Vampire Savior: advanced link combos & important notes

Thanks for the uploads Pyschocronic.

Daigo’s way of playing Rikuo is…interesting, but Video has a pretty nice Rikuo. I like how he links the jabs together then sweeps. Have to try that out later.

Are these Daigo matches recent or old? Regardless, his Bishamon is to be respected.

Just got home now. What I uploaded while I was gone was tape 1 (67 matches). I’ll split tape 2 and upload it soon then sort out a playlist for it after.

EDIT:
Here it is, all 137 matches of Daigo vs. Video:

That is seriously some old school stuff. I wonder if it’s when Daigo first started playing or not, because I’ve seen other vids of him playing and he is much better in the vids I’ve seen. Thanks so much for the vids Psychochronic. Do you have any good Aulbath vids I should take a look at?

I don’t know in terms of character, I just upload whatever from it’s folder. I’ll focus on more Vampire Savior after this next batch of Anniversary Edition is off the chopping block. If you can translate japanese, wanna help out or request something off my archive, add me on MSN (b_unit905@hotmail.com).

Will do! I can’t identify other characters as readily as I can Aulbath players, but I’ll definitely hit you up for some Aulbath vids. He’s pretty straightforward, but it never hurts to watch and look at scenarios.

my msn (korey_kore@hotmail.com) is open for anyone who wants to chat me up about vampire or Aulbath or on anything for that matter. I’d be willing to help out anyone who’s interested. :slight_smile:

Psychorarity presents:

Frenzy Botsu Battles:

Frenzy Kuradashi Battles:

^Both requested by DJRedrumofEPG

Fan-Fuckin-Tastic. Thanks so much Pyschocronic

very nice Psychochronic, it’s good to see who the first inventors of the characters in the game were. thanks for the upload.

I thank I might have seen that Victor player before a while back. But still makes him beastly.

Anytime man. I’m also up for requests and there are playlists of different games there.

EDIT: Didn’t post it earlier:

West Winners Cup:

nice videos once again. would you happen to have any of cat-k, more of kenta/azuwan, yazima(sumeragi), or everyone’s favorite, kaji?

I don’t know in terms of players, I just keep track of events. The next thing I plan to upload (if anyone can help me translate japanese) is Gekitoh Battle Festival (154 matches; 5-on-5 tourney from 2004).

that sounds beastly, ihira get on that translation! lol. big thanks for the uploads and future ones.

I upload not only Capcom games but I’m thinking of uploading more SNK and 3D games in the future.

I’m thinking about getting into VS as well. I’ve been playing too much 3S in my downtime without even really taking the time to study higher level play, so now I’m trying to settle on 2, maybe 3 fighters to learn from the ground up. I’m particularly interested in VS because its pacing appeals to me and I’ve never been that good with the faster styles of play, so I think this is a good place to start. I guess I’ll start seeing some of you on GGPO after I do some reading and get the feel for the general mentality of the game.

Also Mag, gratz on winning the 2DF tourney.

Definitely up some Garou or Real Bout (any) matches if you can get them. Nocturnal and Giby sort of have those covered already, but the more the merrier.

here’s updated B&B and combos for characters to use in game…rather than fancy ones.

Anakaris

  • dash c.lk, +c.lp c.lk c.hk: dashing distance combo. starts low.

  • c.lk c.mp(1hit) s.mk c.hk: chain combo that keeps good distance for normals to hit. use
    after overhead or to punish something.

  • c.lp c.lk, + c.lp c.lk, (+s.lp) c.hk: the +s.lp is optional if you started out very close.
    it gives more red and white damage which is cool. you can also use the c.lk to avoid GC’s at
    a distance, so you have time to stop and punish accordingly during links.

Aubath

  • dash mp, +c.lp c.lk s.mk c.hk: one of his dashing link combos. c.lp is easiest to link
    after a dash mp, s.mk can be replaced with c.mk c.mp or s.mp, but i choose s.mk for range.
    c.hk to knock them down at the end and mix up.

  • dash lp, +c.lp c.lk c.hk: don’t press c.hk unless you confirmed the dash lp, c.lp c.lk for
    a rushing benefit. this is an easier version of the next one i will list.

  • dash lp, +c.lp, +c.lp c.lk c.hk: with this one you have a chance at avoiding GC’s if your
    body is out of the way. the amount of c.lp’s you can fit depend on how close you are, but
    when you push them back far enough just either c.lk c.hk or just c.hk after the lp’s, both
    work good.

