Vampire Savior/Victor

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Introduction

Victor von Gerdenheim (ビクトル), Frankenstein's Monster

The creation of ill scientist, Prof. Victor Von Gerdenheim, who passed away shortly after giving him life. Lacking an understanding of life and death, Victor believed that his deceased creator's unresponsiveness was disappointment in him. Thinking that his strength would be able to win the approval of his "father," Victor left his castle in search of opponents. Victor returned home after defeating many Darkstalkers, only to find the dead professor unresponsive still. In his stead, another of his creations, Emily, welcomed Victor. The two lived joyously for years until Emily suddenly stopped functioning. Believing that if he collected several souls, he would be able to revive Emily, Victor entered Jedah's Majigen. In the end, Victor sacrificed his own body in order to restore life to Emily.

Victor is a straight forward grappler with effective normals who is very strong at beginner to mid-level play. Victor is recomended for beginners or players who enjoy making large reads/risks at high-level play. He is low-tier.

Gameplay

Primary Objectives:

  • Abuse 9J.HP to approach
  • Nullify projectiles at neutral
  • Abuse command throws when the opponent is conditioned to block or Tech-Hit
  • Utilize electric attacks in combos to gain damage & a resets
  • Run a blender/vortex on electric resets to stay on top of the opponent
  • Confirm standing opponents to connect ES Lariat combos for big damage + corner advantage
  • Gain meter with kara-Gyro Crush
Strengths Weaknesses
  • Highest health bracket in the game
  • Ground roll speed is fast & consistent, making him the hardest to roll-chase
  • Can wake-up with Reversal grabs after a ground roll
  • 9J.HP is a strong tool that is challenging for opponents to manage even at mid-level play
  • Reliable range on his normals
  • Although they are slow, he does have reliable anti-airs for numerous scenarios
  • Has numerous tools to nullify projectiles at neutral
  • Although slow & not at great range, he does have dashing offense that can link into a full combo
  • Unique okizeme/vortex offense with electric chained normals
  • Strong meter gain with kara-Gyro Crush
  • Has a strong Guard Cancel. If it whiffs an opponent, he can easily setup a command grab.
  • Effective cheap kill potential with electric normals
  • Although it doesn't maintain advantage, he has competitive throw damage
  • Tall when standing & crouching, he is vulnerable to IOH's & extended ground combos
  • Wide when standing & crouching, he is vulnerable to cross-ups
  • Slow walk speed which makes approaching a challenge
  • His most damaging throw, Gerdenheim 3, loses advantage at mid-screen
  • Offense does not push through tech-hits, he struggles to maintain offense when the opponent successfully Tech-Hits
  • His most damaging throw, Gerdenheim 3, has an execution barrier during his advanced/most competitive setups.
  • Throw ranges are smaller than others, disappointing for a grappler character
  • The effectiveness of his vortex/mix-up after electric normals diminishes at high-level play
  • Due to his overall slow speed, he can struggle against speedy opponent's who don't have to over commit to options
VSAV Victor Art.png

/Data This links to the source of the Data represented below

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-VI-5-lp.png
Vsav-VI-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 2 15 4 3 H: 7 G: 6
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 9 4 H: 6 G: 3 W: 0
Used with a dash as a frame trap, tick throw & also to catch jump start-up at closer ranges.
5MP
5 MP
5MP
Vsav-VI-5-mp.png
Vsav-VI-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 21 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 15 G: 9 W: 3
May be used as a counter poke, although the electric version is usually prioritized.
5HP
5 HP
5HP
Vsav-VI-5-hp.png
Vsav-VI-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3 27 10 -3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 23 8 H: 24 G: 15 W: 6
At mid range, 5HP is used with a dash to stuff jump start up, be careful as it tends to whiff on the short crouching opponents.
5LK
5 LK
5LK
Vsav-VI-5-lk.png
Vsav-VI-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 8 8 7 H: 11 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 9 4 H: 6 G: 3 W: 0
Used with a dash as a frame trap that can link into a full combo with cr.lk. be careful not to delay so much that close st.lk comes out.
5MK
5 MK
5MK
Vsav-VI-5-mk.png
Vsav-VI-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 21 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 7 H: 15 G: 9 W: 3
Competitive players sometimes uses d.mk to poke at mid-range because it can catch jump startup well enough & it connect on all crouching opponents.
5HK
5 HK
5HK
Vsav-VI-5-hk.png
Vsav-VI-5-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 6 32 2 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 23 8 H: 24 G: 15 W: 6
Used as an anti-air for hitting high up on the screen, you can catch characters who hang out up there like Jedah or Bulleta

