Vampire Savior/test

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Understanding Numeric Notation

  Up-Back     Up    Up-Forward
         \    |    /
          7   8   9
           
   Back — 4   5   6 — Forward
           
          1   2   3
         /    |    \
Down-Back    Down   Down-Forward

5 = Neutral

P2 Crossup

  • Player 2 can always cross the opponent up in the corner on knockdown, regardless if they neutral recovery or tech roll backwards.
  • In the corner Player 1 can cross up Bishamon if he Tech Rolls backwards.
  • In the corner Player 1 can cross up Bulleta if she does a Neutral Recovery.
  • In the corner Player 1 can always cross up Demitri on knockdown.
  • In the corner Player 1 can always cross up Felicia on knockdown.
  • Air Resets: Either player can corner cross under after an air reset, provided they recover in time from whatever attack they just did.

Other P2 Corner Crossups

Aulbath Dark Force Can Cross Up

Standing
  • Bulleta
  • Felicia
  • Gallon
  • Lei-Lei
  • Lilith
  • Morrigan
  • Q-Bee
  • Sasquatch
  • Zabel
Crouching Only (Too Tall)
  • Anakaris
  • Aulbath
  • Bishamon
  • Demitri
  • Jedah
  • Victor
  • Bulleta (P2 Bulleta can cross up a cornered opponent with 2.KKK)
  • Gallon (P2 Gallon can cross up a cornered opponents with 2.KKK)
  • Victor (2.KKK works on some short crouching characters: Bulleta, Lei-Lei, Lilith, Morrigan, Q-Bee)

P2 Corner Cross Up on Crouching Characters while Jumping

This is only while airborne.

Cannot be crossed up while crouching at all

  • Bishamon
  • Victor

Jedah/Victor can cross up...

  • Anakaris
  • Aulbath
  • Bulleta
  • Demitri
  • Felicia
  • Gallon
  • Lei-Lei
  • Lilith
  • Morrigan
  • Q-Bee
  • Sasquatch
  • Zabel

Anakaris can cross up...

  • Bulleta
  • Demitri
  • Felicia
  • Gallon
  • Lei-Lei
  • Lilith
  • Morrigan
  • Q-Bee
  • Sasquatch
  • Zabel

Q-Bee/Zabel can cross up...

  • Bulleta
  • Lei-Lei
  • Lilith
  • Morrigan
  • Q-Bee

Bulleta/Gallon can cross up...

  • Bulleta
  • Lilith
  • Morrigan
  • Q-Bee

Bishamon/Demitri/Sasquatch can cross up...

  • Bulleta
  • Q-Bee

Lei-Lei can cross up...

  • Q-Bee

Cannot Cross up any Crouching Characters in the Corner

  • Aulbath
  • Felicia
  • Lilith
  • Morrigan

Weirdness Cross Ups -- Probably more stuff like this, need to research more

  • Bulleta
  • Demitri (If you Double Jump at the height if your first jump)
  • Zabel
  • Gallon (Sometimes 28.HK crosses up crouching gallon. not sure why. Didn't check others)
  • Q-Bee
  • Gallon (Sometimes can airdash behind crouching Gallon)
  • Zabel (C>R works. Sometimes can airdash behind crouching Zabel)

Notation Graph

Examples of Notation Types
Input Visual Standard Numeric
Standing Light Punch LP s.LP 5.LP
Forward Medium Punch → LP f.LP 6.LP
Crouching Light Kick ↓ LK c.LK 2.LK
Down-Forward Hard Punch ↘ HP df.HP 3.HP
Near or Close Hard Kick ??? cl.HK or n.HK ???
Jumping Medium Punch ↑ MP j.MP j.MP or 8.MP
Jump Forward Medium Kick ↗ MK jf.MK 9.MK
Jump and Hold Down Hard Kick
(Applies to some Dive Kicks or Drills)
↑~↓ HK ??? j2.HK or 8~2.HK
Quarter Circle Forward Hard Punch ↓↘→ HP QCF.HP 236.HP

Index

Below we have provided an Index to make it easier to navigate the Wiki.

General

Every page here should be read by new players, and maybe even some veterans as a refresher.
  • FAQ — New players should start here. Answers basic questions and common misconceptions.
  • HUD — Explains what you are looking at on the screen, not that Vampire Savior is the most visually complicated game.
  • Controls — Not only does this cover basic controls, it gives inputs for universal mechanics and explains how they work.
  • Community Info/Find Players! — Once you're comfortable, come here to find people to play with either online or offline.
  • Glossary — A quick reference to explain difficult terminology. Use CTRL-F a lot here.
  • Links — Check here for lists of YouTube channels and live streams, other online guides and references, and other important sites related to Vampire Savior.

