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victor Tekken 8 Season 2 Guide

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Last updated Aug 13, 2025, Game version 2.04.00

Introduction

Victor Chevalier is a well-rounded, weapons-based fighter who strikes a good balance between rush-down and keep-out. Victor's game plan relies on finding single, high-impact counter hits from moves like 1+2 and f,f,f+2, enabling his high-travel wall carry. Moreover, once Victor has the opponent at the wall, he boasts devastating 50/50 wall pressure with moves like IAI d+2, and IAI d+1+2 from his katana-focused IAI stance. Victor is also unique in that the majority of his moves utilize weapons, meaning you won't be as susceptible to low parries or parries akin to Asuka's b+1+3.

Victor blends his close-quarters combat fighting style with his myriad of weapons to deliver what can only be described as 'refined violence'. If you're looking for a weapons-centric, balanced, and easy-to-use character, Victor is the super spy for you.

Strengths

  • Strong keep-out tools in 1+2, b+1+2, db+4, and b+2.
  • Effective rush-down tools in f,f,f+2, and f,f,f+1+2.
  • High travel wall carry and potent wall pressure.
  • Very little execution required.

Weaknesses

  • Boasts a large susceptibility to SSR.
  • Very mediocre/bad low pokes.
  • Weak throw game, as Victor doesn't have access to a 2-break throw.
  • Innately, he must take large risks.

Heat System

  • Victor's heat system primarily enhances his Katana, the Takemikazuchi. This gives him access to a low-hitting heat smash that breaks & activates wall-stage hazards. The heat smash itself is only -14 and tracks to Victor's weak side, making it a very effective mixup option to complement Victor's great mids. In heat, his u+1+2, an unsafe and evasive helm breaker, becomes safe and interacts with wall-stage hazards. This makes u+1+2 a great panic option when in heat. From the IAI stance, Victor's IAI.d+2 becomes empowered, increasing its plus frames and chip. In heat, IAI.d+2 becomes especially oppressive at the wall when combined with IAI.d+1+2 and other wall splatting options from IAI. He also gains access to a heat-exclusive move, h.db+1+2. The move is somewhat slow and very linear, but leaves Victor in IAI stance at a staggering +9 frames when blocked. On hit, the move knocks down for chunky damage. Overall, Victor's heat provides him with a threatening low option while simultaneously making his mids even more threatening.

Top 10 Moves

d+2

Perhaps Victor's most versatile move. d+2 is a downward knife slash that enables both defensive and offensive plays. It is a heat engager on hit, and nets a full combo when heat dash cancelled. d+2 is an incredible zero on block and pushes the opponent back. This allows Victor to not only fish for heat activations, but also to create space and look for whiff punishes. However, d+2 is incredibly linear, and at i18, it's not a very fast move. Besides a sidestep into d+2 to realign, the most effective way to make sure the move is successful is to utilize it after Victor is +8. If d+2 is used when Victor is +8, the opponent will be unable to sidestep the move in either direction. Moves that are +8 on hit are 1,2, 1,1, 1, and ws1+2, so be sure to utilize d+2 when these aforementioned moves connect.
m, i18, +0 oB, +4 / HE oH

f,f,f+2

Victor's main approach tool, a plus on block weapon attack that is similar to Dragunov's f,f,f+2 in principle. It launches on counter hit, is slightly plus on block, and can be cancelled into IAI stance for even more plus frames. This move is great for pressuring the opponent, however, it is very weak to the aforementioned SSR. Therefore, in order to improve this move's overall success, it's important to condition your opponent with Victor's advancing tracking options like uf+2. Doing f,f,f+2 at closer ranges will also improve success, as the move will become less choreographed. Overall, f,f,f+2 is an essential move for enforcing your IAI stance mixup and applying pressure.
m, i18~19, +2 oB, +34d (-24d) oH, +61a (+45a) oCH

f,f,f+1+2

An advancing series of low knife slashes that are +4 on hit, automatically transitioning into Victor's IAI stance. f,f,f+1+2 becomes a very threatening low mixup when used in conjunction with its counterpart, f,f,f+2. However, f,f,f+1+2 is also very susceptible to SSR and suffers from being -14 on block. Although a risky option, it's still important to utilize this move regardless to establish a mix-up from your running attacks. Like its counterpart, it's important to condition your opponent with Victor's tracking options when necessary, as well as utilizing it at closer ranges.
L,L, i18, -14 oB, +4 IAI oH, +15g oCH