Close Normals

CL.5MP
Close 5MP
cl.5MP
Vsav-VI-cl-mp.png
Vsav-VI-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 22 -4 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 7 H: 15 G: 9 W: 3
Great poke as a close range check that usually goes well into cr.mk as an offensive starter. This move often works well as a throw Option-Select too
CL.5HP
Close 5HP
cl.5HP
Vsav-VI-cl-hp.png
Vsav-VI-cl-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 4 33 4 -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 25 9 H: 24 G: 15 W: 6
Not a very effective move. If used, the electric version is prioritized.
CL.5LK
Close 5LK
cl.5LK
Vsav-VI-cl-lk.png
Vsav-VI-cl-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 11 5 4 H: 8 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 10 5 H: 6 G: 3 W: 0
Not an effective move. It whiffs on most crouching opponents. Avoid using it.
CL.5MK
Close 5MK
cl.5MK
Vsav-VI-cl-mk.png
Vsav-VI-cl-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 3 24 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 21 8 H: 15 G: 9 W: 3
Used in chain combos for damage, although the electric version is usually better.
CL.5HK
Close 5HK
cl.5HK
Vsav-VI-cl-hk.png
Vsav-VI-cl-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
16 3 25 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 26 9 H: 24 G: 15 W: 6
Not a very effective move. If used, the electric version is prioritized.

Crouching Normals

2LP
2 LP
2LP
Vsav-VI-2-lp.png
Vsav-VI-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 9 7 6 H: 10 G: 9
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 9 4 H: 6 G: 3 W: 0
Offense that can easily confirm on hit or block. Usually goes into renda cr.lp or a cr.lk
2MP
2 MP
2MP
Vsav-VI-2-mp.png
Vsav-VI-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 19 2 1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 15 G: 9 W: 3
Used for combo damage, but the electric version is often prioritized.
2HP
2 HP
2HP
Vsav-VI-2-hp.png
Vsav-VI-2-hp-1-hitbox.png
Vsav-VI-2-hp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 6 31 4 -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 23,22 8,8 H: 24 G: 15 W: 6
Effective Anti-air, hits just in front and above Victor, has quick startup but noticeable recovery. Try to use it reactively, to reduce the risks of whiffing it in neutral
2LK
2 LK
2LK
Vsav-VI-2-lk.png
Vsav-VI-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 7 9 8 H: 12 G: 11
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 8 4 H: 6 G: 3 W: 0
short ranged Low hitting offense that can renda into another cr.lk or link into another cr.lk for confirms.
2MK
2 MK
2MK
Vsav-VI-2-mk.png
Vsav-VI-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2 18 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 17 6 H: 15 G: 9 W: 3
Effevtive mid-range low attack that also chains well to st.hp or cr.hk as needed. It can be chained into after an electric st.mp for better recovery on air-state punishes, like Demon Cradle.
2HK
2 HK
2HK
Vsav-VI-2-hk.png
Vsav-VI-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 2 24 - -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 20 8 H: 24 G: 15 W: 6
Used in chains to get a knockdown. Mega stake is guranteed after this move, so it becomes an effective combo tool. The range is very far, so you should occasionally Oki with a max ranged 2HK to condition your opponent.

