Difference between revisions of "Vampire Savior: The Lord of Vampire"
From Sega Retro
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Characters move with {{left}} and {{right}} and dash with {{left}} {{left}} and {{right}} {{right}}. They jump upward with {{up}} and jump behind and ahead with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (light), {{Y}} (medium), and {{Z}} (hard) and kicks are done with {{A}} (light), {{B}} (medium), and {{C}} (hard). Light attacks are faster and hard attacks deal more damage. Chain combos can be performed by linking attacks from lightest to hardest and from punches to kicks, canceling the recovery of a normal move by starting another. Special moves for each character are done by pairing specific directional combinations with an attack button. Projectile attacks move slowly through each other, with the stronger projectile dissipating the other (depending on the strength of the attack button used and which was launched first) rather than canceling each other out as in most fighting games (unless they were launched at the same time with the same strength). ES moves are done by pressing the same directional combinations but holding two attack buttons of the same type (punches or kicks). Characters can perform a taunt with {{R}}, which is a short animation during which the character is vulnerable to attack. | Characters move with {{left}} and {{right}} and dash with {{left}} {{left}} and {{right}} {{right}}. They jump upward with {{up}} and jump behind and ahead with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (light), {{Y}} (medium), and {{Z}} (hard) and kicks are done with {{A}} (light), {{B}} (medium), and {{C}} (hard). Light attacks are faster and hard attacks deal more damage. Chain combos can be performed by linking attacks from lightest to hardest and from punches to kicks, canceling the recovery of a normal move by starting another. Special moves for each character are done by pairing specific directional combinations with an attack button. Projectile attacks move slowly through each other, with the stronger projectile dissipating the other (depending on the strength of the attack button used and which was launched first) rather than canceling each other out as in most fighting games (unless they were launched at the same time with the same strength). ES moves are done by pressing the same directional combinations but holding two attack buttons of the same type (punches or kicks). Characters can perform a taunt with {{R}}, which is a short animation during which the character is vulnerable to attack. | ||
− | Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and most characters can throw in midair. Characters can reduce the damage taken from a throw (except command throws) by pressing the medium or hard punch button after being thrown. Characters can | + | Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and most characters can throw in midair. Characters can reduce the damage taken from a throw (except command throws) by pressing the medium or hard punch button after being thrown. Characters have special pursuit moves where they can attack knocked down opponents by holding {{up}} with a punch or kick button simultaneously. Pursuit attacks only do recoverable (white) damage, so they must be followed up with additional attacks to do permanent damage. Knocked down characters can recover and leap away by holding {{left}} or {{right}} and pressing any attack button. |
Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. While guarding, pressing the punch and kick buttons rapidly has a chance of pushing the other character away. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. Most characters have one special move, called a guard cancel, that can be performed while guarding to cancel out of the block and immediately counterattack their opponent. | Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. While guarding, pressing the punch and kick buttons rapidly has a chance of pushing the other character away. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. Most characters have one special move, called a guard cancel, that can be performed while guarding to cancel out of the block and immediately counterattack their opponent. | ||
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{{MoveListRow | Cobra Blow | {{left}} {{right}} {{punch}} | Anakaris turns his arms into a long cobra and punches with them. ''ES move:'' Anakaris performs a variant of the move that can hit more times.}} | {{MoveListRow | Cobra Blow | {{left}} {{right}} {{punch}} | Anakaris turns his arms into a long cobra and punches with them. ''ES move:'' Anakaris performs a variant of the move that can hit more times.}} | ||
{{MoveListRow | Togame no Ana | {{DPF}} {{kick}} after being knocked down | Anakaris splits his body into two parts after landing, revealing a portal that can suck in a nearby opponent and toss them back out at the top of the screen. ''ES move:'' Anakaris performs a variant of the move where the portal stays open longer and the opponent is dropped twice.}} | {{MoveListRow | Togame no Ana | {{DPF}} {{kick}} after being knocked down | Anakaris splits his body into two parts after landing, revealing a portal that can suck in a nearby opponent and toss them back out at the top of the screen. ''ES move:'' Anakaris performs a variant of the move where the portal stays open longer and the opponent is dropped twice.}} | ||
+ | {{MoveListRow | Imashime no Bohi<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Anakaris disappears, then reappears and drops over his opponent with the bottom of his body transformed into a pyramid.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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}} | }} | ||
{{MoveListTable | desc=EX moves | | {{MoveListTable | desc=EX moves | | ||
− | {{MoveListRow | Shinjitsu no Oshie<br>''(guard | + | {{MoveListRow | Shinjitsu no Oshie<br>''(guard cancel)'' | {{DPF}} + two {{punch}} simultaneously while blocking | Anakaris curses his opponent, temporarily transforming them into a helpless version of themselves. This move costs two levels of meter.}} |
{{MoveListRow | Naraku Ana | {{HCF}} + two {{kick}} simultaneously | Anakaris drops his opponent through a hole in the ground, causing them to fall back down from the top of the screen.}} | {{MoveListRow | Naraku Ana | {{HCF}} + two {{kick}} simultaneously | Anakaris drops his opponent through a hole in the ground, causing them to fall back down from the top of the screen.}} | ||
{{MoveListRow | Pharaoh Magic | {{button|text=MK}} {{button|text=LP}} {{down}} {{button|text=LK}} {{button|text=MP}} | Anakaris curses his opponent, freezing them, then drops a giant sarcophagus on them. This move can be performed in midair.}} | {{MoveListRow | Pharaoh Magic | {{button|text=MK}} {{button|text=LP}} {{down}} {{button|text=LK}} {{button|text=MP}} | Anakaris curses his opponent, freezing them, then drops a giant sarcophagus on them. This move can be performed in midair.}} | ||
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{{MoveListRow | Sonic Wave | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Aulbath emits damaging sound waves about half the width of the screen, which does a light amount of damage but momentarily stuns his opponent. ''ES move:'' Aulbath performs a variant of the move that emits larger sound waves that travel the full width of the screen and do more damage.}} | {{MoveListRow | Sonic Wave | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Aulbath emits damaging sound waves about half the width of the screen, which does a light amount of damage but momentarily stuns his opponent. ''ES move:'' Aulbath performs a variant of the move that emits larger sound waves that travel the full width of the screen and do more damage.}} | ||
{{MoveListRow | Poison Breath | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Aulbath releases a poison gas, which does a light amount of damage but momentarily stuns his opponent. The distance that the cloud is dispersed depends on the strength of the button used. ''ES move:'' Aulbath releases a poison gas cloud that covers most of the width of the screen.}} | {{MoveListRow | Poison Breath | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Aulbath releases a poison gas, which does a light amount of damage but momentarily stuns his opponent. The distance that the cloud is dispersed depends on the strength of the button used. ''ES move:'' Aulbath releases a poison gas cloud that covers most of the width of the screen.}} | ||
− | {{MoveListRow | Trick Fish<br>''(guard | + | {{MoveListRow | Trick Fish<br>''(guard cancel)'' | {{left}} {{left}} {{kick}} or {{DPF}} {{kick}} | Aulbath jumps diagonally into the air feet first from a retreating dash. ''ES move:'' Aulbath performs a variant of the move that hits multiple times before knocking his opponent over.}} |
+ | {{MoveListRow | Riverside Drop<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Aulbath rolls into a ball and bounces off his opponent.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Tama Yose | {{left}}+{{punch}} after Karame Dama | After performing the Karame Dama, while his opponent is dazed, Bishamon can pull them toward him.}} | {{MoveListRow | Tama Yose | {{left}}+{{punch}} after Karame Dama | After performing the Karame Dama, while his opponent is dazed, Bishamon can pull them toward him.}} | ||
{{MoveListRow | Tsuji Hayate | {{QCF}} {{punch}} after Karame Dama | After performing the Karame Dama, while his opponent is dazed, Bishamon can dash at them and slash them twice with his sword.}} | {{MoveListRow | Tsuji Hayate | {{QCF}} {{punch}} after Karame Dama | After performing the Karame Dama, while his opponent is dazed, Bishamon can dash at them and slash them twice with his sword.}} | ||
− | {{MoveListRow | Kien Zan<br>''(guard | + | {{MoveListRow | Kien Zan<br>''(guard cancel)'' | {{DPF}} {{punch}} | Bishamon jumps high while uppercutting with his sword. This move can only be performed as a reversal or after landing from a jump. ''ES move:'' Bishamon performs a variant of the move that can hit multiple times.}} |
+ | {{MoveListRow | Shikabanenui<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Bishamon somersaults into the air, then dives onto his opponent with a sword stab.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Shyness and Strike | {{QCB}} {{punch}} | Bulleta yawns and twirls her basket, then swings it at her opponent. Holding {{punch}} for longer makes the basket larger, which increases its damage slightly and its range. ''ES move:'' Bulleta performs a variant of the move with a larger basket that does not need to be charged up.}} | {{MoveListRow | Shyness and Strike | {{QCB}} {{punch}} | Bulleta yawns and twirls her basket, then swings it at her opponent. Holding {{punch}} for longer makes the basket larger, which increases its damage slightly and its range. ''ES move:'' Bulleta performs a variant of the move with a larger basket that does not need to be charged up.}} | ||
{{MoveListRow | Cheer and Fire | {{DPF}} {{punch}} | Bulleta holds out a wine bottle, which belches flames upwards. ''ES move:'' Bulleta performs a variant of the move that can hit multiple times.}} | {{MoveListRow | Cheer and Fire | {{DPF}} {{punch}} | Bulleta holds out a wine bottle, which belches flames upwards. ''ES move:'' Bulleta performs a variant of the move that can hit multiple times.}} | ||
− | {{MoveListRow | Jealousy and Fake<br>''(guard | + | {{MoveListRow | Jealousy and Fake<br>''(guard cancel)'' | {{DPF}} {{kick}} while blocking | Bulleta replaces herself with a doll and reappears on the other side of her opponent.}} |
+ | {{MoveListRow | Law of the Bullet<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Bulleta somersaults onto her opponent, bouncing into the air, then blasts her submachine gun.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Chaos Flare | {{QCF}} {{punch}} | Demitri throws a flaming bat across the screen that momentarily stuns his opponent on impact. This move can be performed in midair. ''ES move:'' Demitri throws a fireball that does more damage and stuns for longer.}} | {{MoveListRow | Chaos Flare | {{QCF}} {{punch}} | Demitri throws a flaming bat across the screen that momentarily stuns his opponent on impact. This move can be performed in midair. ''ES move:'' Demitri throws a fireball that does more damage and stuns for longer.}} | ||
− | {{MoveListRow | Demon Cradle<br>''(guard | + | {{MoveListRow | Demon Cradle<br>''(guard cancel)'' | {{DPF}} {{punch}} | Demitri ascends vertically while spinning, hitting his opponent with his cape, which takes the form of bat wings, knocking down his opponent on impact. If performed while dashing, Demitri ascends at a diagonal angle. ''ES move:'' Demitri performs a variant of the move that can hit multiple times before knocking his opponent down.}} |
{{MoveListRow | Bat Spin | {{QCB}} {{kick}} | Demitri vanishes, then reappears in the air and dives at a diagonal angle in a spiral, hitting multiple times. The distance that Demitri reappears depends on the strength of the button used. This move can be performed in midair. ''ES move:'' Demitri performs a variant of the move that hits more times.}} | {{MoveListRow | Bat Spin | {{QCB}} {{kick}} | Demitri vanishes, then reappears in the air and dives at a diagonal angle in a spiral, hitting multiple times. The distance that Demitri reappears depends on the strength of the button used. This move can be performed in midair. ''ES move:'' Demitri performs a variant of the move that hits more times.}} | ||
