Darkstalkers 3/Talbain

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Darkstalkers 3/System GuideVampire Savior (Darkstalkers 3)#Game ElementsVampire Savior (Darkstalkers 3)#CharactersDarkstalkers 3/SystemsVampire Savior (Darkstalkers 3)#Fun Stuff.21Darkstalkers 3/StrategyMvC3HeaderButtons.png

Introduction

VSAV-Talbain-Portrait.gif

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In a nutshell

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Moves

Ground Normals

<a name="attack1">Normal Moves</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Cancelable? Remark
Standing (Close) Jab (LP) 4 +6 +5 Standing 0/3/6 Ground yes
Strong (MP) 6 +3 +2 Standing 3/9/15 Ground yes
Fierce (HP) 8 +3 +2 Standing 6/15/24 Ground no
Short (LK) 5 +3 +2 Standing 0/3/6 Ground yes
Forward (MK) 6 +2 +1 Standing 3/9/15 Ground yes
Roundhouse (HK) 7 -3 -4 Standing 6/15/24 Ground no
Standing (Far) Jab (LP) 4 +6 +5 Standing 0/3/6 Ground yes
Strong (MP) 7 +4 +3 Standing 3/9/15 Ground yes
Fierce (HP) 9 +6 +5 Standing 6/15/24 Ground no
Short (LK) 5 +5 +4 Standing 0/3/6 Ground yes
Forward (MK) 6 +2 +1 Standing 3/9/15 Ground yes
Roundhouse (HK) 9 0 -1 Standing 6/9+3+3/12+6+6 Ground no
Special <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > + Roundhouse (HK) 10 +2 +1 Standing 3/9/15 Ground no
Crouching Jab (LP) 5 +5 +4 Crouching 0/3/6 Crouching yes
Strong (MP) 8 +1 0 Crouching 3/9/15 Ground no
Fierce (HP) 9 -8 -9 Crouching 6/15/24 Ground no
Short (LK) 5 +5 +4 Crouching 0/3/6 Crouching yes
Forward (MK) 7 +3 +2 Crouching 3/9/15 Ground yes
Roundhouse (HK) 9 ? -6 Crouching 6/15/24 Crouching no
 

Jumping Normals

<a name="attack-air">Jumping Normals</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Cancelable? Remark
Vertical / Diagonal Jab (LP) 5 Air 0/3/6 Standing yes
Strong (MP) 6 Air 3/9/15 Standing yes
Fierce (HP) 7 Air 6/15/24 Standing no
Short (LK) 5 Air 0/3/6 Standing yes
Forward (MK) 6 Air 3/9/15 Standing yes
Roundhouse (HK) 7 Air 6/15/24 Standing no
 


Throws and Other Stuff

<a name="throw">Normal Throw</a>

Seoi Nage

<img src="./Vampire Savior Data - Talbain_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Talbain_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP)

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Knockdown +18 Standing 9 Left or Right

Beast Roll

<img src="./Vampire Savior Data - Talbain_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Talbain_files/6(1).gif" border="0" > + Forward (MK) or Roundhouse (HK)

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Knockdown +7 Standing 9 Left or Right
 




<a name="throw-air">Air Throw</a>

Air Beast Roll (Air Only)

<img src="./Vampire Savior Data - Talbain_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Talbain_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP)

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Knockdown Air 9 Left or Right
 




<a name="pursuit">Pursuit</a>

Pursuit

(Knockdown Only)
<img src="./Vampire Savior Data - Talbain_files/8(1).gif" border="0" >+ P or K

Strength Startup After Pos Gauge Growth
(Whiff/Hit)
Remark
Normal 36 Standing 6/24
ES 36 Standing 0/0
 




<a name="other">Special Skills</a>
Beast Hop
     
<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > + KKK
After Pos Remark
Standing Crosses over.
 



Special Moves

<a name="sp-move">Special Moves</a>
Ground
        Beast Cannon

<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > + P
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 14 Knockdown Standing 12/16 (+4) /21 (+9) All Landing time:12F
middle 14 Knockdown Standing 12/16 (+4) /21 (+9) All
high 14 Knockdown Standing 12/16 (+4) /21 (+9) All
ES 14 Knockdown Standing 0/0/0 All
Leaping
        Beast Cannon
(GC skill)

<img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" > + P
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 14 Knockdown Standing 12/16 (+4) /21 (+9) All Landing time:12F
middle 14 Knockdown Standing 12/16 (+4) /21 (+9) All
high 14 Knockdown Standing 12/16 (+4) /21 (+9) All
ES 14 Knockdown Standing 0/0/0 All
Air Beast Cannon
       (Air Only)

<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > + P
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 14 Knockdown Standing 12/16 (+4) /21 (+9) All Landing time:12F
middle 14 Knockdown Standing 12/16 (+4) /21 (+9) All
high 14 Knockdown Standing 12/16 (+4) /21 (+9) All
ES 14 Knockdown Standing 0/0/0 All
Million Flicker
       