Air Normals

J.LP
J LP
J.LP
Vsav-VI-j-lp.png
Vsav-VI-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 5 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 9 4 H: 6 G: 3 W: 0
Ascend to force proximity block before descending with air attacks. You can also use this as you descend to beat chicken blocks with a chain into j.lk, land, UB attack.
J.MP
J MP
J.MP
Vsav-VI-j-mp.png
Vsav-VI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 5 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 18 6 H: 15 G: 9 W: 3
Used in air chains depending on the spacing. This is also used in the defensive string of 8j.hp, descend j.mp. the attack has great range and very little recovery in this application.
J.HP
J HP
J.HP
Vsav-VI-8j-hp.png
Vsav-VI-8j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 5 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 24 8 H: 24 G: 15 W: 6
Use as a defensive poke with ascending 8j.hp in neutral or as a throw bait with a quick ascending 8j.hp as soon as the opponent tries to throw you. This setup also makes for a great tick-throw into walking 720 on block. 8j.hp knocks down on hit, but thankfully Victor recovers in time to chase ground rolls here.
J.LK
J LK
J.LK
Vsav-VI-j-lk.png
Vsav-VI-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 5 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 9 4 H: 6 G: 3 W: 0
Used in chains to beat chicken blocks. J.lk is also used as a whiff while landing for a strike-throw mixup. This scenario occursd after E.cr.hp then a 9-jump
J.MK
J MK
J.MK
Vsav-VI-j-mk.png
Vsav-VI-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 15 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 18 7 H: 15 G: 9 W: 3
Has noticibale startup, so you can land cancel the startup for a strike/throw mix. Victor can air chain into j.mk to beat chicken blocks because the startup causes enough gap for the opponents move to come out. It can also be used as a jump in that beats Tech-Hits since the startup is likely to make the opponent leak an attack.
J.HK
J HK
J.HK
Vsav-VI-j-hk.png
Vsav-VI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 2 16 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 22 8 H: 24 G: 15 W: 6
Use as a defensive mid-range poke with descending j.hk, due it the effective range. This moves also makes a great appearance against tall opponents with a 9j.hp to j.hk chain. Lastly, due to the significant visual startup of the attack, you may also chose to land cancel the startup for a strike/throw mixup.
9J.HP
9J HP
9J.HP
Vsav-VI-9j-hp.png
Vsav-VI-9j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 6 22 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 20 7 H: 24 G: 15 W: 6
This is the go-to air normal. This move is amazing. There is little startup, significant active frames and it usually sets up Victor to make more offensive decisions on hit or block. This move loses to very few anti-airs, but gets demolished by Tech-Hits and chicken blocking. Be sure to rotate to descending j.lp strings to beat chicken blocks and delayed j.lp strings to beat Tech-Hits as needed. Aim to chain 9j.hp to j.hk against tall opponents like QB, DE, JE, AN, BI, & VI.

Electric Normals

Victor has an additional version of most medium & heavy attacks which is activated by holding the attack button. This can make Victor's offense relentless. There are numerous benefits & a single downside to this ability:

