Dark Slayer Style - The Vergil General Discussion Thread

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There you go

How viable is Vergil’s DT? Is it similar to Dante’s?

You get an airdash (one of the fastest/farthest with the lowest height restriction), a double jump, red health regen, a speed boost on all of your moves, and your specials become a lot bigger.

Not sure if these two things are related, but here it goes:

  1. On the FGTV stream apparently Yipes confirmed he discovered a glitch were the he had both sword storm and spiral swords active at the cost of one bar (no footage of this)

  2. Apparently Japanese player Chou discovered some Vergil tech that hes keeping under wraps till EVO.

Vergil gonna get flashier wah?

I dont get it. I read something about charge during the recovery frames to keep it? I release light and hold it again as im throwing it but it goes away. How exactly is it done? >.<"

You release and then press again during the hitstop of a move. So generally you’d be doing this off of sH or Stinger.

not sure if anyone knows this, but vergil has a wall jump. i don’t know how useful it is either, but it’s there.

I made a video Vergil’s Stinger Dash Cancel, and a possible use for it in matches.

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What is the Input to perform the sdc?

Hold Forward and Press M and H or L and H at the same time repeatedly

that cross over stuff is pretty hot. is it exclusive to this stinger mash dashing or does plink dashing do the same thing? also, is it actually faster than plink dashing or just easier to perform?

I’m not very good with plink dashing, but in theory, i don’t see why it cant work and its much easier to perform than plinking imo. In terms of speed, they are probably on equal footing, but personally, i think its faster since its easier to input if that makes any sense.

I think wave dashing is faster in terms of how fast the char dashes but SDC covers more ground so if you where to compare the dashes from point A to B SHC would do it faster since its covering more ground and it’s pretty fast also also it’s a safer option no normals coming out by accident

Found a cool (but pretty useless) reset in the lab today.

In the corner:cr.H->st.S->sj.H->round trip (opponent flips out and has to block round trip)->j.M (connects during blockstun)->j.S (connects after blockstun is over)

If the opponent blocks everything, the round trip comes back as you land and keeps them blocking. You can then back dash into the corner, or forward dash out of the corner as they’re landing.

If they get hit by the j.S (lol people mash buttons)…just combo them with j.S->judgement cut L->whatever.

Mostly useless because pushblocking the round trip solves it entirely. But sometimes I just get bored in the lab and mess with shit like this.

In other news, j.H combos into round trip in XF2-3+DT. Making some swag combos with it because Vergil is not enough like Dante atm :stuck_out_tongue:

We need to discover new Vergil technology : (

sup fellas. i’ve decided to start playing vergil since he’s a good character from what i’ve seen, but i’ve been having trouble finding out what to do out of a tempest dhc.

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@above post.

j.2H->judgement cut L->round trip->judgement cut L->lunar phase->cr.H->6H->round trip->cr.H->[judgement cut L->cr.H->stuff]. You can omit the brackets and just do lunar phase for consistency’s sake.

In other news: more random lab findings.

There’s a spacing where you can crossup with j.S. If you throw round trip from this, Vergil will actually throw it the wrong way and round trip will be behind you when you land lol. Too spacing dependent to be useful though.

In Devil Trigger you can jump and throw round trip over someone’s head, then airdash j.L to achieve the same effect of having round trip returning a good distance behind you. From here you can actually get a rapid slash out and round trip will let you combo from it. Haven’t checked to see if this actually crosses up though (round trip hits a little before the rapid slash hitboxes come out. Neat, but not very practical because of the setup.

edit: found a pretty dirty reset with j.S->round trip to catch forward tech rolls

blahblahblah->rising sun->sj.MHS->round trip (a little higher than where they bounce)->j.H->st.M->rapid slash.

let me break down what’s happening here (since I lack recording equipment).:

When the opponent forward techs, the j.H misses. Then your st.M comes out meaty (which catches assists behind you too, so the popular ā€œforward roll+assistā€ won’t work unless they have lariat). Then the rapid slash is of course, a crossup. Then the round trip trails behind you and lets you combo off of rapid slash! They can’t punish the rapid slash on block because of round trip, but you can still be grabbed out of it like most rapid slash mixups.

The j.H is there to catch neutral techs (hits them meaty), giving an easy hitconfirm. The round trip will catch back techs on it’s own.

Sure it has it’s holes (wake up invincible moves, hard tags, grabbing/projectile invincible move on the rapid slash, lariat assist), but I still think it’s pretty cool. Maybe it can be ironed out to alleviate some of those counters too (such as adding assists, mess

Spergil

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so after 2C 6C i follow up with this then go into spiral loop?

This is directly after DHCing to spiral swords