Vampire Savior: advanced link combos & important notes

Well I think both Talbain and Felicia can get away with easymode stuff and scrub tactics but they have a lot of potential when you stop mashing buttons and spamming jump.

Like Talbain in particular can knock off 50% of your bar with c.MK into ES Cannon, and he has things like dash j.LK, j.MK, c.LK xx Moment Slice / ES Cannon. The cannon causes a lot of recoverable damage but if you keep pressure up with dash-ins and c.MK xx 3K (the command hop) you can stack damage. On some characters he can also dash j.LK, j.MK c.LP c.MP xx Moment Slice but I think it’s worth it to learn how to c.LK into Moment Slice.

And both Talbain and Felicia have dash cancels that make them drop sooner/faster like Sasquatch does which is good to know when dashing over bodies or when going for a dash-in tick throw into his command throw. And his command throw is one of the better ones in the game, it’s 2F startup, invulnerable startup (9F inv), and damaging, so it’s worth it to look for cmd throw setups. Because it has inv startup you can even use it against some blockstrings/setups. He can option select with his tick throws too where the opponent has no choice but to jump or DP to try and avoid getting grabbed, but if they jump he doesn’t grab but instead does MK or HK which anti-airs.

I mean his game really doesn’t need to be all about spamming j.MK j.HK and c.MK. There’s more to him than that.

Ok I’ve been working on my Victor game play for a while now. Since I’m passive player who looks for openings and punishable situations. Ideally I’ll like to get in close to my opponents so to create situations which it can lead to command grab opportunity. But Ive been having of hard time approaching that his safe.

Victor dash cancel surprisingly works similar to samurai showdown 2 dash mechanics with limits, I think it can be very effective for my style of play.
His dash can be cancel with normal, but the delay and sliding effect of the dash can be alter by dash canceling. Dash canceling is done by tapping the reverse direction that is prior to the dash that being implemented.

For my difficult match up against zoner and rusher.

I think its best for me to dash in short distant and be in crouching state of charge as quick as possible since most rusher ans zoning excel in speed.

The advatages to this I think are

1* Crouching state allows both vertical and horizontal charge commands to be stored, thus allowing me my options.

2* Crouching guard prevents low attacks,mid attacks and most hit confirms are done by low hits. Also the mind advantages of this is that since the only way to break a crouching defense besides throws( which require close contact and put victor in advantage scenario) is with over heads which most are either slow that can be interrupted or require airborne state that allow some normal to be unblock able. Victor also has number of anti air options to complement this scenario as well. In short i put my opponent into complicated risk and reward scenario with allot of offensive options being limited to intimate them to be more defensive.

3*Victor crouching normals has many advantage they have variety of usage compare to his other normals. Theoretical i think they are faster and more range.

So I think its ideal for me to developed my approaching this way. So far I’ve been accomplishing this by dash canceling in short distant to start charging as soon as i can and prepare defensive options as quick as possible.

Victor also has hop command that can be cancel into but not from. I’ve yet to find a proper use for this except for mind game mix up which is only safe to use in Okizeme which hard for me to implement

Due to my style I generally value building meter and conserving it for defense options such as guard cancel and victor darkforce that has some invincibility. I only like to use meter for aggressive or high damage options if its for ko.

Mostly what he said. Although, I think the fact that Talbain’s dash cancel is really fast makes it much harder to do a short hop combo than it is for Sas or Felicia. But he has some wonderful stuff with it, and it allows him to do really easy dash crossups against shorter characters (Morrigan, Lilith, Q-Bee !!!BB Hood!!!).

Also, it’s important to get good at using air BC for pressure. Some characters can zone Talbain pretty hardcore (mostly the better characters lik Sas, Q-Bee, Felicia), so knowing how to pressure with air BC is pretty vital. If you do it from too close, you won’t recover in time to block anything they might try on you, for example. But, if you’re too predictable, it’s a pretty easy thing to punish if it’s anticipated.