1+2

A quick, mid, weapon-based shove that is +2 on hit, and -9 on block. Although having stubby range and seeming underwhelming at a surface level, 1+2 nets a full combo on counter hit. This trait makes 1+2 an incredibly fast and effective move at halting the opponent, capitalizing on their button timings/button-happy tendencies. 1+2 is also a frame trap if used after the previously mentioned moves in the d+2 section, being a great way to keep your opponent in check before utilizing Victor's slower options. Overall, 1+2 is great to use if your opponent is not respecting your plus frames, or when you have a good feel of when they will press a button.
m, i15, -9 oB, +2 oH, +46a oCH

db+4

A somewhat fast low kick that high crushes, leaving Victor +4 in full crouch, as well as putting the opponent into full crouch. It has pretty decent range and behaves very similarly to Lars's db+4, as it nets a full combo on counter hit. db+4 is most effective when used on an opponent's advance, behaving as a keep-out tool that can heavily punish the opponent's aggression. It also tracks to Victor's weak side but is incredibly risky at -26. Thus, it should be used very liberally and solely as a defensive tool.
l, i20~21, -26 oB, +4c oH, +49a oCH

b+1+2

Victor's power crush, a i19 high knife jab that also wall splats. It's -9 on block, and knocks down the opponent on hit. b+1+2 is another great defensive tool, and should be used similarly to how db+4 is used. Even though b+1+2 is inherently less risky than db+4, it being a high still entails the associated risks, as well as the move having no tracking to either side. Since power crush moves have their armor frames active at around i7, b+1+2 can be a great get off me option when the opponent is already pressuring Victor.
h, i19~20, -9 oB, +16d oH, +16d oCH

b+2

A high, i10 parry-esque move that utilizes gadgetry to alleviate pressure up-close. The move acts somewhat similarly in principle to Yoshimitsu's 1+4, and on counter hit, the opponent is stunned and can't block for 14 frames. This gives Victor the ability to utilize his i14 f+4,1 to heat-engage, heat dash cancel, and potentially wall splat the opponent. Going for Victor's i13 uf+1,1 here can also be good, as uf+1,1 can be cancelled into PRF stance for even further mix-up potential. With pretty fast recovery and with somewhat low risk, b+2 is a great option in close-quarters situations against button-happy opponents.
h, i10, -6 oB, +5 oH, +14 oCH

f+1+2

f+1+2 is a long-range, slow, big damage, downward slash that nets a small amount of advantage on block. It's also a heat engager and hits grounded opponents, making it a great oki tool. f1+2 is similar to d+2 in application, as the move itself is innately linear, losing particularly hard to SSR. However, the move tends to have some strong tracking properties towards opponents trying to SSL. The closer the opponent is to the tip of the move/blade, the more the move tracks to opponents trying to SSL, with less tracking properties the closer the opponent is to Victor. Fortunately, f+1+2 tracks fully to both sides after Victor is +8, so it can be good to utilize it after the aforementioned moves in the d+2 section. Utilizing this move with the correct spacing, frames, and sidestep realignment is key to its success.
m, i24~25, +3 oB, +1a / HE oH

ws1+2

A i13 mid-mid knife string that is +8 on hit, -8 on block. It complements nicely with Victor's fc.1+2, encompassing his main full-crouch mixup. By holding forward after the move comes out, Victor transitions into his PRF stance. It's important to hit confirm ws1+2 before going into stance, as failure to do so puts Victor at a major frame disadvantage. It tracks pretty well to both sides, but has a weakness to SSR, although the second hit can catch opponents holding a widewalk. To alleviate this, try doing ws1+2 after a successfully landed PRF.1 or db+4, as this results in a frame trap that can't be sidestepped by nearly all of the cast.
m,m, i13~14, -8 oB, +8 oH

fc.1+2

Our complement to ws1+2, a series of low hits with Victor's karambit that leaves him +/-0 on hit. The move becomes +6 on-hit when holding forward, transferring into PRF stance. Despite tracking to Victor's weakside, fc.1+2 is incredibly negative on block, being launch punishable even when cancelled into PRF. Although risky, fc.1+2 is similar to f,f,f+1+2 in that we must utilize it regardless to establish a mixup, in this case from full crouch. Throwing in fc.1+2 somewhat occasionally is recommended, as this will allow our ws1+2 to land more easily.
l,h, i16, -23, -13 oB, +0 oH

