Vergil safe blockstrings/pressure/basic frame data thread

Yeah he just plays more like a SF character than a Marvel character unless he’s in DT. That’s why I said people who are used to playing Sentinel or Captain America should feel pretty at home playing him. You can’t just wildly ABCS ABCS on the stick like with Wesker or Zero and expect results. People think you need characters like that to amount any scare factor in this game but that’s hardly true since he can still cancel anything on block even before DT and has special moves that have heavy frame advantage on block.

Charged round trip in general is a ridiculously overlooked move for his point game and leaves him at heavy frame advantage for mix ups even if it’s blocked. It’s like a Zero buster that can set up left/right mix ups and you can runaway from it and force it to zig zag around the screen like a special move version of Trish’s round harvest.

Yeah, having recently picked up Vergil, I at first was concerned about his long recovery, but his round trip is sooooo good. I use Felicia on anchor, and that move lets him run some really really crazy mixups as long as that move is out while staying relatively safe.

Only thing you need to remember about Round Trip is that it has a 30 frame startup, so if you cancel any of his H moves into it, there’s still an 8 frame gap. Savvy opponents can punish you between the two moves.

Otherwise, yes, Round Trip is great. The fact that they even gave it to Vergil is pretty nuts.

Does his Dancing Swords crossup or is it the attack he throws out?

round trip is really nice

it just loses to pretty much all projectiles sadly

Wasn’t sure where to put this, but it has to do with Round Trip. I’m really sorry if this is old or has been posted somewhere else. I don’t play these games as much as I’d like, so I rarely get a chance to come here.

When charging Round Trip, you can carry over the charge to a different ATK button. For example, if you hold H to charge Round Trip, and press L to attack and immediately release H, Round Trip doesn’t come out but continues to charge on L. A nice practical use for this would be to hold the last M or H in a block string and “transfer” the charge to the next ATK button before releasing the Round Trip.

Here’s a basic example:

L M H Assist, hold H, then start another L M H etc, but release H as you hit L, release L as you hit M, release M as you hit H, release H for Round Trip.

That’s the most basic way I could think of to explain this, and I can imagine plenty of ways to use this. Again, sorry of this is old news.

Round Trip actually has 5 durability points, so it shouldn’t lose to every projectile. Still not really useful for long ranged firefights, but that’s why Vergil can teleport.

Trying to learn Vergil, but I wasn’t good at MvC3 so I’m not sure how much this will help.

I have been using Ryu tatsu assist and doing L,M, Assist, H, Trick Down. If blocked your left on the other side and can attack low on a standing opponent or continue to combo if it hits. I have also been trying it with Trick Up to Helmet Smash on crouched opponents.

I have only tried these off in training mode right now and push block basically stop the trick from coming out on time. Secondly I don’t know how effective either Ryu or Akuma’s Tatsu assist is in this game, I know less effective than in vanilla. Hopefully this will help someone or someone can make it better.

The only success I’ve been having when it comes to pressure is throwing a round trip with a Trick M then doing a L M H Stinger + assist cancelled into another Trick M (if they block) into another string.

Also, a blocked Stinger cancelled into Rapid Slash xx Devil trigger seems pretty effective atm, but I’m so people will catch on.

Also, when I spiral swords and do a Trick M after, all my opponents seem to “auto-block” it when I appear behind them - is this just me or do all my opponents just happen to block it

Other than that it feels like I’m trying to get away and zone (scared to press buttons up close since Vergil’s normals are soooo slow) to find an opening to get a good Trick teleport or be able to throw out a Round trip into teleport - do you guys feel like you’re the one on the offensive or do you just sit back and wait for an opening.

Also - kinda off topic but how do you guys deal with getting rushed down as Vergil??

Vergil’s normals are not that slow. He’s actually significantly faster than his brother. His cr.L is 5 frames, that’s not fastest-in-the-game class but it’s faster than, say, Magneto’s.