<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/1.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/4.gif" border="0" > + P (Tap P)
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 11 -3 -4 Standing 12/12+2xn/12+4xn Ground Knocks down on air hit.
middle 11 -3 -4 Standing 12/12+2xn/12+4xn Ground
high 11 -3 -4 Standing 12/12+2xn/12+4xn Ground
ES 11 Standing 0/0/0 Ground
Climb Razor
     
<img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/8.gif" border="0" > + K
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 5 Knockdown -18 Standing 22/26/31 All Landing time:12F
middle 5 Knockdown -23 Standing 22/26/31 All
high 5 Knockdown -27 Standing 22/26/31 All
ES 5 Knockdown -25 Standing 0/0/0 All
Wild Circular
     
<img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" ><img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" ><img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" ><img src="./Vampire Savior Data - Talbain_files/1.gif" border="0" ><img src="./Vampire Savior Data - Talbain_files/4.gif" border="0" > + K
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth
(Whiff/Hit)
Guard Direction Remark
low - - - - - - Invincible frames:9F
middle 2 Knockdown - Standing 12/21 Throw
high 2 Knockdown - Standing 12/21 Throw
ES 2 Knockdown - Standing 0/0 Throw
 


EX Moves

<a name="ex">EX Super Moves</a>
Dragon Cannon
     
<img src="./Vampire Savior Data - Talbain_files/4.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/1.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/2.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/3.gif" border="0" > <img src="./Vampire Savior Data - Talbain_files/6a.gif" border="0" > + KK
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 -27 Knockdown -19 Standing All
Moment Slice
     
Jab (LP), Strong (MP), <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" >, Short (LK), Forward (MK)
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 14 Knockdown +3 Standing Ground Can't pursuit after.
 


Dark Force

<a name="df">Dark Force</a>
Mirage Body
     
Same Strenght P+K
Startup Invincibility Ending After Pos Remark
31 34 31 Standing Makes 2 images that mirror talbain's moves.
 


Normal Moves (Dark Force)
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Cancelable? Remark
Standing (Close) Jab (LP) 4 +12 +11 Standing 0/0/0 Ground yes
Strong (MP) 6 +9 +8 Standing 0/0/0 Ground yes
Fierce (HP) 8 +9 +8 Standing 0/0/0 Ground no
Short (LK) 5 +9 +8 Standing 0/0/0 Ground yes
Forward (MK) 6 +8 +7 Standing 0/0/0 Ground yes
Roundhouse (HK) 7 +3 +2 Standing 0/0/0 Ground no
Standing (Far) Jab (LP) 4 +12 +11 Standing 0/0/0 Ground yes
Strong (MP) 7 +10 +9 Standing 0/0/0 Ground yes
Fierce (HP) 9 +12 +11 Standing 0/0/0 Ground no
Short (LK) 5 +11 +10 Standing 0/0/0 Ground yes
Forward (MK) 6 +8 +7 Standing 0/0/0 Ground yes
Roundhouse (HK) 9 +9 +8 Standing 0/0/0 Ground no
Special <img src="./Vampire Savior Data - Talbain_files/6.gif" border="0" > + Roundhouse (HK) 10 +8 +7 Standing 0/0/0 Ground no
Crouching Jab (LP) 5 +11 +10 Crouching 0/0/0 Crouching yes
Strong (MP) 8 +7 +6 Crouching 0/0/0 Ground no
Fierce (HP) 9 -2 -3 Crouching 0/0/0 Ground no
Short (LK) 5 +11 +10 Crouching 0/0/0 Crouching yes
Forward (MK) 7 +9 +8 Crouching 0/0/0 Ground yes
Roundhouse (HK) 9 ? 0 Crouching 0/0/0 Crouching no
 

Combos & Patterns

- 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


1. Chain combos:

- C.Lp -> C.Lk -> C.Mp -> C.Mk

This is Talbain's longest range combo, because C.Mk actually reaches longer than his S.Hp. This sets you up really well do any random thing you want, too, because you're in range for a dash/jump-in/BC shenanigans, while being out of the range of most characters' normals.

2. Damaging B&Bs:

- Crossup J.Lk \/ C.Lp (-> C.Mp) XX Moment Slice

This is the only reliable way to land Moment Slice. Theoretically, you could land it without crossing up if you do a jump in and then omit the C.Mp, but it's more trouble than it's worth when you can just do BC bullshit for more damage. Only do this when you're crossing up, and DON'T use it on Q-Bee, cos the Moment Slice will whiff.

- Air BC \/ ES Climb Razor

This is a ghetto combo, and it does 39% damage to a character with average Vitality. Air BCs are not the safest thing to have blocked, so make sure that it hits them when you're very close to the ground. Also, don't try the Climb Razor if you hit the target airborne - you're just begging to waste meter like that.

