Quick Move
SA Big Towers
VI Minimum Step

Special & EX Moves Input Priority

Anakaris
Priority Command Move
1 4123.KK Pit to the Underworld
2 214.K Spell of Turning (Eat)
3 236.K Spell of Turning (Spit)
4 236.P Mummy Drop
5 46.P Cobra Blow
6 22.P(or)K Dance of the Coffins
Aulbath
Priority Command Move
1 623.PP Water Jail
2 623.K Trick Fish
3 4123.PP Sea Rage
4 6324.MP(or)HP Crystal Lancer
5 6324.MK(or)HK Gens Anger
6 632.KK Aqua Spread (Homing)
7 632.PP Aqua Spread (Hold)
8 (Charge)4~6.P Sonic Wave
9 (Charge)4~6.K Poison Cloud
10 22.PP Direct Scissors
Bishamon
Priority Command Move
1 360.MP(or)HP Kirisute Gomen
2 4123.KK Enma Seki
3 6324.PP Oni Kubi Hineri
4 623.P Kien Zan
5 4123.P Karame Dama
6 (Charge)4~6.P Iai Giri (High)
7 (Charge)4~6.K Iai Giri (Low)
Bulleta
Priority Command Move
1 4123.KK Beautiful Memory
2 4123.PP Cool Hunting
3 6324.MP(or)HP Sentimental Typhoon
4 6324.KK Apple For You
5 214.P Shyness & Strike
6 623.P Cheer & Fire
7 (Charge)4~6.P Smile & Missile
8 (Charge)4~6.K Smile & Missile
9 (Charge)2~8.P Hop & Missile
Demitri
Priority Command Move
1 263.PP Midnight Bliss
2 263.KK Demon Billion
3 360.MP(or)HP Negative Stolen
4 623.P Demon Cradle
5 236.P Chaos Flare
6 214.K Bat Spin
? LP,MP,6,MK,MK Midnight Pleasure
Gallon
Priority Command Move
1 6324.MK(or)HK Wild Circular
2 4123.KK Dragon Cannon
3 623.P Beast Cannon
4 236.P Beast Cannon
5 214.P Million Flicker
6 28.K Climb Razor
Felicia
Priority Command Move
1 623.P Cat Spike
2 623.K Delta Kick
3 4123.PP Dancing Flash
4 4123.KK Please Help Me
5 6324.MK(or)HK Hell Cat
6 236.P Rolling Buckler
Jedah
Priority Command Move
1 4123.KK Prova di Servo
2 22.PP Finale Rosso
3 6234.MK(or)HK Sangue Passare
4 214.P Nero Fatica
5 236.P Dio Sega
Lei-Lei
Priority Command Move
1 623.P Senpuubu
2 4123.PP Chuukadan
3 4123.KK Chireitou
4 6324.MP(or)HP Houtengeki
5 236.P Ankihou
6 214.P Henkyouki
Lilith
Priority Command Move
1 623.KK Splendor Love
2 623.P Shining Blade
3 4123.KK Gloomy Puppet Show
4 6324.P Mystic Arrow
5 236.P Soul Flash
6 214.K Merry Turn
? LP,LP,6,LK,HP Luminous Illusion
Morrigan
Priority Command Move
1 6324.MP(or)HP Vector Drain
2 63214.K Valkyrie Turn
3 623.P Shadow Blade
4 236.P Soul Fist
? LP,LP,6,LK,HP Darkness Illusion
? 6,HP,MP,LP,6 Cryptic Needle
? MP,LP,4,LK,MK Finishing Shower
Q-Bee
Priority Command Move
1 623.PP Qj
2 214.K Delta A
3 4123.P C > R
4 4123.KK +B
5 6324.MP(or)HP O.M.
? Mash Kicks SxP
Sasquatch
Priority Command Move
1 720.KK Big Sledge
2 320.K Big Swing
3 623.K Big Typhoon
4 623.P Big Blow
5 4123.PP Big Freezer
6 4123.KK Big Eisbahn
7 6324.P Big Brunch
8 41236.Taunt Big Trap
9 236.P Big Breath
10 22.P Big Towers
Victor
Priority Command Move
1 720.KK Gerdenheim 3
2 360.P Mega Spike
3 623.K Giga Burn
4 214.P Gyro Crush
5 236.K Mega Shock
6 (Charge)4~6.P Giga Forehead
7 (Charge)2~8.P Giga Stake
8 (Charge)2~8.KK Thunder Break
Zabel
Priority Command Move
1 623.PP Hell Dunk
2 6324.KK Death Voltage
3 4123.K Hell Gate
4 6324.MP(or)HP Skull Punish
5 214.K Death Hurricane
6 64.PP Evil Scream
7 28.K Skull Sting

