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[VS] Engine Stratagems "Everyone can do ... except Anak :-("

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Here's the updated list of UB's I was working on. Some still need tested. I have no plan to make a video at this time.

VSAV UB'S

Design UB: During Character design, VSAV creators intended for these tools to be UB.

Condition: Aulbath's "Water Jail" Super 623+PP, is a horizontally traveling UB.

Video:

Usefulness: This UB turns AUlbath's corner KD's into a mixup which is very much in his favor. HIgh reward, very little risk. This is not guranteed, but the mixup is generally in Aulbath's favor.

Escape & Videos: GC

Escape & Videos: Throw

Escape & Videos: Counter poke

Escape & Videos: character specific escape

Condition: Jedah's Nero Fautica 214P/214PP is a UB

Video:

Usefulness: Occasionally, Catch's jump out, standing opponents and (1) air trap w/ "ES Dio Sega" 236PP

Escape: Crouch

Condition: Sasquatch's "Big Ice Burn" Super 4123[6]KK is UB

Video:

Usefulness: Gimmicky reset trap, punish 7 or 8-jumps in the corner

Escape: 9-jump

Condition: Zabel's "Hell Dunk" Super 623PP

Video:

Usefulness: Gimmicky punish for random supers and full screen Dark Force deactivations.

Escape: Jump

Condition: Jedah's "Final Rosso" Super 22PP

Video:

Usefulness: gimicky punish for random supers and full screen Dark Force deactivations, (1) trap w/ ES Dio Sega

Escape: Jump

Condition: Anakaris's "Pit to the Underworld" Super 4123[6]KK

Video:

Usefulness: Gimmicky reset trap, punish 7 or 8-jumps in the corner

Escape: Movement

Overhead + Low UB:

Condition: LeiLei Ankihou 236HP + Low attack

Video:

Usefulness: Great corner oki + Mixup, if not true UB: the stagger is still strong

Escape: correct rolling, Reversal & DF

Escape: if staggered: GC the first one to connect- spilt the inputs to buffer the GC

Proxy drop UB: While holding 3 or 4, players enter a guard state during the opponents startup frames. This allows blocking during active frames. under certain conditions, proximity guard does not activate long enough to block all active frames of moves, while holding 4 or 3, They cannot block.

Condition: Zabel's J.lk has proxy drop frames. (f4-f6) J.lk is UB.

Video:

Usefulness: Zabel's oki & reset game are 100% built around this mechanic. B/c it's the last few active frames (f4-f6), it's even easier to safe-jump and make this UB setup become reversal safe. Top Tier strats.

Escape: Avoid air resets, Roll differently, Dark Force, avoid being hit by ES GC

Condition: Gallon's DarkForced "replica" does not cause proximity guard. Gallon Reversal DarkForce > 6+HK throw > Opponent completed THROW TECH > c.mk whiff > REPLICA completes UB cr.mk

Usefulness: None. Gallon D.F. is a 50/50 at which replica he will recieve and this rare occasion is an initial 50/50 shot at success. Will never see in a match video.

Escape: THROW TECH > Reversal or Dark Force

Condition: Gallon's ES beast Cannon can go directly on the opponents y-Axis and cause proxy drop. Gallon ES Beast Canon *6> ES BC*9> ES BC *2. ES BC *6 is UB

Usefulness: very useful. Gallon's Beast canon's are high reward and a gimmicky mixups/frame trap already. Adding that he can UB for the same scenario means you should be seeing it often.

Escape: Gallon's 1st hit of ES BC*6> Tech hit, Fast poke, Reversal or Dark Force

Condition: Bishamon's "Karame Dama" 4123[6]+PP at a set distance is UB

Video:

Usefulness: Bishamon's oki & reset game are 100% built around this mechanic. Connecting "Tsuji Hayate" 236P during posession forces no rolls & setups up UB "Karame Dama" 41236+PP loops. Bishamon can begin this UB and or UB-Loop on block, hit, or Antiair.

Escape: DarkForce, Supers, short crouchers, crouching gallon wtf.

Condition: Bishamon's "Enma Seki" 4123[6]KK is UB at a set distance

Usefulness: Occasionally, same situation as "Karame Dama" except it doesn't loop & the move is much slower. Useful b/c it works on short crouchers that "Karame Dama" does not. Bishamon can anti-air into this UB, and go into it (ineffectively) on block.

