Darkstalkers 3/Victor

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Introduction

VSAV-Victor-Portrait.gif

In a nutshell


Victor, aka the Frankenstein. He's the token grappler of Vampire Savior. Vic has neither airdash, [conventional] hop, nor quick overhead. This being the case, Victor relies on zoning, high priority moves, and pressure/throw mixups. A majority of his moves have an alternative electrified version, which chips(white damage), and gives Victor's normals their augmented priority. While Victor's offense relies on merely pressure, throw setups, and zoning, patience, good intuition and decent defensive measures are all that victor needs to balance and excel in a match.


Noteworthy normals

**Note: All of Victor's "medium" and "hard" normals have electricity forms, which are performed simply by holding the button down a bit longer than usual.(maybe a half second longer... not even). His electrified normals can nullify ALL normal projectiles(not EX/ES'd)

Standing Normals

-standing jab - Victor does a jab that hits mid up close, with a hitbox that goes from around his waist, to near his head. Its all purpose, and does not change close nor far & has no electric version. Somewhat standard, with not much to say. It is bufferable, which allows it to be used in [simple]combos.


-standing strong (far)- Victor does a gut punch that shoots from his waist. It hits mid against all characters but qbee(-_-). The charged s.strong(far) has GREAT priority, and hits most crouching chatacters(except qbee-_-, a few others that i can't think of), but suffers from stupid recovery if you miss.

The uncharged s.strong(far) does recover faster, but its priority isn't anything to write for. Use primarily the charged version. ^_^

s.strong(far, elec)XXc.mk is a staple poke for victor, despite the risk of wiffing(i.e. use is smart).


-standing strong (close)- Victor does a swiping chop. Recovery of the charged and uncharged versions follow in the same manner as the far s.strong(with the electrified version having more startup). BUT, since you're already quite close to the enemy to be doing a s.strong(c), you should Always do an electrified version. (which is normally during wakeup, to prevent them from jumping). With it hitting or guarded, canceling into c.mk is a worthwhile habit to pick up.

-standing fierce - I love electrictrified far s.fierce. It hits high for the most part(mid for the larger character), and comes out decently enough to punish moves/movements that are about to happen. The range allows for victor to use it from a considerable distance as well. It falls weak to fast jumpers though, where the coarse of action [of course] is to use it more sparingly(though, don't spam it against normal characters normally anyway....common sense pple). cancel to c.rk if you hit(for that extra bit of meter)

close standing strong is a hammer fist, with the hitboxes going from above victor's head, to in front of him. I believe it hits most crouching opponents as well(which far fierce doesn't always do), ensuring you don't wiff. It makes for a decent wakeup too, but too often(due to the startup), if victor is this close to the opponent, you're better off using shorts or jabs.


-standing short- somewhat generic of a s.short. It hits mid, and is low enough to hit all crouching characters(its max distance is longer than s.lp), and is bufferable, which's always a plus.

-standing forward - standing forward's hitboxes are near the same as s.mp, if only a bit slower on startup & recovery. Also, since mk is later in the hunter chain(lp, lk, mp, mk, hp, rk), you only have c.rk as an option to cancel into, provided you hit. as far as standing pokes go, stick with electrified s.mp, and s.mk

close standing forward is a non-bufferable ass cheek attack. I don't use it often, and cannot comment much about it. Victor is left at a +1 frame advantage hit, and -13 blocked(meh) electrified or not, his c.mk or far s.mk are the more worthwhile choices to use of this normal.

-standing roundhouse- s.rk aims for above the average character's head. electrified, it makes for a high priority AA... if it hits. the startup is quite slow, and wiffing a s.rk(like all of his standing electrified normals) means you're asking to get punished. having good intuition/abilitiy to read the opponent is the only way this move can be practical.

close standing roundhouse is a knockdown capable ass cheek attack(also non-bufferable). again, I have similar opinion of it as close s.mk(it can't be comboed into though, since the knockback from chains normally puts him too far away for this to come out)