+ | {{MoveListRow | Hell Ride<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Demitri jumps onto his opponent with a dive kick.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Killshread | {{QCB}} {{kick}} | Donovan plants his sword into the ground. The sword is planted on the left side of the screen with {{button|text=LK}}, at Donovan's location with {{button|text=MK}}, or on the right side of the screen with {{button|text=HK}}. While the sword is planted, Donovan can summon it back to him by again pressing {{QCB}} {{kick}} (which can be done in midair), causing it to attack opponents on the ground as it returns. Donovan's standing normal punches are changed and he cannot perform any moves that use his sword until he summons it back to him. ''ES move:'' The sword hits more times when it is summoned back.}} | {{MoveListRow | Killshread | {{QCB}} {{kick}} | Donovan plants his sword into the ground. The sword is planted on the left side of the screen with {{button|text=LK}}, at Donovan's location with {{button|text=MK}}, or on the right side of the screen with {{button|text=HK}}. While the sword is planted, Donovan can summon it back to him by again pressing {{QCB}} {{kick}} (which can be done in midair), causing it to attack opponents on the ground as it returns. Donovan's standing normal punches are changed and he cannot perform any moves that use his sword until he summons it back to him. ''ES move:'' The sword hits more times when it is summoned back.}} | ||
{{MoveListRow | Killshread Lightning | {{QCB}} {{punch}} after Killshread | While his sword is planted in the ground, Donovan calls lightning that strikes any opponent over the sword. ''ES move:'' The lightning strike can hit more times.}} | {{MoveListRow | Killshread Lightning | {{QCB}} {{punch}} after Killshread | While his sword is planted in the ground, Donovan calls lightning that strikes any opponent over the sword. ''ES move:'' The lightning strike can hit more times.}} | ||
− | {{MoveListRow | Ifrit Sword<br>''(guard | + | {{MoveListRow | Ifrit Sword<br>''(guard cancel)'' | {{DPF}} {{punch}} | Donovan summons a fire spirit, which slashes a fiery sword upward. ''ES move:'' The fire spirit slashes its sword twice.}} |
{{MoveListRow | Blizzard Sword | {{HCF}} {{punch}} | Donovan summons an ice spirit, which tosses a large snowflake downward. ''ES move:'' The ice spirit tosses multiple snowflakes downward.}} | {{MoveListRow | Blizzard Sword | {{HCF}} {{punch}} | Donovan summons an ice spirit, which tosses a large snowflake downward. ''ES move:'' The ice spirit tosses multiple snowflakes downward.}} | ||
{{MoveListRow | Lightning Sword | {{RDP}} {{punch}} | Donovan summons a lightning spirit, which shoots electricity in front of him. ''ES move:'' The lightning spirit can hit more times.}} | {{MoveListRow | Lightning Sword | {{RDP}} {{punch}} | Donovan summons a lightning spirit, which shoots electricity in front of him. ''ES move:'' The lightning spirit can hit more times.}} | ||
+ | {{MoveListRow | Foot Stab<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Donovan jumps onto his opponent with a foot stab.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Rolling Buckler | {{QCF}} {{punch}} | Felicia rolls along the ground in a ball. She damages and bounces off her opponent on collision. She can follow up this move with an uppercut by pressing {{punch}}. ''ES move:'' Felicia performs a variant of the move that continues rolling into her opponent rather than bouncing off. If followed up with {{punch}}, her uppercut hits more times.}} | {{MoveListRow | Rolling Buckler | {{QCF}} {{punch}} | Felicia rolls along the ground in a ball. She damages and bounces off her opponent on collision. She can follow up this move with an uppercut by pressing {{punch}}. ''ES move:'' Felicia performs a variant of the move that continues rolling into her opponent rather than bouncing off. If followed up with {{punch}}, her uppercut hits more times.}} | ||
{{MoveListRow | Cat Spike | {{DPF}} {{punch}} | Felicia leaps across the screen to chase a ball, trying to pop it with her claws. If her opponent is in the way, she slashes them instead; if her opponent is close, she leaps to the other side of them. ''ES move:'' Felicia jumps into the air and spikes the ball downward into her opponent's face.}} | {{MoveListRow | Cat Spike | {{DPF}} {{punch}} | Felicia leaps across the screen to chase a ball, trying to pop it with her claws. If her opponent is in the way, she slashes them instead; if her opponent is close, she leaps to the other side of them. ''ES move:'' Felicia jumps into the air and spikes the ball downward into her opponent's face.}} | ||
− | {{MoveListRow | Delta Kick<br>''(guard | + | {{MoveListRow | Delta Kick<br>''(guard cancel)'' | {{DPF}} {{kick}} | Felicia jumps into the air, attacking with her knee, then dives diagonally downward with her clawed foot first. ''ES move:'' Felicia performs a variant of the move that can hit more times.}} |
+ | {{MoveListRow | Toy Touch<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Felicia rolls into a ball and bounces off his opponent.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Wall Cling | Hold {{left}} when jumping onto the edge of the screen | Felicia can cling to the side of the screen. She jumps off when {{left}} is released. Otherwise, she slides down after a moment and jumps off when she reaches the bottom.}} | {{MoveListRow | Wall Cling | Hold {{left}} when jumping onto the edge of the screen | Felicia can cling to the side of the screen. She jumps off when {{left}} is released. Otherwise, she slides down after a moment and jumps off when she reaches the bottom.}} | ||
{{MoveListRow | Roll | {{up}} | Felicia curls into a ball when she jumps. If she lands on top of her opponent, she can scratch them with {{button|text=LP}}. Or she can bounce off her opponent (without doing damage) if moving forward.}} | {{MoveListRow | Roll | {{up}} | Felicia curls into a ball when she jumps. If she lands on top of her opponent, she can scratch them with {{button|text=LP}}. Or she can bounce off her opponent (without doing damage) if moving forward.}} | ||
− | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Felicia pounces backwards or forwards.}} | + | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Felicia pounces backwards or forwards. She can pounce through her opponent if close.}} |
{{MoveListRow | EX Charge | {{down}} {{down}} + two {{kick}} simultaneously | Felicia increases her Special meter for as long as the {{kick}} buttons are held, though she is vulnerable to attack while doing this.}} | {{MoveListRow | EX Charge | {{down}} {{down}} + two {{kick}} simultaneously | Felicia increases her Special meter for as long as the {{kick}} buttons are held, though she is vulnerable to attack while doing this.}} | ||
}} | }} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Beast Cannon (forward) | {{QCF}} {{punch}} | Gallon shoots himself through the air straight ahead. He can shoot himself a second time by holding any direction while pressing {{punch}}. If performed in midair, he dives diagonally downward. ''ES move:'' Gallon performs a faster version of the move.}} | {{MoveListRow | Beast Cannon (forward) | {{QCF}} {{punch}} | Gallon shoots himself through the air straight ahead. He can shoot himself a second time by holding any direction while pressing {{punch}}. If performed in midair, he dives diagonally downward. ''ES move:'' Gallon performs a faster version of the move.}} | ||
