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Skankin Garbage

The Throw Catalogue - Probably everything you'll ever need to know about VSav Throws!

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Throws in Vampire Savior are weird and have inconsistent properties and are mostly stupid. I catalogued this information mainly because I have a hard time remembering it. This is a list of all non-command throws in the game (and Victor's two command throws that act like normal throws) and their relevant properties - whether they are a throw or hold, their rough damage, their damage scaling on tech hit, and any additional, noteworthy properties.




A. Glossary, for reference when using this guide:

 

I've defined the terms used, no matter how obvious it is what I'm talking about, just in case.

Normal Throw: When I refer to the "normal" version of a throw, I simply mean throwing them forward, as you'll likely do most of the time. I called it "Normal" because in 2D fighters where the throw is a buttom combination like Lp + Lk, holding the stick at neutral will default to the forward version of throws in games like VSav.

Backward Throw: Conversely, this just refers to when you hold the joystick away from your opponent when you throw them, causing your opponent to turn around. In rare cases, throws and air throws don't have a backwards version.

Throw: Exactly what is sounds like - when you pick up your opponent and throw them. Basic stuff. Every character has a throw they can perform in mid-air, referred to as an "air throw".

Hold: Special throws that allow you to mash the buttons during their animation for addition hits, and of course, additional damage. Holds have backwards versions, just like throws; but, you probably already knew that. There are no air holds...but, you probably ALSO knew that.

"Tech Hit" "Tech" "Teched" "Escape "Escaped": All terms for the same thing: attempt a throw while your opponent is throwing you to reduce the throw's damage, as well as cause the throw to reset instead of knockdown. Sometimes, however, a Tech Hit will only cause one or the other.




B. tl;dr

If you don't feel like reading the whole guide, here's a quick list of the more relevant information. The catalogue will have more details; but this should be the most important stuff.

1. Tech Hits generally reduce a throw's damage by roughly 50%. It's actually somewhere between like 48-52% depending on the throw and the opponent, but whatever.

- Victor's K Throw has its damage reduced by 75% on tech.
- Q-Bee's throws only have their damage reduced by roughly 20% on tech.
- The following ground throws have no damage reduction on tech: Morrigan's P Throw, Rikuo's P Throw, Victor's Graviton Knuckle (28P).
- The following air throws have no damage reduction on tech: Hsien-Ko, Lilith, Morrigan.
- The second half of Rikuo's throw can be teched; however, you can't use a Tech Hit to break the throw between halves. Also, the second half of Rikuo's throw also has no damage reduction on tech hit.


2. Holds do a fixed amount of damage regardless of an opponent's defense modifier, and, with very few exceptions, ignore damage proration caused by low health. Teching a hold causes the hold to only get one hit. There are some interesting exceptions; but, the result is roughly the same.

- The final attack of Demitri's and Rapter's holds are subject to damage proration by low health opponents. The final attack Demitri's throw is activated even on Tech Hit, and can not have its damage prorated on Tech.
- Victor's Mega Shock (Qcf+P) is considered to be a hold, not a command throw, and can be Teched.
- Victors Mp Throw (hold) resets his opponent, even on hit. This is deliberate, and is the only distinction between his Mp and Hp holds.



3. Hsien-Ko's and Victor's air throws put the opponent in a knockdown state, regardless of whether the throw was teched, meaning that teching Victor's air throw only causes damage reduction (remember, Hsien-Ko's air throw deals full damage on tech).

- If Hsien's air throw is teched, she can't follow up with a Pursuit Attack; however, Victor is able to under the same circumstance. The relevance of this is, there is at least SOME incentive to Tech Hsien's air throw, however small.


4. Throws where the "normal" version switches sides with their opponent:

- B.B Hood's throws
- Demitri's K throw (hold)
- Hsien-Ko's air throw
- Lilith's air throw


5. Throws with no "backwards" version:

- B.B Hood's air throw
- Demitri's K throw (hold) and Air Throw
- Jedah's air throw
- Morrigan's air throw
- Sasquatch's air throw
- Victor's Mega Shock




C. The Throw Catalogue

The throw damages that I've listed are tested on medium-defense opponents. Throw tech reductions are approximate, and the damages/reductions will change slightly based on the character who is throwing, as well as their opponents. Holds deal static damage, and thus the defense modifier of the opponent is irrelevant.


1. Anakaris

"What's a Tech Hit LOL :("



2. B.B Hood

P Throw

Type: Throw
Damage: 13/21
Tech: Damage is cut by ~50% (6/10)
Other: B.B Hood switches sides with her opponent when doing the "towards" version of this throw. To maintain the same side, you must throw backwards.