  • Advantage - No pushback
  • Advantage - Negates projectiles
  • Advantage - Causes chip damage
  • Advantage - Some attacks force a reset
  • Disadvantage - Slightly less damage
  • Disadvantage - All electric normals have more recovery, with heavies being significant
CL.5[MP]
CL E MP
CL.5[MP]
Vsav-VI-cl-e-mp.png
Vsav-VI-cl-e-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 8 19 7 -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 15 G: 9 W: 3
Although it may sometimes be an option-select throw, the normal version is usually prioritized for this application. This attack is great for combo damage.
CL.5[HP]
CL E HP
CL.5[HP]
Vsav-VI-cl-e-hp.png
Vsav-VI-cl-e-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 8 33 43 -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 21 8 H: 24 G: 15 W: 6
May be suitable for combos ending with a reset, although the electric 2HP is prioritized for this application becuae it's proceeeding offense is stronger.
CL.5[MK]
CL E MK
CL.5[MK]
Vsav-VI-cl-e-mk.png
Vsav-VI-cl-e-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 12 16 6 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 15 G: 9 W: 3
Used for combo damage.
CL.5[HK]
CL E HK
CL.5[HK]
Vsav-VI-cl-e-hk.png
Vsav-VI-cl-e-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
21 3 29 47 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 21 8 H: 24 G: 15 W: 6
More damaging version of close 5hk & causes a reset on hit. Electric 2hp is prioritized instead of this attack, as the proceeding offensive mix is stronger.
5[MP]
5 E MP
5[MP]
Vsav-VI-5-e-mp.png
Vsav-VI-5-e-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 31 3 -11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 5 H: 15 G: 9 W: 3
Great for counter poking at neutral to stop approaches, great for punishing air-state moves by chaining into cr.mk then 9-jump to establish a mix up.
5[HP]
5 E HP
5[HP]
Vsav-VI-5-e-hp.png
Vsav-VI-5-e-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
16 10 35 41 -11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 7 H: 24 G: 15 W: 6
Used to end combo routes into a resets when E.cr.hp would be too far out. I like this after a max ranged cr.mk for the above reason. Be careful because this whiffs on the 5 short crouchers, prioritize electric 2HK in this scenario.
5[MK]
5 E MK
5[MK]
Vsav-VI-5-e-mk.png
Vsav-VI-5-e-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 3 33 1 -13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 5 H: 15 G: 9 W: 3
Used for combo damage.
5[HK]
5 E HK
5[HK]
Vsav-VI-5-e-hk.png
Vsav-VI-5-e-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
18 10 36 35 -17 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 7 H: 24 G: 15 W: 6
More damaging version of far 5HK & used for the same applicatoin. The electric version comes with more recovery, so be careful not to whiff it. Used as an anti-air for hitting high up on the screen, tou can catch charactwrs who hang out up there like Jedah or Bulleta
2[MP]
2 E MP
2[MP]
Vsav-VI-2-e-mp.png
Vsav-VI-2-e-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 29 5 -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 5 H: 15 G: 9 W: 3
Used for combo damage. The damage and lack of push back is ideal.
2[HP]
2 E HP
2[HP]
Vsav-VI-2-e-hp.png
Vsav-VI-2-e-hp-1-hitbox.png
Vsav-VI-2-e-hp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 13 27 46 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 7 H: 24 G: 15 W: 6
Amazing anti-air as well as an effective combo ender due to the damage, lack of push-back and reset into proceeding mix. There is noticable start up and noticable recovery. Try to not whiff this move.
2[MK]
2 E MK
2[MK]
Vsav-VI-2-e-mk.png
Vsav-VI-2-e-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 26 8 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 5 H: 15 G: 9 W: 3
Amazing ranged low attack that is plus on-hit allowing a link to cr.lk. Used for combo damage. The damage and lack of push back is ideal. There is noticabls recovery, so try to not whiff it
2[HK]
2 E HK
2[HK]
Vsav-VI-2-e-hk.png
Vsav-VI-2-e-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 4 36 - -16 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 7 H: 24 G: 15 W: 6
More damaging version of cr.hk. This version is prioritized. Try to not whiff it, as there is significant recovery. Used in chains to get a knockdown. Mega stake is guranteed after this move, so it becomes an effective combo tool. The range is very far, so you should occasionally Oki with a max ranged 2HK to condition your opponent.

Normal Throws

6MP or 4MP
MP THROW
6MP or 4MP
Vsav-VI-p-ground-throw.png
Vsav-VI-p-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 254 25 - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-229 whole body 4x(3~10) (2x(3~10)) 4 (2) H: 9 G: 0 W: 0
Squeezing grapple that enables mashing and counter mashing to increase damage. Overall it is not as effective as Graviton Knuckle since a throw-tech or counter mashing will significantly reduces your damage
6HP or 4HP
HP THROW
6HP or 4HP
Vsav-VI-p-ground-throw.png
Vsav-VI-p-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 250 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-225 whole body 4x(3~10) (2x(3~10)) 4 (2) H: 9 G: 0 W: 0
Headbutt throw that enables mashing and counter mashing to increase damage. Overall it is not as effective as the 6mp version because of the recovery and the OS is less effective.
6MP or 4MP~28P
GRAVITON KNUCKLE
6MP or 4MP~28P
Vsav-VI-p-ground-throw.png
Vsav-VI-p-ground-throw.png
Hitboxes Off
Hitboxes On
Command input follow-up to the normal throw that deals extra damage and leaves the most advantage when the opponent tech's the throw. This occurs often in highly competitive play because the 6mp throw is an option-select that also catches most jumps.
6K or 4K
K THROW
6K or 4K
Vsav-VI-k-ground-throw.png
Vsav-VI-k-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 56 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-42 whole body 25 (6) 8 (2) H: 9 G: 0 W: 0
Not used as other throws have better advantages. The only advanatge to this throw is if they opponent doe snot tech, you may get corner positioning.
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-VI-air-throw.png
Vsav-VI-air-throw.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 37 + 18 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-37 whole body 23 8 H: 9 G: 0 W: 0
Very short range and challenging to connect. Aim to place anti-airs or air normals instead of his air throw. If the opponent tech's the throw, they are still knocked down