Characters

Blah Blah Blah.

Extra Characters

This section is more of a bonus than anything. These are characters that appear in only Vampire Savior 2/Vampire Hunter 2, and console ports. Since none of them are in Vampire Savior, the tournament standard version, everything listed here is regarded as for fun only.

Mechanics

As you explore deeper into the game, this section will become more and more relevant. You'll find a lot of specialized techniques and numbers here.

Other

Blah Blah Blah.

Ankihou

  • If you do an LP item on a stun throw you'll skip the next line.
Example: If you throw an LP Boomerang on 05, you'll go directly to 07 Kunai on the next item toss.
Likewise, if you get Boomerang on 08 Random 1, you'll skip 09 Boomerang and go directly to 10 Axe. (DOUBLE TEST THIS!!!)

Lei-Lei Combos

Basic Chains

  • 2.LK > 2.MP > 2.MK > 2.HP > (Whiff) 5.HK
?? red/?? white
  • 2.LP > 2.LK > 2.MP > 2.MK > 2.HP > (Whiff) 5.HK
?? red/?? white
Standard crouching chain into a whiffed-HK or Tenraiha. The Tenraiha can hit OTG if the c.HP hits. On block the HK makes the blocked c.HP safe, and on hit the HK makes Lei-Lei recover faster for okizeme. It should be noted that the c.LP does not hit low and should be omitted off a jump-in.
  • 2.LK > 2.LK > 2.MK > 2.MP > (Whiff) 5.HK
?? red/?? white
  • Some Sort of 3 hit chain combo. Does 2.MP or 2.MK work better? Which has less pushback?



(Not Sure if this is really worth doing. Was listed on the old wiki.)

  • 2.LP > 2.LK > 2.MP > 2.HP > (Whiff) 5.HK
Common low chain that ends with a whiffed HK. The c.MK is omitted because it sometimes whiffs if c.LK is spaced at it's absolute max range when it connects.

Tenraiha Balls OTG Combos

Anything in [ ] is a hidden input, in other words the attack does not come out, while anything outside is a move that hits/connects.

  • 2.LK > 2.MP > 2.MK > 2.HP [LK, HK, MP, MP, 8] xx Tenraiha (Balls OTG)
  • 2.HK [LK, HK, MP, MP, 8] xx Tenraiha (Balls OTG)
Not a bad anti-air, the Tenraiha OTGs.

Tenraiha Anvil Combos

Anything in [ ] is a hidden input, in other words the attack does not come out, while anything outside is a move that hits/connects.

  • 2.LK > 5.HK [MP, MP, 8] xx Tenraiha (Anvil Hits)
Very simple and basic Tenraiha combo since the command input overlaps: c.LK HK (mp mp 8) = c.LK HK Tenraiha. It's not much of a mixup, but good as a punisher since the input is simple and reliable.
  • 2.LK [HK] > 2.MP [MP, 8] xx Tenraiha (Anvil Hits)
Basic Tenraiha combo/mixup. Since c.MP into Tenraiha will combo on hit, though on block causes an overhead. This forces the opponent to react and block correctly after the c.MP, in order to correctly block Tenraiha high or the c.MK c.HP low depending on which you do. The easiest way to do c.LK c.MP Tenraiha is to input the Tenraiha command very quickly while crouching so that the game's command interpreter automatically omits the HK and goes from c.LK to c.MP.
  • 2.MP/MK [LK] > 5.HK [MP, MP, 8] xx Tenraiha (Anvil Hits)
  • 2.MK [LK, HK, MP, MP, 8] xx Tenraiha (Anvil Hits)
  • 2.LK [HK, MP, MP, 8] xx Tenraiha (Anvil Hits)
Does not combo. Solely a mixup tool, but a good one.



(Is this worth doing?)

  • 2.LK > 2.MP > 2.MK [LK, HK, MP, MP, 8] xx Tenraiha
This one is a lot more difficult than the previous Tenraiha combos but it is worthwhile to learn. It's not possible to sequence break the c.MK, so the entire Tenraiha input must be input AFTER the c.MK. It does, however, combo if timed right.

Situational

  • 2.LK > 2.LK xx 236.LP
Not the most useful combo in the world since 236LP is -9 on hit. Though possible, at least.



