Vampire Savior/Gallon/Archive
Introduction
Gallon (ガロン), also known as Jon Talbain, the Werewolf.
Born to a human mother & a werewolf father, Gallon was astounded to learn of his status as a Darkstalker after first transforming during a full moon. With the passing of his mother & the disappearance of his father, Gallon was all alone in a world that despised his kind. Not wanting to be bested by human society's fears, he mastered martial arts in order to gain control over his primal instincts. Now dragged into the Majigen, Gallon must finally confront the darkness within him to take complete control of his human consciousness
Gallon is a top-tier character. His playstyle excels at footsies, jump-ins & throw traps. Gallon is a recommended starter character as he is easy to learn while offering technicalities to master.
Gameplay
Primary Objectives:
- Rely on your mobility to perfectly space your footsies, anti-airs, & okizeme
- Utilize the low-profile of his forward walk to add depth to your neutral & footsies
- Poke with amazing disjointed normals like 2MP, 2MK, 8HK, 8MK, 66MK, Beast Cannon, Air Beast Cannon, etc.
- Convert Beast Cannon opportunities into combo damage or offensive mix-ups like left/rights or frame traps
- Abuse OS command throw
- Jump-in with 9HP, 9HK chain as often as possible. 9HP is an amazing air-to-ground + OS air-throw tool
Strengths | Weaknesses |
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Normal Moves
- Here is a Breakdown of Gallon's normal attacks; by KEN
Standing Normals
5LP
Gallon's standing LP isn't particularly outstanding; however, it has some situational uses that are very important to know. First off, this is the move you'll be using for Guard Breaks. Second is that it's one of Gallon's important moves for stopping Instant Air Dash (IAD) pressure. When the IAD is initiated in close proximity to Gallon, this is your fastest and most reliable answer, for better or worse. |
f.5MP
The only thing this move is really good for is baiting Guard Cancels; if you look at the hitbox, Gallon's vulnerable box doesn't expand outward nearly as far as his other standing normals. It's still not a GREAT option for baiting GCs, but it's worth remembering. |
c.5MP
You won't be actively using this move; but, for what it's worth, it does more damage than its faraway counterpart, so smile if this one comes out during a chain. |
f.5HP
HP can be used for zoning to a small extent, but will fall to the wayside for his better options. More importantly, this is a good finisher for damage-oriented chain combos. |
c.5HP
I used to see no use for this move, but I did find one good use for this move by watching a great Gallon player: You can use this move as a meaty on wakeups or resets. Since the startup is different from Gallon's other usual pressure normals, its use for Variable Blockstun Pressure is wonderful. Try doing meaty f.5HP - 2HK a few times if you find your opponent likes to try and AG everything or jump all the time. |
f.5LK
This move might be more important if Gallon ever had to rely on it, cos the hitbox and frame advantage are not half bad. As it stands, though, Gallon is super agile and has a hop dash, so you won't be seeing this move too often. Also, it doesn't hit low. Laaaaaame! |
c.5LK
It's a less reliable version of 5LP; it has all the same uses (Guard Breaks and IAD Defense), but with lower priority and the added possibility of getting the far LK, which has absolutely no use for either of those situations. Seriously, stay away from the the Light Kick button if you are standing! |
5MK
There is one, esoteric use for this move outside of combos: it's Gallon's best jump-deterrent from far ranges. Throw this in during ground pressure on occasion to keep your opponent from randomly jumping out. This move does more damage than its crouching counterpart, so if you're starting a chain combo from really close, don't be shy to throw in this move instead of 2MK. |
f.5HK
Considering Gallon's propensity for landing the near version of this move, you're bound to get a few of these on accident. Do not, however, proactively try and use this move, because it's just begging to get GC'ed and is not a very happy move on block in the first place. |
c.5HK
From a theoretical standpoint, this move looks like crap; the hitbox is stupid, and it has a frame disadvantage on HIT. However, this is one of Gallon's best moves, as it's a pivotal part of his throw option select; go for a throw using the HK button, and if your opponent attempts to escape by jumping, they'll be swatted out of the air by this move, resetting the situation. Don't be fooled - this move is awesome. |
Crouching Normals
2LP