-Standing Normal Frame Data -

<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) 5 +4 +3 Standing 0/3/6 Ground yes Consecutive links H: +7F G: +6F
Strong (MP) 9 -4 -5 Standing 3/9/15 Ground no
Fierce (HP) 11 +4 -9 Standing 6/15/24 Ground no Resets opponent on hit.
Short (LK) 5 +5 +4 Standing 0/3/6 Ground yes Consecutive links H: +8F G: +7F
Forward (MK) 11 -3 -4 Standing 3/9/15 Ground no
Roundhouse (HK) 16 0 -1 Standing 6/15/24 Ground no
Standing (Far)  Jab (LP) 5 +4 +3 Standing 0/3/6 Ground yes Consecutive links H: +7F G: +6F
Strong (MP) 9 0 -1 Standing 3/9/15 Ground no
Fierce (HP) 13 +10 -3 Standing 6/15/24 Ground no Resets opponent on hit.
Short (LK) 6 +8 +7 Standing 0/3/6 Ground yes Consecutive links H: +11F G: +10F
Forward (MK) 9 0 -1 Standing 3/9/15 Ground no
Roundhouse (HK) 13 +2 -11 Standing 6/15/24 Ground no Resets opponent on hit.
Crouching  Jab (LP) 5 +7 +6 Crouching 0/3/6 Ground yes Consecutive links H: +10F G: +9F
Strong (MP) 9 +2 +1 Crouching 3/9/15 Ground no
Fierce (HP) 11 +4 -7 Crouching 6/15/24 Ground no Resets opponent on hit.
Short (LK) 6 +9 +8 Crouching 0/3/6 Crouching yes Consecutive links H: +12F G: +11F
Forward (MK) 10 +3 +2 Crouching 3/9/15 Crouching no
Roundhouse (HK) 14 ? -2 Crouching 6/15/24 Crouching no
 
Crouching Normals

c.lp - Victor does a bufferable elbow, that hits standing and crouching. it seemingly rapid fires faster wiffing than c.short(or perhaps its my own personal illusion). I've used it to knock demitri out of hit bat super(I don't remember if it was early or near early during the EX at this point), and Gallon(Talbain) out of beast cannon. Depending on positioning, its often practical to combo into spinny punch, knee, or headbutt. . c.lp->c.lk, c.lp/c.lk makes for decent pressure as well


c.mp - c.mp is similar to his far s.mp [while crouching of coarse!], and serves much the same purpose when electrified: to zone & hit any silly move that opponent throws out. I believe it has an 8 frame startup, but its lacking is its recovery should you miss. Canceling into c.mk is the recommended default habit, though I must admit, I like just throwing out well placed electrified c.mp's.


c.fierce - I really only use this move electrified. The startup(17) and recovery(+46h, -5g) aren't great, but the placement of the hitboxes of the move are fixed to go from in front of victor, to a little behind his head, which deters sloppy crossups, and predicable jumpins.


c.lk - Victor's only low hitting bufferable move has quite some distance. roughly a character away from the tip of his toe. You can combo off of his electrified c.mk into c.lk, and cancel into headbutt. Or, you can combo back into c.lp or s.lp into another bufferable move of some sort. Very useful, w/ its options as a combo starter(bufferable or chain)


c.mk - c.mk has excellent range and recovery. there is adequate frame advantage off of a connected electrified c.mk to link into a c.lk(provided the right range of coarse). it makes for a great low poke and a safe chain ender.


c.rk - longest range of all low hitters. knocks down, and comes out fairly fast. I'm pretty sure the un-electrified version is safer on block, but don't hold me to it atm.