  • jump in lk hp (or hp hk on tall characters) c.lk s.mp(2 hits) s.mk (or 1 hit c.mk) c.hk.
    this chain combo specifically puts you at a perfect distance for another bubble trap/mixup
    loop. use it after near poison hits.

  • poison gas, dash hk.

  • near sonic wave, normal or ES, dash close then cancel and chain combo.

  • bubble, sonic wave, dash back kick. simple special combo.

  • bubble, water gyser, ES sonic wave, hcf 2k. damaging special combo, not recommended, but
    it’s fancy.

Bishamon

  • c.lk, +c.lp c.lk, +c.mp xx charge slash or ES spirit: note that the hp spirit will not
    combo, needs to be ES. this is the easiest way of linking sword normals into a special, while
    still getting good damage.

  • c.mk xx hp spirit: your good low meaty combo. it combos and you can hayate after without
    them mashing out of spirit in time. if far then pull them back and dp. thanks to ihira for
    this tip -> on the number pad on player 1 side, 412 mk 36 hp will give you the c.mk xx spirit
    shortcut. me personally, i go to neutral then hcf hp since i was used to it that way.

  • jump in mk hk, c.mk xx ES or hp spirit: to be on the safe side use ES spirit. sometimes the
    jump in combo pushes the opponent too far for a hp spirit. but if you’re close go for it.

  • dash lp, +f+lp f+mp, +c.mp xx ES spirit: note that you don’t have to do f+lp then f+mp. you
    can just hold the forward from f+lp.

Bulleta

  • c.lk, +c.lk, +c.mp xx qcb p: the combo timing changes. the link from the c.mp is very
    different from the link from c.lk to c.lk. the best advice i can give for it is look at some-
    one who can do it, and then press the buttons by the sound of it. her c.lk links pretty fast,
    while you have to delay her c.mp for some weird reason.

  • jump in mp mk, land c.mp xx qcb p: basic jump in combo.

  • chicken guard mp, c.mp xx qcb p: easy chicken guard combo.

  • c.lk, +c.lp, +s.lp, +dash lp, +s.lp, c.mp xx qcb p: one of her easier dashing link combos.
    the +s.lp after the +dash lp is optional, you can go from the dash lp to the c.mp xx qcb p
    to make it easier.

  • infinite 1 (very hard) c.lp, +s.lp, +dash lp, [c.lp, +s.lp, +dash lp, +dash lp]. you can
    start it out the way out of the brackets, but you need the commands in the bracket to get
    closer and not let them slip away. the main thing you want is 1 dash lp’s to get closer. i
    don’t recommend going for this or practicing it too much, it’s not very practical to get too
    much more damage than her basic combos.

  • infinite 2 (very hard) c.lp +s.lp, [+dash mp, +s.lp +s.lp] : an even stricter timing than
    dash lp infiniting. again, not practical and not recommended, but can be used once in a while
    in casuals i suppose.

  • infinite 3 (very hard) on demitri or taller characters, [j.lp mp mk hp land +dash lp, +dash
    lp]: infinite with style, but not too practical either.

Demitri

  • c.lk, +c.lk c.mp c.hk: a good chai ncombo that avoids GC’s at a distance. c.lk c.lk c.mp
    gives you enough time to react and stop if a GC comes out. his c.mp deceivingly whiffs DP
    GCs at times.

  • max distance c.lk c.mp c.hk: his chain at a max distance when you want to meaty, the most
    common situation to use this is if the opponent techs your throw and you want to follow up
    and meaty after.

  • close s.hp c.hk: a close chain to easily meaty with and get decent damage off of.

  • c.mk c.hk: c.mk from max distance alone can whiff GC’s, it has a good animation. c.hk can
    punish a GC if it has already been out long enough. this chain is used when in need of range
    after a whiffed pursuit.

  • j. lp mp mk hp, land s.lp or GC: this is a mixup i really liked to use. i put it in the
    basic chains and B&B section because it’s an air chain. but here’s how it works. do the lp mp
    mk hp at a good fast but smooth pace. if you do this right, you will get j.lp, mk when you
    whiff the lp. if it hits, you will get lp mp mk. and then the hp at the end for extra block-
    stun. if they stayed on the ground, you will get jump in early lp whiff, mk hp which you can
    combo from cleanly. and if they jump and tried to chicken guard, they get the full chain in
    which you can GC their chicken, or s.lp unblockable them.

