Vanguard Princess/Mechanics

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A broad overview of the gameflow can be found here. The sections below are a bit more specific about the mechanics.


How does Health work in Vanguard Princess?

Very simply, there are two tiers of Health in VP. The High tier has 1000 HP, the Low tier has 900 HP:

High: Yui, Haruka, Lilith, Luna, Natalia
Low: Kurumi, Saki, Kaede, Eri, Ayane

This is the largest part of life differences between characters. However, there are some other aspects like guts threshold, guts percentage, and hittable boxes that make a practical measure of character health difficult.

Characters take extra damage while crouching, jumping, or from being counter hit.

The amount of damage you take in these states is increased a bit. Again, it's based on hittable-boxes, but as a rule of thumb you can think of these numbers:

Crouching: ~20% Extra Damage
Jumping: ~30% Extra Damage
Forward Dashing: ~5% Extra Damage
Counter Hit during a Reflect: No Extra Damage
Counter Hit during Everything Else: Variable Extra Damage depending on the move and the hittable box

Counter Hits

A counter hit occurs when a character is hit in the middle of a move or Reflect. Additional damage is done during a counter hit depending on the move the character that got hit was using (see: Counter Scale values). The universal exception to the additional damage is Reflect. Also, the additional damage only applies to the move that landed the counter hit and NOT any moves after. The type of counter hit that comes out depends on the move that lands the hit. Generally speaking, A attacks cause increased hitstun and B attacks cause Butt Plant while C attacks vary. A counter hit against an aerial character will likely result in a hard knockdown, although there are some moves that cause spin.

Damage taken can be inconsistent between characters and situations.

Since damage is based on the character getting hit's hittable boxes and other esoteric things, you get some odd situations where damage is different than what you'd expect. Hittable boxes during moves that can be traded with tend to receive a lower percent of damage while hittable boxes in the same move that are difficult to hit take an higher percent of damage.


Characters can tech in the air after being hit. The time until you can tech varies with the attack you are hit with. You can tech sooner while in the corner. After teching, your character cannot be hit or thrown until she touches the ground. Currently, the only known exception to this rule is Kaede's j.236X. A and B causes your character to back tech. C and D cause your character to neutral tech. You can use your assist right after teching. As for throws, they can only be tech'd with only the 4C or 6C input. This means that 1C and 3C will not work.

Throwable State

In general, characters can be thrown while standing, crouching, walking (backwards or forwards), and running forward. They can also be thrown while in the middle of certain attacks and during a Reflect. Characters cannot be thrown while in blockstun or hitstun, while in the air, and when back or forward dashing (not running). Only Kaede and Lilith can throw aerial opponents.

Throws always do the same damage

In fact, damage scaling seems to be entirely ignored for throws. Kaede's air throw always does 100 damage, regardless of when it is used in combos.


Reflect is used by hitting E and is much like a parry in other fighting games. Instant startup. If nothing is parried, there is a bit of downtime where you can also be counter hit. You have to be standing or jumping to reflect high attacks and crouching to reflect low attacks. Mid attacks can be reflected in any way. Air unblockable attacks can be reflected while jumping. Successfully reflecting an attack will increase your meter by ~28%, plus another ~10% for using an attack after the reflect. Throws, projectiles, and assist attacks cannot be reflected. Certain moves may only hit once but have to be reflected multiple times. Good example of this is that you have to reflect Eri's 22A/B twice, even though the move only hits once. Same goes for Saki's 623B. It might be that, reflect only effects the current hitbox of a move. If that hitbox changes, even if it doesn't count as another hit, you will have to Reflect it again.



All assists have four different attacks and a proxy guard. A rule of thumb for the amount of support meter each attack uses (from low to high):

4D -> 5D -> 6D -> 2D -> 3D

with 4D often costing less than 1 Level, 5D costing around 1 Level, and the others costing 2 or 3 Levels.

Minimum Assist Cost

Regardless of how much meter an assist attack cost, it will always come out if your assist meter is above that attack's minimum costs.

  • Minimum 1 assist meter: For any 5D or 6D attack
  • Minimum 2 assist meter: For any 3D or 2D attack
  • Proxy Guard's minimum cost is the normal amount it needs in order to be used.

The attack will still come out by consuming all of the meter if the assist meter is beneath the maximum number and above the minimum number of the attack. In this case, your assist meter will stay at 0 until you build up enough meter to pay for the maximum cost of the attack. Also you won't be allowed to perform any assist action until your assist meter reaches 1.

Support/Assist Meter

This meter fills on its own at a pace specific to the character you use. Blocking attacks will decrease the meter in proportion to the strength of the attack. The rate at which blocking decreases the meter is also affected by your main character.

Chart here!

Attack/Block Direction

All assists attack in the direction your main character is facing, although some assist attacks will change direction if a crossup occurs (notably Sierra's 6D). All assist attacks can be blocked, it does not matter if it is while standing, crouching, or in the air. Blocking direction is relative to your opponent's position and NOT the assist's. For example, Eko's 6D causes her to kick behind your opponent, but your opponent still only needs to move away from you to block it. The same goes for when your opponent crosses you up, keep pressing away from your opponent to block. If you are in blockstun from an assist attack, you do not have to change blocking direction if the opponent attempts a crossup. However, you do not get protection from high/low mixups.

Assist Movement

The assists move slower than your main character, and they can only move to and attack from certain points on the ground. Keep this in mind because if you run towards your opponent, your assist will not be there to help you immediately.

Proxy Guard

Used by hitting 4D, 1D, or 7D. This neutralizes all projectiles and assist attacks from the opponent for as long as the assist is active (up to a maximum of three seconds). For example, using the proxy guard against a Juliet 3D keeps the proxy guard active for a while, during which any new projectiles your opponent sends out will also be neutralized.

Support Counter

If you get hit while using an assist, you will be barred from using your assist for a limited time and your support meter will drop to just below Level 1. Also, whatever assist attack you used will no longer inflict damage, with one exception for each assist. Approximate time to recover from Support Counter is as follows:

4D and 5D: 3 seconds
2D and 3D: 6 seconds
6D: 5 seconds


If two characters' Reflect overlap, they will essentially parry each other. Both players will get meter for it.

On rare occasions: Your character may get stuck in mid-air. It is sometimes possible to mash out of it. Getting hit will return the character to normal. Occurs most often with Lilith.

On extremely rare occasions: When moving away from the corner, the corner may move as well, thus shortening the stage.

Saki's Liberty Art sometimes doesn't damage scale when performed in a combo.


- Some characters' feet during a jump take less damage than the rest of their body.
- Characters have different "jumping speeds". Just compare Kaede to Haruka.
- Using Reflect early in a jump will give you more air time.
- Teching gives your character more air time.

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