-Electrified Frame Data -

<a name="attack2-electric">Normal Moves (Electrified)</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Cancelable? Remark
Standing (Close)  Strong (MP) 13 +7 -7 Standing 3/9/15 Ground no
Fierce (HP) 15 +44 -9 Standing 6/15/24 Ground no Resets opponent on hit.
Forward (MK) 13 +7 -8 Standing 3/9/15 Ground no
Roundhouse (HK) 21 +47 -5 Standing 6/15/24 Ground no Resets opponent on hit.
Standing (Far)  Strong (MP) 8 +4 -11 Standing 3/9/15 Ground no
Fierce (HP) 16 +42 -11 Standing 6/15/24 Ground no Resets opponent on hit.
Forward (MK) 10 +1 -13 Standing 3/9/15 Ground no
Roundhouse (HK) 18 +35 -17 Standing 6/15/24 Ground no Resets opponent on hit.
Crouching  Strong (MP) 8 +6 -9 Crouching 3/9/15 Ground no
Fierce (HP) 17 +46 -5 Crouching 6/15/24 Ground no Resets opponent on hit.
Forward (MK) 9 +9 -6 Crouching 3/9/15 Crouching no
Roundhouse (HK) 14 ? -16 Crouching 6/15/24 Crouching no


Jumping Normals
  • j.lp - a fast jumping normal, where Victor chops his hand in front of him. the range is barely mediocre, but the priority(due to the speed) and recovery makes this move your ideal starter for empty chains


  • j.mp - Victor does an aerial straight punch downwards 15º. this move has alot of priority, and stays out long... to long to be a practical starter for an air chain, but definitly a practical ender. good for air-air confrontations, as well as air-groud jumpins from a mid ranged distance.
  • j.hp - victor's "body dive" move that all capcom grapplers have. The initial startup of the move has the front of Victor's front hitboxes lean back for a bit before his hands pound down for the active hitting frames. the startup is only ok, but the priority is above par generally against grounded opponents(its higher against aerial opponents lower than him). This move also makes for a good empty chain ender, and crosses up fairly well(the legs do not hit).


  • j.lk - he kicks similarly to his far s.lk. I'm unsure of its priority, and cannot comment much on this move(I prefer j.lp). It is a viable choice for empty chaining.


  • j.mk - This is [imo] Victor's dedicated air-air normal. he does an aerial ax kick that ends in front of him. Like all his medium and heavy moves, it has too much recovery to start an empty chain, but it makes for a great normal to go air-air or hit late as an air-ground.


  • j.rk - Victor does a LONG reaching kick 45º downward. It has the same startup issues(slighty longer though) as his j.hp, but does the damage/hitstun necessary to land and mixup.


-Jumping Normal Frame Data -

<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  Jab (LP) 9 Air 0/3/6 Standing no
Strong (MP) 10 Air 3/9/15 Standing no
Fierce (HP) 9 ? Air 6/15/24 Standing no
Short (LK) 6 Air 0/3/6 Standing no
Forward (MK) 9 Air 3/9/15 Standing no
Roundhouse (HK) 15 Air 6/15/24 Standing no
Diagonal  Jab (LP) 9 Air 0/3/6 Standing no
Strong (MP) 10 Air 3/9/15 Standing no
Fierce (HP) 12 Air 6/15/24 Standing no
Short (LK) 6 Air 0/3/6 Standing no
Forward (MK) 9 Air 3/9/15 Standing no
Roundhouse (HK) 15 Air 6/15/24 Standing no
 
Throws and Other Stuff
<a name="throw">Normal Throw</a>

Mega Strangle

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

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 +25 +25 Standing 9 Left or Right  

Jaw Slugger

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

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Down +21 Standing 9 Left or Right

Bottom Grip

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

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Down +23 Standing 9 Left or Right
 



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

Mega Throw (Air Only)

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

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


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

Pursuit

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

Strength Startup After Pos Gauge Growth (Whiff/Hit)  Remark
Normal 40 Air 6/24
ES 40 Air 0/0
 


<a name="other">Special Skills</a>
Minimum Step
         
<img src="./Vampire Savior Data - Victor_files/2.gif" border="0" > + KKK
After Pos Remark
Air Leap Dash, Landing time: 1F
 