One of Gallon's extremely important normals. It has an absurdly large and long-reaching hitbox for a Crouching Jab, it hits low, and can be canceled into special moves. It's also pivotal in Gallon's ground pressure, as he relies heavily on the reach of his normals combined with his Quick Move and hop dashes to lock an opponent down. Don't be surprised if a lot of your big-damage ventures start with a Crouching Jab. |
2MP
This is another important part of Gallon's pressure strings, as it allows him to do some ground pressure from farther away than 2LP without the use of a dash. Its range is unnecessarily long and is also another excellent move for dealing with IAD Pressure when the opponent starts the IAD from a fair distance away. |
2HP
Thanks to the terribad frame disadvantage on hit and block, it's imperative that this move be used only as an anti-air. Incidentally, this move is pretty situational thanks to how long it takes for the move's active hitbox to reach its full height. When the situation DOES call for 2HP, though, it tends to be surprisingly powerful. Try using it in a Gallon mirror match and have a laugh when the opposing Gallon can't jump in on you at all. ...Also, try it in other situations. |
2LK
You'll be seeing a lot of this move in pressure strings with Gallon, usually immediately after starting pressure with a 2LP. It's also important to throw this out intermittently during pressure strings because it's the only really solid GC bait that Gallon has, thanks to the relatively small vulnerable hitbox. Learn to use this move intelligently unless you love taking Demon Cradles to the face. |
2MK
This is like the MVP of all Gallon's normals. It's very quick, has a long range, and a variety of uses. It can be used in Gallon's pressure strings to peg jumpers. It can be canceled into Quick Move for positioning. It's also the prime candidate for comboing into ES Beast Cannon for big damage, which can be done during pressure or just after connecting a jump-in. If you really want to spice things up, try canceling this move into ES Beast Cannon from max range; it will not combo, but it WILL leave just enough time for your opponent to try some sort of counter or escape (and fail), allowing you to land the entire BC anyways. |
2HK
Gallon's sweep isn't all that great, but it has its uses. It will most commonly see use as a finisher for a knockdown-oriented chain combo. Another more esoteric use is for Gallon's ground pressure game; after canceling a normal into Quick Move, Gallon can throw this out for a ghetto high/low mixup game in tandem with his short hop dashes. Due to the long startup, however, this is not the safest maneuver; although it's a powerful option, it should be used with discretion. |
Jumping Normals
j.LP
As a jumping attack, this move doesn't have a lot of use. As with some of Gallon's other normals, it's not so much that it's a bad move as it is that Gallon just has even better options. It does have the fastest startup of Gallon's horizontal-reaching jump attacks, so it may be of use in like 1/100 matches? As a dashing attack, this move sees a lot more use, thanks to the power of the the dash link [66LK, LP] against cornered opponents. |
As a jumping attack, this move sees a bit of situational use in air-to-air defense, but its primary use is to lengthen your air chains for Chicken Guard mind games and setting up Guard Breaks. As a dashing attack, this can be linked into dashing MK, but this is ultimately a rare occurrence; Gallon's dash attacks are pretty much exclusively used as overheads, and 66MP will whiff on crouching opponents. ...So, I guess what I'm trying to say is that the dashing version of this move has little-to-no practical use in a real match. |
j.HP
As a jumping attack, this move is very powerful as a jump-in and will overwhelm many characters' anti-air defenses entirely when used in conjunction with crossup j.LK. If you anticipate a mistake from your opponent, it can be chained into j.HK before landing into a very big damage combo. As a dashing attack, this attack is decent as a surprise finisher if you think it will end the match. Otherwise, it can be used as a meaty attack against opponents who like to roll back on wakeup. In that particular situation, it's pretty easy to follow it up with a chain combo or use it for a tick throw. |
As a jumping attack, this is an extremely important jump-in. What it lacks in power compared to j.HP, it more than makes up for with its greater priority and superfluously easy crossup potential. It can be used as an ambiguous crossup after knocking down an opponent in the corner, and is generally the only reliable way to hit confirm into Moment Slice [Crossup j.LK, 2LP > 2MP xx Moment Slice]. Use this move liberally. As a dashing attack, this move has a high amount of utility. It can be used in a short hop dash during Gallon's ground pressure game for some high/low mixup, and can also be used against cornered opponents to start a dash link [66LK, LP]. The dash link works on all but the shortest characters, but the flipside to this is that against those short characters, it's very easy for Gallon to do a crossup short hop attack. Basically, this move rules. Do it. |
