GiantDojoALPHAv0.01
Victor

Victor

Victor - range/mixup. Tools include i14 launcher, CH-launch low.

rangemixup
9 / 9 combos

Combos

Starter

Most Important

  • df+2df+4,2IAI 2 T!df+4,2IAI 4,2db+1,1~FPRF 1+2
  • CH db+4ws+3,2 T!df+4,2IAI 4,2db+1,1~FPRF 1+2
  • CH fthenfthenf+2df+4,2IAI 4,2db+1,1~FPRF 2,2IAI 1,2,2
  • CH fthenfthenf+2~DIAI 4,2db+1,1~FPRF 2,2IAI 4,2db+1,1~FPRF 1+2
  • uf+4ws+2df+4,2IAI 4,2db+1,1~FPRF 1+2

More Combos

  • fthenf+2df+4,2IAI 2 T!df+4,2IAI 4,2db+1,1~FPRF 1+2
  • CH IAI (4)then2df+4,2IAI 4,2db+1,1~FPRF 2,2IAI 1,2,2
  • db+3ws+2df+4,2IAI 4,2db+1,1~FPRF 1+2
  • heat on d+2~Fdb+1,1df+4,2IAI 4,2db+1,1~FPRF 2,2IAI 2 T!b+3,1

Key Moves

  • 1Quick jab to start offense and check situations. Victor' s b +2 is an alternative to check opponents overextending.
  • df+1Mid poke to harass the opponent and check situations. It has decent tracking against sidestep right.
  • d+4 ― d+3Quick low pokes to harass the opponent.
  • 1+2Safe mid counterhit launcher to fish for combos at close range . ws +2 is an alternative from a crouching position.
  • db+4A risky low that launches on counterhit. You can use it to call out power crushes and high strings, but as a keepout tool as well from midrange.
  • fthenfthenf+2 and fthenfthenf+1+2Mid and low approaching moves . f,f,f +2 can shift to IAI by holding down, whil e f,f,f+1 +2 automatically shifts to it. On counterhit , f,f,f +2 also leads to a combo.
  • dthendfthenfthen2High projectile that can be used to control the mid and far range.
  • IAI stanceWhen used for okizeme , IAI d +2 is a good option to hit grounded opponents, whil e IAI d +1 an d IAI d+1 +2 can be used for simple mixups.

Heat Engagers

  • f+1+2A very slow, but safe mid heat engager with a lot of range. can be used for pressure against passive opponents.
  • d+2Faster alternative to the previous heat engager. Good to fish for heat activation. On block, it's neutral.
  • f+4then1Mostly useful for punish situations, as opponents can crouch under the second hit.
  • IAI d+1Safe mid heat engager fro m IA I stance. Can also be used to hit grounded opponents in okizeme situations.
  • PRF 3Safe mid heat engager fro m P RF stance.

Command Grabs

  • uf+1+21+2 escape

Block Punishers

StartupStandingCrouching
101then1then2~FFC d+1
11WSthen4
122then2then2 3then1+2
13df+4then2 uf+1then1 (wallsplat)WSthen1+2 uf+1then1 (wallsplat)
14f+4then2 f+4then1 (heat)
15df+2 uf+4WSthen1 uf+4
17b+3then1 (range)

Suggested Whiff Punishers

  • 1then1then2
  • df+2
  • b+3then1

Guaranteed Follow-ups

  • b+4uf+1then1
  • CH b+2f+4then1 (heat) ― f+4then2
  • (f+2then2)then2ub+1+2 ― fthenf+2
  • CH IAI 2-
  • CH uf+3-
  • CH d+1+2-
  • heat on f+4then1~F-
  • PRF (2then2)then1+2d+1+2 ― fthenf+2
  • CH (f+4)then2-
  • CH (f+4)then2~DIAI d+1

Defensive Options

  • f+3Has punch parry properties
  • b+1+2Power crush
  • heat on ub+1+2Evasive attack
  • tap forward during IAI stanceHas low parry properties

Matchup Punishment

  • SlideWSthen2 float
  • Asuka's b+3b+3then1
  • Kazuya db+1,2b+3then1
  • Ling RDS f+3+4,3+4df+2
  • Ling AOP 3+4WSthen2 float
  • evade Leo's b+1,4...
  • Paul's Deathfistb+3then1
  • Demoman (3rd hit)b+3then1
  • Alisa's b+3+4,(3+4)uf+4
  • Claudio's f+2,2fthenf+2 (long dash)
  • Kuma's f,f+2b+3then1
  • Heihachi's f,f+2b+3then1
  • Jack's d+1+2b+3then1
  • Jack's df+1,2,1,2b+3then1
  • King's JGS 4FC 1+2 float

Notes

  • Gains access to db+1+2 . His u+1+2 and IAI d+2 are enhanced. Some of his sword attacks regenerate heat on hit.
  • df+3,4,2
  • 1 ⏵ f+4,2~D (IAI okizeme)