− | {{MoveListRow | Beast Cannon (rising)<br>''(guard | + | {{MoveListRow | Beast Cannon (rising)<br>''(guard cancel)'' | {{DPF}} {{punch}} | Gallon shoots himself through the air diagonally upward. He can shoot himself a second time by holding any direction while pressing {{punch}}. ''ES move:'' Gallon performs a faster version of the move.}} |
{{MoveListRow | Climb Laser | {{down}} {{up}} {{kick}} | Gallon jumps upward while kicking, knocking down his opponent on impact. ''ES move:'' Gallon performs a variant of the move that can hit multiple times before knocking his opponent down.}} | {{MoveListRow | Climb Laser | {{down}} {{up}} {{kick}} | Gallon jumps upward while kicking, knocking down his opponent on impact. ''ES move:'' Gallon performs a variant of the move that can hit multiple times before knocking his opponent down.}} | ||
{{MoveListRow | Million Flicker | {{RDP}} {{punch}} | Gallon quickly swipes a set of nunchaku multiple times. ''ES move:'' Gallon swings his nunchaku more times.}} | {{MoveListRow | Million Flicker | {{RDP}} {{punch}} | Gallon quickly swipes a set of nunchaku multiple times. ''ES move:'' Gallon swings his nunchaku more times.}} | ||
+ | {{MoveListRow | Strike Wolf<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Gallon dives onto his opponent with a vicious bite.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Gallon pounces backwards or forwards.}} | + | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Gallon pounces backwards or forwards. He can pounce through his opponent if close.}} |
{{MoveListRow | Pounce | {{down}} + all three {{kick}} simultaneously | Gallon leaps a short distance forward.}} | {{MoveListRow | Pounce | {{down}} + all three {{kick}} simultaneously | Gallon leaps a short distance forward.}} | ||
}} | }} | ||
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{{MoveListRow | Ira Spinta | {{HCB}} {{kick}} in midair | Jedah dives down to grab his opponent, then pulls them high into the air, slams them against the ground, and stabs them with his knife-like wings. ''ES move:'' Jedah performs a variant of the move that does more damage.}} | {{MoveListRow | Ira Spinta | {{HCB}} {{kick}} in midair | Jedah dives down to grab his opponent, then pulls them high into the air, slams them against the ground, and stabs them with his knife-like wings. ''ES move:'' Jedah performs a variant of the move that does more damage.}} | ||
{{MoveListRow | Ira Piano | {{left}}+{{punch}} or {{right}}+{{punch}} after Ira Spinta | After starting the Ira Spinta move but before Jedah grabs his opponent, Jedah can spin like a sawblade with his wings while diving into his opponent. ''ES move:'' Jedah performs a variant of the move that can hit more times.}} | {{MoveListRow | Ira Piano | {{left}}+{{punch}} or {{right}}+{{punch}} after Ira Spinta | After starting the Ira Spinta move but before Jedah grabs his opponent, Jedah can spin like a sawblade with his wings while diving into his opponent. ''ES move:'' Jedah performs a variant of the move that can hit more times.}} | ||
− | {{MoveListRow | Spregio<br>''(guard | + | {{MoveListRow | Spregio<br>''(guard cancel)'' | {{DPF}} {{punch}} while blocking | Jedah decapitates himself, pushing his opponent away with a gush of blood. ''ES move:'' Jedah performs a variant of the move that can hit more times.}} |
+ | {{MoveListRow | Rasare Sega (<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Jedah dives onto his opponent while spinning like a sawblade with his wings.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Anki Hou | {{QCF}} {{punch}} | Lei-Lei tosses an item in the air. The type of item is randomized (examples are axes, shurikens, or boomerangs), and the arc of travel depends on the button used: {{button|text=LP}} for low and downward, {{button|text=MP}} for high, and {{button|text=HP}} for very high. ''ES move:'' Lei-Lei rolls a spiked ball on the ground three times.}} | {{MoveListRow | Anki Hou | {{QCF}} {{punch}} | Lei-Lei tosses an item in the air. The type of item is randomized (examples are axes, shurikens, or boomerangs), and the arc of travel depends on the button used: {{button|text=LP}} for low and downward, {{button|text=MP}} for high, and {{button|text=HP}} for very high. ''ES move:'' Lei-Lei rolls a spiked ball on the ground three times.}} | ||
{{MoveListRow | Henkyou Ki | {{QCB}} {{punch}} | Lei-Lei bangs a gong, which can reflect or absorb other projectiles. The gong emits sound waves that can also damage nearby enemies. This move can be performed in midair. ''ES move:'' Lei-Lei performs a variant of the move with more sound waves that can hit enemies from farther away.}} | {{MoveListRow | Henkyou Ki | {{QCB}} {{punch}} | Lei-Lei bangs a gong, which can reflect or absorb other projectiles. The gong emits sound waves that can also damage nearby enemies. This move can be performed in midair. ''ES move:'' Lei-Lei performs a variant of the move with more sound waves that can hit enemies from farther away.}} | ||
− | {{MoveListRow | Senpuu Bu<br>''(guard | + | {{MoveListRow | Senpuu Bu<br>''(guard cancel)'' | {{DPF}} {{punch}} | Lei-Lei swings while suspended from a chain, acting as a spinning blade. ''ES move:'' Lei-Lei performs a variant of the move that hits more times.}} |
+ | {{MoveListRow | Zanpa (<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Lei-Lei spins around on her opponent, dicing them with her claws.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Soul Flash | {{QCF}} {{punch}} | Lilith fires a slow-moving, bat-shaped projectile a short distance in front of her. The speed of the projectile depends on the strength of the button used. This move can be performed in midair. ''ES move:'' Lilith fires a slow-moving projectile that travels farther and can hit multiple times.}} | {{MoveListRow | Soul Flash | {{QCF}} {{punch}} | Lilith fires a slow-moving, bat-shaped projectile a short distance in front of her. The speed of the projectile depends on the strength of the button used. This move can be performed in midair. ''ES move:'' Lilith fires a slow-moving projectile that travels farther and can hit multiple times.}} | ||
− | {{MoveListRow | Shining Blade<br>''(guard | + | {{MoveListRow | Shining Blade<br>''(guard cancel)'' | {{DPF}} {{punch}} | Lilith rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. ''ES move:'' Lilith performs the move three times in succession.}} |
{{MoveListRow | Merry Turn | {{QCB}} {{kick}} | Lilith spins forward through the air while using her wings as blades, which knocks down her opponent on impact. ''ES move:'' Lilith performs a variant of the move that hits multiple times before knocking her opponent over.}} | {{MoveListRow | Merry Turn | {{QCB}} {{kick}} | Lilith spins forward through the air while using her wings as blades, which knocks down her opponent on impact. ''ES move:'' Lilith performs a variant of the move that hits multiple times before knocking her opponent over.}} | ||
