Darkstalkers 3/Victor: Difference between revisions

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= Introduction =
{{Infobox Character VSav
|name=Victor
|image=VSAV-Victor-Portrait.gif
|hp=Tier 1 (Highest)
|sh=3(Tall)
|ch=2 (Tall)
|movef=2.5
|moveb=2.25
|dasht=Grounded Dash
|jumpb=52 (3+42+7)
|jumpn=55 (3+45+7)
|jumpf=55 (3+45+7)
|type=Power Move
}}


Victor ^_^
{{Navbox-VSav}}
 
[[Category:Darkstalkers games]]
 
[[Category: Vampire Savior (Darkstalkers 3)]]
= Noteworthy normals =
 
====== Standing Normals ======
 
 
 
 
-Standing Normal Frame Data -
 
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Buff</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Jab</td>
  <td>Close</td>
  <td>5</td>
  <td>+8</td>
  <td>+7</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>5</td>
  <td>+8</td>
  <td>+7</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Strong</td>
  <td>Close</td>
  <td>6</td>
  <td>0</td>
  <td>-1</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>6</td>
  <td>0</td>
  <td>-1</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Fierce</td>
  <td>Close</td>
  <td>11</td>
  <td>kd</td>
  <td>-19</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>11</td>
  <td>kd</td>
  <td>-19</td>
  <td>n</td>
  <td>H/L</td>
</tr>
 
<br>
 
<tr>
  <td style="border:1px solid red" rowspan=2>Short</td>
  <td>Close</td>
  <td>5</td>
  <td>+6</td>
  <td>+5</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>5</td>
  <td>+6</td>
  <td>+5</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=2>Forward</td>
  <td>Close</td>
  <td>6</td>
  <td>-2</td>
  <td>-3</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>6</td>
  <td>-2</td>
  <td>-3</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=2>Roundhouse</td>
  <td>Close</td>
  <td>7</td>
  <td>+4</td>
  <td>+3</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>8</td>
  <td>-7</td>
  <td>-8</td>
  <td>n</td>
  <td>H/L</td>
</tr>
</table>
 
 
====== Crouching Normals ======
 
 
c.lp -
 
 
c.mp -
 
 
c.fierce -
 
 
c.lk -
 
 
c.mk -
 
 
c.rk -
 
 
 
 
 
 
-CrouchingNormal Frame Data -
 
 
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Buff</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Jab</td>
  <td>crouching</td>
  <td>5</td>
  <td>+9</td>
  <td>+8</td>
  <td>y</td>
  <td>H/L</td>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Strong</td>
  <td>crouching</td>
  <td>7</td>
  <td>kd</td>
  <td>-1</td>
  <td>n</td>
  <td>H/L</td>
</tr>
 
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Fierce</td>
  <td>crouching</td>
  <td>7</td>
  <td>kd</td>
  <td>-11</td>
  <td>n</td>
  <td>L</td>
</tr>
 
 
<br>
 
<tr>
  <td style="border:1px solid red" rowspan=1>Short</td>
  <td>crouching</td>
  <td>5</td>
  <td>+7</td>
  <td>+6</td>
  <td>y</td>
  <td>L</td>
</tr>
 
<tr>
  <td style="border:1px solid red" rowspan=1>Forward</td>
  <td>crouching</td>
  <td>7</td>
  <td>+1</td>
  <td>0</td>
  <td>n</td>
  <td>L</td>
</tr>
 
<tr>
  <td style="border:1px solid red" rowspan=1>Roundhouse</td>
  <td>crouching</td>
  <td>8</td>
  <td>kd</td>
  <td>-1</td>
  <td>n</td>
  <td>L</td>
</tr>
</table>
 
 
 
 
 
====== Jumping Normals ======
 
*j.lp -
 
 
*j.mp -
 
*j.hp -
 
 
 
 
*j.lk, d.rk -
 
 
*j.rk(neutral) -
 
 
 