As a jumping attack, this move is pretty important. Its reach and priority are very high, making it a good utility move in many situations. It also has crossup potential (albeit pretty low), and is part of Gallon's meter-building empty air chain (j.MK, j.HK). If Gallon connects with this move deep enough, it can also be comboed into a Beast Cannon. As a dashing attack, this move is important for use as a short hop attack from ranges too far for the use of Dashing Short. It's also part of Gallon's other important Dash Link [66MK, LK], which works on taller characters in the corner AND midscreen. This makes the move a very important part of Gallon's ground pressure against tall characters. |
As a jumping attack, this move's primary use is for zoning in the air. It can be used as a jump-in in most matches, but it can and will whiff shorter characters, especially B.B Hood and Q-Bee. So, make sure to be conscientious when using this move against shorties. As a dashing attack, it works pretty similarly to 66HP (gimmicky finisher, tick throw). It's not very good as a meaty for landing a chain combo afterwards, but it makes up for that with the gimmicky use of being able to hit people from far away for doing dumb stuff. See how long it takes a Q-Bee or Rapter player to wise up and stop doing IADs from full screen after pegging them with this move over and over again. Finally, this is a randomly good maneuver against Lilith, as Gallon can dash over a grounded Soul Flash from fullscreen and kick her in the face. |
Command Normals
6MK
This is just like the normal 5MK, but Gallon takes a step towards the opponent first. Doing this move will end a chain combo. It's generally used in pressure situations if you anticipate that your opponent will try and escape your pressure by jumping back. Lastly, due to it's good hit-stop and advancing range, it's the best route for Moment Slice confirms. Chain in 6mk xx Moment Slice for great damage. |
Throws
P Throw: Rapid Crunch
If you're smart, you won't be using this as much as Gallon's Kick Throw, since the Kick Throw has a built-in option select with c.5HK. Still, the Punch Throw is handy in very specific instances; particularly, if you anticipate a Tech Hit and you haven't buffered the motion for Wild Circular, Punch Throw is excellent in this situation because Gallon recovers from the throw very quickly. Conversely, Gallon's Kick Throw recovers just barely before his opponent gets back on the ground, so it doesn't leave Gallon a lot of breathing room to do much else except another throw. You won't be using this often, but don't forget about it, either.
This throw can also be used after Dark Force Activation to set up an unblockable.
K Throw: Canyon Rounder
First rule: Always, always, always throw with HK. Using HK gives Gallon an Option Select; stay on the ground and get thrown, or jump and get reset immediately by c.5HK. Other than that, this throw is effective because of the horizontal space it covers, making it easy to put an opponent in the corner.
- K-Throw places the opponent backwards, causing turn around frames & negating the opponents ability to perform a REVERSAL. If the K-Throw is used to complete the first bat, Gallon will be backwards & cannot complete a REVERSAL.
Air Throw: Canyon Flyer
...Uhh...Well, it IS an air throw. I don't use it often, but it also causes Gallon to cover a lot of ground horizontally, so it CAN be useful...
Pursuit Attack
Strike Wolf
Gallon dives down on the foe with his fangs wide open. ES version adds in an extra knee drop. He then flips away from his opponent around 2 character lengths away.
Pretty crappy Pursuit overall. Slow travel time, and low damage because it's only one hit (ES Pursuit is still only two hits). It's still effective to use as a late Pursuit to stay on your opponent though, so be sure to learn the timing for that.
Movement
Walk:
Gallon's walk animation & idle crouching animation is the second shortest in the game. It makes his vulnerable hitbox shorter and wider. He can walk under almost any fireball in the game, except for obvious ones like B.B Hood's low fireball. Watch out when trying to walk under a fireball and counter-attack; if you use the wrong moves while under a fireball, Gallon's hitbox will extend upwards, causing him to get hit by the fireball anyways.