+ | {{MoveListRow | Toe Pierce<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Lilith jumps onto her opponent with a stomp.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 417: | Line 428: | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Soul Fist | {{QCF}} {{punch}} | Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward. ''ES move:'' Morrigan shoots a larger and faster projectile that hits multiple times.}} | {{MoveListRow | Soul Fist | {{QCF}} {{punch}} | Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward. ''ES move:'' Morrigan shoots a larger and faster projectile that hits multiple times.}} | ||
− | {{MoveListRow | Shadow Blade<br>''(guard | + | {{MoveListRow | Shadow Blade<br>''(guard cancel)'' | {{DPF}} {{punch}} | Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. ''ES move:'' Morrigan performs a variant of the move that hits multiple times before knocking her opponent over.}} |
+ | {{MoveListRow | Shell Pierce<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Morrigan dives straight down onto her opponent with her wings wrapped around her legs in a pointed cone.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 442: | Line 454: | ||
| info2name=Final battle | | info2name=Final battle | ||
| info2=Jedah | | info2=Jedah | ||
− | | desc=One of a legion of robots created to destroy all life on Earth | + | | desc=One of a legion of robots, resembling dogou figurines, created to destroy all life on Earth. |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Plasma Beam | {{QCF}} {{punch}} or {{kick}} | Phobos shoots a laser beam across the screen. He fires the beam high while standing with {{punch}} or low while crouching with {{kick}}. ''ES move:'' Phobos shoots a taller laser beam in the center (regardless of whether {{punch}} or {{kick}} is used).}} | {{MoveListRow | Plasma Beam | {{QCF}} {{punch}} or {{kick}} | Phobos shoots a laser beam across the screen. He fires the beam high while standing with {{punch}} or low while crouching with {{kick}}. ''ES move:'' Phobos shoots a taller laser beam in the center (regardless of whether {{punch}} or {{kick}} is used).}} | ||
Line 448: | Line 460: | ||
{{MoveListRow | Genocide Vulcan | {{RDP}} {{punch}} | Phobos raises its arm (which can harm nearby opponents) and shoots a laser diagonally into the air. ''ES move:'' Phobos performs a variant of the move that does more damage.}} | {{MoveListRow | Genocide Vulcan | {{RDP}} {{punch}} | Phobos raises its arm (which can harm nearby opponents) and shoots a laser diagonally into the air. ''ES move:'' Phobos performs a variant of the move that does more damage.}} | ||
{{MoveListRow | Plasma Trap | {{QCB}} {{kick}} in midair | Phobos drops a mine on the ground that rolls a short distance before electrifying opponents. ''ES move:'' Phobos drops two mines that do more damage. The opponent can be knocked from one into the other.}} | {{MoveListRow | Plasma Trap | {{QCB}} {{kick}} in midair | Phobos drops a mine on the ground that rolls a short distance before electrifying opponents. ''ES move:'' Phobos drops two mines that do more damage. The opponent can be knocked from one into the other.}} | ||
− | {{MoveListRow | Reflect Wall<br>''(guard | + | {{MoveListRow | Reflect Wall<br>''(guard cancel)'' | {{DPF}} {{punch}} while blocking | Phobos generates a barrier to shield him, then pushes it (and the opponent with it) away from him. This move can be performed in midair.}} |
+ | {{MoveListRow | Drill Dive<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Phobos transforms the bottom of its body into a large drill and dives onto its opponent.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 477: | Line 490: | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Sol Smasher | {{QCF}} {{punch}} | Pyron hurls a large fireball. The angle of the throw depends on the button used: {{button|text=LP}} for straight ahead, {{button|text=MP}} for a middle angle, and {{button|text=HP}} for a high angle. If performed in midair, Pyron throws a large fireball downward diagonally. ''ES move:'' Pyron throws a large fireball forwards that hits multiple times.}} | {{MoveListRow | Sol Smasher | {{QCF}} {{punch}} | Pyron hurls a large fireball. The angle of the throw depends on the button used: {{button|text=LP}} for straight ahead, {{button|text=MP}} for a middle angle, and {{button|text=HP}} for a high angle. If performed in midair, Pyron throws a large fireball downward diagonally. ''ES move:'' Pyron throws a large fireball forwards that hits multiple times.}} | ||
− | {{MoveListRow | Zodiac Fire<br>''(guard | + | {{MoveListRow | Zodiac Fire<br>''(guard cancel)'' | {{DPF}} {{punch}} | Pyron rolls across the ground like a wheel, which knocks over opponents on impact. ''ES move:'' Pyron performs a variant of the move that can hit multiple times before knocking his opponent over.}} |
{{MoveListRow | Orbital Blaze | {{QCB}} {{kick}} in midair | Pyron spins downward as fireballs revolve around him, which knocks over opponents on impact. ''ES move:'' Pyron performs a variant of the move that can hit multiple times before knocking his opponent over.}} | {{MoveListRow | Orbital Blaze | {{QCB}} {{kick}} in midair | Pyron spins downward as fireballs revolve around him, which knocks over opponents on impact. ''ES move:'' Pyron performs a variant of the move that can hit multiple times before knocking his opponent over.}} | ||
{{MoveListRow | Galaxy Trip (air) | {{RDP}} {{punch}} | Pyron disappears and reappears in the air. His horizontal location depends on the button used: {{button|text=LP}} for the left side of the screen, {{button|text=MP}} for the middle, and {{button|text=HP}} for the right side of the screen.}} | {{MoveListRow | Galaxy Trip (air) | {{RDP}} {{punch}} | Pyron disappears and reappears in the air. His horizontal location depends on the button used: {{button|text=LP}} for the left side of the screen, {{button|text=MP}} for the middle, and {{button|text=HP}} for the right side of the screen.}} | ||
{{MoveListRow | Galaxy Trip (ground) | {{RDP}} {{kick}} | Pyron disappears and reappears on the ground. His horizontal location depends on the button used: {{button|text=LK}} for the left side of the screen, {{button|text=MK}} for the middle, and {{button|text=HK}} for the right side of the screen.}} | {{MoveListRow | Galaxy Trip (ground) | {{RDP}} {{kick}} | Pyron disappears and reappears on the ground. His horizontal location depends on the button used: {{button|text=LK}} for the left side of the screen, {{button|text=MK}} for the middle, and {{button|text=HK}} for the right side of the screen.}} | ||
