I have come to retrieve my power... You can't handle it. Vergil Combo Thread

Alright Friends. I think I’ve finally found the best way to eliminate a lot of the spacing issues for spiral swords into lunar phase using ramzas combos. I’ll break it down then do the inputs for you. Keep in mind this is for the otg assist version!

Step 1. After rising sun, don’t do M, M, H, S. Just do M, H, S.
Step 2. After you do Stinger, M Trick, H, S, Jump STRAIGHT up, do not jump towards the relaunched opponent and do a full air series. M, M, H, helm splitter.

Step 2 is the biggy, i promise you it will not drop unless you have a bunch of extra hits tacked on from the beginning (say from an assit or what not). By jumping straight up and doing MMH, Helm splitter. You set up the perfect spacing for doing OTG assist (i use wesker), release round trip, 2h, judgement cut, xx spiral swords, lunar phase. I have this working consistently even against viewtiful joe. I kid you not when I say this has caused my lunar phases to stop wiffing like 10 fold compared to the older combo i was using. Because I feel like this is mad important to improving Vergil’s TOD ability i’ll be nice and even use input smileys for you guys to have.

:d::l:, :d::m:, :h:, :f::h:, :dp: :l:, (start charging round trip) Trick Down, SJ.:m:, SJ. :h:, SJ, :s:, :h:, :f::h:, Trick :m:, :h:, :s:, jump straight up, SJ.:m:, SJ. :m:, SJ.:h:, SJ. :d::h:, OTG :a1:, Release Round Trip, :d::h:, :qcf::l:, xx :dp: :atk: :atk:, (start charging round trip), :dp::m:, delay for a few hits of spiral sword, Release Round Trip, :d::h:, :qcf::l:, :dp::m:, :df::h:, xx :qcf: :atk: :atk:

This uses the original ramza combo with 1 spiral sword then 1 dimension slash while also using the simplified ending that safe uses (judgement cut straight into lunar phase instead of judgment, 2h, lunar phase). This combo also works to start spiral sword loops if they are your preferred method or you have extra meter to burn against a high health character.

Right now I’m finding some characters are easier to do spiral sword loops on while others it’s best to just go for 1 rep of spiral sword and then go into dimension slash like Ramza’s original combo. Hopefully i can get a list compiled of who seems to be easier to hit with which combo.

But yea, see if this helps solve some of your spacing problems on the new BnB. Keep in mind this really only helps if you use an OTG assist. It won’t be much help to the solo style combo that uses H,S,H, round trip after stinger wall bounce since there is no alternative to the spacing.

Sounds like the only real change there is to go straight up instead of jump forward – maybe I’m missing something but I think Stinger -> teleport M is always gonna put you in the same situation (spacing-wise) regardless of what you do before it as long as you haven’t used your wallbounce, so I’m a little skeptical about using MHS instead of MMHS off of rising sun behing helpful. It’s what I do anyway so at least if it turns out you’re right, I won’t have to change anything :smiley:

Don’t know about you guys but I find it WAY easier to start charging round trick with M after I trick M… also about the LP whiffing, I use Wesker’s OTG, and I don’t dash and it almost never whiffs for me

Andy the main reason i cut out the extra M after rising sun is to ensure you have enough hit-stun deterioration to connect the MMH, Helm splitter after the releaunch, not so much for the spacing at the start. I should have explained that in the first post. You CAN actually get away with doing MMHS and still have the other adjustment connect, but I find it makes it a little more dicey, and I tend to have more drops if i do MMHS as opposed to MHS after rising sun. Especially against smaller characters or characters with janky air hitboxes.

Duckduck - i think it all boils down to your button config. I actually use a guilty gear style button setup. I.E. L is short, M is jab, H, is strong, S is fierce. So I have a much easier time charging round trip with my thumb holding L after i do rising sun, but ymmv depending on your button config.

i thought everyone did MHS after the rising sun
about step 2, that’s only necessary for tiny characters (RR specifically), everyone else you really shouldn’t have any spacing issues after the OTG assist. it comes out a lot cleaner than the solo combo.

