Vampire Savior/Oboro

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Oboro Bishamon

Introduction

Oboro Kapah!!

Gameplay

Changes from Bishamon

Additions:

  • Able to Kien Zan at anytime.
  • Gains Nu Kien Zan.
  • Gains Kibi Tsukane.
  • Gains Oni Naburi.
  • Gains Oni Kubi Hineri (VSAV2 exclusive move)

Omissions:

  • Loses Karame Dama.
  • Loses Tsuji Hayate by extension of losing Karame Dama.

Overall: While Oboro does gain some interesting tools, most notably Oni Naburi, he is overall inferior to Bishamon due to losing his fireball, as fireball is a massive part of Bishamon's design, gameplan, damage, combos and in the case of VSAV allows him to execute unblockable setups and loops. He does still retain Bishamon's other solid attributes such as his high health, great range and Iari Giri and could still find use for his other tools, albeit they are mostly rather niche and don't offer nearly as much as Karame Dama does. Oboro Bishamon is likely somewhere around mid or low tier in VSAV & VSAV Arranged, though potentially still in the higher rankings of the cast in VSAV2 due to being able to abuse throws really well just like regular Bishamon which is a large reason he's considered so good in VSAV2.

Overview

As a Playable Character

Basic Hitboxes

Oboro stand.png
Standing Hitbox

TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT

Oboro crouch.png
Crouching Hitbox

TOO DAMN TALL

Oboro jump.png
Jumping Hitbox

TEXT

Oboro dash.png
Dashing Hitbox

TEXT

Normal Moves

Oboro's hitboxes are exactly the same as Bishamon's.
Bishamon - Normal Hitboxes

Special Moves

3f of Normal; 2f of ES
Oboro kienzan 1.png
4f of Normal; 4f of ES
Oboro kienzan 2.png
5f of Normal; 6f of ES
Oboro kienzan 3.png
Kien Zan - 623P

[ Startup: x | Active: x | Hit:+x | Block:+x ]

Gains the ability to DP at any time. Not as useful as it sounds due to lacking I frames + in Vsav1 & Arranged is air blockable all the way through, it may still find its places to hit within certain ranges or heights. In VSAV2 due to the changes of the way some moves such as DPs work, the initial hitboxes are air unblockable which may make it more useful in there. Possible to special cancel into it though you have to be close, may be useful when you haven't charged for Iai Giri.

Oboro nukienzan 1.png
1st active frame of DP
Oboro nukienzan 2.png
3f of DP
Oboro nukienzan 3.png
5f of DP
Oboro nukienzan 4.png
Nu Kien Zan - 41236P

[ Startup: x | Active: x | Hit:+x | Block:+x ]

Slashes forward with the distance travelled increasing based on the button strength, before doing a slash upwards using the DP animation. Air unblockable during the first few grounded hits. Regular versions do 2 hits in total, ES version does 5 hits in total. Possible to special cancel into it though you have to be close, may be useful when you haven't charged for Iai Giri.

Oboro spookyghost.png
Kibi Tsukane (Spooky Ghost) - 623K

[ Startup: x | Active: x | Hit:+x | Block:+x ]

Charges forward and pokes with a ghost spirit coming out, doing multiple hits. Air unblockable. Light version does 5 hits, medium 6, heavy 7 and ES 8. Not the greatest move due to not knocking down and having only a very small amount of frame advantage, if it hits an aerial opponent it only does 1 hit which makes it a lackluster anti air too. Possible to special cancel into it, may be useful when you haven't charged for Iai Giri.

Oboro kapah height.png
Oboro kapah hit 1.png
Oboro kapah hit 2.png
Oboro kapah hit 3.png
Oni Naburi (Oboro Kapah) - 2369P

[ Startup: 32 for throw/33 for hit | Active: 3 | Hit: Knockdown | Block: -2 (+5/+6 for ES) ]

Hooligan Combination like special move, Oboro jumps forward and if the opponent is within throw range, throws them, if not he does a slash which is air unblockable. Probably the most noteworthy of the additional specials, this could make for a potential way to jump over and punish tools such as grounded fireballs, the slash and throw make for a solid option select especially when the opponent is backed to the corner. The main issue of the move is its rather sluggish startup, an opponent could potentially move out of the way from the OS or even hit him out of it.

This move functions differently between VSAV & VSAV Arranged and VSAV2

In VSAV & VSAV Arranged: The throw used for all the button strengths is the punch throw and is untechable. The ES version uses the ES command throw but without the sliced in half state once they're down. All of them also do additional damage than their regular counterparts.

In VSAV2: The throw used for all the button strengths is the command throw, light does 2 hits, medium does 3 and heavy does 4. The ES version uses the ES command throw with the sliced in half state once they're down. All of them also do the same damage as their regular counterparts.
Oboro kapah distance.png
Distance traveled for LP, MP, HP and ES versions of Oni Naburi when preformed from full-screen.

