Anyone know a good combo while in Devil Trigger? Faster Roundtrip is fucking up my big combo’s.
Always good discussion in the Vergil thread.
Curios of what some of your guy’s go to BnB’s in these situations are:
After Rapid slash xx DT w/o level 3.
After Vergil comes in from a TAC.
When a combo starts while Spiral Swords are activated beforehand.
Thanks gentlemen.
So I’ve been trying to make the second Isedelica combo do more damage using deadpool otg assist, but have been having a little trouble. Should I give up on this combo and learn something more practical, or continue experimenting. This combo currently does around 812,000, sometimes more if I mash extra crazy.
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(Sorry for the terrible cellphone quality, it’s all I got!)
I have a couple fairly easy and practical combos using the dead pool assist
780-850k depending on hyper damage
950-1mil depending on hyper damage
Wow, Swillo will you ever stop teaching me stuff? lol It’s been a couple years that I’ve been subscribed to you and your early devil may cry stuff helped me out alot. Heh, enough of that.
So let’s see combo 1 is:
Cr.M, Cr.H, Stinger xx teleport, M, HSHS, JM, JM, JH, Helm Breaker, Assist, DP+M, DP+AA, Helm breaker, Helm Breaker, roundtrip, H xx QCF+L, DP+M, High-time xx QCF+AA
and Combo 2 is:
St.L, St.M, St.H, Stinger xx QCF+L xx trick down, super jump, J.M, J.H, J.S, land, St.M, St.H, Stinger, QCF+L xx DP+AA, Helm breaker, Helm breaker, roundtrip, QCF+L, DP+M, Assist, DP+M, DP+AA, Helmbreaker , Helmbreaker, roundtrip, QCF+L, DP+M, Hightime xx QCF+AA
Please correct me if I’m wrong in any of this, I won’t be trying any of these until later today.
So a couple of questions. When did you start charging roundtrip in combo 1? And I can never consistently hit the superjump into J.M etc…, any tips for hitting that thing all the time? I’ve been trying for a while and feeling like I’ve been making no progress trying to get the timing on that sh*t.
Of all the difficulties people have listed when it comes to Vergil’s combo game I’m having issue with what may very well be the simplest input he has in his more execution heavy combos. I cannot for the life of me hit with cr.:h: after judgement cut :l:. First the end lag on judgement cuts animation throws me off as far as when to press :d::h: then the move itself has a slight pause before the sexy instantaneous slash animation so in the rare times I do actually get it to come out and hit it throws off my input timing for the next move in the sequence i.e: spiral swords or lunar phase…them DPs =\
Are there any suggestions as to how I can get this cr:h: down to a passing thought in the course of a combo cause currently its a serious snag and I find myself skipping it at the end of combos and praying the opponent is positioned properly for the combo to work. They usually aren’t.
I had trouble doing other Vergil Combos consistently, so I came up with my own variation - nailing them about 100% in matches, without character specific dropouts in Spiral Swords.
Midscreen: Reset Situation. 570-600k (depends on Spiral Sword Hits) - Add Another Hyper for the Kill if you must.
(M), H, 6H xx 623H~L, SJ j.M, j.H, j.S, H, 6H, 623H (H charge) xx 623LM, H release (backstep) 236L, 623M, 3H~H
Towards Corner: Reset Situation. ~620k (depends on Spiral Sword Hits) - Add Another Hyper for the Kill if you must.
(M), H, 6H xx 623H~L, SJ j.M, j.H, j.S, H, 6H, 236L xx 623LM, 623M, 623M, 3H~H
I start round trip charging during super flash. The super jump timing is something you just have to get a feel for by studying the frames. learn the earliest point you can teleport after 623L, and wait a very small moment after teleporting before jumping and hit M ASAP after jumping.
I don’t like to use combos utilising cr.H xx Stinger wall bounce to trick etc, I think the Rising Sun combos with an OTG assist are much more efficient, do much more damage, easier to confirm, and pay for themselves, spiral swords is free since it builds up one meter when you need to activate
My staple BnB as of now is, anywhere on screen
cr.L, st.M, st.H xx Stinger, Rising Sun (start charging round trip), SJ MMHS, st.H xx Stinger xx M Trick, st.HS, j.H xx Helm Breaker, OTG assist
Here’s where you can do different things regarding round trip, I found dashing up round trip, then cr.H xx L Judgement Cut, cr.H xx Spiral was the best option since they never ever drop out of the proceeding Lunar Phase, but you can do different stuff, dash back OTG assist, then throw round trip allows more room on screen for round trip to travel and you can actually dash up and then cr.fierce xx L Judgement Cut xx Spiral Swords (cancelling Judgement Cut as late as you can to allow your opponent to fall so Lunar Phase hits them), you can also dash up, OTG assist, release round trip, cr.H, wait, Judgement Cut L xx Spiral Swords if you’re not feeling the timing, but all in all the post OTG assist round trip follow in to Spiral Swords only has variability of about 10-15K , so it’s not THAT important
I use Dante’s Crystal OTG assist, and this places my opp in the perfect zone after cr.H xx L Judgement Cut xx Spiral Swords to Lunar Phase, after Lunar Phase I continue as normal ; release round trip, cr.H xx L Judgement Cut, Cr.H xx Lunar Phase, high time, dimension slash
I can get on average **750K before dimension slash **for this setup, sometimes a lil more or less, but you get the idea. It also only cost about half a meter since the spiral sword is free and the first half meter is built after spiral sword activation
In corner I find spiral swords to be iffy so I like to do this combo, aint seen it posted anywhere yet but I’m sure there are probably ways I can spiral sword round trip loop in corner with a different setup
cr.L, st.M, st.H xx Stinger, Rising Sun (start charging round trip), SJ MMHS, st.MH xx Stinger xx L Judgement Cut, st.HS, J.H xx Helm Breaker, call otg assist, full back dash, release round trip, cr.H xx L Judgement Cut xx Spiral Swords , M Trick(I’ve now switched sides), Helm Breaker x 2, release round trip, cr.H xx L Judgement Cut, cr.H xx Lunar Phase, high time, dimension slash
Much the same, this combo pays for its own spiral swords. I M trick in place of where I would usually lunar phase and continue as normal, but after lunar phase, release round trip in corner, somehow the combo just drops, even if i back dash and release round trip. Annoying, so I choose to M trick behind them and corner myself, allowing me room. I also back dash fully because the roundtrip then pulls my opponent more forward out of the corner on its return, allowing me room to M trick in
It’s good for 700K before Dimension Slash
So…no one has any tips for trying to get the sj.MHS after the Rising Sun trick? ANY answers would be appreciated.
@Dark Kai: Just nail the timing down. SJ too early: No Jump comes out. Too late: You miss after j.M.
I thought I was the only one who had thought to use Trick M to get behind someone in order to get space to activate Spiral Swords and get Lunar Phase combos to work. Ah well.
As for the damage difference between 2H-6H wallbounce starters and using the standard Rising Sun starters, the damage difference really isn’t that big, maybe a 20k difference max. The thing is, without an assist, the 2H-6H variation does do more damage, but the overlying problem for all of these combos is consistency, IMO. I have yet to find one combo using these techniques that doesn’t have some caveat of certain spacing, working on certain characters only, or even just randomly dropping. The spacing and timing is so precise as to be almost impractical. Even simpler combos that use Helm Breaker loop after activating Spiral Swords have precise spacing requirements that can cause the combo to drop. I’ve had it happen to me frequently where I activate Spiral Swords and do a Helm Breaker, only for the character to fall out of the loop and get knocked down.
Thanks for the info man, Im glad you’re using the same assist I am
When exactly do you throw the Round Trip in the mid screen version??
do you do it as soon as you land, as soon as Dante hits, or somewhere in between??
I’ve been using a similar BnB, but I certainly didnt feel like I had enough time to dash after the round trip without spiral swords.
I’m sure it was my timing
Crouching h, stinger? or just a crouching h to try to make it safe? Because mid combo, the only way that I’ve found to get them airborne from the stinger is by starting with a c. h. Otherwise they just stay grounded.
It’s somewhere in between, it’s different than normal OTG assist timing, I land from Helm Breaker, call Dante, wait a bit, dash up, release. It’s tough to describe, I’ll try get videos later
I’m not understanding this combo, actually (can’t find the vid on it either).
However, after sj.S, how would you go about bringing the opponent back up from OTG state? Does Air Round Trip bring them back up?
So there’s lots of amazing posts in this thread about all sorts of combos, but my question is: what is the best, most consistent bnb for Vergil? This seems obvious, but I don’t want to learn something that’s going to drop on smaller characters, for example, and Vergil is really easy to punish if you whiff something mid combo. Right now it looks like Ramza’s combo pattern is by far the best, but I’m not a Vergil expert…
I haven’t made a video of it, been a little busy losing online as well as with IRL work Anyways, to hit the Air Round Trip, you have release right before Vergil hits the ground after Starfall (sj.:s:). Release it a couple of times early & you’ll see what I mean. The timing is pretty strict, but not impossible.
EDIT: I suck at answering questions: like Toodles said Round Trip doesn’t OTG
Because he started with rising sun xx trick down, the air combo didnt start with a s.S. When he jumps back up and connects the sj.S, it will cause a ground bounce instead of a hard knockdown. It’s just like Sent’s j.S; hard knockdown if after a s.S, ground bounce otherwise.
Can you Trick before you do High Time at the end? I think you can get a little more out of it if you do Dimension Slash with Vergil in the corner instead?