Felicia

  • c.lp, +c.mp xx ES roll: her most damaging combo. not too damaging but it does make the
    opponent feel uncomfortable.

  • dash mp, +ES roll: time to time the ES roll while she’s still in the air, then press the
    punches as soon as you se her recover on land.

  • after reset or opponent’s wake up, meaty late dash mk, +c.mp xx ES roll.

  • c.lp c.mp s.mk c.hk: her most damaging normal chain combo that reaches far. if you’re too
    far after a few ticks just go with c.lp c.mp c.hk.

  • c.lp c.lk, +c.lk c.hk: two chains here connected. this is for smaller crouch characters
    that whiff the other chain combo. like gallon, q-bee.

  • c.mp s.mk c.hk: simple meaty chain if you’re having trouble with wakeup timings.

  • jump in or neutral jump punish with (j.lp) j.mk, land c.mp xx ES roll: use this if you
    jumped with a neutral for mixup or are jumping in and know you will land a hit.

Gallon

  • c.lk c.mp c.mk s.hp: a damaging chain that leaves the opponent neutral

  • c.lp c.lk s.mp c.hk: this chain avoids GC’s at the far range of c.lp c.lk, which you can
    react to.

  • c.mp c.mk: his normals do good damage, this is usually used after some ticks and stuff to
    early anti air/poke string and combo wtih.

  • c.hp c.hk: easy meaty and decent damage.

  • c.mk xx qcf p, up-forward+p: regular beast cannon combo, if they block don’t go diagonal
    up, go backwards. the up-forward combos if you hit.

  • c.mk xx ES beast cannon, u/f, u/b, u/f, down: mid screen beast cannon combo on middle
    weight and heavy weight characters which is the majority of the cast.

  • c.mk xx ES beast cannon, up, forward, up, forward: mif screen beast cannon combo on light
    weight characters.

  • c.mk xx ES beast cannon, u/f, u/f, u/f, down: basic beast cannon combo on middle and
    heavy weight characters.

  • c.mk xx ES beast cannon, up, forward, up, down: basic beast cannon combo on light weight
    characters

Jedah

  • c.lk c.mp s.mk c.hk: basic close range damaging combo.

  • c.lk c.mk c.hk: it’s important to mix up with this since it hits low 3 times. c.mk c.hk is
    also an option for hitting low and early anti airing at the same time, with good range!

  • c.lk, +c.lp c.lk s.mk: his best far range combo after dash mp’s and such. not so much good
    damage but it adds up after being stacked.

  • c.lk s.mk c.hp: this is ok if you’re out of the first combo’s range.

  • jump in mp hp, dash mp, c.lk s.mk c.hp: this is a good jump in combo. i like his jump in
    because it hits from full screen. so if Bishamon tries to spirit you can punish him with
    this. you can also dash hp before dash mp for some extra hits and damage.

  • dash over crossup hk, c.lk c.mp s.mk c.hk: this is good against small characters.

  • dash mk, c.lk s.mk c.hk: good air to ground combo.

  • dash hp: this is an infinite, but it’s very hard to keep this going for a long time. timing
    is strict, and it isn’t recommended. but if you’re going to use this, use it on victor and
    bishamon since they can get infinited while crouching.

LeiLei

  • c.lk, +c.lk, +s.lp c.hp s.hk: this chain is to avoid GC’s at a distance on reaction. it
    also strings with early anti air with s.lp. the s.hk at the end is to recover her c.hp sweep
    faster.

  • c.lk c.mp c.mk c.hp s.hk: her main chain combo after an IAD or to hit with.

  • c.lk c.mp c.mk xx tenraiha: not easy at all to execute, but it’s worth it to practice. it’s
    practical with practice and super dexterity, so if you’re maining LeiLei go for it. in the
    corner you can loop traps with qcf hp, c.lk c.mk c.hp chain to hit low all the time, then
    cancel the c.hp with tenraiha (not as hard to execute) and the spikes will OTG you again for
    another one.

  • dash c.mp c.mk. or c.mp c.mk alone: this is used in dash mixups mainly, but it can early
    anti air, and it’s a chain you can use to confirm a sweep with.

  • f+mp c.mk: this far poke avoids GC’s, and recovers her spike ball faster. it’s not used
    much for a combo though, just to zone and poke with.