Air Throw (P)

Type: Throw
Damage: 14/22
Tech: Damage is cut by ~50% (7/11)
Other: B.B Hood switches sides with her opponent when doing the "towards" version of this throw. Also, there is no "backwards" version of this throw, meaning that using this throw will inevitably cause you to switch sides with your opponent.



3. Bishamon

P Throw

Type: Throw
Damage: 14/22
Tech: Damage is cut by ~50% (7/11)
Other: N/A


Air Throw (P)

Type: Throw
Damage: 13/21
Tech: Damage is cut by ~50% (6/10)
Other: N/A



4. Demitri

P Throw

Type: Throw
Damage: 14/22
Tech: Damage is cut by ~50% (7/11)
Other: N/A


K Throw

Type: Hold
Damage: 2/4 Per hit; I've never got more than 10 hits.
Tech: Only two hits; the second hit has its damage reduced by 50% (total damage of 3/6)
Other: The final attack of this hold is when Demitri throws the opponent over his head; this attack occurs even on a Tech Hit. Furthermore, the final attack of this hold is a special finisher, and is subject to damage scaling on opponents with low health. Finally, there is no "backwards" version of this throw; performing this throw will inevitably cause you to switch sides with your opponent.


Air Throw (P)

Type: Throw
Damage: 14/22
Tech: Damage is cut by ~50% (7/11)
Other: There is no "backwards" version of this throw, so you can't use it to switch sides with your opponent.



5. Felicia

P Throw

Type: Hold
Damage: 1/2 per hit; additional hits from mashing always comes in pairs; I've never got more than 14 Hits (i.e 7 pairs)
Tech: Only one "pair" (total damage of 2/4)
Other: N/A


K Throw

Type: Throw
Damage: 13/21
Tech: Damage is cut by ~50% (6/10)
Other: Felicia moves across the screen along with her opponent during this throw.


Air Throw (P)

Type: Throw
Damage: 13/21
Tech: Damage is cut by ~50% (6/10)
Other: N/A



6. Hsien-Ko

Throw (P and K)

Type: Throw
Damage: 13/20
Tech: Damage is cut by ~50% (6/9)
Other: N/A

Air Throw (P)

Type: Throw
Damage: 13/20
Tech: No damage reduction
Other: This throw causes a knockdown AND deals full damage regardless of whether it's Teched or not; Tech Hits only prevent Pursuit attacks. Also, the normal version of this throw causes Hsien to switch sides with her opponent; to maintain the same side, you must throw backwards.



7. Jedah

P Throw

Type: Throw
Damage: 15/23
Tech: Damage is cut by ~50% (7/11)
Other: Enemy is launched all the way to the wall, regardless of Jedah's distance from the wall, whether the throw is Teched or not.


Air Throw (P)

Type: Throw
Damage: 14/22
Tech: Damage is cut by ~50% (7/11)
Other: There is no "backwards" version of this throw, so you can't use it to switch sides with your opponent.



8. J.Talbain

P Throw

Type: Throw
Damage: 14/22
Tech: Reduces damage by ~50% (7/11)
Other: This throw launches the opponent roughly half a screen's distance, regardless of whether the throw is Teched.


K Throw

Type: Throw
Damage: 14/22
Tech: Damage is cut by ~50% (7/11)
Other: Talbain moves across the screen along with his opponent during this throw.


Air Throw (P)

Type: Throw
Damage: 15/23
Tech: Damage is cut by ~50% (7/11)
Other: Talbain moves across the screen along with his opponent during this throw.



9. Lilith

P Throw

Type: Throw
Damage: 13/19
Tech: Damage is cut by ~50% (6/9)
Other: N/A


Air Throw (P)

Type: Throw
Damage: 15/22
Tech: No damage reduction
Other: Since there's no damage reduction, the only difference a Tech Hit makes is that you're reset afterwards instead of knocked down. Also, the normal version of this throw causes Lilith to switch sides with her opponent; to maintain the same side, you must throw backwards.



10. L.Rapter

P Throw

Type: Hold
Damage: 3/5 per hit; I've never got more than 8 hits.
Tech: Only one hit, scaled at 120% (4/7)
Other: Rapter wins the distinction of having the only hold in the game that is somehow buffer WHEN it's teched. Thank goodness he only gets one hit. Also, the final hit of Rapter's P Throw is a special finisher, and is subject to damage scaling when his opponent is at low health.