Turn Around Frames

  • Turn around animation has a duration of ?-frames (Confirm)
  • During turn around you are unable to complete a REVERSAL
  • During turn around you are unable to immediately ireppa (confirm this)
  • It is advantageous to place your opponent into their turn-around animation.
To setup this scenario, the advantageous player has to put themself into a turn-around animation prior to the opponents.

Turn Around Conditions

  • You can place yourself into a turn-around animation by-
Executing a move that recovers backwards
moving through the opponent
after a reset (mid-screen or corner)
after a knockdown
at neutral by jumping or dashing
at neutral by using a mobile special move or super
After a knockdown with a late pursuit that whiffs
  • You can place your opponent into a turn-around animation by -
Executing a move that has a backwards knockdown - Their ground roll inputs are reversed!
moving through the opponent
after a reset (mid-screen or corner)
after a knockdown
at neutral by jumping or dashing

Turn Around Priority

  • Certain moves have a higher priority than a turn around animation
  • Depending on the moves priority, different execution shortcuts are enabled
  • If the move has a higher priority & is executed on the fist frame, the move will be completed facing backwards, prior to the turn around animation completing.
  • If the move has a lower priority, the execution needs to be split based on the direction the character is facing, the move will be completed facing the intentional direction canceling some of the turn around animation.
Example-A P1-Side; Charge Move of 4~6+Attack can be executed by holding a single direction of 4 as the character's turn around animation technically executes the second direction. Just hold 4 then press attack as the turn around animation happens & a charge move will be executed.
Example-B P1-Side; Dragon Punch as 623+Attack can be executed by inputting 4, then during the turn around animation input 123+attack to get a Dragon Punch to execute prior the turn around animation completion. In this example, the Dragon Punch will execute facing the direction the turn around animation completes in.

Turn Around Matrix

Lots of testing & verification required to complete this chart

Turn Around Matrix
Character Recover Backwards Knockdown Backwards Higher priority than Turn Around Animation Comments
Zabel None ? ? ?
Q-Bee P-Throw
Air Throw
C->R
ΔA
O.M.
? ? Q-Bee can instant dash out of turn around
splitting Quick Jelly with Jump startup is the fastest execution
Sasquatch Pursuit on-hit ? ES Big Typhoon - DEATHBLOW ONLY
HP-Throw
? ?
Gallon K-Throw
Air Throw
? Dashing https://twitter.com/moropickles/status/979034707772948481
Felicia K-Throw
Pursuit on-hit ?
Hell-Cat Toy Touch
Back Dash
long dash
https://twitter.com/moropickles/status/980176243306807296
https://twitter.com/egooolei/status/981173048060493824
https://twitter.com/egooolei/status/981384647929159681
Bishamon P-Throw ? ? ?
Bulleta P-Throw
Air Throw
Sentimental Typhoon Dashing ?
Aulbath Pursuit on-Hit ? ? Aqua Spread ?
Demitri K-Throw ? ? ? https://www.youtube.com/watch?v=MLfgyPShvDg
Lilith Air Throw
Pursuit on-hit ?
? ? ?
LeiLei None ? ? ?
Jedah Pursuit on-hit ? Ira Spinta (All Versions) ? ?
Morrigan Shadow Blade Vector Drain Dash
Vertical Dash
During backwards Vertical Dash Morrigan can execute air specials & supers
Victor None ? ? https://twitter.com/egooolei/status/985151195244195840
Anakaris None ? ? ?