Escape: Reversal, Dark Force, If he attempts on block: jump out or counterpoke

Condition: Anakaris's "Royal Judgement" 236P/236PP Curse is UB at a set distance

Usefulness: none. Slow Startup, no guranteed setups.

Escape: jump, counterpoke

Block switching UB: VSAV mechanics does not allow switching of block states during hitstop frames. By setting up a disjointed attack & simultanously attacking in a way that breaks their guard.

Bulleta J.hk stuff (setup 50/50)

Bulleta's "Smile & Missile" [2]6LP & 66~3MP is UB low

LeiLei's "ES Henkyouki" 50/50

LeiLei's "Jiretou" 4123[6]KK 50/50

Lilith's "ES Soul Flash" 236PP 50/50

Lilith's "Mindless Doll Mimicry" 50/50

Morrigan's "ES Soul Fist" cr.hk is UB low

Jedah's "ES Dio Sega" 236PP setup 50/50

Qbee's "I^2" 8HP~2 50/50

Felicia's "Kitty the Helper" lp whiff, Jumpin (setup 50/50)

Gallon's "Mirage Body" j.hp, cr.lk is UB?

Demitri's "Darkside Helper" J.mk, J,HK (Whiff) cr.lk, 236HP s UB low "mixup"

Demitri's "Chaos Flare" 236LP 66, 2LK is UB low

Glitch UB: Bishamon's Karame Dama puts opponents in a "posessed" state for follow-up "rekka" damage. When conditions are met, Bishamon can force posession.

Condition: Bishamon's ES Karame Dama > Tsuji Hayate > Pursuit whiff > Throw opponent(6+HP), Opponent completed THROW TECH > UB is a random chance of success

Video:

Usefulness: Good follow-up to his UB-Loop when out of meter. Even w/o the glitch, the throw is still a strong mixup.

Escape: Dark Force, Reversal, do not THROW TECH.

No UB's: Victor

Edited by Kyle

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The requiremensts for "Mega Spike", "dash-Mega Spike", "Gerdenheim 3" & "dash-Gerdenheim 3" in VSAV.

"Mega Spike":

1. Only directions that are true = 4 2 6 & 8

B/c of this, traditional SuperTurbo shortcut is not acceptable. =/= 632147P

2. Diretcional inputs need to be in circular order.

B/c of this, SSFIV input shortcut is not accepatable. =/= 6, 4, 2, 8

3. The special move input-buffer counts towards the last input.

similar to a walking-Hadouken: 23[6], delay, P uses the input-buffer to walk a few frames before activating a fireball.

B/c of these rules, we can do a few tricks.

- standing "Mega Spike"'s can be input very easily w/o a fear of jumping: 63214, 5, 8P

- Splitting dash startup w/ a "Mega Spike": 87412, 5, 66P "hide/buffer" the first few jump frames w/ another move.

- full walking "Mega Spike": 87412, 5, [6], Delay, P "hide/buffer" the first few jump frames w/ another move.

Dash:

1. Has startup and recovery frames which cannot be jumped during.

2. Is special cancel enabled.

B/c of these rules, we can do a few tricks.

- dashing "Mega Spike" is EASY: all following inputs are accepted

6, 6321478P

6, 63214789P

6, 632147896P

"Gerdenheim 3" & "Dash-Gerdenheim 3":

1. All same conditions of "Mega Spike" apply

B/c of this, the last four inputs can be manipulated in the same way the "Mega Spike" are manipulated.

2. You need to "hide/buffer" most of the inputs to avoid jump frames. Attacks, dashing startup, dashing recovery, or landing from a jump are very good places.

B/c of this, you will never see a standing "Gerdenheim 3". VSAV is too fast for it to exist.

Iputs:

Buffer(47896321478) 632KK = "Gerdenheim 3"

Buffer(8963214789) 63214KK = "Gerdenheim 3"

BUffer(63214789) 6321478KK = "Gerdenheim 3"

Buffer(21478963214789) 6KK = "Gerdenheim 3"

Buffer(63214789) 63214, 5, 8KK = standing & delayed "Gerdenheim 3"

Buffer(2147896321478) 66KK = Splitting dash startup w/ a "Gerdenheim 3"

Buffer(2147896321478) [6] Delay KK = Stepping "Gerdenheim 3"

Dash.lp as a buffer tool:66~lp is his best buffer, the +frames on block and hit are just enough for a successful tick throw. Here's all the previous inputs modified to accomodate the d.lp tick setup.