Still, against some characters where it’s hard for Talbain to just waltz in and start killing them, it’s a pretty indispensable tactic - it’s his safest way to knock someone down and close the gap against non-projectile characters, and it leads to the Air BC / ES Climb Razor combo, which is one of his best ones (It’s true that just doing an Air ES BC does more damage, but the climb razor combo is hit confirmable).

But yeah… If you just play scrubby Talbain, you get worked so hard in high level play because it’s really predictable. If you don’t work his crossups, dashes, and other normals into his game, you’ll be in a lot of trouble against someone who knows what they’re doing.

And say, Xenozip, why do you do C.Lk xx Moment Slice? Do you find that’s easier to land consistently than C.Lp xx Moment Slice? I remember trying to incorporate that into my game and found it too unreliable, so I just tend to do Dash combos that end with a chain. I’d love to add this to my repertoire though, because Dash combos into BC do such lame damage.

Yea his dash cancel doesn’t work exactly like theirs but imo it’s pretty useful.

About Moment Slice, I dunno, I’d say go with whatever feels natural/consistent. I can’t get c.LP xx Slice to combo on a standing opponent but c.LK xx Slice is pretty easy for me off a jump or dash-in and c.LP c.LK xx Slice is pretty easy as a meaty.

It doesn’t really matter since both c.LP and c.LK hit low and have the same startup.

Might aswell ask while we’re on the subject…
Any tips on playing BBH?

I have yet to master 2-in-1 combos with ES missiles which I see plentyof in the japanese videos. Currently I mostly rely on jump-in chains and dashing alot, like under a jumping opponent and that seems to work pretty well since BBH is so freaking fast. But anyway, I’d like to know more about her normals. So far I mostly rely these:
Air-to-air: MK (HK if double jump, has weird angle).
Anti air: Gosh, LP? I’ve never really gotten the hang of the champagne bottle. It’s too slow and air blockable anyway.
Dash: MP or MK or even HP (MK hits jumping people, but I think MP is easier to chain from. HP = ultra damage!).

When watching players like Sako, I notice that they don’t always (quite seldom actually) pursuit from the basket punch and command throw even though they guarantee a hit if timed correctly. Why’s this? Is the white damage not worth the spacing which it results in?

One last thing. I can never chain into HP in air. Never! Like MP -> MK -> HP is possible, but I don’t know how to do it. Help!

Thanks for helping. So far I’ve only learned from playing. I don’t know if there are any other BBH players around here, but you seem to know alot about all the chars. I know my Blanka became so much better and more fun to play after reading through that guide on SRK Wiki.
:smile:

It was good meeting you Kajoq! It’s a shame that we didn’t get more games in, but I just wasn’t feeling it after a while.

P.S. - I looked at your stick (which was a nice looking one) but I didn’t see a Tenraiha button lol

I notice the JPs only go for ES Missile off a dash-in or jump-in. Her dash neutral MP into c.LP is a 2F link, so is her c.LP to c.LP link (not self-chain). And c.LP to c.MP doesn’t normally link but c.LP c.LP c.MP is a 3F link.

So Basically what you’re looking at is like dash neutral MP, c.LP, link c.LP xx ES Missile, or dash neutral MP, c.LP-c.LP, link c.MP xx ES Missile/Basket

If you don’t have time to charge, like off a random hit or a crossup, you’re probably better off just chaining into sweep and going for oki without stomp.

For anti-air, if you’re dashing under them it doesn’t really matter what you use does it, lol. A dirty as fuck thing to do is dash under them, quick stop, command throw/normal throw OS. Her jab isn’t really that bad as an anti-air, the champagne kinda sucks, just use jabs. You might not think it’s as great/damaging but the beauty of Bulleta LP anti-air is she has all the time in the world to dash-in or jump-in and crossunder/meaty/cmd throw off the LP reset, since it’s kind of like a “knockdown” except they don’t get to roll. In fact, getting reset by LP is a fuck of a lot scarier than getting knocked down IMO.

Regarding pursuit, it just does recoverable damage, but at the sacrifice of positioning. If you stomp then you’re placed outside sweep range and they start to roll, but if you don’t stomp you can be standing literally on top of them when they start to roll which lets you 1) meaty any way you like 2) cross over their body 3) dash-in command throw if you think they’ll block on wakeup. It’s really just a positioning thing.