Stages

The table below shows the possibility out of 16 that a specific stage will appear when that particular character challenges in versus mode.

Stages
Character Feast of the Damned Concrete Cave Tower of Arrogance Red Thirst Deserted Chateau Abaraya Vanity Paradise War Agony Forever Torment Green Scream
Jedah 2 2 2 1 2 1 1 1 3 1
Bulleta 6 6 4
Q-Bee 8 8
Lilith 10 6
Demitri 10 3 3
Morrigan 3 3 10
Anakaris 12 4
Victor 5 5 3 3
Zabel 3 3 10
Lei-Lei 3 3 10
Gallon 9 2 2 3
Felicia 4 8 4
Aulbath 4 12
Sasquatch 4 4 8
Bishamon 8 8

Bugs

Sources

  • Egos Twitter Moments
https://twitter.com/i/moments/824916630341705728
  • Ego’s YouTube Playlist
https://youtube.com/watch?v=nRHqBuXqAso&list=PLrCBFMgd7RZUgTfMGKwb1QeK3Tq9jUOSv
  • Darkstalkers Frame Data Site BUG
https://darkstalkers.web.fc2.com/savior/system-s/bug-s/bug-s.html
  • KyleW Twitter Moments
https://twitter.com/i/moments/902979496869068800
  • ArcadeLegacy Tutorial Playlist
https://www.youtube.com/watch?v=3yzFiJn2St8&list=PLAC0D9C44F03EA772
  • Japanese Wiki "Character pages"
http://seesaawiki.jp/vswiki/d/%a5%c8%a5%c3%a5%d7%a5%da%a1%bc%a5%b8
  • VAMPIRE SAVIOR ultimate combo video by TKO - Tool Assisted
https://www.youtube.com/watch?v=cdGbY6fKCIE
  • sm19309424 - ヴァンパイアセイヴァー コンボ動画
https://www.youtube.com/watch?v=vfS9rrjxuu4
http://www.nicovideo.jp/watch/sm19309424

Hardware Bugs

  • Wiring Coin Switch# 01, Coin Switch# 02, P1-Start & P2-Start to a single button & repetitively pressing that button causes the games frame rate to drop
https://twitter.com/YayaSucks/status/888181347365265408
  • If command supers do not activate while you know the right inputs + meter is present, It's an issue that arises from a manufacturer of "kick harnesses" that depend on Neo-Geo's D-Button. The easiest solution is to place scotch tape on that specific pin of the kick harness.
https://twitter.com/AilerusAL/status/714980395616505856
https://twitter.com/HilaryyyPNW/status/741169414784028672
https://twitter.com/Kajoq/status/920466156489793537
http://seesaawiki.jp/vswiki/d/%a1%da%b6%a6%c4%cc%a1%db%bd%e7%b2%a1%a4%b7#content_3
https://twitter.com/LeviGribbon/status/1282432114064011266

System Bugs

I have not listed bugs associated to Auto-Guard mode (4-5 exist within Ego’s YouTube Channel)