66lp (478963214789) 632KK = "Gerdenheim 3" This input works, but the move whiffs

6[6]lp (3214789) 63214, 5, 8KK = "Gerdenheim 3" This input works, but the move whiffs

6698lp (741236987) 4123[6], delay, KK = "Gerdenheim 3" stepping "Gerdenheim 3". *Reverse-closkwise input* THE BEST SETUP.

dash.stop as a buffer tool: 66~4 starts a dash and recovers from dash w/ frames that will not allow jumping. Here's all the previous inputs modified to accomodate the dash.stop buffer.

66, 87412, 5, 66P = Splitting dash startup w/ a "Mega Spike"

66, (8741236987) 412, 5 66KK = Splitting dash startup w/ a "Gerdenheim 3"

From KAME:

"At 2P side, using Dash-WeakPunch. During guard, input [4 8 6 2 4 8 6]quickly, walks a little[4], and push buttons."

Big thanks to "YetiGhettoSlang" & Kame_Victor for the secrets which leads me finally understanding this!

Edited by Kyle

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I found that you Can Guard Cancel by just holding the attack button and then relasing it after you confirm the block, if you hold all 3 buttons and then relase all 3 thogeter you'll do an ES attack, if you relase the buttons in piano mode the attack with the highest priority will come out, now: if you use prebuffer + hold attack after the wakeup you can confirm the block and then relase it for a fast and more safe GC, if you don't relase the button in time you just block, the dp will not come out and you are ready to block again, it works just like that E.honda reversal CMD throw shit in 2x...

i think that this can be more safer than piano mode, but i can be wrong, still didn't tested it on real matches

this is also more safer for character that do not have a real dp like zabel and jedah

Edited by Ciccio

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Team,

I noticed another neat way to punish Tech-Hit attempts. This cost resources, but nets a much higher reward.

You are going to rely on the fact that your opponent going to input lk~lp~mp~hp~kh or lp~mp~hp~hk. Once you are in w/ a chance to setup an offense (either ground roll guessing, reset into OKI or an approach w/ +frames). You are going to throw out a move w/ startup and expect to trade hits. However, on the trade, you are in a serious advantage and allow combos which otherwise cannot be executed.

Here's the characters which can utilize this technique.

Bishamon- Trade w/ mp version of spirit. If the trade is successful, Bish can combo into

J.mk, J.hp, cr.mp, ES Spirit, Rekka, UB Lop

Jedah- Trade w/ ES wheels. If the trade is successful, Jedah can combo into

66j.hp, land into any BnB of choice. Possibly combo into contract super also.

LeiLei- Trade w/ ES Gong. If the trade is successful, LeiLei can combo into

any ground/jump chain into TNRH

Aulbath- Trade w/ mp version of sound waves. If the trade is successful, Aulbath will combo into

66mp, LINK cr.lp, full chain into cr,hk, Bubble trap OKI

Gallon- Gallon can trade w/ flame super. If the trade is successful, Gallon can combo into

Mopment Slice or ES flashKick

Morrigan- Morrigan can trade w/ ES Soul Fist. If the trade is successful, Morrigan can combo into

ES Shadow Blade

Lilith- Lilith can trade w/ ES Soul Flash. If the trade is successful, Lilith can combo into

66lp, LINK cr.kl, full chain into LI

Demitri- Demitri can trade w/ fireball. If the trade is successful, Demitri can combo into

LP full chain into cr.hk

This is a good tactic as Kaji successfully did it twice in Grand Finals of AOW5. Obviously, some characters options are more ideal than others. Some of these still combo on hit w/o the trade.

Edited by Kyle

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Input 6321[4], ~3P/K.

Starts an offense w/ a delayed crouching attack and options selects GuardCancels to beat reversal attacks on wake-up.

Zabel

Qbee

Rikuo

Bishamon

Jedah

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Input 6321[4], ~3P/K.

Starts an offense w/ a delayed crouching attack and options selects GuardCancels to beat reversal attacks on wake-up.

Zabel

Qbee

Rikuo

Bishamon

Jedah

This is how I GC most of the things I do, but there's no downside for these characters to press a button, because it'll just come out as a crouching normal. Right? For characters with DPs, it works the same way, but they have to confirm a block before they can let the GC rip.

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Not sure if this has been covered anywhere else but what changes when a character lands from an empty jump vs landing with an attack?