3. Dash Combos:

- D.Lk OR D.Mk \/ C.Lp -> S.Mk -> S.Hp

This is the standard short hop combo. The chain I've written is the strongest chain you can follow up with that doesn't frequently whiff. It's theoretically possible to do just about any chain after a Short Hop, but you're likely to be pushed out of range if you do a 4-hit chain, so just do the one I listed. For Q-Bee, substitute S.Mk for C.Mk.

As an added note, D.Lk can cross up pretty easily against shorter characters (Morrigan, Lilith, BB Hood, Q-Bee, Talbain).

- D.Lk, D.Lp \/ C.Lp -> S.Mk -> S.Hp

This is a dash link combo. The advantage of Dash Links is that they're much easier to hit-confirm than Short Hops, but they don't work on every character.

This Dash Link is most important when you have an opponent cornered. You can use it mid-screen, but you're likely to go flying over your opponent - not a good situation. This Dash Link will whiff shorter characters during their crouch, so you might as well forget it.

- D.Mk, D.Lk \/ C.Lp -> S.Mk -> S.Hp

This Dash Link is more effective mid-screen, because you can start it from far enough away that you won't fly over your opponent. The catch, however, is that it doesn't work on as many characters. This Dash Link only works on Bishamon, Demitri, Anakaris, Victor, Jedah, and Rikuo.

4. Beast Cannon variations (aka what Mag actually wanted me to post, lol)

Midscreen:

- Forward -> U/F -> U/B -> U/F -> Down, OR Forward -> U/B -> U/F -> U/B -> Down

This is the common BC juggle. This one will maintain your position on the screen, and allows for a pursuit afterwards. The second variation is mainly for if you activate the BC too close to your opponent - you can just fly past them and start the zig zag from behind them.

Finally, as a variation against heavier characters, you can sub the Down with a D/B or D/F. The diagonal will pretty much guarantee landing all five hits. You probably won't be able to land the pursuit afterwards, but who cares? :P

- Forward -> Up -> Forward -> Up -> Foward

This is a good juggle, because for one, it's slightly easier than the zig-zag in my opinion, but more importantly, you can put your opponent in the corner very easily with this one (as if he needs ANOTHER way to do that, right?). You can very rarely land the pursuit afterwards, but in my opinion, you shouldn't bother.

Corner:

- Foward -> Up -> Up -> Down -> Up

This is the most surefire way to land all hits in the corner. There are some easier ones, like Fwd -> U/F x3 -> Down, but it doesn't work on every character. I don't actually know every character it whiffs, but for sure it whiffs Demitri and L.Rapter. So, my best advice is to just make a habit of that one. Be sure to do the 'Up Up' really fast, or your opponent will fall too low by the time you do the 'Down'.

Unblockable:

- Forward -> U/F -> Down -> U/F OR Forward -> Up (when opponent is cornered)

The trick is to be really high over your opponent on the 'Down', and quickly change to the 'U/F or Forward'. This works because the game thinks that your opponent is blocking something both in front of and behind your opponent. Most people know about this and will not let you try. Do not try this against someone with a good GC, and be prepared for opponents to try and jump out of it after the second attack.

Also, random trivial info: I'm not sure how many people know this, but you can actually do the unblockable at mid-screen; however, the timing and spacing is way too strict for it to be practical, and let's be honest - no one is gonna let you get away with trying, anyways. :P


    • beast cannon will be abbreviated as "bc"

j.mkXXj.bc, \/, ES uppercut

  • this combo displays 2 things that people forget/dont see

-aerial moves are bufferable -ES moves juggle(I thought it was ES-> special, but in this case, its special->es...Ill explain if pple catch this comment, and dont understand)

jump/dash in, lp, lk, lp, ES Uppercut

d.mp, d.hp, s.lp, +s.lk, +s.lp, uppercut kick

DF- [jumpin], c.mk, short hop(d,d+PPP), lp, mp, forward, lk, mk(last 5 inputs were his ?raging demon super?)?pursuit, or turn off DF

<corner>[d.lk, d.hp]xN, finisher-ES nunchuks(sp? don?t kill me)

-many combos ending w/ ES wolf cannon, can combo into an ES wolf uppercut

-I think, if you?re not attacking(which you should be), or are at a critical point in the match(near death), dp beast cannonXXaway+punch, does a decent job of building meter

-short hop= D+3K is a really short hop.. (*Notesome of its frames are invincible. I had an instance the other day, where my friend did ES soul fist, and I hopped through it... I was amazed)

Strategy

Description Here

Rushdown

Description Here

Vampire Savior
Characters
Anakarisface small.png
Bbhoodface small.png
Bishamonface small.png
Demitriface small.png
Feliciadrface small.png
Talbainface small.png
Hsienkodrface small.png
Jedahds3face small.png
Lilithface small.png
Morrigandrface small.png
Qbeeface small.png
Raptorface small.png
Rikuoface small.png
Sasquatchface small.png
Victorface small.png
Emptyface small.png
Extra Characters
Donovanface small.png
Huitzilface small.png
Pyronface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png