  • Regarding incorrect colors at the Random Character Select Icon
https://twitter.com/VMP_KyleW/status/1032511954710016000
  • Dark Force x Background Images
Coin Interruption
https://twitter.com/VMP_KyleW/status/946964317517185024
Draw Game x Dark Force x Finale Rosso
https://twitter.com/VMP_KyleW/status/1034667256507068416
https://twitter.com/VMP_KyleW/status/1034668391968043013
Draw Game x Dark Force x Lilith's DF-SuperJump Bug
https://twitter.com/VMP_KyleW/status/1042622946299174913
  • Shadow can "Mirror Match" the same color palette
https://twitter.com/VMP_KyleW/status/944453229915410437
https://twitter.com/Kajoq/status/732401108954419204
  • Disable-Roll Bug
Conditions of activation
  • A.) Connect with an attack which causes a vulnerable knockdown on air-hit, opponent must enter their unique animation
https://twitter.com/felineki/status/1020492784720138240
https://twitter.com/VMP_KyleW/status/1018223107188748288
  • B.) Attack with a different unique state change, which also causes a knockdown. Electric, Ice, Fire, Split(Chopped-in-half), Poison
  • C.) Attacks do not have to consecutively combo, just be sure to avoid the opponents neutral-state
https://twitter.com/VMP_KyleW/status/1017304123631267841
https://twitter.com/VMP_KyleW/status/1018223880677175296
  • D.) Opponent cannot be in knockdown until the second state-change is applied
https://twitter.com/VMP_KyleW/status/1018226196876677120
You can maintain the Disable-Roll bug by continuously preventing the opponent from entering a neutral state.
https://twitter.com/VMP_KyleW/status/1019119787450908672
Q-Bee ES-Delta A into +B
Q-Bee ES-Delta A into QJ
Q-Bee ES-Delta A into QJ into +B https://twitter.com/VMP_KyleW/status/1019147689437511680
Bishamon - Karame Dama into Tsuji Hayate
Bishamon - Karame Dama into ES-Tsuji Hayate
Zabel - ES-Guard Cancel
Zabel - ES-GC Interrupt into Evil Scream https://twitter.com/VMP_KyleW/status/1019149321801891840
Zabel - ES-GC Interrupt into Death Voltage https://twitter.com/VMP_KyleW/status/1019149001700999168
Lei-Lei - Stun Item into Chuukadan
Aulbath - Aqua Spread into Poison Breath
Anakaris - Stun-Item into Chuukadan https://twitter.com/egooolei/status/1018082686903021568
https://twitter.com/KENGALLON/status/929876823445446656
  • Dizzy Bug
Conditions of activation
  • A.) Connect with an attack which causes a vulnerable knockdown on air-hit & allows the opponent to mash-to-escape. Opponent must enter their unique animation
https://twitter.com/felineki/status/1020492784720138240
https://twitter.com/felineki/status/1020493308899053568
https://twitter.com/VMP_KyleW/status/1020493508291919872
  • B.) Prevent the opponent from entering a neutral state
https://twitter.com/VMP_KyleW/status/1017304123631267841
  • C.) Throw the opponent - Throw mush place opponent on the ground similar to the initial trigger.
  • D.) Opponent Techs the throw
* Using proximity-block setups or having the opponent do a Reversal Attack is the best way to meet the second condition
Zabel Air-Throw https://www.youtube.com/watch?v=FQhFbm4ehek
Zabel Air-Throw https://twitter.com/egooolei/status/1021352306510446592
Bishamon Air-Throw https://twitter.com/egooolei/status/1019166156928634880
Bishamon Ground-Throw https://twitter.com/VMP_KyleW/status/859191559199178752
Bishamon VS Gallon https://twitter.com/VMP_KyleW/status/1111471213140799489
Bishamon VS Gallon https://twitter.com/VMP_KyleW/status/1111131392421724160
Bishamon ES-variant Ground-Throw https://twitter.com/VMP_KyleW/status/1017279754485940225