Do you cr. H as soon as possible after releasing Round Trip or do you need to wait a bit? I always seem to do it too early or too late.

after the first round trip it depends. you have to watch their height and time it accordingly. the second one, do it immediately.

See for me even on medium characters I would have the first lunar phase wiff the final hit quite a bit. I’m having infinitely better luck with putting in the full air series against all characters, but because these combos have so many variables it could just be solving something i had issues with personally. Still i figured anything that helps ease people into actually hitting these things is worth posting up.

For me I just do jump forward blah into help splitter, then call assist otg crystal, release round trip from neutral position and then continue, it leaves them in the perfect spot and they never fall out of the lunar phase for me then

Your judgement cut cancel timing matters too

For sure, Judgement cut has a huge impact on it. I think Wesker OTG vs. Crystal has a pretty big difference. I noticed your combo the way crystal hits sets up the OTG in much nicer spacing with your combo Ramza. I think it probably just has a lot to do with the way crystal pops them up vs how samurai edge pops them up.
Props again for coming up with that BnB, it’s a huge find for Vergil players imo.

Basically you want them near the tip of the spiral for the last hit of of Lunar Phase not to whiff. Too close and you will go under them early. Crystal probably pushes them far enough and Wesker gun is fine too if did neutral SJ to helm breaker.

I’m hitting Ramza’s combo fairly consistently now, did it in tourney, will probably use that as a BnB, it’s easier to omit the last cr.H and just mash out Lunar Phase.

This looks sweet, I tried the combo for a while, however I got stuck at the final lunar phase, after i do :d::h:, :qcf::l:, no matter how fast i do lunar phase afterwards, the opponent will drop out, any timing advices? thx :slight_smile:

Think i found something pretty interesting but duno what to make of it. Much like Trish you can throw Vergils Roundtrip, tag out and it will still stay active on the screen until it returns to where vergil tagged out, ive been able to link some raw tag combos off of this but nothing practical. Just thought id mention it, maybe its got more practical uses in mixup or oki not sure still cant find a good use of it.

You can keep them in place with Jam Session as you do relaunch combos with Vergil’s 3C.

Basically, you’ll do something like this:
(a lot of stuff) > B DP > Land > Sword Super > [Call Dante] > 3C > Teleport H > Land > Jump > j.2C > and continue your combo from there.

Normally, after B DP Vergil will need some kind of assists in order to get continue his combo.
On large characters he won’t need any kind of assists to continue the combo, but the combo is rather difficult to do.

Having problems connecting a second Maximum Vergil, any tips

its 100% luck

no way, if it was we wouldn’t see so much of it there’s something about it

So im about halfway done with the update. But im gonna take a break and study for my finals. Will finish up tomorrow some time.

L > M > H > Stinger > S > H > S > jM > jM > Helmbreaker > OTG Assist > Spiral Swords > Lunar Phase > Lunar Phase > High Time > Air Dimension Slash. Hits for about 750K. Anyone got any ideas to extend it?

L>M>H>Stinger>Rising-Sun>Trick Down>J.M>j.M>j.H->HelmBreaker->OTG Assist->RoundTrip>S>H>JudgementCut>cr.H>SpiralSwords>Lunar Phase>(if in corner dash back) RoundTrip>S>H>Judgement Cut>cr. H (this is optional against most of the cast)>Lunar Phase > cr. H >SpiralSwords > Lunar Phase > Lunar Phase

I do this 100% of the time, it deals 950-960k for only 10% loss and you have the option afterwards of adding in 3H>Dimension Slash to make it 1,050,00 - 1,075,000. You can turn any anti-air hit into this by just doing anti-air > S -> jump stuff -> helmbreaker and even start it off a disruptor from over half screen or on teleport mixup and it breaks 900k before the dimension slash and is like 998k or something like that with it typically though it sometimes breaks a million and sometimes is less depending on the character.

Seems to me that on smaller characters dimension slash isn’t worth the meter. some characters it only deals less then 200k raw like rocket racoon and sometimes morrigan. Those characters its better to just use swords instead. 2 Lunar Phases with swords on is 150k+ with maximum scaling which is a lot better then 200k before scaling.