+ | {{MoveListRow | Flame Cone<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Pyron falls onto his opponent in a statuesque pose with his body wrapped in pointed flames.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 510: | Line 524: | ||
{{MoveListRow | C→R | {{HCF}} {{punch}} | Q-Bee flies forward to grab her opponent, then stabs multiple times with her stinger and flips her opponent over. This move can be performed in midair. ''ES move:'' Q-Bee flies forward to grab and sting her opponent, then dies, leaving the opponent in a cocoon. A new Q-Bee is birthed from the cocoon, then the opponent is knocked out of the cocoon as it breaks apart.}} | {{MoveListRow | C→R | {{HCF}} {{punch}} | Q-Bee flies forward to grab her opponent, then stabs multiple times with her stinger and flips her opponent over. This move can be performed in midair. ''ES move:'' Q-Bee flies forward to grab and sting her opponent, then dies, leaving the opponent in a cocoon. A new Q-Bee is birthed from the cocoon, then the opponent is knocked out of the cocoon as it breaks apart.}} | ||
{{MoveListRow | ΔA | {{QCB}} {{kick}} | Q-Bee flies to the corner of the screen, then dives diagonally downward with her stinger. This move can be performed in midair. ''ES move:'' Q-Bee performs a variant of this move that does more damage and stuns her opponent momentarily.}} | {{MoveListRow | ΔA | {{QCB}} {{kick}} | Q-Bee flies to the corner of the screen, then dives diagonally downward with her stinger. This move can be performed in midair. ''ES move:'' Q-Bee performs a variant of this move that does more damage and stuns her opponent momentarily.}} | ||
− | {{MoveListRow | R.M.<br>''(guard | + | {{MoveListRow | R.M.<br>''(guard cancel)'' | {{DPF}} {{kick}} while blocking | Q-Bee turns around and stretches her legs, pushing her opponent back with her stinger. ''ES move:'' Q-Bee performs a variant of this move that does more damage.}} |
+ | {{MoveListRow | SU<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Q-Bee hops onto her opponent with her stinger.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 540: | Line 555: | ||
{{MoveListRow | Big Towers | {{down}} {{down}} {{punch}} | Sasquatch surrounds himself in sharp ice towers. ''ES move:'' Sasquatch summons multiple ice shards that pierce out of the ground, moving outward from him.}} | {{MoveListRow | Big Towers | {{down}} {{down}} {{punch}} | Sasquatch surrounds himself in sharp ice towers. ''ES move:'' Sasquatch summons multiple ice shards that pierce out of the ground, moving outward from him.}} | ||
{{MoveListRow | Big Blow | {{DPF}} {{punch}} | Sasquatch winds up a big punch. He does more damage and dashes farther if {{punch}} is charged for longer. ''ES move:'' Sasquatch winds up a big punch that hits multiple times without needing to be charged.}} | {{MoveListRow | Big Blow | {{DPF}} {{punch}} | Sasquatch winds up a big punch. He does more damage and dashes farther if {{punch}} is charged for longer. ''ES move:'' Sasquatch winds up a big punch that hits multiple times without needing to be charged.}} | ||
− | {{MoveListRow | Big Typhoon<br>''(guard | + | {{MoveListRow | Big Typhoon<br>''(guard cancel)'' | {{DPF}} {{kick}} | Sasquatch kicks ahead with his foot, which twists around and grows in size. ''ES move:'' Sasquatch kicks ahead with his foot, which spins like a cyclone.}} |
+ | {{MoveListRow | Big Wheel<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Sasquatch rolls into a ball and bounces off his opponent.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Sasquatch leaps backwards or forwards.}} | + | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Sasquatch leaps backwards or forwards while curled up like a cannonball.}} |
}} | }} | ||
{{MoveListTable | desc=Command throws | | {{MoveListTable | desc=Command throws | | ||
Line 572: | Line 588: | ||
{{MoveListRow | Mega Stake | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Victor jumps into the air and punches with a greatly enlarged fist on his way down. ''ES move:'' Victor performs a variant of the move that can hit multiple times.}} | {{MoveListRow | Mega Stake | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Victor jumps into the air and punches with a greatly enlarged fist on his way down. ''ES move:'' Victor performs a variant of the move that can hit multiple times.}} | ||
{{MoveListRow | Gyro Crush | {{QCB}} {{punch}} | Victor spins around with his fists extended. This move absorbs projectiles without taking damage (unless they come from overhead). ''ES move:'' Victor spins around twice with his fists extended, then follows up with a punch forward.}} | {{MoveListRow | Gyro Crush | {{QCB}} {{punch}} | Victor spins around with his fists extended. This move absorbs projectiles without taking damage (unless they come from overhead). ''ES move:'' Victor spins around twice with his fists extended, then follows up with a punch forward.}} | ||
− | {{MoveListRow | Giga Burn<br>''(guard | + | {{MoveListRow | Giga Burn<br>''(guard cancel)'' | {{DPF}} {{kick}} | Victor jumps diagonally in the air with his knee out, knocking down his opponent on impact. ''ES move:'' Victor performs a variant of the move that hits multiple times.}} |
+ | {{MoveListRow | Victor Finger<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Victor punches down at his opponent with two enlarged hands.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command throws | | {{MoveListTable | desc=Command throws | | ||
Line 604: | Line 621: | ||
{{MoveListRow | Skull Sting | {{down}} {{up}} {{kick}} | Zabel Zarock jumps in the air, then dives down with a sawblade on his leg, which can hit multiple times. This move can be performed in midair. ''ES move:'' Zabel Zarock performs a variant of the move that hits more times.}} | {{MoveListRow | Skull Sting | {{down}} {{up}} {{kick}} | Zabel Zarock jumps in the air, then dives down with a sawblade on his leg, which can hit multiple times. This move can be performed in midair. ''ES move:'' Zabel Zarock performs a variant of the move that hits more times.}} | ||
{{MoveListRow | Hell's Gate | {{HCF}} {{kick}} | Le Malta pops out of the ground and swallows Zabel Zarock, then spits him out somewhere depending on the button used: {{button|text=LK}} spits him out in the same location, {{button|text=MK}} spits him out a half-screen away, and {{button|text=HK}} spits him out a full screen away.}} | {{MoveListRow | Hell's Gate | {{HCF}} {{kick}} | Le Malta pops out of the ground and swallows Zabel Zarock, then spits him out somewhere depending on the button used: {{button|text=LK}} spits him out in the same location, {{button|text=MK}} spits him out a half-screen away, and {{button|text=HK}} spits him out a full screen away.}} | ||
− | {{MoveListRow | Death Phrase<br>''(guard | + | {{MoveListRow | Death Phrase<br>''(guard cancel)'' | {{DPF}} {{kick}} while blocking | Zabel Zarock plays his guitar, repelling his opponent with its sound waves. ''ES move:'' Zabel Zarock performs a variant of the move that hits an additional time.}} |