In many cases, if a character lands on Jedah's open pit or Zabel's open mouth, they can jump again freely as long as they kept holding up. If they land with an attack out, as long as it's at a grab point, its almost like they're grabbed out of the air.

Maybe it's a timing issue and the empty jumpers just happened to miss the active catch frames in all the times I've seen it, but it seems easier to snag people who are landing with jump attacks (or landing from air specials) vs those who empty jump.

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To the best of my Knowledge, only 3 moves in the game force opponents to disable ground rolls.

1. Zabel ES GC: Sets up his UB J.lk

http://www.youtube.com/watch?v=B_L6KmcMPfY#t=2m1s

2. Bishamon's ES-Spirit rekka: Sets up his UB ES spirit loop.

http://www.youtube.com/watch?v=xa-j-JRirjk#t=7s

3. LeiLei's hitting a full CLEAN Tenraiha: Something about the total knochdown duration being so long.

Edited by Kyle

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I have seen (3) instances of Full-Guard state:

1.) Zabel's recovery frames of J.mp & J.lp

http://www.youtube.com/watch?v=lmdfoMjOGDY#t=6m46s

2.) Felicia staying in airblockstun.

http://www.youtube.com/watch?v=3yzFiJn2St8#t=4m34s

3.) Anakaris conditions:

アナカリス : 地上の技が空中ガード可能になる

アナカリスでジャンプ中の必殺技を出した後は、着地後に出した技が空中ガード可能になる。

現象は上記の無敵と同じで、一度ニュートラルポーズを取るまで継続。

他に、立ち大Kを空キャンしてコブラブローを出すと空中ガード可能になる。

http://www.youtube.com/watch?v=lL8mGwFDE1M#t=7m45s

http://www.youtube.com/watch?v=Ju_q27lKLLc#t=1m55s

http://www.youtube.com/watch?v=m3EK_Yygjhk#t=1m25s

Thanks to SHU & Sakamoto

http://darkstalkers.moryou.com/savior/system-s/bug-s/bug-s.html

Edited by Kyle

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Using google translate, I think I can get a little bit of it. Bear in mind, I am trying to extrapolate meaning out of google-translated Japanese, so things I write may not be completely accurate!

- The first part just explains what frames of ES GCs we'll drop our block on. So, you look at the character, and the frames listed, if I understand correctly, are frames where we'll drop our proximity guard. It also means that those ES GCs aren't truly unblockable; just that certain frames can't be blocked. It's possible that if you are already blocking by that frame, it won't matter, but I don't know for sure.

- Second, says that BB Hood's Cheer and Fire (Molotov Cocktail anti-air) has unblockable frames in the middle of the duration, also. Which frame depends on the strength of punch that you use. There is some additional info under it, and I'm pretty sure what it's saying is that you can block it just fine if you are hit by the first active frame of the attack, since the unblockable frames all happen a little after the first active frame.

- The third table is a list of which situations Anakaris's Pharaoh EX attacks are unblockable on each character. In each column is a series of three "x" or "o", one for if the character is in mid-air, "tilt" (which I am guessing is crouching?), and standing. If there's an "o" in the column, that means that it's unblockable for that character. An "x" ...well, it either means two things:

1. A block is possible, but that the character won't block it properly from certain ranges (kind of like with Bishamon's ES Spirit).

or,

2. The move will always whiff against a character in this situation.

To give an example, it says that Morrigan is "x x o", meaning that she can't block it in any circumstance from a standing position, but can potentially block it in midair or while crouching (OR, it means that the attack will never hit her in those situations. I'm really not sure - someone get in the lab!)

There is one last translated sentence that I can't make heads or tails of: "If the overlap was completely restored Okiagari etc., from the state can be invincible guard." I'm...guessing, that means that you can always block it if it's meaty?

- The fourth table is a similar table for Anakaris's jump kicks. However, in this case, "o" means unblockable, "x" means ALWAYS blockable, and "-" means that proximity blocking won't trigger at certain ranges (or that it always whiffs in this situation). It also appears to say that the range varies wildly from character to character. It likewise appears to say that you can always block it if it's a meaty.

- The fifth table explains Rapter's J.Lk unblockable. It details which frame(s) are unblockable when doing it from a normal jump compared to an air dash. There's also a little blurb at the end about Talbain that I don't understand: "(They shake sky for tries against the state Standing only (Talbain) tall lower walk behind the guard can be solved. Therefore, when applied to the (Talbain). That I should not and does not overlap etc. Okiagari)"

- Sixth table refers to Talbain's unblockable ES Beast Cannon. That unblockable has been pretty well-documented in English, so I won't bother going into detail.