Some DT information, since some people are still dead set on playing Vergil as a rush character:

It’s common knowledge by now that Vergil is significantly faster in DT and he can cancel whiffs like a normal character during it. Combined with his airdash and double jump, his offensive game becomes a lot more viable. Now, his normals are still very negative during DT, so you will still need to cancel them on contact to something else, but the good news is that you have many more options for cancellation.

Note that the blockstun on Vergil’s attacks does not change in DT, he just recovers much faster. The two moves that will be of most interest to cancel into will be Judgment Cut and Rising Sun. Judgment Cut comes out in 22 frames in DT, which means any of his H attacks cancelled into it will produce a gapless string that gives you +12 on block. Naturally, you will have to compensate for the occasional pushblock to get the spacing right. The other option is Rising Sun. Rising Sun has more range in DT, comes out in 8 frames (making it a good option for frame trapping during strings, despite its lack of invincibility), and cancelling to Trick leaves Vergil at neutral. Appearing right next to your opponent will put you in a potential throw situation, but any further out and you are safe to anything your opponent does. Of course, if the opponent gets hit by Rising Sun, you get a combo.

The only thing left to remember is that Vergil doesn’t build meter during DT. So get your battery teams in order and throw him in second or third if you wanna rush down with him.

Can some one link me to the frame data for Virgil. I can’t seem to find it.

I don’t think anyone has posted it yet, I’m pulling info straight from my copy of the guide.

-Possibly- incomplete list of characters that can punish between Stinger XX Judgement Cut. Basically never use this blockstring against Captain America, and be careful of the reliable non-Jean characters if they’re sitting on meter:

Meterless
America - Charging Star M/H
Dorm - Liberation CDD/DCC (disadvantage for Vergil: Dorm is hit, but Vergil is forced to block)

Lvl 1 (Reliable)
America - Hyper Charging Star
Morrigan - Shadow Servant
Phoenix - Phoenix Rage
Spencer - Bionic Arm
Strange - 7 Rings
Viewtiful Joe - Mach Speed
Wright - Order in the Court! (Trial/Turnabout mode)

Lvl 1 (Unreliable)
C. Viper - EX Seismo (corner only, but trades anyway)
Chun-li - Hoyokusen (corner only, still occasionally whiffs)
X-23 - Rage Trigger (judgement cut must be directly over her)

Lvl 3 (Reliable)
Akuma
Arthur
C. Viper
Dante
Doom
Dorm
Felicia
Morrigan
Hawkeye
Skrull
Strange
Strider (Ragnarok)
Vergil
Wright

Lvl 3 (Unreliable)
Chun-li (corner only)
Trish (corner cornered)

spiral sword is pretty crappy for mixup since vergil has no good high/low game and he can be pushblocked away to prevent any unblockable. However, on knockdown if you setup the sword storm you basically can do whatever you want and there is shit they can do stop you. Run tri crossup mixups, setup unblockables, it’s all free save invincible moves which if you just block the swords will stop and you can combo off.

Makes sense. Although I would assume this only includes info based on his regular forum. In DT his stinger goes from neg 30 to only neg 23 on block and considering you’re cancelling the recovery into judgement cut that could change some things. Especially since Judgement Cut releases 3 frames faster (22 frames instead of 25) in DT. That’s at least 10 frames that completely change during the cancel.

As mentioned above, any H attack cancelled into Judgment Cut during DT is a seamless blockstring. This includes s.H, cr.H, Stinger, and Upper Slash.

how safe / unsafe is using jump S?? I’ve been doing this from time to time and have decent results with it

Something I discovered yesterday, might be new info to many, j2H is special cancellable as he hits the ground

Just in case anyone thought helm breaker was unsafe… it’s actually a chokepoint for mix up.

LOL

Good call. Just found that out as well.

This is honestly vergils best move. You can also super cancel it into DT for frame advantage and if it hit combo into level 3 (does his level 3 otg?)