Ok! Thank you very much, Xenozip!
Really nice.

pursuits only do white damage except for a few cases, its far better on the long run to use the extra time to setup wake up games

It’s nice to kill off your opponent with!

hm nothing on victor huh?

Yeah Tiggy, That was a damn fun tourney all around. Glad we got to get some matches in. Daigo wouldnt play me, he grinned when he saw us playing but said he wasnt interested in playing.
He knew he couldn’t handle the Tenraiha!

Psychotron and Ihira might have somethin to say on the topic of Victor keo-bas. I’m pretty much useless with him

Wow there was a Vampire Savior side tourney at season’s beatings 4? Good shit to the person that hosted it, if there was one:china:

DeadShot, I wish lol. It’d of been GDLK though.

Daigo fearing the might of Kajoq and his funky lei lei

off the top of my head:

watch match videos from oboro, by FAR the best victor there is.

his non electrified normals have less recovery than electrified so end your strings with those if your opponent is blocking.

abuse the knee DP, every version is good but specially LK and ES.

c.lk, -c.lp, c.lk, c.mp(electric), c.mk(electric), c/s.hp(electric) for BnB, will reset your opponent and give you time to setup alot of things.

dashing lp / lk / mp are very good, dashing mk/hp work sometimes too.

c.hp and c.hp(electric) are godly anti air.

It’s easy to link a chain combo of a dashing far lk, you can juggle knee DP ES with qcb+hp(± strict timing), you can juggle qcb+PP with qcb+PP or qcb+ES.

these combos will work on tall chars and some medium when standing: d.lk, s.lp, qcb+PP, qcb+HP / c.lk, -c.lp, qcb+PP, qcb+HP and other variations.

you can link c.mp(electric) or c.mk(electric) to s/c.lp or s/c.lk and combo from there.

there are alot of setups for 360 and 720, just 90% of those won’t work on 90% of ggpo players who’ll spam you on wakeup or as soon as you leave any gap in your attack, for those just kill them with chains and knees and don’t bother.

youthanasia, whats up with that bishamon info?

Well, it is like knife, you know?

these are his BnB combos, however there are lots of other effective different combos:

c.lk, +c.lk, +c.lp, +c.mp, +charge(k)
c.lp, -c.lk, +c.lp, +c.mp, +charge(k)
c.lp, -c.lk, +c.lp, +c.mp, +ES Fireball
c.lk, +c.lk, +c.lp, +c.mp, +ES Fireball
c.lp, -c.lk, +c.lp, +c.lp, -c.mp, -c.hp, -s.hk

c.mp and s.hk are 2 of his best normals, c.lk to hit low.

dashing lp(moderate) / lk(easiest) / mk(hard) / hk(hard) can be linked to c.lp / c.lk / f.lp after.

use dashing mp and hp to reset people out of the air, then unblockable fireball them or mix them up.

use f+hp to keep people from jumping(works wonders against some characters, but sucks against others like talbain and fast jumpers) and jumping mp/hp to push back others jumping at you, however it’s still safer to block most of the time.

you can EX pursuit after an anti air fireball or charge.

backdash hk serves as a fast overhead.

abuse his whiff pursuit and dashing lp -> tick throw alot

make use of his hand super and 360 but not too much.

watch shu videos.

there is much more info but i’ll post it when i stop being lazy :wasted:

Regarding pursuits there’s about three useful situations for them that I can think of. Normally they only do white/recoverable damage and they don’t put you in a good position for rushdown, so you’d want to avoid using them in order to go for a meaty mixup instead, but;

  • Obviously, if it will kill them.
  • If you’re across the screen you can intentionally whiff a late pursuit in order to get across the screen very quickly (except Victor).
  • If your back is to the wall and your pursuit would put you on the other side (Felicia, Lillith, Aulbath, Sasquatch).

Meanwhile there’s really no reason not to do Felicia’s down-down-punch scratch.