Command Movement

2KKK
MINIMUM STEP
2KKK
Vsav-VI-minimum-step.png
Vsav-VI-minimum-step-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
0 11 33 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- no 1-11 feet - - H: 0 G: 0 W: 0
Use to chase back rolls or take a risk advancing from full screen. It is rarely used since you are vulnerable, it is slow and has recovery.

Special Moves

Giga Forehead

[4],6P
GIGA FOREHEAD
[4],6P
Vsav-VI-giga-forehead.png
Normal
Vsav-VI-es-giga-forehead-.png
Es
Vsav-VI-giga-forehead-hitbox.png
Normal
Vsav-VI-es-giga-forehead-hitbox.png
Es
Hitboxes Off
Hitboxes On
A horizontal charging headbutt with only the ES version being prioritized.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 6 37 - -19 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-12 upper body 23 5 H: 24 G: 21 W: 18

Not used as other versions have better advantages

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 10 42 - -28 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-12 upper body 25 6 H: 24 G: 21 W: 18

Not used as other versions have better advantages

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 14 44 - -34 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-12 upper body 27 7 H: 24 G: 21 W: 18

Not used as other versions have better advantages

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 8,4,4 40 - -24 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-12 upper body 15x3 4x3 H: 0 G: 0 W: 0
Can get Cheap Kills if the opponent is not crouching, like jumping to avoid 2,8KK. This move negates projectikes, so it's an effective anti-fireball tool. The range and speed is useful, so with the right read it can be an effective counter-poke. The recovery is terrible. Do not whiff this move. It is 3 hits and not air unblockabke. It becomes very easy for your opponent to Guard Cancel or combo punish you on block or whiff.

Giga Stake

[2],8P
GIGA STAKE
[2],8P
Vsav-VI-giga-stake.png
Normal
Vsav-VI-es-giga-stake.png
Es
Vsav-VI-giga-stake-1-hitbox.png
Vsav-VI-giga-stake-2-hitbox.png
Normal
Vsav-VI-es-giga-stake-1-hitbox.png
Vsav-VI-es-giga-stake-2-hitbox.png
Vsav-VI-es-giga-stake-3-hitbox.png
Vsav-VI-es-giga-stake-4-hitbox.png
Es
Hitboxes Off
Hitboxes On
Overhead attack that hits at mid-screen. It Also hits OTG, so you can follow up from combos from cr.hk or E.cr.hk. It is 3 hits, so it becomes very easy for your opponent to Guard Cancel or Tech-Hit on block.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
32 1,5 45 - -26 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no 1-5 26 6 H: 32 G: 27 W: 22

Quickest version, so it may be used to deathblow or counterpoke

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 1,5 45 - -26 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no 1-5 28 7 H: 32 G: 27 W: 22

Not used as other versions have better advantages

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
37 1,5 45 - -26 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no 1-5 30 8 H: 32 G: 27 W: 22

Not used as other versions have better advantages

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
39 1,1,1,2,1,2 45 - -23 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no 1-5 16x3 5x3 H: 0 G: 0 W: 0
Fast and more damaging version of the LP one. Use this as a combo ender to add damage.