- Seventh, eighth, and ninth tables refer to Bishamon's ES Spirit unblockable, his Air ES Spirit Unblockable, and his EX Enma Seki unblockable. There's a table of who can and can't block the attacks, and under which circumstances. It's worth noting that some characters can always block these attacks. Some people aren't aware of this - even some very good players in the community.

The final part deals with bugs. The first bug is something about Anakaris's EX Pharaoh attacks causing invincibility...not sure whether it makes him or the opponent invincible, lol. The second bug is the one we've been trying to figure out right now, with Anakaris being able to make his own ground attacks air-blockable. It looks like it says something about a medium attack in the second sentence (maybe MK Drill?), and something at the end about Cobra Blow and Hard Kick. The final bug refers to Rapter's full guard in the air.

EDIT: Another thing worth noting is that this doesn't appear to be a complete list of bugs. There's no mention of Felicia's full-guard, Talbain's Dark Force unblockable gimmick, or Jedah's ability to fly clear off the screen.

Edited by Skankin Garbage

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Google translate is unfortunately not very good for this type of stuff, already tried that.

This part is probably just outdated, I also don't see the Q-Bee jab infinite possibility on wakeup or other things shown/explained in TKO's last mega combo video.

The Pharaoh Magics causing invincibility regards it making Anak invincible. I remember some experiments on that where Anak would be in his extended taunt and a full Dragon Cannon could go right through him

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VSAV is so fast that traditional "hitconfirms" do not apply. Low forward-confirm-super will not happen. (Exception is Kaji_Lilith doing 66mkxxLI. He is a god among men.)

In general, you should commit to two attacks. Using the second move to give ample time to confirm the first. You can also piggy-back "paired attacks" to give more confirms on numerous mixups. However, the risk of the opponent doing a defensive technique increases.

Dashing offense example: Anakaris d.lp, Link lp, confirm.

d.lp hits, LINK lp hits: Anakaris can go into an optimal ground combo

d.lp blocks, LINK lp blocks: Attacker can go into a high, low, throw, delay, bait scenario.

d.lp blocks, LINK lp hits: Anakaris will recognize this scenario as a block and go into a high, low, throw, delay, bait scenario.

Jumpin example: Bishamon j.mk, j.hk, land, confirm.

J.mk hits, j.hk hits: Bishamon can go into an optimal ground combo.

j.mk blocks. j.hk block: Bishamon can go into a high, low, throw, delay, bait scenario.

J.mk blocks, j.hk hits: Bishamon will recognize this scenario as a block and go into a high, low, throw, delay, bait scenario.

you see the problem here. The attacker did a second air chain as a surprise-overhead but did not give them self ample time to confirm the mixup. Here's how Bishamon can optimize the situation.

example: Jumpin j.mk, j.hk, land, cr.lk, confirm.

J.mk blocks, j.hk hits, cr.lk hits: Bishamon can go into an optimal ground combo.

J.mk blocks, j.hk blocks, cr.lk hits: Bishamon will recognize this scenario as a block and act as if the offense was blocked.

you see the problem here. Bishamon did a landing-low as a mixup but did not give them self ample time to confirm the situation. Here's how Bishamon can optimize.

example: Jumpin j.mk, j.hk, land, cr.lk, LINK cr.lk, confirm.

J.mk blocks, j.hk blocks, cr.lk hits, LINK cr.lk hits: Bishamon can go into an optimal ground combo.

Edited by Kyle

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Darkstalkers: Resurrection Competitive Standards 130318

Unifying VSAV’s 2013-Series of “Major” events.

Confirmed: FR, ECT5, DS:D&R, EVO

Potentially: UFGT & Unnamed SoCal-Event

1) Tournament Format

All of these events will be Double Eliminating tournaments. All matches are best of three while Winners-Finals, Losers-Finals & Grand-Finals are best of five. Please note, playing local matches gives the opportunity to save local replays. Using arcade mode bypasses the additional menu and has proceeding matches starting faster.

2) CRT or ASUS Monitor

Capcom specifically recommended using CRT’s as it facilitates the most accurate Arcade-Perfect port. We T.O.’s believe the entire community has minimal adjustments to make while transitioning to this title. B/c of this adjustment, we will take the opportunity to transition to ASUS Monitors and offer the convenience of setups and logistics of hardware for future tournaments. We don’t want to be the only community in the FGC who requires CRT’s and potentially alienate ourselves.

