If I’m Vergil, and have a Wesker gun shot at my disposal, but a controller that doesn’t allow for charging Round Trip while hitting normals (don’t try to debate this, you’ll just have to trust me), do I still have any decently damaging combos or loops possible? Note I CAN do Round Trip directly after a Sword Summon or Lunar Phase since both give you time to charge it during their animations. Is there a decent, even if not optimal, combo that doesn’t require Round Trip at any times aside from immediately after Swords or Lunar?
Doesn’t have to TOD or anything (though that would be nice!), but anything, like, 700k or better? Oh, also… on a landed crossup Rapid Slash xx Devil Trigger, what’s a decent continuation from that?
yeah, vergil’s old BnB, j.GetAJob xx j.TripToGamestop (land) s.BuyController
on a serious note, instead of calling roundtrip after the gunshot, you can just do c.H > stinger… I think every other roundtrip during vergil’s main combo comes after sword summon -> lunar phase
I usually just do a crouching HasAJob and then depending if they block, either sjAndTroller or xx ButHas6FaceButtons
Only prob with cH xx Stinger is by that point Ive already Stinger’d, unless the point is a non wall bounce. Basically Im looking for a good continuation from cLMH xx DP~H sj MHS, land Stinger xx M Teleport, S sj MMH Helm breaker, land, OTG gunshot, …?
Been doing just Sword Summon, 2 Lunar Phases, df H and then qcf super if appropriate. But Im certain better exists, even with my sad little restriction. For reference in case it matters, the team is Wesker Vergil Hawkeye (and swap in Vergil at first opportunity, I just dont like him at game start)
If you have an OTG assist, do LMH XX DP, sj MH, but end with down H instead of S. Then Land, call wesker, cr. H xx stinger xx teleport M, cr. H spiral swords(start charging) lunar phase, round trip, cr.H xx judgement cut L, cr. H xx lunarphase, now your groundbounce will be used and you can do another spiral sword loop or do cr. H xx lunarphase, rising slash xx bubbles
That is f’n fantastic, thanks! Though I find after the DP~H, I miss that sjM so often I want to punch myself. I imagine its one of those “just practice” things, and I will. But if there are any tips, visual or auditory cues, etc, that would be most helpful. Otherwise ll just work at it. I play primarily online, which can’t help. But I don’t want to use “online” as an excuse, and I’m sure lots of good Vergils do this online no prob. And somehow I’m missing it 3/4 tries. Grrr.
To be honest, I think leaving out the dp, and just doing stinger, S, sj. H downH does more damage in the long run (only slightly), but gets less meter. So opting to not do the dp isn’t a huge deal, however I feel the meter makes it worth it
The only tip I have for the super jump after the DP~H is to hit j.M before you appear on screen, or else it is usually too late, it mostly comes down to just practice
Awesome, thanks! When you’re saying “another sword loop,” if I go that route am I repeating from the Spiral Sword activation, or the cH? Also, can that cH which you have canceled to Swords be omitted? or is it necessary to position them for the rest? I’m sure I could get it, but I foresee the fast canceling of a crouch move to a DP being a place where I drop it for a while. So if it’s omittable, I probably will at first, then once the whole thing is really easy, I’d stick it back in.
nice synergy vid, I myself have been using Hawkeye as my projectile assist/anchor, but Tasky seems to have the best assist for vergil…how good of an anchor is he?
Thanks! Taskmaster is a solid anchor. He only real mix-up though without assist is cr.A or grab. So you need to have meter to scare people into pushing buttons when he is in X-Factor. He generally won’t reverse OCV teams like Strider and Felicia etc (although I have been know to do that). But he can lame out a lot of other Dark Anchors and even without X-Factor his is perfectly capable of fighting on his own.
Just out of curiosity as a certifiable Hawkeye-addict, why would Task’s arrows be better for Vergil than Clint’s? I’d think the extra speed would make Hawk’s even nastier, even if only a little bit. I havent watched the video yet, so if this is answered directly in the vid, please feel free to just tell me to WTFV lol
The slower arrows allow you to combo off of rapid slash without spending meter. And comboing off of judgement cut M is pretty cool too, though Hawkeye may or may not allow him to do that. (he can already combo off judgement L if he’s close enough to land a cr.L)
Ahhh, OK. That makes sense. I’m still not sure how to follow up a Rapid Slash crossup xx Swords/DT. Ive asked several times in this thread with no answer. Must be a well guarded industry secret lol
Ha! Nice, not sure when that was, but it’s a situation where I’m happy to look foolish Thanks for letting me in on the dark secret. I didn’t even have to drink blood out of a skull or get the shit kicked out of me for initiation! Bonus!
