Vampire Savior/Gallon/Matchups
Matchups
I will update individual matches with more info later. For now, I'll give a general idea of how I see Gallon's matches. Keep in mind that there is also a Japanese matchup chart with opinions of higher level Japanese players, which may also be useful. In general, though, my disagreements with the matchup chart are that I find Gallon's matchups with the top tiers to be more in his favor, and his matchups with the bottom tiers to be slightly less in his favor.
transposed combo information as supplementary matchup knowledge from "VSAV Gallon Notes from Dsicord" google doc.[1] -P0tluck
Gallon has a huge advantage over (7-3+):
Jedah (7-3 Gallon) (Tier List 7-3 Gallon)
bully with st.lp is a big one in that mu, he can't duck it either so free to setup easy tick throws. cr.hp is good anti air against regular jumps as well. Air to air you should have advantage at most angles with j.mk and j.hk snuggleguns
Anakaris (7-3 Gallon) (Tier List 6.5-3.5 Gallon)
Morrigan (7-3 Gallon) (Tier List 7-3 Gallon)
Gallon has a slight advantage over (Around 6-4):
Lilith (6.5-3.5 Gallon) (Tier List 6.5-3.5 Gallon)
Victor (6.5-3.5 Gallon) (Tier List 7-3 Gallon)
Bishamon (6-4 Gallon) (Tier List 7-3 Gallon)
Punishing fireball with moment slice by tech hit twitter video
Lei-Lei (6-4 Gallon) (Tier List 6-4 Gallon)
tenraiha punish in dark force twitter
Notes from Ego vs Ken FT10 by Hagure jHK: Far range, anti jMP
Late jLK as a jumpin: chicken guarding vs IAD moves
- 664 LK: Lei Lei is very wide so hits easily
- Using DF to avoid IAD pressure: (helps against IAD jMP)
dealing with jMP from snuggleguns
your legs are longer than spike ball, but her hitbox extends further on j.mp so if you challenge directly/horizontally she may win. So poke above with j.mk or similar or from further range after j.mp recovery
Matchup notes from SkankinGarbage
So I'm a month late on: How to fight Hsien-Ko. I don't know how much I specifically remember because I've been out of the game for a long time. But, here's some basic stuff I remember:
1. Make them afraid to throw fireballs in neutral. If they like to do Mp/Hp a lot, then literally just sit in neutral and do an ES BC in anticipation of one...until they stop doing it so damn much. And then, when they mostly throw Lp, just jump over in anticipation. If they are not very smart about masking when they throw projectiles, this is your big source of free damage in the fight
2. Have a plan for non-comboing Tenraiha. This is a small thing, because they should be comboing into it, but knowing how to mitigate potentially bad situations from like, pursuit Tenraiha is valuable knowledge in this fight.
3. Abuse the shit out of her low health. For example, you can get AA'd on a jump in a bunch of times, and one failure on Hsien's part will make up the difference. I don't worry about being reset much; Hsien's offense is powerful, but it's like Rapter/Sas/Bee where it's overwhelmingly fast - one good push block will get you out of trouble, so throw your weight around a little.
4. Don't ever try to anti-air that stupid dashing Mp. It's possible, but it's so damn hard. Just "AA" it with push block - it's easier to fight this match from above her, anyways.
Demitri (6-4 Gallon) (Tier List 6.5-3.5 Gallon)
Max range 2MK xx 3K SkankinGarbage
But after literally combing every fucking match video I could find on the internet, I figured out that the equalizer is max range C.Mk xx Quick Move. It's hard to GC (but not impossible), but it also stops random dashes and recovers fash enough if Demitri just decides to jump instead.
Hmm, honestly it's a bit of a cop-out answer progbass, but it's basically just playing around with them, a whoooooole lot
Since you're interested in frame data, Medium attacks into Quick Move are -1, Lights into Quick Move are -6 (but they gain a lot of distance on your opponent)
94646 ESBC pattern The Phantom Gamer
Gallon is about even with (Around 5-5):
Aulbath (5-5) (Tier List 6.5-3.5 Aulbath)
Zabel (5-5) (Tier List 6-4 Zabel)
Q-Bee (5-5) (Tier List 5-5)
Matchup notes from Hagure, Moebius & Snuggleguns
- Gitgud at tech hits
- Going in on her, the risk reward is not in your favor
- Keep her out with jHK 2MK 2MP
- Learn her wakeup timings because mistiming stuff will get you killed
- Don’t 5HP or 5MK in neutral or end combos when she’s crouching, they’ll whiff
- 5LK & 5MP does hit crouching Bee though. 5MP allows you to cancel & combo into a Beast Cannon.
- Get the life lead (preferably the bat) and run away till they get frustrated
- CR/ESCR will trade or hit your BCs, be careful
- Don’t forget about DF as a defensive mechanism to get out of pressure, but don’t rely on it (it’s too short).