Dash:
Gallon's Dash is a hop dash. It's probably the hardest of all three hop dashes to use effectively (and perhaps the only technically difficult maneuver with Gallon at all), but it's also a huge boon to his pressure game, so learn how to short hop effectively with 66LK and 66MK, as he can link out of these moves into full combos.
Jump:
Gallon's jump is so fast that from midscreen, you can anticipate your opponent throwing out a Medium or Hard attack, and do a jump-in into anything. Is it any wonder why new players abuse it so much? Make sure you abuse it too, but know your limits.
Specials
Beast Cannon – 236P
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Air Beast Cannon – j.236P (Air OK)
This is a variation of the other Beast Cannon attack, done in mid-air, which travels diagonally towards Gallon's opponent.
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Beast Cannon (diagonal) – 623P (GC OK)
This is a variation of the other Beast Cannon attack, which travels diagonally towards Gallon's opponent.
As a final note, this move is Gallon's Guard Cancel. This may sound cool at first, but keep in mind that GCs do half damage, so you don't actually have an epic 50%-life ES Guard Cancel. Also, the hitbox is really tiny, so don't even think about using it unless your opponent is right up in your grill. |
Climb Razor – 28K
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Million Flicker – 214P
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Wild Circular - 624K (close)
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Quick Move - 1KKK, 2KKK or 3KKK
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EX Moves
Dragon Cannon - 41236KK:
As with most EX Attacks, this move is for specific situations. Dragon Cannon is very effective against opponents about to lose a lifebar. If you think your opponent is going to attack you - especially after a knockdown - throw this move out to punish them for making such a predictably desperate choice. For kicks, try doing this move if you think an opponent is going to roll behind you for a crossup Dragon Cannon. Note: the game accepts 4123KK as the input for this move |
Command Super. It's important to not that even though the move says to press towards your opponent (6), it can be any toward motion (6, 9, or 3), and you'll usually be comboing with Down-Towards (3). Most command supers tend to be imperative to a character's game, but Gallon's is not. The main problem is that it's incredibly hard to hit-confirm; it's possible to do [2LP > 2MP xx Moment Slice]; but your opponent will be pushed too far away if you try to combo it off of a normal jump-in. To mitigate that, you could try [2LP/2LK xx Moment Slice], but that's still not all that easy to hit confirm (or to execute, for that matter). There's only one situation where Moment Slice is easy to hit-confirm, and in that instance, it's very important to do land it as much as possible: when landing a crossup j.LK, do the combo [Crossup j.LK, 2LP > 2MP xx Moment Slice]. Doing Moment Slice when possible is important for Gallon, because it's his best method of dealing red (unrecoverable) damage. This move can also be used in an option select after his 8j.LK crossup shenanigans. If you've knocked a cornered opponent down and you anticipate that they will roll towards you, jump straight up from the point where you think the roll will end, and do the following input: [j.LK, 2LP > 2MP, 3, 2LK > 2MK > 5HP]. If you crossed your opponent up successfully, you'll see [Crossup j.LK, 2LP > 2MP xx Moment Slice]. If you did not cross your opponent up, you'll get [j.LK, 2LP > 2MP > 2MK > 5HP]. Basically, go for this move if you land a cross-up, not so much if you didn't. Finally, this move will whiff crouching Q-Bee, so don't do it unless you get your jollies by doing elaborate whiff-to-throw setups. |
Dark Force
Illusion Attack: Mirage Body - Same strength P + K:
- (Any Version): Mirage Body causes all of Gallon's normals to hit multiple times at slightly staggered intervals, similar to a Variable Combo from Street Fighter Alpha 3. Gallon's Dark Force is crap as a pressure tool, because the duration is too short. If an opponent lands even one string or knockdown on Gallon, it's likely to run out and force a deactivate before he gets the chance to try and deactivate safely.
- Variance: Dark Force activation has (2) possible mirage patterns, each with a difference in the timing between Gallon starting an attack & the Mirage starting the same attack. Unfortunately, this makes all of Gallon's DF combos unreliable in a match as (1) version is perfect for links & the other is too slow.