Yeah, you can leave out the cr. H after the wallbounce, it still works, and after the lunar phase, you can just activate spiral swords again, and omit the cr. H
Ahhh, finally got a chance to try this in training. Was fuckin pumped all day! So after 2 hrs I find Im able to get to the Stinger xx Teleport M part no problem, then after that I feel very inconsistent with two of the parts:
cH xx Swords- often times the cH will just whiff, as if I didn’t end up close enough to them. It’s probably me though. Any timing tips on this one? We want them relatively low, right? Trying to keep them high often has them tech out of the swords.
The Round Trip after the Lunar Phase I’m able to physically do, but after the RT it seems they usually drop, though I did note we want to hit the cH ASAP after it. I get the feeling that when this part fails, the timing mistake was made earlier somewhere. But its def the part that, at least visually on screen, is dropping most.
I know I can execute the moves to this combo easy as pie, it just seems there are some specific timings I have to correct on certain parts to make it consistent. Im gonna put how it SEEMS like it’s done (just for the problem section), could you correct it where I’ve got it wrong?:
Blah blah blah Helm Breaker, call gunshot, cH Stinger xx immediate M teleport, wait a sec for them to fall a little, cH xx Swords(charge), do Lunar as soon as possible (though seems there’s a slight pause for Sword animation to finish or Lunar doesn’t come out), after Lunar wait and pause before RT (so often RT doesnt come out and I think it’s because Lunar hasnt fully recovered), immediately cH (to the point where it feels like i should mash it after releasing RT) xx Judgement L,
and then I’ll worry about the rest once the above is happening every time. Is this sequence finicky for everyone? Or is it rock solid consistent once you have the timing down? THANKS!!!
Yeah, the combo is kinda finicky by nature, but the more you do it the more you can adapt mid combo so that they don’t fall out
Oh yeah, I forgot, after the lunar phase, walk back before releasing round trip, makes it way easier.
And for the cr. H xx swords, the timing is actually harder in the corner, because they don’t bounce off the wall as high for some reason, sometimes in the corner I just choose to go straight into swords without worrying about the cr. H
You can start the dp motion for Lunar while Vergil is throwing his arm down and he’ll start spinning right after the hyper background disappears. Here’s a really good tip I figured out: sometimes people say that the last hit of their lunar phase whiffs and they tech out in the air. This is of course due to positionining both horizontally (can’t be too close to opponent before lunar) and vertically (the opponent can’t be too high up before lunar). So that tip is when swords are activated, HOLD the forward motion, and as Vergil throws his arm down finish with down forward. If you did forward, down forward after the swords, Vergil will move forward a tiny bit, so little you won’t even notice. Doing it my way, I’ve rarely ever whiffed the last hit of lunar phase now which makes this combo just as consistent as doing j2H x 2.
Next part, after lunar, walk back a little bit, you have forever to throw out round trip, you don’t even need swords to be activated so don’t think you must throw it out while your swords are still active. Sometimes the opponent is high up bouncing on the swords, and its possible to completely whiff the round trip being thrown out, but still be able to continue the combo. Walking back makes it so that as your swords end, they fall into your round trip.
Now the c.H is the hardest part timing wise. This is the KEY part to learning sword loops and round trip loops. You don’t want this to come out as fast as possible, so definitely don’t mash. You have to visualize the hit box of the c.H. Where you see the actual swing, the active hit box starts slightly above that. You want to time it so that the lower part of the opponent’s hitbox hits the top part of your swing. Here’s what I would do to learn this timing: Ignore the rest of the combo, the round trip, moving back, all that is easy. Really focus on watching your opponent fall after round trip and time the c.H. There’s another reason why I say this part is important. I don’t think you can auto pilot the timing for the c.H. For example the timing on when you c.H against Hulk/Sent/Nemy is completely different than when you do it against say Joe/Racoon/Ammy because of their weights. So if you want to be consistent with this combo, learn to visualize their falling into your c.H.
You shouldn’t have any problems with judgement, more swords etc. My Vergil training room drill is just doing the sword loops from one end of the screen to the other on infinite meter. I think lunar phase screws up in the corner when doing the sword loop though. Gotta go j2H x 2.