- 5LP 2MP can hit her IADs, work with them
- She’s a fat croucher so jLK jHP can cross her up easily
- Her 2MP will out range your pokes. Not much you can do about that outside of hard reads like 66HP
- Speaking of 66HP you have to delay the HP to hit her crouching. On the plus side, this makes it easier to combo off of
- 66MK is also good here
- Random ESBC can be useful if they’re too offensively minded, as many bees are. But as always, it’ll lose you a meter at best or get you killed at worst if it’s too predictable
- When you ground ESBC, be prepared to go ↑ as often she’ll end up right above you for various reasons. This is good to keep in mind for many characters who can do special moves in the air, such as demitri & jedah
- If the qb is knowledgeable, they'll start 2HPing your jumpins. once you condition that, you can jumpin ESBC them. But again; going in on QB is dangerous, so do jumpins with caution
- qb 5MP goes over crouching wolf, so she can't just dash in for free with it: Punish with 2MP, 2MK xx ESBC, basically any low. Her 5MP is used more of a upback callout in that mu
- a lot of the above stuff relies upon QB over commiting; Good ones who don't do that, or even worse, play defensively, are really tough for wolf
- vs qbee the regular hold up jump wolf strat works ok, it messes with the air dash tracking and you have advantage air to air as long as your above her [Snuggleguns]
- Wolf is wide when crouching, very wide. Because of this bee can easily confirm into her knockdown from chains against him, a trait that only bee herself also has. When knocked down just stay calm and block, challenging her on your wakeup is just going to get you in an even worse situation. [Moebius]
Bulleta (5-5) (Tier List 6-4 Gallon)
Gallon has a slight disadvantage against (Around 6-4):
Sasquatch (6-4 Sasquatch) (Tier List 6-4 Sasquatch)
Matchup notes from SkankinGarbage
Oooooookay, and some stuff about Sas:
1. Everything hits Sasquatch. Just try some Beast Cannon nonsense. Throughout my whole career, the most surprising part of the Sas matchup was, no matter how good my opponent was, they got hit by BC crossups a lot - even the totally unambiguous ones.
2. ...Everything, hits Sasquatch. Tighten up those dash links. They are worth doing midscreen and especially in the corner. Jumping at Sas is hard - he has a lot of good anti-airs, and even Push Block into dash is really fucking dangerous. Do the dash!
3. C.Mp is your best friend in neutral. Stops a lot of neutral dash stuff, fast enough that you aren't likely to get cheeses be ES Big Towers. Also for neutral, chicken guard into beast cannon, or even jump-back BC is really strong.
- Round start: backward jumping Mk, Kara Air BC. I don't know why this works so damn often, but it's like Sas players literally HAVE to get hit by it
- Neutral: just neutral jump a lot, wiggle around, and press some random C.Mp to stop him from dashing in out of nowhere. You can do a surprise jump-in every now and then
- Sas's large body makes it easy to get away with stupid ES BC shenanigans.
- Bait Big Towers all day for Bigger Damage
- Abuse the side switch 50/50 in the corner
- Abuse the fact that D.Lk, D.Lp dash link works on Sas in the corner
- Abuse the fact that it's virtually impossible to miss crossup J.Lk
- sas is kill or be killed. the differential in damage is too much for you to try & out footsie him really; gotta go hard & never let go kinda.
- 5LP is your friend to stop in bad hops up close.
- that said, his 2HK goes faaaaaar and can punish you for trying this
- letting raw ESBC rock from beyond midscreen is an option that can also blow up bad hops
- you HAVE to know how to tech hit. or else you'll die.
- be careful jumping with buttons cuz 22PP exists (es big towers)
- he's wide, so you'll get more crossups with jLK & jHP than other charas.
Felicia (6-4 Felicia) (Tier List 5.5-4.5 Felicia)
Notes about the matchup from Hagure
if you have a hard read, you can do 2HP, but you gotta do it early
a2a, jump in with MP more than MK as that does better vs her HP
but she can then change to uhhhh i forget, that will beat your MP but lose to your MK
2MK does well against her dash ins at most ranges, 2MP at very far ones (but generally good felicias will only dash in at mid range)
5LP can also stop dashes as well early on
for neutral, 8 jump and the usual pokes. don't over extend or you'll get blended up. be wary of her DF as a reversal tool as she can also DF command grab
I haven't tested it much, but i've been wondering if 5MK & 6MK can get more mileage in this MU
her wake up is slow, so it gives you time to set up some dirty oki, but just make sure you have the timing for it because it is slower than average
can't jump in on her as much as other charas because of her many AAs. but don't forget about 9 jump BC
Cross up setup after backthrown in corner (forward roll) [Hagure]
- ↑ google doc, "VSAV Gallon Notes from Dsicord".