LeiLei’s tricks aren’t in her combos, she only has a few useful ones.

Lilith

  • c.lp c.lk illusion: her easiest illusion combo is this. c.lp x 2 fast enough so that only
    1 comes out on contact (2 fast ones will whiff if it doesn’t contact, use this to see if
    you’re doing it right) then go from down to downforward, lk~hp. after a few tries it’s easy
    to get down.

  • c.lk c.mp c.mk c.hp illusion: this is her most damaging corner illusion combo. the
    execution may be hard at first but it’s easy once you get it down and are used to it. the
    only tips i have are just press lp lp as quick as you can like a chain from the hp and then
    f lk hp right after you did TWO lp’s. i think this is where most people mess it up is press-
    ing forward after just one lp.

  • c.lk s.mk: there’s no confirming this one, so just go for it. same thing as the c.hp ending
    chain combo, except the timing for the combo is a little tighter, dont’ go for this until
    you mastered the 2nd combo. this is her best mid screen illusion combo though. c.lk c.hp is
    an alternative but it isn’t reliable since the illusion whiffs sometimes at a far distance.

  • c.lk c.mp c.mk c.hk: her combo without meter. if you’re too far for a sweep use her c.hp
    instead.

  • dash hp xx illusion: it can meaty good and combo into illusion for big damage. close or far
    version both work well.

  • jump in hp xx illusion: it can tick for mixups or it can actually combo if the opponent was
    standing and got hit.

  • dash close lp, c.lp c.lk illusion: use the first combo listed but with a dash lp before of
    it. make sure you get the close version of dash lp so you can get the frame advantage to link
    the combo. note on jedah, anakaris, and their type of crouching, that close s.lp hits them
    on crouch, but the far version won’t.

  • dash close lp, c.lk c.mp c.mk c.hp illusion: this is for if you hit with the dash lp with
    the opponent’s back near the corner.

  • jump in strings: empty; lp mk; hp hk (on tall characters); hp; mk hp. they all vary in
    timing for the opponent to block so mix it up.

Morrigan

  • c.lk c.mp c.mk c.hk: remember that you can play Morrigan without illusion combos. She
    doesn’t rely on illusion like Lilith does, and doesn’t get as much damage as Lilith does with
    hers. This is her close chain combo.

  • c.lk, +c.lk s.mk c.hk: used to avoid GC’s at a distance. if they GC’d the s.mk, the c.hk
    animation will go under the GC and make it whiff. the first c.lk can be used to fish GC’s,
    then the 2nd c.lk will go under and whiff and you can punish after.

  • dash mk, chain combo: you can pick any of the chain combos to do after you hit with the
    dash mk overhead. mk is the best because it gives you the least recovery time allowing you
    to combo.

  • dash hold a little longer mk, +lp, land chain combo. this is good against Bishamon and
    Victor since their crouch is like a Bulleta or Felicia standing up, and hits them high. this
    can work good to pressure standing characters when they get used to trying to block your dash
    mk overheads.

  • dash hold a little longer lp lk: the same thing as the previous one, not much differences.

  • c.lk c.mp c.mk c.hp illusion: her corner illusion combo. good for damage.

  • c.lk s.mk illusion: this is her mid screen illusion combo. i think it’s pointless to go for
    this. it’s hard to confirm consistently and loses momentum if hit. just go for the knockdown
    to mix up and get more damage opportunities. even the top Morrigans don’t go for this.

  • j.lk mk hp hk: see Demitri’s air chain.

Q-bee

  • IAD lp c.lp xx ES bee stone super (hcf 2p, don’t know the name): this is her most damaging
    high/low combo and gives her a benefit of 50 50 looping. after the super is done throw a
    honey ball (dp 2p) then mix up high low with IAD, low poking, low baiting, float baiting,
    low stringing, etc. use one of these when the honey ball gets close. when they honey ball
    hits, then hcf 2p again and that’s the loop.

  • c.lp c.lk c.mp c.mk: her basic chain for a post mixup. c.lp is optional, just go with c.lk
    and beyond when you’re a little far.

  • c.lk c.hp, +s.mp: this is a link if you accidentally don’t get a tech block.

  • c.lk c.mp c.hk: if you IAD close and want to chain and knock down, this is good. a knock-
    down mixup is a lot more deadlier than a post mixup.

  • float mp mk: this is a great mixup to use and you can combo a chain off of it.