Bishamon Air-Throw https://twitter.com/egooolei/status/980422609874513922
Aulbath Air-Throw https://twitter.com/BattousaiCV/status/644549305035046914
Aulbath Air-Throw https://twitter.com/egooolei/status/1019166156928634880
Aulbath Air-throw https://twitter.com/egooolei/status/1019162219584487425
Aulbath Air-Throw https://twitter.com/egooolei/status/1018100349788274688
Aulbath Air-Throw https://twitter.com/egooolei/status/1018111921415970820
  • Numerous examples of unsuccessful Dizzy-Bug attempts
https://twitter.com/VMP_KyleW/status/1019827194489548800
https://twitter.com/VMP_KyleW/status/1016921745716985856
https://twitter.com/VMP_KyleW/status/994823792684912642
https://twitter.com/VMP_KyleW/status/1004541975545036800
https://twitter.com/VMP_KyleW/status/1016904163555332096
https://twitter.com/Imberlicchio/status/956127407336980480
https://twitter.com/VMP_KyleW/status/1009136472035717121
https://twitter.com/VMP_KyleW/status/1017291161394769921
https://twitter.com/VMP_KyleW/status/1016904163555332096
https://twitter.com/VMP_KyleW/status/1008559175855558656
https://twitter.com/VMP_KyleW/status/1016921745716985856
https://twitter.com/VMP_KyleW/status/1018223107188748288
https://twitter.com/VMP_KyleW/status/1016904163555332096
https://twitter.com/VMP_KyleW/status/994807203445071872
https://twitter.com/VMP_KyleW/status/1014710525555425281
https://twitter.com/VMP_KyleW/status/1014713177706098688
https://twitter.com/VMP_KyleW/status/1014715172064120832
https://twitter.com/VMP_KyleW/status/1014719809773232128
https://twitter.com/VMP_KyleW/status/1014721058136444928
https://twitter.com/VMP_KyleW/status/1014722084008628224
  • Ground Throw & Air Throw does not recover white-life
https://twitter.com/VMP_KyleW/status/996300019220103168
https://twitter.com/arkmorrigan/status/996490787109064704
https://twitter.com/VMP_KyleW/status/996525933556363264
https://twitter.com/VMP_KyleW/status/996527355127517184
https://twitter.com/KENGALLON/status/996551986265780224
https://twitter.com/VMP_KyleW/status/996588301724221442
  • No Pushback on Hit
Gallon's Million flicker
https://youtu.be/Drn8jdDQ50Y?t=16s
LeiLei Pendulum setup
https://www.youtube.com/watch?v=Drn8jdDQ50Y
https://www.youtube.com/watch?v=Hvj3X-acDEk
Felicia’s head-ride sets up this bug against herself
https://twitter.com/LittleJanneROKA/status/980296349659746304
https://twitter.com/LittleJanneROKA/status/980250214068989953
https://www.youtube.com/watch?v=D4_kcXwwDcg
Proximity block
https://www.youtube.com/watch?v=Ydxg_lMrfTM
https://youtu.be/cdGbY6fKCIE?t=3m11s
LeiLei's DarkForce landing frames
https://www.youtube.com/watch?v=ocnQPqJvsnE
  • White shadows while in Dark Force
Speculated to be a hardware issue
https://twitter.com/ROTANIBOR/status/796888242662424577
https://twitter.com/VMP_KyleW/status/920528983791423489
First instance of the Bug
https://youtu.be/3uycj6fbnNw?t=58m11s
  • Tech-Hits
Post Dizzy
https://twitter.com/VMP_KyleW/status/902764115403341826
https://www.youtube.com/watch?v=HcUGFSt5JJ8
Post Knockdown
https://twitter.com/XXin73XX/status/888447274308648960
https://youtu.be/m1nhMsBcdM0
https://twitter.com/VMP_KyleW/status/857146225916858369
Post KO
https://twitter.com/VMP_KyleW/status/904949811605938176
https://twitter.com/VMP_KyleW/status/904895659001634816
Post Hit
https://www.youtube.com/watch?v=oobX2DmjiD8
https://www.youtube.com/watch?v=hPEZl_R1hGc
https://twitter.com/XXin73XX/status/888447274308648960
Post Anakaris Teleport
https://www.youtube.com/watch?v=1IEfqXshP3A
https://twitter.com/VMP_KyleW/status/937222793279692800
Post Quick Jelly