Punishers

Standing
i10f 1,1,2 (Great damage for a i10 punish, can transition into PRF at +7.)
i12f 2,2,2 (Forces Victor into IAI, gives decent plus frames. )
i12f 3,1+2 (Less damage than 2,2,2, but grants 1 more frame of advantage. Mostly inferior to 2,2,2.)
i13f uf+1,1 (Wall splats, forces crouch, and is easily hit confirmable. Can be cancelled into PRF stance.)
i14f f+4,1 (Heat engages and wall splats.)
i14f df+3+4 (Wall splats, but doesn't heat engage. Does less damage. Considered inferior to f+4,1.)
i15f df+2 (Launch punish with above-average range.)
i17f b+3,1 (For unsafe moves with large amounts of pushback like Kuma/Panda's f,f+2.)
Crouching
i11f ws+4 (Standard i11 punish.)
i13f uf+1,1 (We can use uf,1,1 as a ws punisher, given the uf input. The go-to -13 ws punish.)
i13f ws+1+2 (Less damage than uf+1,1, without anything to warrant using it as a punisher. Inferior to "uf+1,1".)
i14f ws+3,2 (Deals 9 more damage than uf+1,1, and knocks down. Doesn't go into stance/doesn't entail a guaranteed mix-up like uf+1,1. Used when more immediate damage is needed.)
i15f ws+1 (Chunky, launching mid. Your go-to for -15 punishes.)
i15f "uf+4" (8 more damage than ws+1, but tail spins early. Considered inferior to ws+1.)
Whiff punishers
uf1,1 (Fast, easy to hit confirm, good range, and has guaranteed follow-up in "PER.1+2".)
df+2 (For larger whiffs, "df+2" is your go to. Utilizes his karambit. Great range for a df+2.)
b+3,1 (For large whiffs that occur farther away.)

Combos

df+2 | f,f+2 | ws+1 | CH ws+2
df+4,2 → IAI.4,2 → db+1,1,f → PRF.2,2 → IAI.2 → b+3,1.
db+3 | CH f,f,f+2
dash df+4,2 → IAI.4,2 → db+1,1,f → PRF.2,2 → IAI.1,2,2.
ch.db+4 | CH 1+2
ws+2 → df+4,2 → IAI.4,2 → db+1,1,f → PRF.2,2 → IAI.2 T! → b+3,1.
uf+4
3+4 → IAI.4,2 → df+3 → db+1,1,f → PRF.2,2 → IAI. 1,2,2.
low parry
df+4,2 → IAI.4,2 → db+1,1,f → PRF.2,2 → IAI.1,2,2.

Beginner Combos

df+2 | f,f+2 | ws+1 | CH 1+2 | CH ws+2
df+3,4 → db+1,1,f → PRF.2,2 → IAI.2 T! → b+3,1.
CH db+4
ws+2 → df+3,4 → db+1,1,f → PRF.2,2 → IAI.2 T! → b+3,1.
db+3
f+3 → PRF.2,2,1 → db+1,1 → PRF.2,2 → IAI.1,2,2.
low parry
df+3,4 → db+1,1,f → PRF.2,2 → IAI.1,2,2.

Combo Enders

Wall Combos

Normal
1 → f+4,2,d
With tornado
uf+1,1 T! → f+2,2,1,1.
f,f+2 T! → 4,3, delayed 2.

Small Combos

b+4
uf+1,1
PRF 4
uf+1,1
CH IAI.2
u+1+2 .
CH d+1+2
dash f+1+2 | f+3, PRF.1+2.

Notable Moves

PRF.1+2

A slow, plus on block sheath slam that also knocks down on hit. This is one of Victor's best oki tools, as it not only hits grounded opponents, but can transition into IAI stance as well. Despite not having any innate tracking properties, PRF.1+2 will align at the time in which you press the button, not when you initially do the PER stance transition, making it track/align surprisingly well in some scenarios. PRF.1+2 is highly recommended after landing a successful uf+1,1, as PRF.1+2 becomes a frame trap after landing uf+1,1. In essence, PRF.1+2 is best used when the opponent is grounded, after uf+1,1, and in conjunction with his other decent PRF oki option, PRF.1.
m, i25~27, +6 oB, +14a oH