Oboro cmdthrow.png
Kirisute Gomen - 360(MP or HP only)

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT

Oboro iaigiri p.png
Oboro iaigiri es p.png
Oboro iaigiri k.png
Oboro iaigiri es k.png
Iaigiri - 4~6(P or K)

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT

EX Moves

Oboro togakubi.png
Togakubi Sarashi - 22PP

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT

Vsav-BI-oni-kubi-hineri-throw.png
Oboro big hand vsav2.png
Oni Kubi Hineri - 63214PP

[ Startup: x | Active: x | Hit:+x | Block:+x ]

First image is the VSAV hitbox and second the VSAV2 hitbox.

Oboro floormat.png
Enma Ishi - 41236KK

[ Startup: x | Active: x | Hit:+x | Block:+x ]

TEXT

Oboro thefist.png
Kimen Kudaki - 421PP

[ Startup: x | Active: x | Hit:+x | Block:+x ]

Vampire Savior 2 Only EX Move, not present in VSAV or VSAV Arranged. Fires a fist projectile forward that beats out other projectiles. Deals rather lower damage. You can followup with a pursuit or EX pursuit if it hits the opponent.

Dark Force

Movement

Strategies

Match Ups

Combos

Terminology

> = next move is a chain
>> = next move is a link
xx = next move is a special cancel
s.Lx = move can either be a punch or a kick

Jump in Combos

  • j.MK > j.HK >> c.LP > c.LK >> c.LP >> c.MP xx HK iaigiri kick (3 hit)
37 red/67 white
  • j.MK > j.HK >> c.MP xx HP nu kien zan
39 red/67 white
  • j.MK > j.HK >> c.MP xx HK kibi tsukane
40 red/66 white
  • j.MK > j.HK >> c.MP xx ES iaigiri punch
41 red/65 white
  • j.LK > j.MK > j.HK >> c.LK > c.MP > c.MK > c.HK >> togakubi sarashi (corner)
44 red/74 white
  • j.MK > j.HK >> c.MP xx ES kibi tsukane (spooky ghost)
45 red/72 white
  • j.MK > j.HK >> c.MP xx ES nu kien zan
47 red/81 white
  • j.MK > j.HK >> c.MP xx ES nu kien zan >> togakubi sarashi
60 red/97 white

OG Bishamon Jump In Damage Comparison

  • j.MK > j.HK >> c.MP xx HP fireball xx slash >> togakubi sarashi
50 red/80 white

Dash Links

All dash links can be started with either s.LP or s.LK unless otherwise noted.

  • dash s.Lx >> c.LP > c.LK >> c.MP xx HK Iaigiri Kick (shorter charge)
21 red/39 white
  • dash s.Lx >> c.LP > c.LK > c.LP >> c.MP xx HK Iaigiri Kick (longer charge)
24 red/46 white
  • dash s.Lx >> c.LP > c.LK >> c.LP >> c.MP xx ES Iaigiri Kick (misses a lot of hits)
26 red/46 white
  • dash s.Lx >> c.LP > c.LK >> c.MP xx HK spooky ghost (combo is too long, not all the hits are hitting)
27 red/45 white
  • dash s.Lx >> c.LP > c.LK >> c.MP xx nu kien zan
27 red/48 white
  • dash s.Lx >> c.LP > c.LK >> c.MP xx ES spooky ghost (combo is too long, not all the hits are hitting)
29 red/47 white
  • dash s.Lx >> c.Lx >> c.MP xx HK spooky ghost (all hits hit) 10 hit
29 red/48 white
  • dash s.Lx >> c.LP > c.LK >> c.MP XX ES Iaigiri kick
30 red/51 white
  • dash s.Lx >> c.Lx >> c.MP xx ES spooky ghost (all hits hit) 11 hit
34 red/54 white
  • dash s.Lx >> c.LP > c.LK >> c.MP xx ES nu kien zan
35 red/62 white
  • dash s.Lx >> c.LP > c.LK >> c.MP xx ES nu kien zan >> EX pursuit
47 red/77 white

OG Bishamon Dashlinks Damage Comparison

  • dash s.Lx >> c.LP > c.LK >> c.LP >> c.MP xx ES fireball >> EX pursuit
37 red/62 white
  • dash s.Lx >> c.LP > c.LK >> c.MP xx ES fireball >> EX pursuit
39 red/64 white

OBORO KAPAH & Throws

  • ES command throw (no pursuit options)
25 red/35 white
  • ground throw >> EX pursuit
31 red/43 white
  • MP/HP command throw >> EX pursuit
33 red/44 white
  • oboro kapah hit >> EX pursuit
32 red/47 white
  • oboro kapah throw >> EX pursuit
37 red/52 white
  • ES oboro kapah hit >> EX pursuit
42 red/62 white
  • ES oboro kapah throw >> EX pursuit
47 red/70 white

