Vampire Savior: advanced link combos & important notes

While I agree it feels more easy going right to left and I used to do a similar method too starting from HP MP LP LK HP but it does have its drawbacks

  1. most AGs are on LP or LK resulting in short pushback
  2. This is too risky and not suited for 1 hit AGs because if you whiff, a HP comes out.

The whole point of AGing is pushing them away unless you deliberatly want a short push for whatever reason, thats why its best to start with LK(LP) incase of a whiff and try to end the 4-6th button with a mid or high.

1 hit techs…easier said than done thats for sure.

gg’s to everyone i played in VS in the last 2 days. Back to retirement. Fun times and adios

Okay I have at least several questions to ask:

1: When I go to 2DF why is it that the Vampire Savior 2 room is always bigger than the VS1 room? Is there something it does better than VS1 besides the route they took with the dark force, is it funner to american players, or is it just cuz it was the last one?

2: What is the accepted tier list in VS2?

3: Vampire Hunter 2 didn’t do much but did it at least have a very small scene when it came out?

4: Last one. Where does Donovan rank on the Vampire Hunter tier list recently, and where does he rank in the Vampire Savior 2 tier list?

People on that room got no clue most likely, VS2 is worse in all aspects, DFs are all the same, no dashing links, no air chains, etc. good VS players play on GGPO

well, I play on ggpo and I suck.:sweat:But I get what your saying.:razzy:

Nice read.The funny thing is I was reading about how capcom might make a 3d VS game.

so like, if tech hit gives frame advantage after it happens, is it possible to short/jab close tech hit and then get a guaranteed punish on certain things?

Yes, tech hit reduces guard stun a lil. so that is possible.

if you tech block with your opponent’s back to the corner, you can punish their chain if they ended with a long recovery move. example is, if you tech block their chain combo, and they went all the way to their sweep or fierce, you can punish them once the tech block goes down. what happens here is…if you tech block the start of their chain, and they still chain you during your flash animation, it holds the same flash animation and lets you recover faster on their last move.

good players on the defensive side will know that though, and will tick you and dash back mixup for overheads, can possibly combo from them, or tick your tech hits into a throw.

and lastly to counter that, you can GC, jump, or dash out of their ticks when your tech block animation goes down.

Howdy folks, just stopping by to check in. First, ggs to GB and everyone I’ve played over the past few days. Been super busy with family activities and such, not much time for gaming.

Now for SRS BIZNESS . If anyone can add their input, it would be appreciated. I need to keep Jedah, Q-Bee, Rapter and Talbain on the ground. However, I’m not sure what to pressure them with. I hate to use GB as an example, but I couldn’t stop him from jumping. Do I just let them jump and wait for my opening to apply the dash pressure? Or do I A2A them or risk an AA s. fierce? A dash under perhaps?

t-kim is horrible…

there’s a counter to pretty much every situation in this game. you need to space yourself for a dash mp or dash lp. you can catch them jumping with an early anti air this way. position your dash so that your starting point is outside of their longest normal, making it whiff.

if it misses, dash again. nothing lost here, you can repeat until you do hit with this. they won’t accomplish anything jumping over you though, as long as you go under and don’t get hit.

if they continue to hold up, dash mp so that it’s meaty after they’ve been reset. if this is too hard then go with dash hk and it sweeps them giving you the knockdown mixup advantage. against not vs q-bee, lilith, morrigan (maybe felicia, not sure) you can do dash lp, s.lp, dash mp, string.

if you’re too far and want to poke them out of an early jump you can try s.mk. example is gallon neutral jumping, dash cancel and make his roundhouse whiff, then walk up and s.mk.

you can jump with lp if you want do, even if you do get anti air’d, the risk isn’t huge. if not, then now you know they will be waiting to anti air, then you can close in with a dash.

basically you want to look at his normals and what they do, then get creative to land hits.

on the other end, my counter, assuming you do a good meaty, is to gc/tech(where the mindfuck usually is). i think i was doing vertical jump on wakeup b/c you were missing your meaties. as aubath, you have meaty cloud/sonic wave too. cereally.

Great stuff.

Alright Mag, thanks so much for the help. I’ll look to try that.

@Aya: :stuck_out_tongue:

So I stumbled across this thread, recently I was given these games as a makeshift sort of gift. I got DarkStalkers 1&3 for PS and Night warriors revenge for the saturn. I love all of them, but my question is as far as the PS versions are concerned are they sub-par? And with the exception of my PC whats the most accurate version to play with friends, we range from casual to hardcore.

Probably the Saturn versions would be the best ones, I would think. Got the best pads to play the game on too. And as far as what game would be the best, it would probably depend on your tastes in fighting games. I prefer VS, but I play Night Warriors too.

Psychorarity presents:

N.T.S.C. Ranking Battle [10-22-05]:

PS version is crap and way too different from the real thing (arcade).
The PS2 Vampire: Darkstalkers Collection is the one and only arcade perfect and that should be the one to get.

Unfortunately it was never released for the US so I hope your PS2 has a modchip or some sort.
If you want some competition, hop onto ggpo.

thanks u.:woot:

I actually have a slim ps2 modded somewhere:rofl: I seen that ps2 collection here in NY in chinatown not too long ago. Thanks for the heads up, you too DJRED.

If I have time, the next big thing I’ll split is Umehara vs. Video. Nearly four hours of matches. :looney: