UMVC3/Vergil/Combos

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< UMVC3‎ | Vergil


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Vergil Standard Solo Combo
Easy
Damage: 453,000 (with no bar) ~620,000 (high variance, with 1 bar)
Meter Gain: 1 bar (costs 1)
2L 5M 5H 6H > 623L > H, sj. j.M j.H j.S, land, 2H 6H > 214M, 2H 5S sjc. j.M j.M j.H j.2H, land, (214M), 3H > j.236MH

This is Vergil's standard combo route into a normal Dimension Slash ender. An important concept in Vergil's combos is that 6H Stinger causes a Wall Bounce if it hits an airborne opponent, but only causes a large amount of normal hitstun if it hits a grounded opponent. In this case, the first 6H hits a grounded opponent, so Vergil stays close and can cancel into 623L. The second Stinger hits on an airborne opponent, so it causes a Wall Bounce which Vergil pursues by canceling into a teleport.

Vergil can not cancel High Time (3H) into anything except its H Teleport follow-up. However, the Teleport can be hyper-canceled. If you input the hyper using an H press, Vergil can effectively cancel High Time directly into hyper, using the Teleport as a bridge.

Dimension Slash deals inconsistent damage, although it tends to hit harder if the opponent is close to the center of the screen. There is time for an optional 214M Teleport after Helm Breaker before the relaunch into hyper. You can choose to do this if it will push the opponent closer to the center of the stage for some free extra damage.

If the opponent is already airborne, then 6H > 623L will not work, and the combo needs to be adapted. This is fairly common because both 5L and 5H are solid anti-airs that tend to catch opponents at jump height. It can also happen if you replace 5H with 2H, which knocks opponents airborne on hit. There are two ways you can adapt to this:

  • Omit the first 6H Stinger and directly cancel 5H > 623L. This does not work on the very outer edge of 5H's range, but it works from farther away than you would expect it to.
  • Go into a different route entirely where you do the Wall Bounce extension first and then use your Ground Bounce extension afterwards (see below).


Notation Damage Meter Location Video

2[L] 2M 2H 6H > 214M, (5M) 5H 5S H (> ]L[, 2H > 236L, 2H) 5S sjc. j.M j.H j.2H, land, (214M) 3H > j.236MH

~615,000

+0.1

Anywhere

Timestamp

  • Modified BnB route for use against airborne opponents. 2H always puts opponents into the air, so you can consistently use this route if you are not comfortable confirming airborne vs grounded.
  • You can omit the Round Trip section if you do not have a charge built (if you start holding L during the first hit of the combo you will always build one in time) but you lose a good amount of damage and meter build.
  • Doing 5M after the Teleport will usually cause Vergil to side-switch when he cancels into Round Trip, cornering the opponent. If you omit the 5M, Vergil will remain on his teleport side and continue comboing towards midscreen.

Airthrow, land, dash 5M 5H > 623L > H, sj. j.M j.H j.S, land, 2H 6H > 214M, 2H 5S sjc. j.M j.M j.H j.2H, land, (214M), 3H > j.236MH

~376,000

+0.1

Anywhere

Timestamp

  • After an airthrow (either direction), Vergil can dash up and catch the opponent with 5M before they reach the ground.
  • After that, it is the same as your normal BnB

Ground Throw, dash, 3H > j.236MH

~365,000

-0.9

Anywhere

  • Without specific assists or X-Factor, this is all Vergil gets off a ground throw.
  • Against small-body characters, two dashes are required to get into 3H range.

Post-Hyper Extensions

The partial randomness of Dimension Slash will sometimes cause the last possible hit to connect very late. When this happens, the opponent takes longer to fall, land, and recover from the hyper than normal. This gives Vergil just enough time to connect a post-hyper 3H on the knocked-down opponent and go into a second Dimension Slash. There is no special setup or spacing to cause this to happen, although it's decently common (anecdotally ~1/6 High Time -> Dimension Slash enders will have the right ending on normal-sized characters). Just be prepared to capitalize if you notice it happen.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Sword Loops"You're going down."
Easy-Medium
2H > 623XX [Hold [L]], 623M, Walk back one step, ]L[, 2H > 236L, 2H > 623XX

Sword Loops are combos optimized to deal heavy damage taking advantage of Spiral Swords' ability to keep an opponent juggled. Vergil can not build Hyper Meter while Swords are active, but it is possible to adjust these combos such that Vergil can perform a sequence of attacks and generate a good amount of meter right when Swords's duration ends. These combos take advantage of attacks with high minimum hitstun, so they can be done even late into a combo, and looped into themselves. This is the standard Sword Loop. When tacked on to the end of a normal Vergil combo, it will deal roughly 197,000 damage per rep, while also building back about 25% of the meter spent on the loop.

Vergil can confirm nearly any hit into a Sword Loop using only slight modifications from his normal combo routes, or be brought in via a DHC to Spiral Swords to start a loop from another character. Once set up, Vergil can loop this (or perform similar loops) repeatedly and secure a kill.

If you no longer wish to continue looping the opponent, you can transition into a more damaging ender with a slight modification:

2H > 623XX [Hold [L]], 623M, Walk back one step, ]L[, 2H > 236L, 2H > 623M, 3H > j.236MH

Vergil Solo Combo into Swords Activation
Easy
Damage: 397,000 (before Swords)
Meter Gain: 0.75 bar (before Swords)
2L 5M 5H 6H > 623L > H, sj. j.M j.H j.S, land, (5M)) 5H 6H > 214M, 2H > 623XX, etc.

Once you have a grasp on Sword Loops, modifying Vergil's combos to go into a Swords activation represents a higher damage ceiling than a normal combo route into Dimension Slash, especially if you intend to spend more than one bar of meter. This is Vergil's normal solo BnB, but with the ending sequence replaced by an early cancel into Spiral Swords.

Confirms into Sword Loops

Notation Damage Meter Location Video

5L 5M 5H 6H > 623[L] > H, sj. j.M j.H j.S, land, 2H 6H (delay) > ]L[, 2H > 236L, 2H > 623XX etc.

~443,000 (before swords)

+0.9 (before swords)

Midscreen -> Corner

Timestamp

  • Landing a Round Trip extension before going into Spiral Swords adds some nice extra damage and meter build.
  • If j.S carries the opponent into the corner, then 6H > ]L[ drops, as the Wall Bounce causes Vergil to throw Round Trip the wrong direction. Delay Round Trip slightly until the opponent bounces over Vergil's head, so he throws it in the midscreen direction.
    • This corner interaction happens if you land a hit at round-start/default training mode distance.

5[L] 2M 2H 6H > 214M, (5M) 5H 5S H > ]L[, 2H > 236L, 2H > 623XX etc.

~412,000 (before swords)

+0.7 (before swords)

Anywhere

Timestamp

  • Like with the non-swords BnB route, you can use this alternate confirm for consistency against airborne opponents.

Airthrow, land, dashup 5M 5H > 623L > H, sj. j.M j.H j.S, land, 2H 6H > 214M, 2H > 623XX etc.

~169,000 (before swords)

+0.7 (before swords)

Anywhere

Timestamp

  • Airthrow into Swords activation

Airthrow [L], land, dashup, 5H 6H > 214M, 5H 5S H > ]L[, 2H > 236L, 2H > 623XX etc.

~208,000 (before swords)

+0.75 (before swords)

Anywhere

Timestamp

  • Another Airthrow into Swords activation.

DHC Vergil in(623XX) [M], 236L, jump j.2H > ]M[, 236[L], 623M, 2H 6H (delay) > ]L[, 2H > 236L, 2H > 623XX etc.

Corner

Timestamp

  • Standard post-DHC followup into Sword loops.

DHC Vergil in(623XX) [M], 236L, 214L, 236L, 2H 6H (delay) > ]M[, 2H > 236L, 2H > 623XX etc.

Corner

Video

  • Wallbounce-only post-DHC followup into Sword loops.
Sword Loops vs Grounded
Easy-Medium
623H > 623XX [L], 5H 6H > 214M, 5H 6H ]L[, 2H > 236[L], 2H 6H > 214M, 2H 5S H > ]L[, 2H > 236L, 2H > 623XX etc.

The standard Swords Loop assumes that the opponent is airborne by the time Spiral Swords goes up. If you combo into Swords activation against a grounded opponent (such as canceling into it to confirm from Rapid Slash), then you can do this route instead.