-Jumping Normal Frame Data -
 
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Blk pos</th>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Jab</td>
  <td>jumping</td>
  <td>5</td>
  <td>H</td>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Strong</td>
  <td>jumping</td>
  <td>6</td>>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Fierce</td>
  <td>jumping</td>
  <td>11</td>
  <td>H</td>
</tr>
 
<br>
 
<tr>
  <td style="border:1px solid red" rowspan=1>Short</td>
  <td>jumping</td>
  <td>5</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Forward</td>
  <td>jumping</td>
  <td>6</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Roundhouse</td>
  <td>jumping</td>
  <td>7</td> 
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Down+Roundhouse</td>
  <td>jumping</td>
  <td>10</td> 
  <td>H</td>
</tr>
</table>
 
 
 
 
 
====== Dashing Normals======
 
 
 
 
-Dashing Normal Frame Data -
 
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Hit Adv</th>
  <th>Blk Adv</th>
  <th>Blk pos</th>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Jab</td>
  <td>dashing</td>
  <td>4</td>
  <td>+4</td>
  <td>+3</td>
  <td>H/L</td>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Strong</td>
  <td>dashing</td>
  <td>5</td>
  <td>+6</td>
  <td>+5</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Fierce</td>
  <td>dashing</td>
  <td>8</td>
  <td>-10</td>
  <td>-11</td>
  <td>H/L</td>
</tr>
 
<br>
 
<tr>
  <td style="border:1px solid red" rowspan=1>Short</td>
  <td>dashing</td>
  <td>4</td>
  <td>+4</td>
  <td>+3</td>
  <td>L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Forward</td>
  <td>dashing</td>
  <td>6</td>
  <td>+1</td>
  <td>0</td>
  <td>L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Roundhouse</td>
  <td>dashing</td>
  <td>7</td> 
  <td>kd/td>
  <td>-1</td>
  <td>L</td>
</tr>
</table>
 
 
<table style="width:400px;border:1px solid silver" cellborder="2">
<tr>
  <th>Name</th>
  <th>Direction</th>
  <th>Type</th>
  <th>Startup</th>
  <th>Acrive</th>
  <th>Recovery</th>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Dash</td>
  <td>Forward</td>
  <td>Ground</td>
  <td>6</td>
  <td>14</td>
  <td>9</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Dash</td>
  <td>Backwards</td>
  <td>Hop</td>
  <td>-</td>
  <td>-</td>
  <td>14</td>
</tr>
</table>
 
 
 
 
<nowiki>*</nowiki>Optimized chain combo- I'm pretty sure this is necessary...what do I mean by this? all the different chains that every character has... theres of course one route through all those chains that each character has that does the most damage.<b>(to be removed)</b>
I'm pretty sure this is aubaths(I'm gunna check tonight...heh) cuz I see the japs doing it during the bubble trap.
 
(jumpin), c.lk, s.mp, s.mk, c.rk
 
 
 
<nowiki>*</nowiki>Bufferable normals:
**s.lp, c.lp
**s.lk, c.lk
**s.mk
 
= Specials =
 
 
 
 
 
-Special Move Frame Data -
 
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>Strength</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Sonic Wave</td>
  <td>Jab</td>
  <td>15</td>
  <td>+63</td>
  <td>+2</td>
  <td>H/L</td>
</tr>
 
<tr>
  <td>Strong</td>
  <td>16</td>
  <td>+59</td>
  <td>-2</td>
  <td>H/L</td>
</tr>
 
<tr>
  <td>Fierce</td>
  <td>18</td>
  <td>+52</td>
  <td>-6</td>
  <td>H/L</td>
</tr>
<tr>
  <td>ES</td>
  <td>15</td>
  <td>+63</td>
  <td>+2</td>
  <td>H/L</td>
</tr>
 
 
 
<tr>
  <td style="border:1px solid navy" rowspan=4>Poison Gas</td>
  <td>Short</td>
  <td>28</td>
  <td>+61</td>
  <td>0</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Forward</td>
  <td>30</td>
  <td>+57</td>
  <td>-4</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Roundhouse</td>
  <td>34</td>
  <td>+52</td>
  <td>-9</td>
  <td>H/L</td>
</tr>
<tr>
  <td>ES</td>
  <td>28</td>
  <td>+61</td>
  <td>0</td>
  <td>H/L</td>
</tr>
 
