Dark Slayer Style - The Vergil General Discussion Thread

With all this talk about Vergil anchor I am considering doing it myself. I’m thinking of running Zero on point and Vergil as anchor. Is there a character that can benefit a lot from rapid slash while still having a good assist/DHC for Zero?

Zero doesn’t need a DHC. Learn lightning loop and learn combos that bring them to the corner (Zero has a lot of these and can do it off of any hitconfirm if you do the right ones).

Rapid slash has a lot of blockstun so it’s cool for tridash mixups. It also pushes really far away on hit or block, and hits fairly high which is good for keep away characters. The downside is that Vergil is very exposed while doing the rapid slash, making it a pretty poor neutral game assist.

I can do the lightning loops. There are just some cases where I wouldn’t want to risk the execution and just go for the kill.

simple stuff:
unsure if peeps know this reset,

reg combo of choice (provided uve used ure ground bounce in someway or form), then s+assist like task arrows or tatsu, c, teleport. I find it perfect for reseting an air grab situation.

complex stuff? :
after reading the tier thread, chrisis and flyingve mentioned a possible unblockable setup ala trish’s setups. (mentioned roundtrip canceled into DT, then tag out)

so i went to the lab, and messed around with this, unfortunately, every cancel to dt had some sort of exit for the opponent. Tried many meaty setups (after lunar phase, after s then c), with random ground recovery, didnt find a consistent way to meaty roundtrip to cover back front and neutral recovery. tried corner and midscreen as well.
if it is possible, then i dont even think a tag out is necessary since h teleport’s tracking allows for an assist call as well (low hit, dont think itd be possible with overhead assist)

also

shoutouts to acekillah for rocking tasky as well (nice vid man, rapid slash reset is good imo), that duo is strong, though i cant use viper for shit right now, easy mode wesker will do.

lulz, either vergil should kill you or put you in some really shitty situation. Andre’s does neither. And yet he beats a lot of good people. I guess he just has that tebow factor.

After playing zero for about a month to learn him (for pesky wolverines and shit) back on vergil heavy for Final Round. So far I’ve found that RT is really stupid (flyinve posted a vid that literally was what I was working on lol) and with dante and wesker vergil becomes a walking unblockable and 50/50 whenever you are in blockstun period. Stinger, RT, tag in dante and profit. Trenchcoat is proving to have a shit ton of synergy, weasel shot is a top 3 assist for vergil imo right up there with the god beams and drones. Plus with the way the team is setup dante/wesker really don’t need any sort of meter so I can just go wild blowing the shit to instantly bring a matchup to my terms. this character is godlike. I behoove everyone to try to construct a team where vergil can just blow meter and see just how much easier the game becomes. No one is fucking with him DT or Swords.

This is a message to all Vergil players, I’ve got more round trip stuff. So I’m gonna make a second vid. If you have any specific setups, let me know. Post them or PM me or something. If I didn’t already know about it you/ll get credited in the vid.

Anytime I get a round-trip on screen I can get basically loop mix-ups until I hit you thanks to Taskmaster’s arrows. I will type up tomorrow because I’m falling asleep.

HEY! Vergil mains, got a quick question/theory.

After Vergils 1st dimension slash super, I think you can get the otg super follow up 80-90% of the time. Now, most people think that his dimension thing is random, however, what if there is a certain spacing required after high time that allows the high time to super connect again. Examples would be triggering the super at max height, or delaying the super as much possible so the last hit of dimension slash connects.

This may sound silly but what if I’m right?

After a round trip->hard tag, if you can get to the other side of the opponent and call Vergil the round trip will change direction to try to return to Vergil as an assist. Credit to ???

Round trip glitch [media=youtube]YleKwJfCWWs[/media]. Credit to EvilToasterofFP

Don’t pushblock round trip [media=youtube]xv5rUUmXEFE[/media] Credit to Masablade

There’s no video of this because I have no recording equipment but I found a neat little piece of tech a while ago with round trip and hard tags.