(Need to test which of these Stun combos is viable)

  • IAD j.MP/HP/HK >> 5.MP or 2.MK xx 236.MP (Stun Item)
  • IAD j.MP/HP/HK >> 2.LK > 2.LK xx 236.MP (Stun Item)


(These can probably have better combos off of the link?)

  • (Corner Only) 2.MK xx 214.PP >> 2.LP > 2.LK > 2.MP > 2.HP > 5.HK (Whiff)
Point blank corner combo. The ES gong is +7 on hit and both c.LP or c.LK have 5F startup making this link possible.
  • (Corner Only) 2.MK xx 214.PP >> 2.LP > 2.MP > 2.HP xx Tenraiha
Alternate version of the previous combo, since the c.HP hits a little late there's time to buffer Tenraiha. It may be possible to add a c.LK though it's not recommended since c.HP may hit too late to combo (though if you add a c.LK the combo would then need to be c.LP c.LK c.MK c.HP).



(Probably need to look into the setups for these a bit more)

  • 4123.KK >> 623.HP (Mash)
If you manage to hit with 426KK at a good range from the corner you can juggle with Senpuubu.
  • Tenraiha >> 623.HP (Mash) >> 623.HP (Mash)
Anakaris-only combo, sorta. Basically, Tenraiha will launch Anakaris into the air rather than splatting him onto the ground, and this lets you juggle with additional Senpuubu hits. This also technically works on other characters if they are hit by the spike balls and not the anvil, though obviously it's significantly more common on Anakaris.

New Tournament Results Layout

Ultimate Gaming Center - Vampire Savior Tournament #23
Date March 13th, 2015
Entrants 15
Entry Fee Free
Format 2 out of 3 / Double Elimination
System UD-CPS2
Bracket Challonge
Video
Results
Place Player Character
1st Rotanibor Zabel
2nd Dyne Jedah
3rd Devita Aulbath
4th Kain Bulleta
5th Diar Lilith
5th ShinATproof Felicia
7th Bang Camaro Lei-Lei
7th Mike Z Lei-Lei
9th Grom Felicia
9th Weatherbee Bulleta
9th CD ageS Lilith
9th Shatter Demitri
13th Afrocole Anakaris
13th Midiman Felicia
13th Waifu Warrior Azure Demitri


Blank

Super Arcade - Rebel Up Vampire Savior Tournament #25
Date
Entrants
Entry Fee
Format 2 out of 3 / Double Elimination
System
Bracket
Video
Results
Place Player Character
1st
2nd
3rd
4th
5th
5th
7th
7th
9th
9th
9th
9th
13th
13th
13th
13th
17th
17th
17th
17th
17th
17th
17th
17th
25th
25th
25th
25th
25th
25th
25th
25th

New Layout

Demi sLP.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
5 8 Special/Rapid Both 4 3 7 +6 +5 H:+9/G:+8 0/3/6

5.LP — Demitri's standing LP is a decent move. It is good for anti-airing in specific situations, namely when you are facing an opponent with an airdash (Morrigan's ground dash, Zabel's IAD, Jedah's normal dash, etc.). It's quick enough that, if timed properly, it will hit them out of their airdash. It's worth noting that st.LP does not knock down when hitting an opponent in the air; this means that you can use st.LP to air reset your opponent and begin Demitri's mix up game.

• This move will only hit crouching: Bishamon, Victor.
Demi sLP.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
5 8 Special/Rapid Both 4 3 7 +6 +5 H:+9/G:+8 0/3/6

5.LP — Demitri's standing LP is a decent move. It is good for anti-airing in specific situations, namely when you are facing an opponent with an airdash (Morrigan's ground dash, Zabel's IAD, Jedah's normal dash, etc.). It's quick enough that, if timed properly, it will hit them out of their airdash. It's worth noting that st.LP does not knock down when hitting an opponent in the air; this means that you can use st.LP to air reset your opponent and begin Demitri's mix up game.