PRF.1

A somewhat fast, low knife slash that also hits grounded opponents. PRF.1 is a great low option for Victor, as its traits are exceptional. Being -12 on block and +4 on hit is great, and combined with it being a weapon low that puts both Victor and the opponent in crouch, this is Victor's best low poke by far. Unfortunately, it is held back by being locked behind PRF stance, as well as being weak to SSR. PRF.1 is best used in conjunction with PRF.1+2 on oki, and can be a good approach option in the neutral, opening the opponent up to your full crouch mixup options.
L, i19~20, -12 oB, +4c oH, +14g oCH

PRF.2,2

A two-hit mid knife series that leaves Victor in IAI stance. PRF.2,2 is a fairly good option in neutral, being a potential mix-up option with PRF.1. However, PRF.2,2 leaves Victor -4 in IAI stance when blocked. To alleviate this, PRF.2,2 has two follow-ups, PRF.2,2,1, and PRF.2,2,1+2. Both options shut down opponents trying to hit buttons after PRF.2,2, despite both follow-up options having their associated risks. PRF.2,2 tracks well to Victor's weak side, but not at all to his other side. PRF.2,2 is a good way to get into IAI stance once the opponent respects the follow-ups.
m, m, i12~13, -4 IAI oB, +5 IAI oH

UF+1,1

A sheath double-thrust that is very fast and wall splats. Not only this, but it is fairly easy to hit confirm. However, it doesn't have any tracking to speak of. You can cancel uf+1,1 into IAI stance by holding down, but doing so will leave Victor -11 if the first part is blocked. This cancel is one of Victor's best knowledge checks, and you can read more about this in the knowledge checks section of the guide. While also used as a i13 punish, “uf+1,1” is best used at the wall, and to gain easy access to IAI stance if the opponent allows it.
m, m, i13, -14 oB, +15gc oH

IAI.1,1

This is essentially the same move as uf+1,1, however, in IAI it has a high extension in IAI.1,1+2, which is a natural combo/plus on block. IAI.1,1 is Victor's fastest option from IAI stance, being your primary way to check opponents challenging you after they've blocked f,f,f+2, and f,f,f+1+2. It doesn't have any tracking just like UF+1,1, but the 2nd hit of IAI.1,1+2 fully tracks. Best used as a check to button-happy opponents, but also good at the wall, as IAI.1,1 and IAI.1,1+2 wall splat.
m, m, i13~14, -14 / -11 IAI oB, +15g / +2 IAI oH

IAI.2

A fast, safe, mid slash that also gives a guaranteed u+1+2 on counter hit. It fully tracks to both sides of Victor. This move wall splats, and is strong in conjunction with Victor's IAI.D+2 and IAI.D+1+2.
m, i16~17, -9 oB, +15 (+5) oH, +26a oCH

IAI.D+2

A mid flurry of hits that deal chip, grant plus frames, and shifts back into IAI stance automatically. IAI.D+2 has a large hitbox, which makes it difficult to step, but is still weak to SSR (this includes h.IAI.d+2 as well). IAI.D+2 is fantastic at the wall, where if the opponent blocks it, they then have to guess between Victor's mid/low options from IAI stance. The mix-up entails the opponent getting wall splatted by Victor's IAI mids, or getting knocked down by IAI.D+1+2. If they try to interrupt with a quick move after IAI.d+2, IAI.1,1 and IAI.1,1+2 have our back. You can read more about this in the stances section of the guide. Even without the wall, IAI.D+2 is great at applying pressure to elicit whiffs/panic moves from the opponent, and as a compliment to his other IAI options.
m, i23~24, +4 oB, 0 (-7) oH

IAI.D+1+2

The main low-threat of IAI stance, a long range, two-hit sword sweep that knocks down the opponent while fully tracking to both sides. Being -29 on block, IAI.D+1+2 is akin to fc.1+2 and f,f,f+1+2, where although there is staggering associate risk, we must use it to establish a mix-up. Best used when pressuring with IAI stance mixups and is strongest when used at the wall, as the oki is strong.
l,l, i20~21, -29 oB, -3 oH

IAI.4, 2

A stomp-slice that is our main answer to opponents trying to activate heat/power-crush their way out of IAI stance pressure. IAI.4,2 is a two-hit low-high series that becomes a natural combo on counter hit. The second hit knocks down and wall splats, again being a great asset when utilized at the wall. IAI.4,2 also jails on hit, making it much less of a risk to use. “IAI.4,2” is best utilized when you have a read on the opponent trying to power crush/activate heat, or when you need to close out the round with a low that isn't as risky as IAI.d+1+2.
L, h, i18~19, -5 oB, +26 (+0) oH, +55a (+35a) oCH

