Verdict Guilty/System

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Inputs

Controller Oddities

While the game have full controller support, controllers players have to play differently from keyboard reasons. Here's a rough summary of what changes for controller/console players:

  • Using the analog stick allows the player to vary their character's walking speed. In some cases, a controller player can actually move slightly faster than a keyboard player!
  • Controller players have to perform different motions in order to pull off their character's special moves. All discrepancies are listed on the wiki. For simplicity's sake, keyboard motions will be used for combos
  • If the controller player is on player 2, they will lose access to one of their character's special moves. This will be listed on the wiki


Button Presses

The input parser for special moves (and strings) is almost comically lenient, so much that pulling off a special move by pure accident isn't that uncommon. The most infamous example of this are Jae's dashes, which can be inputted by pressing forward, wait a little bit (up to less then a second) and then press forward again.

You also don't need to do the exact sequence in order to pull off a special move. For example, Gyeong's gunshots are usually done by pressing 46P, but the game also accepts P46 as a valid input.

However, buffering special cancels can be weird. The key is to release all directional inputs before inputting the special move.

It is also possible to buffer a special move or a string while airborne. When in the air, the character will automatically perform the latest action the game registered


Strings

Strings are extremely weird. The following is a bunch of notes regarding them:

  • After performing the first part of the string, it is possible to store another input before the finisher. Depending on the nature of the input, several outcomes can happen:
    • If the character performs a neutral jump, then presses the final button, the finisher will come out as soon as the character lands
    • If they use a standing normal, they can still go for the finisher if they only used one attack
    • If they block, they can go into the finisher at any time
    • If they throw, there's a small window where they can still press the finisher
    • If they walk or crouch, pressing the finisher will make the character perform the first part again
  • After doing a string, the character cannot use it anymore, unless they do the following:
    • Cancel the finisher
    • Whiff an attack (most consistent option)
    • Press a button during the finisher's recovery
    • Hold a direction for a few frames


Ammo

Everyone (except Gun, ironically) has an ammo gauge, which is consumed by certain special moves. Trying to use one of these moves with an empty clip will force the character to reload their weapon.

Ammo in a nutshell
Character Clip size Reload Time Can Walk? Moves that use ammo
Gun 0 N/A N/A N/A
Gyeong 2 53f Yes Pistol (46C)
Pistol Low (46A)
Hyuk 1 80f Yes Assault Rifle (]C[)
Rifle Low (]A[)
Jae 2 53f Yes Machinegun (]A[)
Minso 3 53f Yes Taser High (66C)
Taser Low (66A)
Reese 2 53f Yes Power Orb (46C)
Electric (]B[)
Deflect (]D[)
Si'u 3 53f Yes Pistol (46C)
Pistol Low (46A)
Yohan 3 53f No AAC
Acid Vial (66C)
Acid Low (66A)


Reloading

Reloading automatically occurs when a character attempts to use their weapons when out of ammo. During this time, the character can't block or retaliate until they either get hit or finish reloading. Reloading is particularly dangerous to perform in neutral, though, since the reloading character can't Crouch Shift during the animation, making them vulnerable to Throw combos.

  • Everyone except Yohan can walk while reloading. Cancelling into reload removes that ability
  • When a character gets hit while reloading, they keep the ammo they managed to reload. In most cases, it's all of them, but an early punish will only grant them 1 bullet


Status Effects

Some moves in Verdict Guilty can inflict one of 3 status effects: handcuffs, stun and bombs

  • handcuffs prevents the opponent to attack or block while active. This effect can't be reset
  • stun reverses the opponent's directions, including crouching and jumping
  • bombs sets a timer on the opponent (timer changes depending on the move). Once the count reaches 0, the opponent gets knocked down by an unblockable attack

Handcuffs can only be applied by Cop characters. Stun and Bombs can be applied by Criminals

How to apply status effects
Status Applied by
Handcuffs Gyeong throw
Si'u throw
Minso throw
Reese throw
Stun Jae throw
Gun throw
Yohan projectiles (66A, 66C and AAC)
Bombs Yohan throw
Hyuk throw
Yohan ]C[


Throws

Throws in VG are weird, especially compared to other games. While they can still be used for mixups at close range (and more!), it's only because of the weird oddities attached to them.

For starters, throws whiff on crouchers. This sounds very bad, and it is. In exchange for they, they can grab airborne opponents, which turns them into somewhat universal anti-airs. This is most effective when cancelling an anti-air normal into a throw, as they still loses to jump-ins. Throws can also be comboed into.

On top of that, throws will catch opponents stuck in blockstun. This sounds very good, and it absolutely is. Any character in possession of a grounded overhead can cancel said overhead on block into a grab for a guaranteed combo. This isn't foolproof, as the defender can exploit Crouch Shifting (see below) to fuzzy crouch the throw. However, it is still an extremely strong offensive option whenever applicable.

