Vampire Savior: advanced link combos & important notes

I herd he lieks Q-Beez.

I’ve seen people be really turtly/zoning in this game, but it’s not the dominant playstyle in this game. I think that it’s more of an “active defense”, if that makes sense. You have to play defense by playing offense and not letting yourself get into a really tricky mixup situation. But all of the situations in this game can be turtled through. Trust me, I’ve been turtled to death before and I’ve done my share of turtling as well.

Actually the ability to turtle in this game is quite strong. You just see most people attacking alot of the time. I know ive played some matches vs DD sas Where I turtled my ass off same with Kame and SHU. You do stay pretty active in this game. It isnt that much different than Marvel in that sense.

I played against a japanese bish the other day and every time I tried to get something going, he alpha countered me. It was the most annoying the ever.

2 hit jump in mixup, block alpha counter.
3 hit low seriess, block alpha counter
iad+lp, block alpha counter

I even started doing single pokes like c.mk, s.mp, and c.lk and those were being alpha countered as well. Then when I stopped poking because of the alpha counters, here comes bish with the ground dash pressure\mixups.

you can play turtle style, its in the game.

I pulled off a pretty sweet combo i’d never done before.

I linked off a non-ES Gong.

Off a knockdown I did a dashthrough Gong that hit really late meaty and really really deep, and i managed to link a jab off it and get a full chain combo.

Yeah, I agree with the sentiment that defense is really good in this game. When you just start playing, the game seems 100% rushdown oriented. This is for two reasons:

  1. New players get that feeling too, so novice matches are just psychotically aggressive, and
  2. When you’re new and playing an old player, they’ll figure out if you know how to stop their rushdown, and if you don’t, they’ll be really aggressive, too.

For the most part, though, defense is good in this game, and it’s just fine with the exception of mostly shoddy AA. It’s a little different from other fighters, though, so it takes a little while to get the hang of defending in VS.

what is block alpha counter?

Guard Cancels.

That is something that I had to learn to deal with as I got better at the game. Playing over in japan helped with me improving my defense in this game. What character do you play? Since you said IAD i assume Q bee or Zabel?

A decent thing you could practice doing vs Alpha counters is start using quick pokes like lps and lks and blocking right after them. Against certain characters you can actually block the alpha counter then punish accordingly.

When your using jumpin’s you can jump in REALLY DEEP(No jump in chain) and land and block. This takes a bit of practice but think of it as baiting reversals in SF. Works the same with guard cancels but of course they have to block the hit. This will discourage the use of your opponent mindlessly guard canceling you. Then you can start working in your mixup game. If your opponent is mindlessly GC’ing you. Then just use what I told you above. Hope this helps

I couldnt agree more. Most new players because so wrapped up in attacking all day in this game because they see the speed of the game they completely forget that defense is even there lol. But defense is very prominent in this game. It just requires practice as skankin stated.

I think it’s really important to stress the difference between defense as just blocking and things like spacing and good footsies. A person who can keep you out by spacing you right and AA’ing your shit is probably the better defender than someone who just runs for the corner and blocks all the damn time. (SaDo)

If anyone was still wondering about Bulleta’s unblockable, you can do deep jump in MP>RH chain, land, and go low(usually cr.LK or cr.MP). You will reach the ground recovering from the j.MP>RH chain before your opponent gets out of block stun so obviously a low attack cannot be blocked. This is all assuming that j.MP>RH is blocked, of course.

^ j.HK can be blocked low, the unblockable works provided they block j.HK high since they can’t switch their guard for 10-13 frames after blocking it. If they block the j.HK low then the unblockable c.LK does not work, they can block it. It’s still an extremely good mixup since it’s difficult to react after j.MP whether she will do j.MK or j.HK.

It plays out like this:

j.MP, j.MK = the shoe must be blocked high
j.MP, j.HK = the mine must be blocked low, if they block the mine high the c.LK is unblockable

Exactly what I meant, but thanks for making it clearer.

I think there’s a way to stop this isn’t there? thnx for posting this though, I had no clue. Generally my game plan is, how can I get in a good spot to mix this madafugga up lol.

what happens if you push block the j.mp? would that negate the mixup all together?

Yes, if you just happen to push block the first air normal of that jumping chain you will be able to get out of that mixup.

a-cho uploaded 7 more videos, no. 18~24 are the new vids

Lol, Taunt Cancels!

Just discovered that LeiLei (and at Least q-Bee) can taunt cancel off any special cancelable normal. Doesn’t really have any useful application, but I’ve been trying to figure out a way to cancel into taunt, then link a combo out of it. I think its doable with some combination of ES gong and/or HP projectile.

That’s kinda standard in older Capcom games, and for every character, since they considered taunts as special moves.

Yeah, Thats more or less why I got the idea. Now i’m just trying to come up with a way to combo it

Do people still play this a lot on GGPO? I wanna try out my Lilith on some real opponents…

every day / night I see good players come and go, so yes.