https://twitter.com/BattousaiCV/status/914706365788155905
Negated
https://www.youtube.com/watch?v=9MJMFiq7EIQ
https://youtu.be/9MJMFiq7EIQ?t=38s
Overflow Displacement
https://twitter.com/XXin73XX/status/852548708382134272
https://twitter.com/onioni1019/status/1510234244467277824
https://twitter.com/AilerusVMP/status/1510084949281497089
https://twitter.com/VMP_KyleW/status/1510487570840391682
https://twitter.com/VMP_KyleW/status/1511031482709540868
https://twitter.com/VMP_KyleW/status/1510502889193558016
https://twitter.com/VMP_KyleW/status/1512308248904314881
https://twitter.com/VMP_KyleW/status/1510495687477137416
https://twitter.com/VMP_KyleW/status/1510393778003070977
https://twitter.com/XXin73XX/status/1510671331616235521
  • Tech-hit displacement of Projectiles
Felicia's Neko Punch
https://twitter.com/VMP_KyleW/status/906275031000375296
https://twitter.com/Imberlicchio/status/869572378430406657
Lilith's Soul flash
https://twitter.com/VMP_KyleW/status/924745176446263296
Bulleta's 3+HK or 5HK
https://twitter.com/VMP_KyleW/status/924717389089882112
https://twitter.com/VMP_KyleW/status/881581225583837184
https://www.youtube.com/watch?v=0ggja0jCQ-o#t=95m34s
Sasquatch's Ice Puddle
https://www.youtube.com/watch?v=myNFjgWlIYI
Aulbath's Aqua Spread
https://twitter.com/VMP_KyleW/status/949897457156087809
  • Meaty Dark Force Punish
https://www.youtube.com/watch?v=p1541ctL1Ss
https://twitter.com/VMP_KyleW/status/871602023631691776
https://twitter.com/VMP_KyleW/status/785725819154870272
https://twitter.com/VMP_KyleW/status/921586833275813888
  • Player-2 walk through
Player-2 has an added advantage to walk through the opponent (Force a corpse-hop) in scenario which a Player-1 would not have been able to. This happens specifically in the corner. Some of the quicker & thinner characters (MO, LI, BU, GA, QB etc.) may walk through regardless of which player-side they are. It's the larger/slower characters that rely on the player-2 (BI, VI, LE, SA Etc.) to enable this mixup.
https://twitter.com/VMP_KyleW/status/826622732154478592
https://twitter.com/VMP_KyleW/status/933198812302139393
https://twitter.com/VMP_KyleW/status/928484608735248389
https://twitter.com/VMP_KyleW/status/840126655548940288
https://twitter.com/VMP_KyleW/status/926319706188812288
  • Guard-Lock Unblock
Overhead to low + Tech-Hit
https://www.youtube.com/watch?v=jVMPDu0bwl4
Bulleta's Low Option-1
https://twitter.com/VMP_KyleW/status/919818040199360514
https://twitter.com/VMP_KyleW/status/925978685198426112
Bulleta's Low Optoin-2
https://twitter.com/VMP_KyleW/status/919650349643730944
Felicia's Low Options
http://www.youtube.com/watch?v=EPKdSed6YlQ
Felicia's Low Option-2
https://twitter.com/Imberlicchio/status/678954340275593216
Felicia's Overhead Option
http://www.youtube.com/watch?v=EPKdSed6YlQ
Felicia's Overhead Option-2
https://twitter.com/Imberlicchio/status/678957952817102848
Lilith's Low Option
https://twitter.com/VMP_KyleW/status/924746516304031744
https://twitter.com/VMP_KyleW/status/873067768341438464
Leilei's Low Option
https://twitter.com/VMP_KyleW/status/920540960919994368
Anakaris Low Option
https://twitter.com/VMP_KyleW/status/876683283907485696
Demitri's Low Options
https://twitter.com/VMP_KyleW/status/934228707048226816
Other notable options are: QB Quick Jelly, JE Dio Sega, AN using other's projectiles
  • Frame Perfect Unblock (High+Low)
https://www.youtube.com/watch?v=s3XFhTEgV7g
https://twitter.com/VMP_KyleW/status/920538881048506370
  • Turn-Around Priority
Bulleta's ground or air Throw