3) Console: Xbox/Playstation

Both are acceptable, unless we are proven a single console is inferior.

4) Graphic filter: Smooth/Crisp/None

Options under the graphic filter of: NONE. This is in effect until we are proven that filters do not impact performance. We are requesting VSAV’s system’s extraordinaire, JedPossum, to aid in the research.

5) High definition: On/Off

An Inquire is in motion w/ I.G.|Keits to confirm exactly what this changes. If it’s just portraits, we are completely indifferent to which options are chooses: 4x3 Aspect Ratio. No widescreen or stretched displays.

6) Button mapping: Yes/No

Due to the innate limitations of mapping DarkForce, TechHit inputs only accounting for 1-input and IAD’s having the ability to be input too fast. We are not going to be moderating how players choose to configure their controllers.

7) In-game achievement/updates on the sidebars: On/Off

This feature will be disabled. For competitive play, these are distracting.

8) "Fetus of God"

Stage is Tournament Banned. Stage is proven to be wider than others. Some games have variable stage widths. however, VSAV has all stages the same except one. Iron Galaxy, Please correct this!

9) "Iron Horse, Iron Terror"

Stage is Tournament legal. We are glad to have access to this!

10) Dark Gallon

He is Tournament legal. Only difference to Gallon is a lower defense modifier and a graphics “buff”.

11) Shadow

It is Tournament banned. The design of this “character” breaks the tournament standard which the winner is character-locked and the loser may choose a differently.

12) Oboro Bishamon

- Japanese opinion: https://twitter.com/VMP_KyleW/status/313637238103764992

- If our community ban’s Oboro & Capcom releases future DLC characters, what is the impact?

- We believe he is mid-tier and currently has no abusive/broken tools. We’re eager to see him develop. https://twitter.com/VMP_KyleW/status/311571347614617600

- Similar titles have “boss characters” banned b/c of their imbalances. (GG:^C/3SO)

- Similar titles have “Added characters” allowed, superseding the Arcade scene. (SSFIV)

- Banning him would exclude a player-base. (A very small group)

- Banning him would allow “majors” to continue being played on Arcade Hardware

- Allowing him would give Bishamon player a unique advantage. Is this any more than A Morrigan player using Lilith?

T.O.’s are a “Hung Jury” & need to have a final conference. This will be in the near future

<3 VSAV

Edited by Kyle

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So I've forgotten what the AUTO option at character select does. Is it just enabling/disabling absolute guard, and thus the standard for tournaments?

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Auto makes it so you automatically block every attack for up to 10 times (at least that's how it is in other old Capcom fighters), and that selection is banned IIRC. It's basically the equivalent of Beginner Mode in BB.

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"Short-hop" characters can hold "1" immediately and always guarantee the earliest possible short hop. Sas, Gallon, Felicia. 66~[1], attack.

Edited by Kyle

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Darkstalkers: Resurrection Competitive Standards 130318

Unifying VSAV’s 2013-Series of “Major” events.

Confirmed: FR, ECT5, DS:D&R, EVO

Potentially: UFGT & Unnamed SoCal-Event

1) Tournament Format

All of these events will be Double Eliminating tournaments. All matches are best of three while Winners-Finals, Losers-Finals & Grand-Finals are best of five. Please note, playing local matches gives the opportunity to save local replays. Using arcade mode bypasses the additional menu and has proceeding matches starting faster.

2) CRT or ASUS Monitor

Capcom specifically recommended using CRT’s as it facilitates the most accurate Arcade-Perfect port. We T.O.’s believe the entire community has minimal adjustments to make while transitioning to this title. B/c of this adjustment, we will take the opportunity to transition to ASUS Monitors and offer the convenience of setups and logistics of hardware for future tournaments. We don’t want to be the only community in the FGC who requires CRT’s and potentially alienate ourselves.

3) Console: Xbox/Playstation

Both are acceptable, unless we are proven a single console is inferior.

4) Graphic filter: Smooth/Crisp/None

Options under the graphic filter of: NONE. This is in effect until we are proven that filters do not impact performance. We are requesting VSAV’s system’s extraordinaire, JedPossum, to aid in the research.

5) High definition: On/Off

An Inquire is in motion w/ I.G.|Keits to confirm exactly what this changes. If it’s just portraits, we are completely indifferent to which options are chooses: 4x3 Aspect Ratio. No widescreen or stretched displays.

