Not really.
is it due to a lack of machines, or did it just fizzle out of the scene too much?
Probably a little bit of both, not like I can talk I only got into this game because of GGPO…
@Kajoq, I’m gonna be road tripping from Cali to EVO with a few people. I actually don’t even know where we’re staying so I might need a backup plan so I don’t have to sleep in a car for 3 days. At the very least I wanna hit up some offline Savior, probably gonna be salty about getting rocked in pools so I’ll need some BB Hood time to calm me down :love: Got my PS2 stick and everything.
Oh hey, another upstate Ny player!
The land of no arcades…
There’s a place near me called Denjin Arcade that had a VS machine last time I went. The machine was out of order though unfortunately.
Talbain isn’t really a scrubby or overpowered character at all. People just haven’t seen Sasquatch in action, lol. But I’d agree with Nekohashi on Q-Bee being annoying. Especially if the matchup isn’t really in your favor (like in my case with Rikuo). But people new to the game will call all sorts of shit cheap. Bubble trap loops, Short hops, a Command throw combo that does about 50% or so…
I’ve learned to swerve past the bitching and just play my game. People will either learn to deal or give up. Either or.
Theres some of an Offline scene. I have my own VS cabinet and theres a few guys I play with around Lexington (Kyle Wattula, Zinac…)
And I know a couple guys in Atl that will play too, as well as MightyMar and I bustin it out every tourney.
Xer, definitely hit me up when it gets a little closer to evo time. Bare minimum ill have my netbook (and a PS2->PC adapter for ya) we might have a modded PS2 with Vampire Collection, and if we’re really lucky ill finish my Supergun and we’ll have PS2 ports + Supergun
Hello, I figured I should introduce myself on these boards. I play VS in my spare time alot but I don’t get much competition offline. I lurk the hell out of GGPO though. If you see me on there, not on AFK, give me a chance, I’m trying to step my shit up.
GGPO Handles: Maddo23
Plus, does this game run a little choppy for anyone else on GGPO? Is there a remedy?
:amazed: ? Online he gets bumped up a bit. xD
Buuuut!
So true…
Alright, so “the guide” is almost done. Before I do the concluding sections, I was wondering if there were any sections left to add to it that I hadn’t considered. Here’s the outline of the guide, and basically what it explains:
Section 1: Defensive Maneuvers
-
Air Blocks: Differences between Air Blocking in VS compared to other games; their power as a defensive maneuver i.e Chicken Guarding, and how to deal with it when on the offense.
-
Guard Cancels: The difference between GCs and Alpha Counters; their roles as ‘reversal’ attacks, and how to deal with them on the offense.
-
Push Blocks: Why it’s so important to be able to do them; but most importantly, how to deal with them, and even use over-eager Push Blockers to your advantage in a rushdown.
-
Rolling: Differences between Rolling wakeups in VS compared to A2/A3/SF3/SF4; how it changes wakeup games in VS; and some anti-rolling wakeup tactics.
-
Dark Force: How to use it as an evasive maneuver; the importance of deactivating Dark Force; and how to deactivate safely.
-
Lifebar “Life” System: How the “life” system works; mind games (and their counters) that revolve around using the “Life” system as a psychological tool.
-
Turtling: Some basic philosophy on why turtling isn’t effective in VS; a brief description of the few points in a match when turtling is powerful.
Section 2: Offensive Maneuvers
-
ES and EX Attacks: How they are similar, yet different, to “EX” and “Super” moves; why using EX Attacks at any opportunity isn’t generally a good idea (This section is intended mostly for novice players, unlike the rest of the sections).
-
Magic Series: How the timing differs from the ‘crossover’ series; a look at ‘damage chains’ versus ‘knockdown chains’ and which situations call for which type of chain.
-
Command Throws: Their ubiquitousness in rushdown mixup; why almost every character should use them; more common ways of landing them.
-
Pursuit Attacks: Why they’re more important to whiff than to hit; when it’s good to connect them.
-
Fireballs & Shoryukens: How the most common special moves in 2D fighters have a different use in VS compared to other fighters.
-
Wakeup Games (Unwritten): How to apply some of the above techniques in a wakeup game
-
Rushdown (Unwritten): Some philosophy on why it’s important to keep the pressure on
The last two sections might change; every time I’ve sat down to write the last two sections, I’ve come up with something that deserves its own section, so who knows. What I’m looking for is anything that might still belong in the guide.
What I’m NOT looking for:
- Character-specific strategies/mind games
- Strats/mind games that are in virtually every fighting game (i.e Kajoq suggested a section on meter and how you might play differently depending on if an opponent has meter; a good strategy article to be sure, but this is a strat that’s applied in every game, thus having no place in this guide).
Any ideas are welcome.
Well, the Japanese framedata site seems to be down (been down for a while, hadn’t noticed). I’ll slowly start transcribing the frame data onto the mizuumi VSav wiki.
Any help with Jedah’s page would be appreciated, it’s a little barren atm other than his framedata being there (which I just added).
Also, Ego (Japanese Lei-Lei player) dropped in and added some information (in Japanese) regarding Lei-Lei’s normal throws: Lei-Lei. No clue what it says, haven’t tried translating it yet. He also added some links to the Links Page
Well, one of the SRK members, I think youthanasia, has been translating Shu’s site. It’s down now, but the majority of the info on that site was translated before it got taken down. I don’t have the URL offhand, but I’ll see if I can’t get someone to post it here.
Vampire Savior Data - Sasquatch
here’s psychotrons/youthansia’s site.
Thanks again for translating this!
wow, just the data i needed to see. thank you.
Can’t wait for your guide skankin garbage.
I’ll freely translate the Japanese Lei-Lei notes on the wiki…
HP Throw: Not used much. Compared to 6MP, 6HP looks like an anti-air but actually doesn’t work at all. If the opponent avoids the throw by jumping straight up, the 6HP will miss and Lei-Lei will be wide open for a damaging combo. Never use this when the opponent is in the corner (obviously, as the 6HP’s hitbox will be right outside the play area–ed.)
The advantage of 6HP is that it can knock down people who try to jump away. If your opponent likes to hold up-back (“ireppa”), going for a walk-in throw with 6HP is fairly effective. The active frames last longer than 6MP so you can even use it on opponents waking up. However, since it comes out slowly it’s weak against “abare”. Another disadvantage is you can’t chain into a low attack.
MK Throw: [The actual throw is] identical to the P version. You’d think not to use this, but it has its strengths. More than anything, it’s strong against jumps and its active frames last a long time. It’s like a longer-lasting 6MP. Disadvantages compared to 6MP are that it comes out slowly, lacks horizontal reach, and can’t be chained into crouch MK. Its uses are as a meaty attack, and for a walk-in throw in the corner. In particular, when you walk in from a fair distance away this will often knock down the opponent’s jump (although it often won’t) If the opponent blocks, chain into HK->Tenraiha.
HK Throw: Another move that it’s hard to find a use for, but you can take advantage of the HK’s reach by using it from out of range (I guess he means a range where Lei-Lei gets the throw only if the opponent does something that moves their throwable hitbox forward?) Can’t chain into anything, so the only followup is Tenraiha. Many opponents won’t expect a Tenraiha after they block your HK, so a late cancel can be an effective surprise attack.
Very nice, Thanks for the translate. Brings up some good points about option selecting with any of the 4 throws, and I’ve definitely had Ego bait the hell out of 6HP against me on oki.
Knockdown -> 8 jump (i throw attempt and 6HP) he would do a super short airdash LP that would land behind me, then recover and punish with a ground chain. Dirty setup
Edited Anakaris’ page, adding more accurate information about the properties of his s.MP.