https://twitter.com/VMP_KyleW/status/786406099607965700
Morrigan's Jet Pack
https://twitter.com/azo_rin/status/778964745210638337
Aulbath's Water Jail
https://www.youtube.com/watch?v=7k1cabGyqIY
Queen-Bee's Tiger-Knee Quick Jelly Setup
https://twitter.com/VMP_KyleW/status/830988159991246848
https://twitter.com/VMP_KyleW/status/929811332039303168
https://twitter.com/HilaryyyPNW/status/950233152634499072
Morrigan's ES-Shadow Blade input as 6321 or 4123
https://twitter.com/VMP_KyleW/status/838232752520495109
https://twitter.com/VMP_KyleW/status/921962379457454080
Victor's 720 Setup
https://youtu.be/oqaa4zPNy_0?t=1m30s
Sasquatch's Es-Brunch Setup
https://twitter.com/VMP_KyleW/status/913388160515584000
https://twitter.com/VMP_KyleW/status/924745176446263296
  • Turn Around x Charge Move
https://twitter.com/VMP_KyleW/status/871482042894098432
https://twitter.com/VMP_KyleW/status/928136763343646720
  • Unblock State-Changing Meter-Costing Projectiles
Anakaris Pharaos Magic
Video Example required
Lilith's Puppet Show
https://www.youtube.com/watch?v=bwAui3xNWtQ
Bishamon ES-Spirit
https://twitter.com/VMP_KyleW/status/854597778898436096
https://twitter.com/VMP_KyleW/status/925977874636689408
https://twitter.com/VMP_KyleW/status/917239495006683136
https://twitter.com/VMP_KyleW/status/889007260742987776
https://twitter.com/VMP_KyleW/status/887905985318100992
https://twitter.com/VMP_KyleW/status/885748177189588992
https://twitter.com/VMP_KyleW/status/927297278133510144
https://twitter.com/VMP_KyleW/status/906047161137217537
https://twitter.com/VMP_KyleW/status/889019853276721153
https://twitter.com/VMP_KyleW/status/889009287455846401
https://twitter.com/VMP_KyleW/status/928140534622728192
https://twitter.com/VMP_KyleW/status/928483204650057729
https://twitter.com/VMP_KyleW/status/858717009764245504
https://twitter.com/VMP_KyleW/status/928137345265647616
Bishamon Bricks
https://twitter.com/VMP_KyleW/status/843705749301673984
https://twitter.com/natsu_bishamon/status/851437921668218881
https://twitter.com/VMP_KyleW/status/889012211636609024
https://twitter.com/VMP_KyleW/status/871472091664588801
https://youtu.be/qqpAkNzfuyQ?t=2h34m10s
  • Impossible Drop-Out Combos
Felicia's Dancing Flash
https://twitter.com/VMP_KyleW/status/933925338047905793
Lilith Luminous Illusion
https://twitter.com/VMP_KyleW/status/934189180229361664
https://youtu.be/cdGbY6fKCIE?t=19m20s
Demitris's Midnight Pleasure
https://twitter.com/VMP_KyleW/status/934260994586505216
https://twitter.com/VMP_KyleW/status/934236098758287363
https://twitter.com/VMP_KyleW/status/934234194326065152
  • Dark Force recovery
Force a crouch state
https://youtu.be/ek7ebR20R9Y?t=5m20s
A true meaty attack can be blocked
https://twitter.com/VMP_KyleW/status/785725819154870272
https://twitter.com/VMP_KyleW/status/871602023631691776
A true meaty can hit if they guard incorrectly
https://www.youtube.com/watch?v=ba7W9WS57ts
https://twitter.com/Kajoq/status/785601760106721280
Proximity block will not override Dark Force deactivation
https://twitter.com/VMP_KyleW/status/786405623646728192
  • Unblock ES-Guard-Cancel Frames
See The first chart here for specific character values - Characters not listed are assessed at 7-frames
http://darkstalkers.web.fc2.com/savior/system-s/bug-s/bug-s.html
  • Play as "Dark Force Zabel