Finally, throws in VG doesn't check for a collision box. This gives throws an additional role as a counterpoke. As long as it catches a hurtbox, the opponent will get grabbed.


Combos

Damage Scaling

This game doesn't have damage scaling. Combo damage is calculated by adding together each individual hit's damage value


Cancels

A lot of moves in this game are cancellable, although it sometimes feel arbitrary. To make it short, all grounded moves can be cancelled into strings, special moves and throws on hit, block and whiff. Air normals, strings and some special moves can be cancelled into other special moves. Besides that, combos are mostly link-based.

3-hit Limit

Due to hitstun not being properly programmed into the game, it's impossible to chain more than 3 hits on a grounded opponents. Thankfully, there are workarounds to this 3-hit limit, which are the following:

  • Late OTGs (the combo counter won't accept it, but the opponent can't block it)
  • Apply handcuffs if possible (the limit is still there, but since the opponent can't block you get to do longer combos)
  • Use a launcher (usually only leads to one extra hit)
  • Early OTGs (only allows for one extra hit)


Juggles

Juggles are wery wonky in VG. The main rules are:

  • Only moves that launches/knocks down can relaunch the opponent. Otherwise they'll just fall down faster
  • Juggles don't exist in the corner (they immediately fall to the floor once they hit the wall)

This leads to juggles being generally very impractical in combos.


OTG

Every move can hit OTG, depending on the situation. The most common OTGs are forward-advancing moves, such as Hyuk's BBD, Jae's 46D or Si'u's 66B. The second most common OTGs are projectiles, such as Yohan's 66A. On OTG hit, the attack will apply the move's property as if they were on a grounded opponent. For example:

  • Jae's 2K will cause a restand when it hits OTG, because it doesn't knock down grounded opponents.
  • Minso's 66A will cause a launch/knockdown when it hits OTG, because it knocks down grounded opponents.

In the corner, only projectiles (and some combo strings) are able to hit OTG in the corner, leading to a general damage decrease for everyone.

  • OTGs ignores the 3-hit limit. However, it will be applied again on the next hit


Late OTG

The single most important combo mechanic in Verdict Guilty. There is a glitch with OTGs where the opponent won't be able to block for a small window, while the combo counter will be reset anyway. Hitting the opponent during this period is known as a late OTG.

The most important thing about this glitch is that it resets the 3-hit limit, thus allowing for longer combos. Generally this involves infinites and ToDs, but not everyone has that privilege

  • This glitch can only occur midscreen. Late OTGs aren't possible against cornered opponents


Defense

Invincibility

Some attacks have some invincibility somewhere in their hurtbox. This invincibility will not work on:

  • Projectiles
  • Throws
  • Unblockable attacks

Other than that, every attack can be successfully iframed through


Blockstun Cancel (BC)

While Verdict Guilty doesn't feature Guard Cancels, a glitch allows a player stuck in blockstun to cancel said blockstun by inputting a special move or a string, essentially giving everyone meterless Guard Cancels. This can also be done while blocking low, but just like any other cancels, you first have to go back to neutral. BCing is a vital technique that anyone should learn to perform if they want to have a chance at winning

  • This technique is called Blockstun Cancel because unlike Guard Cancels, these cancels are likely not intended to ever happen


Crouch Shifting (CS)

A glitch where a player can press down while in a certain animation in order to lower their hurtbox. This is mostly useful for applying upper body invincibility to said move, making them better anti-air and anti-zoning tool (depending on the move/situation). It can also be used during hitstun in order to evade some combos.

  • This technique doesn't work with special moves. Normals, strings and throws are fair game though


Block OS

An OS done by blocking (either with the block button or by holding back) while attacking. If the player gets hit, they will automatically block. If not, the animation continues to be played as normal. This can be used with the following attacks:

  • Standing normals
  • Crouching normals
  • Strings
  • Jumping normals (only when the player landed)
  • Throws

Basically, everything except specials is fair game.


Misc.

  • Without a frame limiter, the game will have graphical glitches when using DirectX. This is because the game doesn't have a framerate limiter while still functionning at 60 FPS. To fix this, either use a framerate limiting software or use OpenGL as the game's renderer
  • There are several glitches where a character will get stuck in their animation and won't be able to move. To exit this state, use an attack or get yourself hit
  • Player 1 can perform cross-ups in the right corner, while Player 2 can do it in the left corner
  • Chip damage can kill
  • Chip damage corresponds to 25% of a move's usual damage
  • Verdict Guilty has port priority, but just like everything else regarding this game, the rules are completely arbitrary. In projectile wars, Player 1 will have the advantage, while in trades, it depends on the move used
  • The Switch version of the game is known to sometimes freeze and softlock itself. As of 27/02/2023, the only way to fix this issue is to reboot the game




General
FAQ
Controls
HUD
System
Changelog
Characters
Gun
Gyeong
Hyuk
Jae
Minso
Reese
Si'u
Yohan