Darkstalkers 3/Victor/Combos

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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

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