K Throw

Type: Throw
Damage: 18/27
Tech: Damage reduced by ~50% (9/13)
Other: Fuck my balls, this throw does a lot of damage. His command throw deals 20/28, for reference. Seriously - what a douchebag!


Air Throw (P)

Type: Throw
Damage: 15/22
Tech: Damage is cut by ~50% (7/10)
Other: This throw launches the opponent about a half-screen's length, regardless of whether or not the throw was Teched.



11. Morrigan

P Throw

Type: Throw
Damage: 14/21
Tech: No damage reduction
Other: Since there's no damage reduction, the only difference a Tech Hit makes is that you're reset afterwards instead of knocked down.


K Throw

Type: Throw
Damage: 14/21
Tech: Damage reduced by ~50% (7/10)
Other: This throw causes Morrigan to slam her opponent against whichever wall she is facing, regardless of distance. This is important to remember, because if her opponent Techs this throw, they recover before she does. In other words, this throw can be unsafe on enemy Tech Hit...not that it matters, cos you should be using P Throw anyways...


Air Throw (P)

Type: Throw
Damage: 16/24
Tech: No damage reduction
Other: Since there's no damage reduction, the only difference a Tech Hit makes is that you're reset afterwards instead of knocked down. Also, there is no "backwards" version of this throw, so you can't use it to switch sides with your opponent.



12. Q-Bee

P Throw

Type: Throw
Damage: 15/23
Tech: Damage is cut by ~25% (12/18)
Other: Noteworthy here, is that the permanent damage is only cut by 20%, so it's not a constant rate for both variables as it is with other Tech Hits. This is because the throw is technically two hits; the first hit deals 9/14 damage, and the second hit deals 6/9 damage. Tech Hits only reduce the damage of the second hit, from 6/9 to 3/4.


Air Throw (P)

Type: Throw
Damage: 15/23
Tech: Damage is cut by ~25% (12/18)
Other: This throw has the exact same properties as Q-Bee's ground throw, and Tech Hits mitigate the damage in the exact same way.



13. Rikuo

P Throw

Type: Throw
Damage: 11/17 or 17/27, depending on whether you perform the second half of the throw.
Tech: No damage reduction
Other: Since there's no damage reduction, the only difference a Tech Hit makes is that you're reset afterwards instead of knocked down. Also, a Tech Hit will interrupt the second half of Rikuo's throw, which will also do full damage regardless of whether or not it's Teched.

What a dick.


Air Throw (P)

Type: Throw
Damage: 13/20
Tech: Damage reduced by ~50% (6/9)
Other: N/A



14. Sasquatch

P Throw

Type: Throw
Damage: 15/23
Tech: Damage reduced by ~50% (7/11)
Other: N/A


Air Throw (P)

Type: Throw
Damage: 15/23
Tech: Damage reduced by ~50% (7/11)
Other: There is no "backwards" version of this throw, so you can't use it to switch sides with your opponent.



15. Victor

Mp Throw

Type: Hold
Damage: 2/4 per hit; I've never got more than 9 hits.
Tech: Only one hit.
Other: This hold resets Vic's opponent instead of knocking them down; it's the only difference between his Mp and Hp Throw.


Hp Throw

Type: Hold
Damage: 2/4 per hit; I've never got more than 9 hits.
Tech: Only one hit.
Other: N/A


K Throw

Type: Throw
Damage: 16/24
Tech: Damage is cut by ~75% (4/6)
Other: Enemy is launched all the way to the wall, regardless of Victor's distance from the wall, unless the throw is Teched. Also...why 75% reduction? On Victor, of all characters?


Air Throw (P)

Type: Throw
Damage: 15/23
Tech: Damage is cut by ~50% (7/11)
Other: This throw causes a knockdown regardless of whether it's Teched or not; Tech Hits only reduce the damage of this throw. Also, unlike Hsien-Ko's air throw, Victor can attempt (and connect) a pursuit attack if his Air Throw is teched.


Graviton Knuckle ("28P" during the startup of Mp or Hp throw)

Type: Throw
Damage: 18/26
Tech: No damage reduction
Other: Since there's no damage reduction, the only difference a Tech Hit makes is that you're reset afterwards instead of knocked down.


Mega Shock (Qcf+K Throw)

Type: Hold
Damage: 2/4 per hit; I've never got more than 11 hits.
Tech: Only one hit.
Other: The only reason I put this on this list is because it's a command throw that can be escaped with a Tech Hit. WTF? Also, this is probably obvious, but because Mega Shock is a command throw, there's no "backwards" version.

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