Technically, DF-Zabel is his own character (16th character). you can force this selection at the character select screen by playing as Zabel in Arcade mode, entering into Dark Force. As the CPU connect a long animation attack (720 for example), use P2-Coin to join the fight. Dark Force is not deactivated & the character select screen will force #16 Zabel to display - It's a graphical error of Bulleta. This gets more silly when P2 selects shadow & wins the fight. As shadow steals the soul of DF-Bell, his win pose is visible - It's a graphical error of Bulleta. Lastly, on the proceeding character select screen, Shadow now has Zabel's lower half loaded.
https://twitter.com/VMP_KyleW/status/977400656037163008
https://twitter.com/VMP_KyleW/status/1032507887120048128
  • Mobility options after a K.O.
https://twitter.com/VMP_KyleW/status/1041481308348702720
https://twitter.com/VMP_KyleW/status/1041889694160572416
https://twitter.com/VMP_KyleW/status/1041903355419811841
  • Character Colors 9 & 10
Auto-Guard only Color-9 (0X8)
https://twitter.com/VMP_KyleW/status/1038646862943678464
Auto-Guard Color-10 (0x9)
https://twitter.com/VMP_KyleW/status/1038647990922096641
Shadow can force Color 9 or 10 into a non-Auto-Guard Match
https://twitter.com/VMP_KyleW/status/1038637740504559622
  • Combo counter bugs
Display is not intended above 99-hits
Combo's above 256-hits is not allowed
https://youtu.be/cdGbY6fKCIE?t=16m3s
https://twitter.com/AOW_Yoma/status/1039768493288083456
https://twitter.com/VMP_KyleW/status/1039750384653352960
Combo Counter only resets when the opponent goes to a neutral state
https://x.com/VMP_KyleW/status/1460844145937842177?s=20
https://x.com/VMP_KyleW/status/1461237004247580673?s=20
  • Shared RAM Values Interactions
https://twitter.com/VMP_KyleW/status/1103171184928014336
https://twitter.com/VMP_KyleW/status/1103386409711198209
https://twitter.com/VMP_KyleW/status/1103186512282181632
https://twitter.com/VMP_KyleW/status/1103196075110723584
https://twitter.com/VMP_KyleW/status/1104641013723746304
https://twitter.com/VMP_KyleW/status/1102795914521931776
https://twitter.com/VMP_KyleW/status/1102797974571085824
https://twitter.com/guratan_felicia/status/1099795445017075712
https://twitter.com/VMP_KyleW/status/1099895361701703680
https://twitter.com/VMP_KyleW/status/1099896061244596225
https://twitter.com/VMP_KyleW/status/1101035540667785216
https://twitter.com/VMP_KyleW/status/1101888413639172097
https://twitter.com/VMP_KyleW/status/1101889557891432448
https://twitter.com/VMP_KyleW/status/1101905382082035713
https://twitter.com/VMP_KyleW/status/1103178875117268992
  • Cheap-Kill's Red-Flash activation can causse palette effects to not occue when done on the same frame
https://twitter.com/VMP_KyleW/status/1238361115429502977
https://twitter.com/VMP_KyleW/status/1238567607365582848
https://twitter.com/VMP_KyleW/status/1238568681279328256
https://twitter.com/VMP_KyleW/status/1247000117149724672
  • 255 Meter Bug
CPU has 1 meter, CPU does an ES-Attack, CPU does a GC
https://twitter.com/VMP_KyleW/status/1416885775518474243
https://twitter.com/VMP_KyleW/status/1417186273358336008
https://twitter.com/XXin73XX/status/1540317895766716418
  • CPU's Impossible Actions. CPU actions are not restricted by the same conditions the players are. Q-Bee, Anak & Demitri have notable resulte
Q-Bee using specials between rounds - https://twitter.com/XXin73XX/status/1545460150613741568?s=20
Anak special canceling st.mp -
Demitri doing Air Chaos Flare really low to the ground -

Character Specific bugs


General
FAQ
Controls
Glossary
HUD
Training
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Links
Characters
Anakaris
Aulbath
Bishamon
Bulleta
Demitri
Felicia
Gallon
Jedah
Lei-Lei
Lilith
Morrigan
Q-Bee
Sasquatch
Victor
Zabel
Mechanics
Other
Hacks