- Pattern# 01 is a 9-frame delay
- Pattern# 02 is a 16-frame delay
- Either pattern can vary by +1-Frame
- Example Dark Force combos:
- It's best used as a a defensive tool, due to its prolonged invulnerability frames. Some common ways to set up a safe deactivate:
- Backdash j.HK, Deactivate
- Beast Cannon (towards, then away; 6, 4), Deactivate
Frame Data
Normals
Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
n.LP | 4 | +6 | +5 | 0/3/6 | Mid | Yes | |
n.MP | 6 | +3 | +2 | 3/9/15 | Mid | Yes | |
n.HP | 8 | +3 | +2 | 6/15/24 | Mid | × | |
n.LK | 5 | +3 | +2 | 0/3/6 | Mid | Yes | |
n.MK | 6 | +2 | +1 | 3/9/15 | Mid | × | |
n.HK | 7 | -3 | -4 | 6/15/24 | Mid | × | |
LP | 4 | +6 | +5 | 0/3/6 | Mid | Yes | |
MP | 7 | +4 | +3 | 3/9/15 | Mid | Yes | |
HP | 9 | +6 | +5 | 6/15/24 | Mid | × | |
LK | 5 | +5 | +4 | 0/3/6 | Mid | Yes | |
MK | 6 | +2 | +1 | 3/9/15 | Mid | Yes | |
HK | 9 | 0 | -1 | 6/9+3+3/12+6+6 | Mid | × | |
6MK | 10 | +2 | +1 | 6/15/24 | Mid | × | Ends chain combos |
2LP | 5 | +5 | +4 | 0/3/6 | Low | Yes | |
2MP | 8 | +1 | +0 | 3/9/15 | Mid | x | |
2HP | 9 | -8 | -9 | 6/15/24 | Mid | × | |
2LK | 5 | +5 | +4 | 0/3/6 | Low | Yes | |
2MK | 7 | +3 | +2 | 3/9/15 | Mid | Yes | |
2HK | 9 | KD | -6 | 6/15/24 | Low | × |
Colors
Notable Players
Japan
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/15.html
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
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Takahashi | たかはし | HK | Kansai, Ibaraki | http://twitter.com/takahashigallon http://www.youtube.com/user/takahashi301 |
West Japan's most effective Gallon Technical & Strong |
KEN | ケン | HP | Kanto | http://twitter.com/KENGALLON http://blog.livedoor.jp/kengallon/ https://www.youtube.com/user/KENGALLON |
Tokyo Tournament Organizer Veteran Okizeme of Dark Force x Wild Circular https://twitter.com/KENGALLON/status/1040448260320587781 |
BUZZ | バズ | MK | Kanto | http://twitter.com/dance_gallon | Well known for violently shaking the whole arcade cabinet while playing, Unpredictable character movement |
MAB | マブ | HK | Tokyo | http://twitter.com/MABgallon | Nama Beeru |
Mako | マコ | HK | Nagoya | Uses Tiger-Knee Beast Canon as Zurashi | |
Haneman | ハネマン | PP | Yamagata | Retired | |
Verti / Welch | ヴェルチ | MK | Nagoya | Retired | |
Ginsho | ぎんしょう/銀晶 | LP | Tokyo | https://twitter.com/ginshogallon | |
Love | あらげ | LP | |||
Cerberus | ケルベロス | KK | https://twitter.com/cerberus0607 |
USA
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Mini Maww | ミニマー | KK | Ohio, USA | https://twitter.com/MiniMaww | One of the Nasty Boys. Throws a mean flying disc. |
Hagure | はぐれ | PP | California, USA | https://twitter.com/hagure | Community Organizer. Works too damn hard. |
HardBread | ハードブレッド | MK | New York, USA | https://twitter.com/HARD_BREAD | Long time player that has been very successful. Plays multiple games, and loves Dragon's Crown. |
Mattocat | マトキャット | MK | Indiana, USA | https://twitter.com/Mattocat | Long time commentator. VTubing cat that plays a dog. |
South America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
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Legoshi | レゴシ | HK | Brazil | https://twitter.com/WulfusWolf | Frequent player on NekoPunchi's streams |