Giga Burn

623K
GIGA BURN
623K
Vsav-VI-giga-burn-.png
Normal
Vsav-VI-es-giga-burn.png
Es
Vsav-VI-giga-burn-1-hitbox.png
Vsav-VI-giga-burn-2-hitbox.png
Normal
Vsav-VI-es-giga-burn-hitbox.png
Es
Hitboxes Off
Hitboxes On
Advancing knee attack with numerous uses. If any version whiffs on a crouching opponent, Victor can usually sneam in a 360 or 720 afterards, including the Guard Cancel version.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 20 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22,18 5,5 H: 24 G: 21 W: 18

Used to occasionally advance at neutral as it is a quick movement tool.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 20 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 24,19 6,5 H: 24 G: 21 W: 18

Used as a tick throw on-block as Victor lands just as they come out of throw invulnerability.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 24 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 26,20 7,5 H: 24 G: 21 W: 18

Used to chase a knockeddown opponent as it advances with little recovery.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3,3,3 20 - -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 14x3 4x3 H: 0 G: 0 W: 0
Not used as other versions have better advantages. There are nuanced opportunities to combo into this.

Guard Cancels

623K
GIGA BURN GC
623K
Vsav-VI-giga-burn-.png
Normal
Vsav-VI-es-giga-burn.png
Es
Vsav-VI-giga-burn-1-hitbox.png
Vsav-VI-giga-burn-2-hitbox.png
Normal
Vsav-VI-es-giga-burn-hitbox.png
Es
Hitboxes Off
Hitboxes On
be sure to confirm of the opponent is crouching as your Guatrd Cancel may whiff. If this occurs, it is recommended Victor executes a 360, 720 or pokes the opponent's jump out.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 20 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10,8 2,2 H: 24 G: 21 W: 18

Version is not prioritized

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 20 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 12,9 3,2 H: 24 G: 21 W: 18

Version is not prioritized

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 8 24 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 12,9 3,2 H: 24 G: 21 W: 18

Use this without meter as it is the most damage & has the same start-up as the weaker versions.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3,3,3 20 - -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7x3 2x3 H: 0 G: 0 W: 0
Used for the additional damage if needed.

Gyro Crush

214P
GYRO CRUSH
214P
Vsav-VI-giga-crush.png
Normal
Vsav-VI-es-giga-crush.png
Es
Vsav-VI-giga-crush-hitbox.png
Normal
Vsav-VI-es-giga-crush-1-hitbox.png
Vsav-VI-es-giga-crush-2-hitbox.png
Es
Hitboxes Off
Hitboxes On
Lariat that negaties projectiles and has numerous applicatins.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 24 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 5 H: 17 G: 14 W: 12

Use to counter poke. Kara cancel with a St.hk for amazing meter gain. This move is grounded UB, so it is also used as a UB guard break if you want a damaging knockdown or a deathblow. The attack hits a bit more in front of Vic than his other anti-airs, so it is also used at ranges where cr.hp would whiff.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4(4)4(4)4 24 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9x3 2x3 H: 17+5x2 G: 14+2x2 W: 12

Not used as other versions have better advantages.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4(4)4(4)4(4)4(4)4 24 -11 -12 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10x5 3x5 H: 17+5x4 G: 14+2x4 W: 12

Used to juggle after 214PP or after 623KK or ES GC. You can influence your movement during the recovery frames.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 4(4)4(4)4(8)4 20 - 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10x3+20 2x3+4 H: 0 G: 0 W: 0
Amazing special that is well worth the meter. It allows follow up combos on-hit with another 214PP or 214HP. This ES version is advantagous on block, so aim for a frame trap until they respect you. The (5) short crouchers can crouch under the hits and easily punish Victor's whiff, so dont use it much in those match-ups like QB, GA, BU, MO & LI. This move will negate most projectiles as you approach, making it highly effective as a counter fireball tool. You can influence your movement during the active & recovery frames.

Pursuits

8P/K or 8KK/PP
PURSUIT
8P/K or 8KK/PP
Vsav-VI-pursuit.png
Normal
Vsav-VI-es-pursuit.png
Es
Vsav-VI-pursuit-hitbox.png
Normal
Vsav-VI-pursuit-es-hitbox-1.png
Vsav-VI-pursuit-es-hitbox-2.png
Vsav-VI-pursuit-es-hitbox-3.png
ES
Hitboxes Off
Hitboxes On
Victor jumps forward and punches down twice before jumping away again. Not useful on whiff to close distance.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
40 2 32 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-4 feet 9 9 H: 24 G: - W: 6

Slow, goes a short fixed distance, only does recoverable damage. It doesnt recover in time to have a strong oki or mix. IN the corner, you can whiff thsi for an Oki scenario.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
40 2(11)2 44 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-4 feet 4+4+12 4+4+10 H: 0 G: 0 W: 0
Slow, goes a short fixed distance, only does recoverable damage. This ES version hits three times and recovers well enough to maintain offense when they are in the corner. Use this when 2,8PP would not work otherwise.

