alright i got a noob question hereā¦i know it probably has been discussed but 43 pages is a lot go through to find the answerā¦so after you do high time you push H then it teleports you to the groundā¦i canāt figure out how you follow that up after you teleportā¦i jump up but canāt find a way to continue the comboā¦
I dont think you canā¦except you can do a dimension slash instead of teleporting. If you can follow up with normals or specials somehow, Iād love to know how.
Played Vergil day 1 and was a bit dissapointed. Heās slow and horrifically unsafe. I feel pretty much every block string that isnāt pushblocked HAS to end in a safe on block special or something like that. What are you all doing on block?C and S are Horrifically punishable and i swear is also if your to close. Also his one strong tool (sword super) seems to nerf his combo potential a lot.
His cut projectile seems to be plus or close to even though, but itās a bit slow.
Stinger cancel into teleport?
Stinger cancel to any version of Trick is unsafe. You need assists to cover you.
yeah, trick is not very safe
i feel like very braindead, but whenever i play him on point i just fish for counter hits and at neutral i mash beam assists+teleport. this is just a 2ndary team though, i usually have him on anchor.
Iāve tried doing things like dash, back dash while they are falling⦠just gotta watch out for the overheads.
Vergil is god like in certain areas what I have been doing is Standing H from midscreen then stinger even if blocked I would bate my oponents punish and trick M behind them for a counter punish or H trick if it didnāt seem like they would do much cause most canāt punish that on reaction. Standing H moves him forward so you can back dash to avoid a hit then press H and you can combo from so far. I feel like Vergil is all about spacing because pressing H from damn near full screen for a free combo inflicts fear in people, teleport crossups are amazing, he can combo from air grabs too try and hit jumping enemyās with that.
As an anchor I would use the spiral swords, I honestly think vergil needs swords or devil trigger to reliably stay safe and effective while being agressive without assists, but with assists he doesnāt need any of that. I run him and strider interchangeably as point and battery for eachother.
Hmm OK. By the way guys, I came up with this combo/reset today.
Crouching L, M, H, Stinger xx L Trick, M, H xx M DP, Spiral Swords, Helm Breaker x2, Medium DP, OTG into Dimension Swords or Trick into reset (airthrow, etc.)
You can also reset after the Helm breaker by only doing one, then do an H and cancel it into a Trick. Hows this look? Its pretty easy and its consistant once you learn the timing. Works anywhere too just w/ dif timing.
Also, Iām sure I can add in Rising Sun xx M, H, S in the start, but its not much extra damage and also I canāt do it consistantly so Iād rather omit it.
Ya this is how I was playing him since I didnāt know any real setups yet.
Only decent thing I found out is since he has such range he can do stuff like B (get pushblocked) xx C xx call beam/long range assist xx cancel into sword super xx tele and get some good mixup going.
One issue with blockstrings I was having was it seems cut projectile is the only way to end stuff, but you gotta be really tight on confirming whether you were pushblocked as if you use the wrong range thatās a dead vergil.
Also what is exactly is his devil trigger differences? i know heās quite a bit different (namely mobility and frames) but does he gain any extra moves like dante or anything?
no new moves he gets buffs to his old ones hit box sizes and damage that and a double jump and air dash. He has no cross over sword normals though so your not getting any left rights just a lot of mobility best air dash in the game I think so you can definitively go over stuff and punish hard.
Not sure if anybody already said this but you can use round trip then hard tag outā¦the sword will follow Vergil off screen when coming back around giving you a relatively or at very least hard to punish tag in.
And yea can someone maybe, post the frame data on his DT normals (And/or Specials!++) Seeing as I havenāt been making use of DT as much as I probably should and rather using the bar for swords. Ive noticed a lot of combos get easier, less tight, & you can combo into more stuff, also that his normals are more safe.
Its funny everytime I did stinger and I forgot to cancel it into a special, that move has more recovery than some supers lol. I love his combos tho
Oh thanks, thatās very useful to know. I really need to try to incorporate more Round Trip, It just feels so unnatural charging on a pad
That could help making my team get DT Vergil assists a lot easier.
Use H air trick to try and air throw her out of the air, charge up round trip and send it after her.
Easiest thing to do is put just strider on your team with his vajra assist (teleport dive kick). Itās a homing dive kick that hard knocks down if it hits aerial opponents. Anti Trish like hell.
Iām fine doing a good amount of BnB combos with Vergil but the only thing keeping me from more of his other ones seems to be the damn Trick Down after Rising Sun into super jump M,etcā¦canāt time that right for the life of me.Can anybody please give me some advice on that??
Just as soon as you see him tele press down, up. As long as you are actually super jumping itās pretty easy.
i try not to do that combo, and instead go for cr.H>stinger combo route. actually more damage (very minor, 5k~ ish) with lunar phase ender - though rising sun into starfall+roundtrip cancel combos do slightly more damage (but very unreliable for me)
getting used to confirming 5s>5h into 2L is a good idea too
Thanks,that lil tidbit of advice seems to actually be helpingā¦not getting it all the way yet but a big improvement tho.Iām about 40% successful on that part now instead of the 5% or so I was at before,appreciate itā¦Iāll work on it a bunch more over the weekend
Not quite following you on this but Iād like to.LoL.What is it you said ur doing instead of the Rising Sun-Trick Down move??