Put yourself in the corner behind your opponent (easiest done with wallbounce stinger->M teleport) and combo into round trip (easiest done with SH->round trip)->hard tag. What happens is the round trip hits on the way out, then the hard tag hits, then the round trip hits on the way back allowing the tagged character to combo off of it.

The combo I use with it involves Vergil/Zero/Zero extension assist to get 1 mil off an air throw.

Air throw towards closest corner->5H->6H->214M (you’re now in the corner)->5SH->round trip->hard tag Zero->dash under 5S->sj.MMH(2hits)S->dash forward j.236Hxxbusterxx->j.623L->call Vergil->5S->sj.S->j.236Hxxbusterxx->j.623L->call Dante->5S->j.623Mxxbusterxx->j.623L->sougenmu->lightning loop.

You don’t have to show the full combo, but can you at least show the hard tag->air magic series->OTG Dive part? The air magic series is delayed so that the S hits later to make the dash forward afterwards easier.

Not sure what other characters can really get much off of this tech though.Frank can get a picture, and Viper can probably get some good damage, but I haven’t really explored what the cast can do.

nice tech! gonna try these out after work

I was gonna cover tag combo options and anti-pushblock strategies. That charge keep thing is definitely a good idea too. I was actually doing my tag combo’s a different way, so I’ll add yours too.

I’m assuming you are talking about constant rethrowing round trip because the arrows will recharge by the time your mixup has failed so you can use them to plug the gap and re-trap them.

Cool now I don’t have to explain it LOL.

Off topic, but I can’t believe how many people (judging by front page comments) think that pushblock totally shuts down round trip… sigh. That was going to be a small part of the next vid, but it looks like I will have to go into more detail about a very basic game mechanic than I wanted to.

To be honest a lot of people still seem to think that push blocking shuts down Vergil.

A little sad isn’t it?

I posted in the other thread but I usually just do Teleport L/M dash under or fake dash under after an aerial Round Trip. I also believe there are some tricky stuff in the corner you can do with RT because it goes off screen for a bit.

Mix up 1: Round Trip against air borne opponent, Teleport M, dash under so they have to block forward again

Mix up 2: Round Trip, Teleport L, dash under they have to block back

Mix up 3: Round Trip, Teleport M, fake dash under they have to block back

Gets crazier with assists. You can also do the “Wesker” where you just tap them with j.L and go for an air throw if possible.

Would definitely like to see an extended block string using Round Trip “glitch”, lock down assists, Judgment Cuts and maybe Spiral Swords to create a lock down of some sort.

Yep, I’ll use some more teleport stuff in the next one. What do you mean by the glitch? The one after a raw tag, or the one that lets you basically store your charge.

It’s good against him to be fair. But that just means the Vergil player will have to know the countermeasures (he has plenty). This is what happens when you play ranked online too much, you start to confuse what works there with what is actually possible.

Here’s a little reset scenario off of airthrow with RT.

Airthrow (Begin charging RT with :l:) :h:, 6+:h: xx:qcb: + :m:, :h: :s: :h: xx Round Trip, st. :l: ~
[LIST]
[]Neutral/Back Tech: :qcb: + :m: for cross up, wavedash for cross under
[
]Forward Tech: sj. Throw, cross under, or :qcb: + :l: for same side
[/LIST]
I run Magneto in the back with disruptor so the rabbit hole goes deeper, but this is the basic mixup. The RT itself will tag the opponent after your teleport so you can convert into a full combo. If they catch on to the basic structure you can make it really hard on them with ambigous cross unders while calling magneto and either dashing back underneath or 50/50 with teleport. With the neutral tech you can even wait for the round trip to nick them on its way back before commencing your mixup. I haven’t explored the possibilities with non-beam assists yet, but I’m sure it’s cheap.

One that basically lets you store the charge. I know that people know about this but don’t know any practical applications for it yet. Would be cool to see some stuff from it, love the way you break stuff done.

Cjaycr: Your mix ups are essentially similar to mine. Love them.

I actually hadn’t looked at air resets much. Will definitely include that.

Well, I’ll play with it. Can’t guarantee anything though.