Command Throws

236LK
GIGA SHOCK
236 MK or HK
Vsav-VI-giga-shock-throw.png
Vsav-VI-giga-shock-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 1 45 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 4x(3~13) 2x(3~13) H: 12 G: 0 W: 21
Command throw that allows mashing & counter-mashing to increase the damage. This move is a one-time knowledge check & not prioritized in competitive play. This is a command throw that can be throw-tech'd, making it even less applicable.
360+P
GIGA SPIKE
360 MP or HP
Vsav-VI-giga-spike-throw.png
Vsav-VI-giga-spike-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 1 45 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 20+20 8 + 8 H: 12 G: 0 W: 42
Great damage command throw for no meter. Used often in his strike/throw mixup. Victor can pursue the opponent's ground roll, so offense can be maintained. Victor isn't just a throw character, he is a strike throw character, so be sure to attack as much as you are abusing 360P. There are input tricks to end the inputs on towards such that you are walking at your opponent before you grab them. There are also dash splitting tricks.

Ex Moves

[2],8KK
THUNDER BREAK
[2],8KK
Vsav-VI-thuner-break.png
Vsav-VI-thunder-break-1-hitbox.png
Vsav-VI-thunder-break-2-hitbox.png
Vsav-VI-thunder-break-3-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
27 16 51 - -31 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 feet, 35-38 feet 17 4 H: 0 G: 0 W: 0
Has some UB frames at the peak, so its highly effective in air to air scenarios. It is a full screen projectile, so it can hit an over committed opponent and also be considered safe on-block at full screen. It has significant recovery, so aim to not get blocked at close or mid range. It can be used for Cheap Kills in certain scenarios.
720+KK
GERDENHEIM 3
720+KK
Vsav-VI-gerdenheim-3.png
Vsav-VI-gerdenheim-3-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 1 45 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 7x6+12 2x7 H: 0 G: 0 W: 0
Ultimate damage throw option. This is the throw your opponent is scared of. At mid-screen you lose advantage, so aim to land this when your opponent's back is to the corner or to close out a round. There are input tricks to end the inputs on towards such that you are walking at your opponent before you grab them. There are also dash splitting tricks.

Dark Force

Great Gerdenheim - Same strength P+K:

Victor's Darkforces are often used defensively to beat your opponents OS throws. Aim to get out of DF as soon as possible. While in Darkforce, Victor gains a various buffs.
  • (L/M Version):

His punch buttons become 1f command throws. He can chain into this grab attack to beat armor moves. Its funny, but not practical. He also gains a dashing speed buff, this one can be used to rush down. Aim to connect a dashing far st.lk so you can link into a combo or tick throw accordingly.

  • (H Version):

All of his normal attacks become the close electric version, even at far ranges. Standing Heavy Kick becomes slightly faster at 19f startup. Effective offense or setups in this state are unknown.

Colors

Colors-victor.gif

Notable Players

Japan

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/26.html

Name (English) Name (Japanese) Color Location Contact Notes
Oboro オボロ KK Victorl color kk small.png Kansai http://twitter.com/OBOROCK Mega Offense
Kame カメ (Sometimes 亀) HK Victorl color hk small.png Kanto http://twitter.com/kame_victor Mega Defense
Oshikiri 押切 MP Victorl color mp small.png Kanto Author of the manga "Hi Score Girl".
Tate タテ PP Victorl color pp small.png

North America

Name (English) Name (Japanese) Color Location Contact Notes
Amerikame アメリカメ HP Victor color hp small.png Illinois, USA https://twitter.com/AmeriKameFGC Recent player that has found success. Has made many recent tutorials to assist newer players.
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