 
<tr>
  <td style="border:1px solid navy" rowspan=4>Tricky Fish</td>  <td>Short</td>
  <td>25</td>
  <td>kd</td>
  <td>-9</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Forward</td>
  <td>25</td>
  <td>kd</td>
  <td>-9</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Roundhouse</td>
  <td>26</td>
  <td>kd</td>
  <td>-10</td>
  <td>H/L</td>
</tr>
<tr>
  <td>ES</td>
  <td>25</td>
  <td>kd</td>
  <td>-14</td>
  <td>H/L</td>
</tr>
 
 
<br>
 
<tr>
  <td style="border:1px solid red" rowspan=3>Cataract Cry</td>
  <td>Strong</td>
  <td>2</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
<tr>
  <td>Fierce</td>
  <td>2</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
<tr>
  <td>ES</td>
  <td>2</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
 
<tr>
  <td style="border:1px solid red" rowspan=3>Gem's Anger</td>
  <td>Forward</td>
  <td>7</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
<tr>
  <td>Roundhouse</td>
  <td>7</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
<tr>
  <td>ES</td>
  <td>7</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
 
<tr>
  <td style="border:1px solid red" rowspan=2>Pursuit</td>
  <td>Regular</td>
  <td>38</td>
  <td>-</td>
  <td>-</td>
  <td></td>
</tr>
<tr>
  <td>ES</td>
  <td>35</td>
  <td></td>
  <td>-</td>
  <td>-</td>
</tr>
</table>
 
 
<nowiki>*</nowiki>note:  Aubath's pursuit has 8 frames of recovery.
 
= Supers & Dark Force =
 
 
 
====== Dark Force "Ocean Rage" ======
 
 
 
 
 
 
 
-EX Move Frame Data -(to be changed)
 
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>Req meter</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Water Jail</td>
  <td>1</td>
  <td>40</td>
  <td>-</td>
  <td>-</td>
  <td>UBL</td>
</tr>
 
 
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Aqua Spread</td>
  <td>1</td>
  <td>42</td>
  <td>kd</td>
  <td>-3</td>
  <td>H/L</td>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Sea Rage</td> 
  <td>1</td>
  <td>28</td>
  <td>+7</td>
  <td>-11</td>
  <td>H/L</td>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Direct Scissor</td> 
  <td>3</td>
  <td>25</td>
  <td>kd</td>
  <td>-23</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Dark Force</td> 
  <td>1</td>
  <td>32</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
 
<br>
</table>
 
=Combos & Patterns=
 
=Strategy=
 
 
 
 
 
=Victor Querks=
 
 
 
http://www.shoryuken.com/wiki/index.php/Vampire_Savior_%28Darkstalkers_3%29#Character_Specific_Strategies
 
[[Category:Vampire Savior (Darkstalkers 3)]]
[[Category: Victor]]

Latest revision as of 21:48, 2 May 2021

In Progress / Completed To-do
  • Format the following pages: Attack Data, Combos, Matchups, Strategy, Resources
  • Format pages and move existing data to proper sections
  • Write proper introductions
  • Write combos, strategy, and match up pages
  • Add pictures for all moves.

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.png 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.png setups, and zoning, patience, good intuition and decent defensive measures are all that victor needs to balance and excel in a match.

Victor
VSAV-Victor-Portrait.gif
Stats
Defense Tier 1 (Highest)
Standing Height 3(Tall)
Crouching Height 2 (Tall)
Ground Movement
Forward Walk Speed 2.5
Backward Walk Speed 2.25
Dash Type Grounded Dash
Jumping
Forward Jump Speed 55 (3+45+7)
Neutral Jump Speed 55 (3+45+7)
Back Jump Speed 52 (3+42+7)
Dark Force
Type Power Move

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Victor