6) Button mapping: Yes/No

Due to the innate limitations of mapping DarkForce, TechHit inputs only accounting for 1-input and IAD’s having the ability to be input too fast. We are not going to be moderating how players choose to configure their controllers.

7) In-game achievement/updates on the sidebars: On/Off

This feature will be disabled. For competitive play, these are distracting.

8) "Fetus of God"

Stage is Tournament Banned. Stage is proven to be wider than others. Some games have variable stage widths. however, VSAV has all stages the same except one. Iron Galaxy, Please correct this!

9) "Iron Horse, Iron Terror"

Stage is Tournament legal. We are glad to have access to this!

10) Dark Gallon

He is Tournament legal. Only difference to Gallon is a lower defense modifier and a graphics “buff”.

11) Shadow

It is Tournament banned. The design of this “character” breaks the tournament standard which the winner is character-locked and the loser may choose a differently.

12) Oboro Bishamon

- Japanese opinion: https://twitter.com/VMP_KyleW/status/313637238103764992

- If our community ban’s Oboro & Capcom releases future DLC characters, what is the impact?

- We believe he is mid-tier and currently has no abusive/broken tools. We’re eager to see him develop. https://twitter.com/VMP_KyleW/status/311571347614617600

- Similar titles have “boss characters” banned b/c of their imbalances. (GG:^C/3SO)

- Similar titles have “Added characters” allowed, superseding the Arcade scene. (SSFIV)

- Banning him would exclude a player-base. (A very small group)

- Banning him would allow “majors” to continue being played on Arcade Hardware

- Allowing him would give Bishamon player a unique advantage. Is this any more than A Morrigan player using Lilith?

T.O.’s are a “Hung Jury” & need to have a final conference. This will be in the near future

<3 VSAV

How much do Japanese tournaments/events affect the decisions made over here in the States and elsewhere??? I say that because I recently saw a SFxT/VSav stream (I can't remember the name of the event), but the tourney definitely used the 360 version of DS:R. They made no changes to the game settings in terms of graphics, so everything was as if they just turned the game on and started playing.

My concern is that they did in fact use the "Fetus of god" stage a few times, and the players did not reselect another stage. I'm pretty sure JP players know about the screen size difference, but matches were still played on that particular stage. If more JP events like this continue to allow "Fetus of god" to be picked, will that in turn change the current ruling???

I'm also interested in the ruling regarding graphical settings. As stated before, the JP event ran on DS:R with default settings, so nothing was changed. Does anyone know if the DS:R Invitational at Final Round allowed default graphic settings??? I didn't get a chance to see it :(

Thanks in advance for your answers/thoughts/opinions.

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Ug, the Fetus of God thing is just going to further encourage people to pick nothing but the default stage.

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Ug, the Fetus of God thing is just going to further encourage people to pick nothing but the default stage.

Most people I know and have seen do that already.

That doesn't really bother me. If everyone in a tournament picked the same character (excluding character only events), that would be a bit annoying. The matches are too much fun to be worried about a stage imo.

I personally like other stages over "Fetus of god". The stage does have that SSBM "Final Destination" feel to it though.

Edited by jinxhand

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I know they already do that, hence 'further'. As a viewer, I find it painfully boring for every match to take place on the same stage. It's part of why I never found competitive MvC entertaining.

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You can Mash Buttons+Directions to reduce the duration of:

Aulbath- Bubble, Gas, Echo

QBee- Honey,

LeiLei- Stun,

Sasquatch- Ice

Bishamon- Possession

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You can Mash Buttons+Directions to reduce the duration of:

Aulbath- Bubble, Gas, Echo

QBee- Honey,

LeiLei- Stun,

Sasquatch- Ice

Bishamon- Possession

also due to the generation of the game, all multi-hitting normal throws (and victor's qcf+K) can be mashed for more damage, and [simultaneously] countermashed for less damage.

remember, wiggling the stick is just as [if not more] important as mashing the buttons.

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also due to the generation of the game, all multi-hitting normal throws (and victor's qcf+K) can be mashed for more damage, and [simultaneously] countermashed for less damage.

remember, wiggling the stick is just as [if not more] important as mashing the buttons.

Anakaris' hands can also be mashed to increase or reduce the damage (depending on which side of it you're on). This is pretty important as the damage difference is substantial, but a lot of people I play don't mash it.

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