• This move will only hit crouching: Bishamon, Victor.


test

1

Standing Light Punch
Damage ? 1f
Zabel s lp 1.png
5f
Zabel s lp 2.png
8f
Zabel s lp 3.png
11f
Zabel s lp 4.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus H:+6 G:+5
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0 G:3 H:6
Start/Active/Recovery Frames 4 3 10
Description description description description description description description description description description description description description description description description description description description description description description


3

Standing Light Punch
Damage ? 1f
Zabel s lp 1.png
5f
Zabel s lp 2.png
8f
Zabel s lp 3.png
11f
Zabel s lp 4.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus H:+6 G:+5
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0 G:3 H:6
Start/Active/Recovery Frames 4 3 10
Description description description description description description description description description description description description description description description description description description description description description description


4

Standing Light Punch
Damage ? 1f
Zabel s lp 1.png
5f
Zabel s lp 2.png
8f
Zabel s lp 3.png
11f
Zabel s lp 4.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus H:+6 G:+5
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0 G:3 H:6
Start/Active/Recovery Frames 4 3 10
Description description description description description description description description description description description description description description description description description description description description description description


5

Standing Light Punch
Damage ? 1f
Zabel s lp 1.png
5f
Zabel s lp 2.png
8f
Zabel s lp 3.png
11f
Zabel s lp 4.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus H:+6 G:+5
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0 G:3 H:6
Start/Active/Recovery Frames 4 3 10
Description description description description description description description description description description description description description description description description description description description description description description


maybe "beige" instead of "ivory" for the white damage

Standing Light Punch
Damage 4 18 1f
Zabel s lp 1.png
5f
Zabel s lp 2.png
8f
Zabel s lp 3.png
11f
Zabel s lp 4.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus H:+6 G:+5
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 10

A decent s.LP. It has a about 3 uses. One being to anti-air your opponents IADs and overheads, which is very dependent on positioning otherwise it will fail. Another use is to guard break opponents in the corner after forcing them to chicken block. The main benefit of using this normal to anti-air is that while they are being air reset, you have plenty of time to instant air-dash and attempt a j.LK unblockable or a j2.HP overhead for a mix-up.

The final use is to simply use it in pressure strings to attempt to catch jumpers. It will hit most crouching characters, while whiffing on crouching: Bulleta, Gallon, Lilith, Morrigan, and Q-Bee.

matchup chart

Character PS KK POL AVD ICE JTO DIO SDIO NKK ALE IG CHA MID HH DEV HHB YJO JOS APOL RS KH MA Points Rank
Petshop X 5 7 7 7 5 5 4 7 8 9 7 9 7 9 7 8 9 9 9 9 8 155(+50) 1
Kakyoin 5 X 149(+44) 2
Polnareff X
Avdol X
Vanilla Ice
Jotaro
DIO
Shadow Dio
New Kakyoin
Alessi
Iggy
Chaka
Midler
Hol Horse
Devo
Hol Horse & Boingo
Young Joseph
Joseph
Anubis Polnareff
Rubber Soul
Khan
Mariah

Template

http://wiki.mizuumi.net/w/Template:AttackData-VSAV

http://wiki.mizuumi.net/w/Template:AttackDataHeader-VSAV

Standing Light Punch
5.LP
Demi sLP.png
"Caption"
"Caption"
Permanent Damage Temporary Damage Cancel Guard startup
- - - - 4
active recovery AdvHit AdvBlock renda meter
3 7 {{{Advhit}}} {{{Advblock}}} H:+9/G:+8 0/3/6

Demitri's standing LP is a decent move. It is good for anti-airing in specific situations, namely when you are facing an opponent with an airdash (Morrigan's ground dash, Zabel's IAD, Jedah's normal dash, etc.). It's quick enough that, if timed properly, it will hit them out of their airdash. It's worth noting that st.LP does not knock down when hitting an opponent in the air; this means that you can use st.LP to air reset your opponent and begin Demitri's mix up game.

• This move will only hit crouching: Bishamon, Victor.

Standing Medium Punch
5.MP
Demi sMP.png
"Caption"
"Caption"
Permanent Damage Temporary Damage Cancel Guard startup
- - - - 7
active recovery AdvHit AdvBlock renda meter
3 20 {{{Advhit}}} {{{Advblock}}} {{{renda}}} 3/9/15

Only useful against the characters who cannot crouch lower than it, causing it to whiff. From a distance it's not bad at catching the early frames of their jump start ups and stuffing them.

• This move will only hit crouching: Anakaris, Bishamon, Jedah, Victor.


General
FAQ
Controls
Glossary
HUD
Training
Community
Tournaments
Links
Characters
Anakaris
Aulbath
Bishamon
Bulleta
Demitri
Felicia
Gallon
Jedah
Lei-Lei
Lilith
Morrigan
Q-Bee
Sasquatch
Victor
Zabel
Mechanics
Other
Hacks