  • jump in mp mk: another mixup from a jump.

  • float around the opponent, airdash lk or mp: this is also a good mixup that you can combo
    after from. Q-bee isn’t much of the combo type.

Sasquatch

  • c.lk c.mp s.mk c.hk: good basic chain combo. it’s Sasquatch so you know it does big damage.

  • s.lp c.lk c.mk c.hk: this is good because a lot of people will randomly block high to try
    and guard Sasquatch’s dash overhead mixups. hits low 3 times, and you already know what a
    knockdown with Sasquatch means.

  • command grab, short hop mk, land s.mp xx ES dp 2k: his big grab damage combo, can be done
    anywhere.

  • command grab, jump in mp mk, s.mp xx ES dp 2k OR chain combo: this is done in the corner,
    and it does heavy damage.

  • c.lk, +s.lp, +s.lp, +s.mp xx ES dp 2k: this is really good if you can get the timing down,
    though it isn’t necessary but it’s a really good combo.

  • jump in mp mk: his best jump in combo, most damage as well.

  • jump in or neutral jump hk: if you neutral jump on their roll with hk, it will crossup and
    it’s sometimes ambiguous. very good to use.

  • c.lk c.mp c.mk c.hp: this is used to reset, it can surprise the opponent, and it puts you
    in good range to rape them with s.mp or other mixups.

Victor

  • c.lk c.mp c.mk s.hp: his main chain combo. remember to press the buttons and not quick tap
    them to get the electricity from his medium and strong normals. you can mix up after the
    electric hp.

  • c.lk, +s.lp c.lk, c.lk c.mk s.hp: this one is pretty long and hard to get used to, but it’s
    very good and has a lot of options to go on. first if they GC the s.lp, the c.lk goes under
    at a distance and you can punish their GC. c.mk also avoids GC if they tried to GC a c.lk.

  • c.lk, +s.lp xx ES spin punch: this is very good against Bishamon and another Victor since
    they crouch high and will get hit by the spin punch if they’re hit reguardless if they were
    crouching or standing. if it’s another character you’ll have to confirm if they were standing
    too. after the ES spin punch, you can also do a hp spin punch to combo afterwards. Timing is
    strict though.

  • c.lk, +c.lk c.mk s.hp: this is good because you have time to confirm if you want to
    continue the chain, and avoid GC’s at the same time with a far c.mk.

  • dash lk +c.lk c.mp c.mk s.hp: be careful that short crouchers can crouch the dash lk. but
    this is a decent dash link.

  • s.mp c.mk, +s.mp c.mk c.hk OR c.lk s.hp (tap for no electricity): this is more of a fun
    combo to use. usually after the s.mp c.mk, you would just confirm for a s.hp. but you can
    also make use of the long hitstun of electric c.mk if you want to be flashy.

  • ES knee, hp spin punch: you can get this from a GC, or normally.

  • jump in lp lk: 2 hitter jump in.

  • jump in mk: far distance jump in.

  • jump whiff lp, hp jump in: the hp has a lot of hit stun.

  • jump whiff lp, late lk: looks like you will empty jump in, but you hit them with a late lk.

  • jump whiff lp, land c.lk and chain: you empty jump in and punish their AG or GC.

Zabel

  • c.lk s.lk xx hell scream or death voltage: his basic damaging combo. from now on i’ll just
    put death voltage since it hits Q-bee low, but both can be used otherwise.

  • c.lk, +c.lk, +c.lp, +f+lp xx death voltage: this is his far damaging combo. does not work
    on short crouchers.

  • c.lk c.mp c.mk c.hk: basic chain combo to hit with up close. coming from an IAD hp, use
    c.lk c.mk c.hk instead.

  • f+lk f+mp f+mk f+hp OR f+hk: basic far chain combo, not to be used too often though, there
    are better things to do

  • c.mk xx hell scream: hell scream is better to do here in case you miss.

  • dash lk, c.lp, c.lp, +c.mp xx death voltage: a good damaging dash combo.

  • jump in starters: down+mp, neutral mk; down+hp; down+mp from IAD; hk from IAD; lk meaty
    from reset or wakeup for unblockable; j. lk mk

Old school VF please.

Thanks for that Mag. Now I have things to practice. I know most of these, but it’s just getting them down.

I’ll see what I can do, I have French MOTW ranbats and I’ll check on RB series.

Only old VF I got is VF4E.