Vampire Savior/Gallon/Combos

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Combos

Terminology

- = next move is a chain
>> = next move is a link
xx = next move is a Special or EX cancel

To understand the numeric damage values, refer to the following explanation:

37/58 <--- First number = Red (permanent damage). Second Number = White (recoverable damage). All characters have 144 HP. Damage numbers tested on a character with average vitality.

Chains

There are three main chain combos to know, and I will list them along with the damage they deal.

1. 2LP - 2/5MP - 2/5MK - 5HP (26/44 Damage, or 29/47 Damage)

This is Gallon's primary damage chain. Damage chains are primarily used as a reset to set up a quick high/low mixup of some sort. They are also useful against characters who have a hard time taking advantage of 'neutral' situations where neither opponent has the offensive advantage (because, in a way, you technically give it up when you do a damage chain and get it back by landing a mixup right afterwards).

Anyways, this chain works on most of the cast, but will miss some characters...and by some characters, I mean Q-Bee. Screw her. The MP and MK can be done standing or crouching; the crouching versions have better range, while the standing counterparts deal more damage. The standing Mk will also miss against "some characters" so keep that in mind.

2. 2LP - 2LK - 2MP - 2MK (20/34 Damage)

This is Gallon's other damage chain. This one is of course favorable against Q-Bee because it actually works against her. However, it's still plenty useful in other situations. For one, the range on it is better than the first combo, because the finishing attack (2MK) has more range than the first combo's finisher (5HP). It also is better for resetting a situation, because the spacing is perfect for any dashing option that Gallon has. Try it against taller characters, as it sets up the Dash Link [66MK, LK] perfectly.

3. 2LP - 2LK - 2MK - 2HK (19/35 Damage)

This is Gallon's knockdown combo. Knockdown chains are less risky than Damage chains, as they (obviously) force a knockdown and leave you with the offensive advantage.

There's not much to be said about it. The range of Gallon's 2HK isn't particularly great, so I wouldn't generally attempt a different variation on this combo. In fact, sometimes I omit the 2MK entirely. You will be very sad if the 2HK whiffs, so if it looks risky, shorten the chain. Remember, your goal is to hit-confirm a knockdown with this chain - not to deal damage.


Dash Links

Of the three characters with Hop Dashes (Gallon, Sasquatch, Felicia), Gallon is the only character who can combo one dashing attack into another. Sasquatch can perform two attacks in a single dash; however, the recovery/startup on his attacks are too great for them to truly link. Use this to your advantage with Gallon. There are two Dash Links to know (Keep in mind that you will obviously follow these up with some sort of ground chain):

1. 66LK >> 2LP

This is your more common Dash Link. It works on 2/3rds of the cast, and is quite an excellent maneuver to break out with suddenly. This Dash Link is for the corner only! You will fly right over your opponent if they are midscreen.

2. 66MK >> 2LK

For midscreen purposes, this is what you'll want to be using. Keep in mind that you can still fly over your opponent if you do this too close; you'll want to be at the max range where an instant 66MK will hit the opponent. This Dash Link works in the corner as well, but the timing is much stricter than [66LK >> 2LP]. so I don't recommend using it in the corner unless you're at the very specific range where this Dash Link will work and the other one won't (i.e not that often).

[66MK >> 2LK] works only on taller characters, because most characters can crouch under 66MK unless used as a Short Hop. So, I've compiled this list for you!

The following characters can be hit by both 66MK and 66LK while crouching, meaning that both Dash Links work:
- Rikuo (Although [66MK, LK] can be tricky on him)
- Bishamon
- Demitri
- Jedah
- Anakaris
- Victor
The following characters can only be hit by 66LK while crouching, meaning only [66LK >> 2LP] works:
- L.Raptor
- Sasquatch
- Felicia
- Hsien-Ko
The following characters can only be hit by Short Hops:
- Gallon
- BB Hood
- Q-Bee
- Morrigan
- Lilith

B&B Combos

Gallon has three very important combos. I will list them here in order of importance, along with the damage dealt.

So, without further ado...