Assist Extensions

Vergil is very adept at extending his own combos, and thus isn't especially dependent on assists for extensions. However, he does need meter to maintain his Sword loops; assist extensions can greatly help him build bar with additional Round Trips before the first Swords activation. His OTG option, 3H, can not be followed up outside of X-Factor, except with a combo-ending hyper cancel; however it is one of the fastest OTGs in the game, and can be cancelled into a teleport back to the ground. This gives him a lot of room to adjust his timing for different assists. Assists that have good vertical reach(such as Strider's Vajra or Dante's Jam Session) can catch opponents who have been thrown all the way up by High Time; for others you'll have to adjust your timing so the assist connects before High Time sends them too high. You can also utilize OTG assists, such as Deadpool's Katana-rama and Wesker's gunshot, for picking up off knockdowns instead. Doom's Hidden Missiles is particularly noteworthy for dealing damage, as the delayed hits and OTG capabilities allow for numerous setups into more Round Trips; it is even possible to utilize this assist to OTG twice, allowing for extremely damaging combos at the corner.

Vergil also excels at setting up Hard Tags to other characters (regardless of whether he needs to actually do so). Round Trip causes an immense amount of total hitstun on a clean hit, covering a Hard Tag to another character. He can also utilize the ground bounce from Lunar Phase to set up hard tags to someone with a good OTG option(eg Doom).


Vergil / Doom (Missiles #1) Vergil / Missiles #2 Vergil / Missiles #3 Vergil / Missiles #4
Vergil / Doom basic starter combos
Vergil/Doom/Dante combo

Vergil Hard Tag to Doom
Vergil Hard Tag to Doom #2
Vergil Hard Tag to Strange
Vergil Hard Tag to Strange #2
Vergil/Doom/Strider ground throw into hard tag

Vergil/Dante/Strider
Vergil/Doom/Ammy combo
Vergil/Deadpool combo
Vergil/Strange bolts pickup
Strider/Dante Hard Tag to Vergil

Magneto/Doom/Vergil Part 1 Part 2 Part 3 Part 4
Vergil/Deadpool/Haggar
Vergil post-DHC side switch with no wallbounce

Comboing in X-Factor

X-Factor High Time Combo
Easy-Medium
Damage: 955,000 (in XF1)
Meter Gain: 1.15 bars (costs 1, in XF1)
j.2H, land, 3H > LMHS, sj. j.M j.H j.S, land, 2H 6H > 214M, 5H 5S sjc. j.M j.M j.H j.2H, land, (214M), 3H > j.236MH

When you OTG with High Time, there is a short window where Vergil is still considered grounded but the opponent has been hit and knocked airborne. If Vergil X-Factor cancels at this point, he will remain on the ground and can manually superjump up for a much more damaging combo. This combo route gives Vergil a way to spend X-Factor to convert any Hard Knockdown - including both Helm Breaker and Ground Throws - into a dead character.


Notation Damage Meter Location Video

2L 5M 5H 6H > LMHS, 5M 5H 5S H 2L 2M 2H 6H > 214L 5H 5S sjc. j.M j.M j.H j.2H, land, 3H

~1,000,000

+1.95

Anywhere

Timestamp

  • Generically confirm into XF3 to quickly kill 1,000,000 health characters meterless.

Another basic ToD in X-Factor

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Misc. Other Solo Combos
More Misc. Solo Combos

Stacking X-Factor and Devil Trigger

Vergil can combine the speed boost of X-Factor, the speed boost from Devil Trigger, as well as the enhanced size of special moves from Devil Trigger, to access some extensions that are otherwise impossible using just one or the other.


Notation Damage Meter Location Video

j.2H, land, 3H > LMHS, sj. j.M j.M j.H j.2H, land 214XX, 3H > H, sj. j.M j.H j.2H, land, 3H H, sj. j.M j.H j.S, land, 2H 5S sjc. j.H j.2H, land, 3H

Anywhere

Timestamp

  • Improved High Time -> X-Factor confirm, using extra extensions available in Devil Trigger.

j.2H, land, 3H > LMHS, sj. j.M j.M j.H j.2H, land 214XX, 3H > H, sj. j.M j.H j.S, land, 2H 6H > 214L, 2H S, sj. j.H j.2H, (3H > H, 623M) xN

Anywhere

  • Further Improved High Time -> X-Factor confirm, using the High Time > Lunar Phase loop(infinite until DT or XF runs out). Only works in XF2/3.

