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Vampire savior 2 move list
Vampire savior 2 move list







Throws are not jump escapable in many situations. Only Q-Bee retains the same system, not letting her do more than one normal during an air dash. Everything that applies to that applies to air dashes as well, making air dashes much stronger than they were in VS1. Refer to the Jump link section above for most of the information. This is enhanced due to push-block being more difficult as well. If properly spaced you can get tick throw set ups the opponent cannot jump out of with the changes to the throw system in Vampire Savior 2. Instead of ground dash links, it may be better to just simple use ground dashes to set up throw set ups. For most characters though, attacking out of dash simply becomes a pressure tool, rather than a combo starter. Bulleta retains some of hers with her standing jab retaining her huge frame advantage bonus. On the other hand, characters with air dashes or ground dashes that put them in the air get to use the new air attack link system while they dash, giving them a huge buff. Ground dash attack got heavily nerfed by doing 2 frames less of hitstun than their regular counterparts, removing most of the dash links from the game. Ground and air dash attack links were greatly changed between Vampire Savior 1 and 2. You do retain the ability to instantly jump whiff cancel your light attacks recovery though. Also, you can no longer cancel part of the recovery of your light attacks on contact. You no longer can do further air attacks after passing up on the chance to chain cancel your last one, which greatly effects some characters strong air dash pressure. It essentially swaps the jump attack rule set back to near exactly what it was in Vampire Savior. The downside to this is when you activate Dark Force, you lose out on any of the benefits of air linking. The ability to use them is lost once the Dark Force ends. Jump Chains in Savior 2/Hunter 2Īctivate Universal Dark Force to gain access to the jump chain system of Vampire Savior. The only character that does not observe this is Zabel, who during his air dash can link either two j.LP or j.LK, and this is still not allowed during his normal jump. You can still only do one attack per jump, so you must plan your link combos around this solid fact. This is much faster and more effective than in Vampire Savior. You can even do two lights and then a medium or hard instantly after each other to almost always have an active hitbox while in the air. You can near immediately press another button in the air to completely cancel your jumping light attack into any other normal. Aerial Light attacks being cancel-able is extremely noticeable on jump whiff strings. This is definitely not a chain cancel, and done with something a bit closer to link timing. Something very important to note is that while you can't chain cancel aerial light attacks, you can still seemingly cancel part of their recovery. This jump string is pretty tight and difficult to deal with. For example, Bishamon can do instant j.MK, followed up by a late j.HK on the descent of his jump. Because of the added ability to do more air attacks on hit or block, some characters get new and very powerful pressure options by repeated jump strings. A good example is Demitri's j.HK, which gains good use as a high jump in as you can link 2 other normals after it for a 3 hit jump in. Generally, everybody can link combo their light attacks into most of their other attacks in the air, but many characters have surprisingly short recovery time on their medium and even hard attacks. How jump links can be used is very character specific as it relies mostly on the recovery of your characters jump attacks. That would allow you to once again use whatever normal you want in the air. This was not possible in Vampire Savior outside of hitting with an air normal, and then whiff an air normal. Second, when hitting with an air attack, you are allowed to still do air normals once your previous attack recovered. First, outside of activating Dark Force, the air chain combo system is disabled. This was achieved with two system changes. One of the biggest differences between Vampire Savior and Vampire Savior 2 was the general removal of the jump attack chain system and the switch to a jump attack links system for air combos. Music and menu sound effects in VH2 changed to Hunter sound effects.Added Boss version of Oboro Bishamon (must confirm).timer increased from 12 frames to 14 frames.Average total to success seems to be about a value of 10.value of light attacks is 1, medium attacks is 2, hard attacks is 3.need a certain amount of inputs to pushblock. Push block is different (some of this info could use further exploration but it is the general idea of how it works now).When someone knocks off a bat, 20 seconds is added to the timer.Various noted changes to be sorted later: 1.5 Playable Character Additions and Omissions.









Vampire savior 2 move list