+ | {{MoveListRow | Skull Javelin<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Zabel Zarock dances on top of his opponent with a few kicks.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | |
Revision as of 19:05, 19 August 2023
Vampire Savior: The Lord of Vampire | |||||||||||||||
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System(s): Sega Saturn | |||||||||||||||
Publisher: Capcom | |||||||||||||||
Developer: Capcom | |||||||||||||||
Original system(s): Capcom CPS-2 | |||||||||||||||
Sound driver: SCSP/CD-DA (18 tracks) | |||||||||||||||
Peripherals supported: Extended RAM Cartridge (4MB only) | |||||||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1], Action[2] | |||||||||||||||
Number of players: 1-2 | |||||||||||||||
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Vampire Savior: The Lord of Vampire (ヴァンパイア セイヴァー) is a versus fighting game by Capcom which was later brought to the Sega Saturn in Japan. It is the sequel to Vampire Hunter and the third release in the Darkstalkers franchise.
The game was at one point set for release in North America as DarkStalkers 3: Vampire Savior[4], but this version did not materialise.
Contents
Story
Jedah Dohma, one of the high nobles of Makai, is resurrected after a premature death long ago. Seeing the current chaotic state of the demon world, he decides that the only way to save Makai is to recreate it. To this end, he conjures a pocket dimension known as Majigen, to which he summons worthy souls to help feed his new world.
Gameplay
The game is a fighting game similar to the preceding entries in the series. It introduces four new characters (Bulleta, Jedah, Lilith, and Q-Bee) and adds new moves or revises the existing characters. It replaces the traditional round system with a system similar to Rare's Killer Instinct: each fighter has two life bars and two corresponding life markers. When one fighter loses a life marker after the life bar is emptied, the fighters reset their positions as if starting a new round, but the victorious fighter retains their remaining life bar and the timer does not reset. When the player is attacked, some of the health lost is displayed in white, which can be recovered if the player does not take any more damage within a short duration (health does not recover while blocking). The game also introduces a new type of special ability called Dark Force moves.
There is a single-player mode where the player chooses any character and fights six opponents before facing a final boss, which differs depending on the selected character. Each character also has a secret rival battle that can be played if the player does not lose a life marker and finishes at least three opponents with an EX or a Dark Force move before reaching the fifth opponent. A second player can challenge the first at any point by pressing START on a second control pad, with the winner of the match moving on to the next opponent. There are eight different difficulty levels for the computer-controlled combatants. There is also a two-player versus mode where each player can choose any character, a handicap, and any stage.
Characters move with and and dash with and . They jump upward with and jump behind and ahead with and . They crouch with . Punches are done with (light), (medium), and (hard) and kicks are done with (light), (medium), and (hard). Light attacks are faster and hard attacks deal more damage. Chain combos can be performed by linking attacks from lightest to hardest and from punches to kicks, canceling the recovery of a normal move by starting another. Special moves for each character are done by pairing specific directional combinations with an attack button. Projectile attacks move slowly through each other, with the stronger projectile dissipating the other (depending on the strength of the attack button used and which was launched first) rather than canceling each other out as in most fighting games (unless they were launched at the same time with the same strength). ES moves are done by pressing the same directional combinations but holding two attack buttons of the same type (punches or kicks). Characters can perform a taunt with , which is a short animation during which the character is vulnerable to attack.
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and most characters can throw in midair. Characters can reduce the damage taken from a throw (except command throws) by pressing the medium or hard punch button after being thrown. Characters have special pursuit moves where they can attack knocked down opponents by holding with a punch or kick button simultaneously. Pursuit attacks only do recoverable (white) damage, so they must be followed up with additional attacks to do permanent damage. Knocked down characters can recover and leap away by holding or and pressing any attack button.
Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. While guarding, pressing the punch and kick buttons rapidly has a chance of pushing the other character away. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. Most characters have one special move, called a guard cancel, that can be performed while guarding to cancel out of the block and immediately counterattack their opponent.
The game features a Special meter, which fills as characters perform normal moves (except light attacks) and special moves or take damage. When it is full, characters can perform three types of special moves: ES moves, EX moves, and Dark Force moves. ES moves ("enhanced special" moves) are enhanced versions of their special moves that can typically hit more times but sometimes differ drastically. EX moves ("extra special" moves) are unique special abilities that are usually more flashy and do more damage. Some characters can cancel chain combos into EX moves. New to the game are Dark Force moves, which use a level of the Super meter to perform a character-specific ability that temporarily boosts the character's damage, defense, or mobility for a limited period. Dark Force moves are performed by holding a punch and a kick button of the same strength or . The Special meter can have multiple levels (with no limit), gaining a new level each time it fills, and using an ES, EX, or Dark Force move costs a level. The Special meter levels are retained between rounds but not battles.
Players can choose between Normal and Turbo speed for battles. There are two playing styles that can be selected after choosing a character: Normal and Auto. The character automatically guards against a limited number of attacks in Auto mode and automatically performs chain combos when attacking with normal moves.
Characters
Move lists assume the player is facing right. If facing left, and should be reversed. P refers to any of the punch buttons, while K refers to any of the kick buttons.
All special moves can be performed as ES moves if two P or K buttons are used instead of one, including pursuit attacks but excluding teleports and some command throws.