2L 5M 5H 6H > 214XX, 2L 5M 5H 6H > 623L > H, sj. j.M j.H j.2H, land, LMHS, 3H > H, sj. j.M j.H j.2H, land, 3H > H, sj. j.M > j.H j.S, land, 2H 5S sjc. j.5H j.2H, land, 3H

1,250,000+

Anywhere

Timestamp

  • Meterless Thor-killer

X-Factor + DT loops at all levels of X-Factor
Other X-Factor combos
Dark Vergil OTG Loop (The trick with Trick) - UMvC3 Sparty Tech Tutorial
DT + XF1 combo

Character specific notes


Some combos require adjustments or do not work on specific characters. These are documented here.

- Stinger wallbounce side switch into Round Trip: Some characters need to be higher than normal in order to bounce over Vergil's head properly. The adjustment varies by the combo routing:
j.S ground bounce - Use crouch M, stand H, Stinger
Lunar Phase ground bounce(also pickups utilizing Strider's Vajra assist) - Skip the crouch H, and just go straight into Stinger
Juggles after Judgement Cut(eg post DHC routes) - No routing adjustment is needed, but the timing is less lenient

The following characters require these adjustments:
Haggar, Hsien-Ko, Shuma, Spencer, Zero, Wolverine, Modok, Captain America

Doing raw crouch H into Stinger wallbounce > Round Trip vs a grounded opp will also fail on Amaterasu, however any juggle will have them higher than this, rendering it a non issue for combos.

- Devil Trigger + X-Factor level 2 pickups off High Time into j.MH does not work on small bodies. For these characters, you'll need to use j.LH, or for High Time > pop X-Factor > SJ, you can skip straight to j.H
This applies to the following characters:
Shuma, Rocket Raccoon, Arthur, Joe

Rocket Raccoon also still has the issue with High Time > teleport > SJ pickups in X-Factor level 3 + Devil Trigger

- Some combos after Round Trip utilize delayed SH into Judgement Cut(mostly corner routes). Generally small body characters require additional delay on the SH, or the Upper Slash whiffs under them. This extension does not work on Tron and Rocket Raccoon. On Modok it works in corners but not midscreen.

- Sword loops require a timing adjustment when linking crouch H after the Judgement Cut, depending on the character being juggled.

Characters who call for buffering the c.H early include: Chun-Li, Dante, Felicia, Frank, Ghost Rider, Hawkeye, Joe, Shuma, Thor, Trish, Vergil, Wesker, Zero(tight)
Characters who need some delay include: Amaterasu, Hsien-Ko, Hulk(lenient, probably the easiest character to loop), Morrigan, Ryu, Strider, Tron, Viper
Characters who need more delay include: Akuma, Arthur, Chris, Haggar, Nova, Phoenix Wright

- Ending a Sword loop with a full Round Trip extension(c.H, Judgement Cut, c.H) into Lunar Phase is either inconsistent or does not work on some characters - generally the same characters who require buffering the c.H early after the Judgement Cut. Also, c.H > Lunar Phase in general does not work on Joe, Arthur, and Rocket Raccoon(unless they are still being held by Round Trip). For any of these cases, you can finish by doing Round Trip > c.H > Lunar Phase.

- Shuma requires several adjustments, including a couple of others in addition to the ones documented above:
Pickups off Rising Sun into j.MH is tight, can be easier to skip the j.M
If using Doom Missiles assist, the corner double OTG extension does not consistently side switch; adjustment for this is to teleport twice and then go straight into S > Helm Breaker
If tagging into Doom off a grounded Spiral Swords confirm, doing crouch M into Round Trip sometimes pushes him too far; stand H is more consistent.
Video explanation on Shuma adjustments

- For the Devil Trigger + X-Factor level 1 combo, wallbounce into Judgement Cut does not work on Joe, Arthur, and Rocket Raccoon. The remainder of the combo can be done if you skip this portion.