Vampire Savior Arrange Damage Table

Special Moves

Special Red White Notes
Kirisute Gomen (MP) 17 24
Kirisute Gomen (HP) 18 26
Kirisute Gomen (ES) 25 35
Kien Zan (LP) 15 22 as anti air: 9r/15w
Kien Zan (MP) 16 24 as anti air: 10r/16w
Kien Zan (HP) 17 23 as anti air: 11r/17w
Kien Zan (ES) 22 40 as anti air (1hit): 5r/9w
as anti air (3hit): 13r/24w
Nu Kien Zan 20 33 air unblockable
as anti air (1hit): 6r/10w
Nu Kien Zan (ES) 32 53
Kibi Tsukane (LK) 17 26
Kibi Tsukane (MK) 20 30
Kibi Tsukane (HK) 22 33
Kibi Tsukane (ES) 29 41
Oni Naburi - Sword 15 26
Oni Naburi - Throw 20 31
Oni Naburi (ES) - Sword 26 42
Oni Naburi (ES) - Throw 33 53

Iaigiri

Special Hits Red White Notes
Iaigiri (LP/MP) 1 hit 11 20
Iaigiri (LP/MP) 2 hit 15 27
Iaigiri (LP/MP) 3 hit 17 31
Iaigiri (HP) 1 hit 12 22
Iaigiri (HP) 2 hit 16 29
Iaigiri (HP) 3 hit 18 33
Iaigiri (Punch ES) all hits 31 40
Iaigiri (LK/MK) 1 hit 9 17
Iaigiri (LK/MK) 2 hit 13 24
Iaigiri (LK/MK) 3 hit 15 28
Iaigiri (HK) 1 hit 10 18
Iaigiri (HK) 2 hit 14 25
Iaigiri (HK) 3 hit 16 29
Iaigiri (ES) all hits 26 39


EX Moves

EX Move Red White Notes
Togakubi 17 21 OTG
Oni Kubi Hineri (unmashed) 24 36
Oni Kubi Hineri (mashed) 30 45
Oni Kubi Hineri (counter mashed)
Enma Ishi 25 36
Kimen Kudaki 14 28 VS2 Only Move

Vampire Savior 2 Frame Data

All special moves tested point blank range

Special & EX Input Startup Active Hit

Advantage

Guard

Advantage

Notes
Oboro Kapah Slash 2369p 33 3 Knockdown -2
Oboro Kapah Slash (ES) 2369pp 33 3 Knockdown +5/+6
Oboro Kapah Throw 2369p 32 Knockdown hitadv knockdown on demitri:
LP +45, MP+37, HP+36, ES+66
Kien Zan (LP) 623p 3 13 Knockdown -16
Kien Zan (MP) 623p 3 13 Knockdown -21
Kien Zan (HP) 623p 3 13 Knockdown -25
Kien Zan (ES) 623p 3 14 Knockdown -20
Nu Kien Zan (LP) 41236 8 4(tackle);15(dp) Knockdown -25 -45 if only first hit is blocked.
18 frame gap between tackle and dp
Nu Kien Zan (MP) 41236 8 7(tackle);15(dp) Knockdown -25 -45 if only first hit is blocked.
18 frame gap between tackle and dp
Nu Kien Zan (HP) 41236 8 10(tackle);15(dp) Knockdown -25 -45 if only first hit is blocked.
18 frame gap between tackle and dp
Nu Kien Zan (ES) 41236 8 16(tackle);15(dp) Knockdown -22 (if 3 hits blocked) -45 if only first hit is blocked.
18 frame gap between tackle and dp
Kibi Tsukane (LK) 623 11 27 +4/+5 +4 Spooky Ghost
Kibi Tsukane (MK) 623 11 33 +4/+5 +4
Kibi Tsukane (HK) 623 11 39 +4/+5 +4
Kibi Tsukane (ES) 623 11 45 +4/+5 +4
Oni Kubi Hineri 12
Enma Ishi 13
The Fist 19

| || || || || || || |-

Oboro Memo & Bugs

  • Using CHEATS to play as Oboro-Bishamon; setting addresses FF8782 (for player 1) or FF8B82 (for player 2) to 0x18
  • Gem's Anger causes an inproper hit animation such that Oboro falls below the floor
https://twitter.com/VMP_KyleW/status/1031379585672200192
  • Using CHEATS to play as Oboro-Bishamon; he does had a mid-boss encounter
https://twitter.com/VMP_KyleW/status/1032498477849174016
  • Using CHEATS to play as Oboro-Bishamon all match intro’s have the extended animation from the story-mode battle.
  • Oboro shares the same win quotes as Bishamon.
  • Using Cheats to play as Oboro-Bishamon, Shadow can play as Oboro-Bishamon upon defeating the opponent.

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