Dark Slayer Style - The Vergil General Discussion Thread

[media=youtube]QnXcHO7Mg50[/media]

Is this old or new?

Is this new? I dont know…, but thanks anyway for sharing.

Guys can someone explain this crazyness?

[media=youtube]p2kqE3wA8mM[/media]

Works only on hit/block and if they don’t advance guard. If they advance guard we get the sequence where RT is on the screen for as long as they keep advance guarding which was shown before which is actually worse for them.

With this tech/glitch found… shouldn’t Vergil have a full lock down in the game? The only time where there was a gap in that lockdown was when he didn’t call assist during st.H -> Round Trip but that can be covered by Spiral Swords. There is now reason to believe that Vergil can chip out a 1 million health character with 2 bars in a sustained lockdown!

I saw a few gaps actually. plus you can advance gueadd standing H instead of advance guarding round trip

Does it not work if they advance guard the s.H? What if they are blocking a multi hitting assist and pushblocking that?

i havent actually tested this so i dont know for sure about pushblocking st.H, and pushblock had no effect on assists. You can see dante come out of his blocking stance and stand straight up a few times in the video, meaning that this is not a true blockstring

No one said it’s a true block string (I even pointed out the gap) but you can extend it with Spiral swords and buy more time for assist calls. I want to see what the longest lock down someone can do with this Vergil using assists, Spiral and Round Trip.

in that video i just used st.H for ease of use - you can definitely extend the blockstring with stinger or st.M as well, and of course use super to cover yourself

its a setup that will need a lot of work - i’ll mess with it after this week

I apologize if this has been already asked, but I’m not exactly sure what I should be looking at in these round trip glitch videos. Also, how is it performed?

Notice that after he throws Round Trip, Vergil’s arm is still glowing blue.
By releasing the charge button and quickly pressing it again during the recovery of a normal allows you to keep your Round Trip charged so you can throw another one as soon as the original returns to you.

Does anyone else here agree with me that Doom’s Hidden Missiles are better for teleport mixups than the Doom’s Plasma Beam. Plasma beam seems pretty terrible in my opinion. Once it hits, they’re thrown into the air, which can mess up your combo. You can adjust the combo too, but it scales terribly, and I mean you get like 1/3 or 1/2 of damage from the combo with Doom Beam. Hidden Missiles is much more reliable. Taskmaster’s arrows hardly scale and seem much better suited for teleport mixups as well.

Not to mention it has more durability than Plasma Beam and leaves the opponent grounded.
The only downside is it doesn’t control horizontal space nearly as well, but that’s whatever depending on your preferences.

Hidden Missiles is pretty sweet though, lots of lockdown potential with Round Trip.

I just watched a match in a lobby where the Vergil player did HSHS endlessly,
Granted it didn’t do much chip at all but it didn’t stop after one HSHS.
How did the guy do that?

As long as Vergil makes contact with the opponent he can chain HSHS infinitely, at least until he gets pushblocked.

it doesnt chip but vergil gets a lot more meter than the person he’s attacking with hshs

Besides off of Rising Sun and High Time, What are some of Vergil’s reset options?

So I have come to the conclusion that I am complete ass at this game. My issue isn’t execution, but rather knowing how to read an opponent and react properly. Just an example, whenever I go to anti air with vergil s.L or s.M seem to wiff. Where is the proper timing for the anti air?

I believe his best anti airs are high time, rising sun, and s.H. But I believe with s.L they have to be like right on top of or next to you.

Most of the rushdown characters or characters that need to get in to win can’t really protect missiles that well. Doom beam is good because it’s fast enough, basically strikes a lightning bolt on the screen that’s active for 20 frames and with some rushdown type characters actually works in your favor with the scaling to build more meter before you kill a character.

Taskmaster’s arrows better for left/right mix ups…yeah definitely. Hidden missiles better…most of the characters that do left/right mix ups can’t reliably protect Doom from taking hella damage or dying a lot of the time. It’s just Doom’s beam gives you that nice middle ground of a full screen left/right mix up and an assist that is active for 20 frames and locks people down well for unscaled mix ups. Dante can do broken ass mix ups that set up unscaled damage with doom beam assist.

Excuse me, a friend of mine is starting to play Vergil and he wants to know if there has been any frame data compiled for him? Thanks