1. Air Beast Cannon, ES Climb Razor (2-4 Hits, 37/53 Damage)

A lot of people think that Gallon's most important combo is 2MK XX ES Beast Cannon. That combo is very important, but it requires Gallon to already have the offensive advantage. In Neutral Situations, Gallon's best bet is to fish for a knockdown by safely using Air BCs from max range. Thus, this combo is the most important B&B in his repertoire, as it can be used effectively in any situation - not just when Gallon is in the middle of his rush.

Simply fish for that Air BC, and if it lands, do an ES Climb Razor for big damage (almost 40% of a lifebar!), and then begin your devastating offense. It's an absolutely easy combo, and the one you'll probably see the most. Keep in mind that you should almost never attempt to follow up with an ES Climb Razor if the opponent was airborne when the Air BC connected. ES Climb Razor whiffs practically every time, so it's not worth it.

You can combo an Air BC off of j.MK if you want a possibly variation on this combo; however, j.MK xx Air Beast Cannon requires a pretty deep jump-in and a pretty unsafe-on-block Air BC. So, tacking on a j.MK is more for show than anything else.


2. 2MK xx ES Beast Cannon (6 Hits, 29/70 Damage)

This is the combo that makes Gallon infamous. Cancel your 2MK into the single most damaging attack in the entire game incredibly easy. Keep in mind, too, that this is the simplest variation; the damage listed assumes no jump-in attack preceded the 2MK, and it also assumes that Gallon did not follow up with a Pursuit Attack. The damage on this combo can get extremely high.

You'll be using this combo an awful lot as Gallon. There's only two reasons I list this combo below the ES Climb Razor juggle combo in importance. For one, it's really not something you can break out with in a neutral situation. This requires Gallon to already be pressuring his opponent to even have a shot at using it, making it less common than the Climb Razor juggle. For two, the amount of red damage done is piddling. If Gallon loses the advantage after this move (and a lot of Gallon players do, because they tack on the Pursuit Attack for a measly three (3) points of white damage), the combo's damage can potentially be negated.

Use this one often, but be very careful not to back off (or be fended off) afterwards. Better yet, consider using it mainly to finish off an opponent's life bar; then, you don't have to worry about them recovering all that life.

Variations include tacking on a jump-in and adding a Pursuit. Keep in mind that using a Pursuit is usually a poor idea unless it will cause an opponent to lose a lifebar or the match, as it limits the scope of Gallon's wakeup games significantly. Other variations include comboing it off of a Short Hop/Dash Link (which will require you to cancel into ES Beast Cannon from 2LP, NOT 2MK). Keep in mind that the damage is lowered pretty significantly when doing this, though - especially when using the Dash Links, the white damage can be as low as nineteen (19) points. Not really worth it, considering how difficult it is to pull off.


3. Crossup j.LK >> 2LP - 2MP xx Moment Slice (4 Hits, 41/59 Damage)

Moment Slice is a very important attack to land at any point when it's possible, as it nets the most red damage out of any of his attacks. The only problem is, while your options for landing Moment Slice are aplenty, many of them are either difficult to hit-confirm or situation-specific. This combo is the most consistent method of landing Moment Slice, so be sure to take an opportunity to cross up opponents whenever you can.

There are tons of variations: The above combo can be done without crossing up, but it requires Gallon to land point blank in front of his opponent (not very likely to happen). Many jump-ins can combo into Moment Slice if the 2MP is omitted; however, those are not easy to hit-confirm. If you can pull it off consistently without the 2MP, then you might consider comboing it off of a Short Hop/Dash Link. Thankfully, unlike doing Dash combos into ES Beast Cannon, Dash combos into Moment Slice are virtually unaffected by damage scaling.

...Oh, and also keep in mind that Moment Slice can also whiff on "Some Characters". Grrr.

ES Ground Beast Cannon Follow-ups

1. Midscreen

9-7-9-2

7-6-7-2

7-9-7-2 (Swap Positions)

8-6-8-3 (Corner Push)

2. Corner

9-9-9-9 (Doesn't work on all characters)

8-9-9-3 (Works against the entire cast)

3. Guard Cancel

1-8-4-8


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