Bulleta, Jedah, Lilith, and Q-Bee are new characters. Donovan, Phobos, and Pyron were absent in the original arcade release, but they are present in the Saturn version.
Players can choose from eight different color schemes for each character: six corresponding to the six attack buttons, plus two additional color schemes available by selecting the character with two P buttons or two K buttons simultaneously.
Stages
Characters have particular stages where their matches are hosted in the single-player mode. Some characters share a stage, and some characters use multiple stages. The stage can be manually chosen in the two-player mode. Every stage has an alternate color scheme.
In the two-player mode, the alternate color scheme can be chosen by holding while selecting the stage, or the stage can be randomized by holding .
History
Legacy
Aside from re-releases, this game has been the last entry in the Darkstalkers series (though characters from the series would continue to appear in crossover games such as Marvel vs. Capcom: Clash of Super Heroes and Capcom vs. SNK: Millennium Fight 2000).
The game was included in the Darkstalkers series compilation release Vampire: Darkstalkers Collection for the PlayStation 2 in 2005. It was remastered as part of Darkstalkers Resurrection for the PlayStation 3 and Xbox 360 in 2013. It was re-released as part of the Capcom Fighting Collection compilation for the PlayStation 4, Xbox One, Nintendo Switch, and Windows PCs in 2022.
Production credits
- Main Music Composer: Anarchy Takapon (Takayuki Iwai)
- Sub Music Composer: Cyber-T (Tetsuya Shibata), Masato Kouda (Cipher)
- Sound Effect & Voice Edit: MOE.T (Cipher)
- Sound Driver: Yasushi Ikeda "A!Ohana"
- Sound Tool: Tomohiro Masuda (Q~CVE)
- Sound "Q_64M" Hardware: IDA~~~~~~~N
- Character Design: Eripyonsuke, Makoto Ishii, Fujihara, ARI, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko_Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, WHO, Kimo Kimo, N_Labo, You.Ten.Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, IsI.B GAO, Hitoshi Igarashi, Kozuchi
- Scroll Design: Kyotani, Yumiko Nakatsuka, Tamachan, Chie Morisaki, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon
- Program Design: Hyper Shinchan, Cham, PON, MiN, Ittetsu, 24 (Nishi), Moto & Tomo Nogi, T.Hirokado, Hard.Yas - Jedah -
- Planner: S.Obata, Neo_G -H. Ishizawa-, Malachie, Nohah, Kanetaka (Kinta)
- Voice Actor: Kae Araki, Yuji Ueda, Hiroko Konishi, Isshin Chiba, Kan Tokumaru, Yayoi Jinguji, Michiko Neya, Nobuyuki Hiyama, Miyuki Matsushita, Yoshizumi Kozue, Jyurouta Kosugi, Kyoko Hikami
- Special Thanks: Haruo Murata, Takuya Shiraiwa, Erik Suzuki, Shoei, Sakomizu, Hiroaki "X68K" Kondo (Cipher), MOE.K (Momora)
- Producer: Tetsuya Iijima
- General Producer: Noritaka Funamizu, Yoshiki Okamoto, And Capcom All Staff
- Sound Adviser: Anarchy Takapon (Takayuki Iwai), Takeshi Kitamura (MOE.T), Hiroshi Ohno
- Programmer: Masashi Kitamura, Takahiro Ichiba, Takashi Endo, Misa Hashimoto, Hiroko Matsubara, Takahiro Matsuo, Haruhiko Shimizu
- Director: Kenshi Kimura
- Development Manager: S-Hama
- Producer: Hyper Mickey
- ...And
- Presented by: Capcom
Magazine articles
- Main article: Vampire Savior: The Lord of Vampire/Magazine articles.
Promotional material
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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87 | |
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Based on 17 reviews |
Technical information
- Main article: Vampire Savior: The Lord of Vampire/Technical information.
References
- ↑ File:VampireSavior Saturn JP Box Back.jpg
- ↑ 2.0 2.1 https://sega.jp/history/hard/segasaturn/software_l.html#tab04 (Wayback Machine: 2019-12-07 02:59)
- ↑ 3.0 3.1 3.2 Sega Saturn Magazine, "1998-11 (1998-04-10,17)" (JP; 1998-03-27), page 2
- ↑ File:E31997 Capcom PressKit.pdf, page 15
- ↑ File:VampireS Saturn JP SSEnding.pdf
- ↑ Ação Games, "Julho 1998" (BR; 1998-xx-xx), page 40
- ↑ Consoles +, "Juin 1998" (FR; 1998-0x-xx), page 124
- ↑ Computer & Video Games, "June 1998" (UK; 1998-05-13), page 66
- ↑ Edge, "June 1998" (UK; 1998-05-21), page 89
- ↑ Famitsu, "1998-04-24" (JP; 1998-04-10), page 1
- ↑ Gamers' Republic, "June 1998" (US; 1998-05-xx), page 86
- ↑ MAN!AC, "06/98" (DE; 1998-05-06), page 60
- ↑ Mega Console, "Giugno 1998" (IT; 1998-xx-xx), page 74
- ↑ Mega Fun, "07/98" (DE; 1998-06-03), page 94
- ↑ neXt Level, "Juli 1998" (DE; 1998-06-19), page 76
- ↑ Saturn Fan, "1998 No. 8" (JP; 1998-04-10), page 163
- ↑ Saturn Fan, "1998 No. 11" (JP; 1998-05-29), page 70
- ↑ Sega Magazin, "Juli 1998" (DE; 1998-06-03), page 12
- ↑ Sega Saturn Magazine, "June 1998" (UK; 1998-05-xx), page 66
- ↑ Sega Saturn Magazine, "1998-12 (1998-04-24)" (JP; 1998-04-10), page 192
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 10
- ↑ Video Games, "6/98" (DE; 1998-05-27), page 94
Vampire Savior: The Lord of Vampire | |
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Main page | Comparisons | Hidden content | Magazine articles | Reception | Technical information
Demos: Vampire Savior: The Lord of Vampire Taikenban (1998) |
Darkstalkers/Vampire games for Sega systems | |
---|---|
Night Warriors: Darkstalkers' Revenge (1996) | Vampire Savior: The Lord of Vampire (1998) | Vampire Chronicle for Matching Service (2000) | |
Related games | |
Super Puzzle Fighter II Turbo (1996) | Pocket Fighter (1998) |