Specials

-Special Move Frame Data -

<a name="sp-move">Special Moves</a>
Gyro Crush Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Remark
low 9 -3 -4 Standing 12/14/17 Ground Knocks down on air hit.
middle 9 -3 -4 Standing 12/14+2+2/17+5+5 Ground
high 9 Standing 12/14+2x4/17+5x4 Ground
ES 10 Knockdown +3 Standing 0/0/0 Ground
Giga Burn(GC) Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Remark
low 10 Knockdown -4 Air 18/21/24 All
Landing time: 1F
middle 10 Knockdown -4 Air 18/21/24 All
high 10 Knockdown -8 Air 18/21/24 All
ES 13 Knockdown -2 Air 0/0/0 All
Mega Forehead Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Remark
low 15 Knockdown -19 Standing 18/21/24 All
middle 15 Knockdown -28 Standing 18/21/24 All
It is strong 15 Knockdown -34 Standing 18/21/24 All
ES 15 Knockdown -24 Standing 0/0/0 All
Mega Stake Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Remark
low 33 Knockdown -26 Air 22/27/32 Standing Landing time: 1F
middle 36 Knockdown -26 Air 22/27/32 Standing
high 38 Knockdown -26 Air 22/27/32 Standing
ES 40 Knockdown -23 Air 0/0/0 Standing
Graviton Knuckle Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Hit)  Guard Direction Remark
low Knockdown - Air 12/12 Throw Can be Teched.
         
Until 5F After Throw
middle Knockdown - Air 12/12 Throw
high Knockdown - Air 12/12 Throw
ES - - - - - -
Mega Shock Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Hit)  Guard Direction Remark
low 1 Down - Standing 12/21 Throwing Can be Teched.
middle 1 Down - Standing 12/21 Throwing
high 1 Down - Standing 12/21 Throwing
ES - - - Standing - -
Mega Spike 360 Motion + P Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Hit)  Guard Direction Remark
low 1 Down - Crouching 12/42 Throwing
middle 1 Down - Crouching 12/42 Throwing
high 1 Down - Crouching 12/42 Throwing
ES - - - - - -

Supers & Dark Force

Ex Moves

<a name="ex">EX Super Moves</a>
Thunder Break
         
<img src="./Vampire Savior Data - Victor_files/2.gif" border="0" > (Charge), <img src="./Vampire Savior Data - Victor_files/8.gif" border="0" > + KK
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 27 Down -31 Crouching All  
Gerdenheim 3
         
720 Motion + KK
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 1 Down - Standing Throw
 

Dark Force

<a name="df">Dark Force</a>
Great Gerdenheim S
         
Jab (LP) + Short (LK) or Strong (MP) + Forward (MK)
Startup Invincibility Ending After Pos Contents
58 59 22 Standing
Punches become a special throw.
Great Gerdenheim L
         
Fierce (HP) + Roundhouse (HK)
Startup Invincibility Ending After Pos Contents
58 59 22 Standing
Normals become electrified.

Combos & Patterns

- 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.

-s.lpXX ES spinny punch, ES spinny punch

  • victors bitchslap is top tier, and the 2nd spinny punch finishes the combo w/ 2 extra hits(7 total)

c.mk/s.mp(*), +s.lpXX ESqcb2P

  • make sure to hold the m#(increased hit stun)

d.lk, +c.lpXXES headbutt.

d.lk, +c.lp, c.lk, +c.lp, +c.lpXX ES Headbutt

  • This is the meat of the last combo of the skillsmith vol 1 vid. I couldn?t get it to work. I?m pretty sure the other character being in DF mode affects combos(probably increased hitstun)

d+3K=hop? prolly good for 360?s & stuff(decent for corps hopping, though remember the other guy controls where he gets up). You can?t do anything during this hop? who cares, its still good

  • spinny punch absorbs projectiles(maybe only energy? needs to be checked)
  • electrified normals do chip damage!

Throw setups(preceed to follow at your own risk... some I have made up...)

-punch throw(teched or unteched  :badboy: ), nj/forward, throw(360 or electric squeeze)

-blocked knee uppercut->throw --a.Setups for blocked knee ---dash->knee ---hop->knee ---blocked lp/lk->knee

-wiffed charge big fist(charge d->u+p)->throw

  • this move recovers almost instantly... naturally. so, if the opponent isnt quick to punish, & is still on the ground, 360+p that shit.

-ground combo ended w/ electrified c.fierce->jumpin/dashing->throw

Strategy

Victor Querks

http://www.shoryuken.com/wiki/index.php/Vampire_Savior_%28Darkstalkers_3%29#Character_Specific_Strategies

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