IAI.D+1

A high-hitting sheath uppercut that is similar to f+1+2 in that it tracks better at tip range, tracking well to Victor's weakside regardless of range. Although not the fastest IAI option, this safe, knock down/wall splatting mid is also a heat engager/hits grounded. This versatile tool is great at catching opponents trying to SSR your vulnurable IAI options, but also as a wall threat that hits opponents laying down. It's also good in niche situations where opponents are trying to utilize lateral panic moves after IAI.d+2, akin to Lili's u+3+4.
M, i18, -2 oB, +24a (+9) oH

Stances

IAI

Enter manually with 3+4, or from 2,2,2, f,f,f+1+2, PRF. 3+4, f+4,2,d, f,f,f+2,d or uf1,1,d. Victor's katana-based stance. Has threatening, long-reach options that serve a variety of different purposes. When in IAI, we can pressure with our aforementioned IAI.d+2, mid-check with IAI.d+1 and IAI.2, as well as go low with IAI.d+1+2. We can cancel out of IAI stance by pressing db, or up (though db is by far the safer option). Pressing down in IAI stance will duck, avoiding high attacks. Pressing forward in IAI will duck, move forward, as well as auto lowparry (though the timing is strict). Victor can also move backwards in IAI by tapping back, performing a motion similar to forward, but without the parry properties. All of these mentioned movement options can be cancelled into each other, making Victor quite nimble in IAI stance. Victor cannot block while in IAI stance. IAI is most dangerous at the wall after f+4,2d or 2,1f > PRF.2,2. While at the wall, our IAI.2, IAI.1,1+2, IAI.1,1, IAI. 1+2, and IAI.d+1 will wall splat, and our IAI.d+1+2 knocks down and gives us strong okizeme. This creates a strong 50/50 guessing situation, incentivising Victor to get his opponent to the wall whenever possible.

Perfumer (PRF)

Enter manually with f+3, or from 2,1,f, 1,1,2,f, ws+1+2,f, fc.1+2,f, uf+1,1,f, b+1,f, or db+1,1,f. A more okizeme-oriented, neutral tool stance that emphasizes Victor's knives. Victor gets access to a variety of different tools, the most effective being PRF.1+2, PRF.1, PRF.2,2, and PRF.3. Moreover, Victor has access to his uf+1+2 throw while in PRF, and can cancel out of the stance in a variety of ways. Victor can hold df to do a small crouch dash, leaving him in crouch. Victor can also cancel PRF into IAI by pressing 3+4 while in stance. Victor can also perform a heat burst/smash from IAI. Victor cannot block in PRF stance, and counts as being in a parry state when initially pressing f+3. Lastly, f+3 has a small window to punch parry, giving a guaranteed i17 move or faster, but the timing is strict like the previously mentioned IAI forward input parry.

Panic Moves

b+1+2

Victor's aforementioned power crush, good to use when the opponent is already engaged onto you.
h, i19~20, -9 oB, +16d oH, +16d oCH

b+2

Akin to Yoshimitsu's 1+4, this can be a great move to use when the opponent is smothering you up close.
h, i10, -6 oB, +5 oH, +14 oCH

u+1+2

Victor's helm breaker, highly evasive, but zero tracking. Safe in heat.
m, i31~32, -20 oB, +1a oH

uf+4

Victor's hopkick (hopknee) that instantly tailspins.
m,sm, i15~17, -19 oB, +73a (+57a) oH

b+1+4

A fairly evasive backswing blow utilizing Victor's sheath. No guaranteed follow-up.
m, i26~27, -21 oB, +37 (+6) oH

Frame Traps

1 1,1 | 1,2.
1,1 | 1,2 1+2.
db+4 | PRF.1 ws+1+2.
ws+1+2 1+2.

Knowledge Checks

2,2,2

If the opponent is consistently showing that they aren't ducking the third hit, this gives you a tell-tale sign that the opponent doesn't know the matchup. However, even if the opponent ducks the third hit, this doesn't necessarily mean they know the matchup very well, as 2,2,2 is a very surface-level knowledge check.
h, m,m, h, i12~13, -3 oB, +4 oH

qcf+2

While you're in neutral and happen to be somewhat far away, qcf+2 is something that every Victor player will innately feel the need to do. Given this, aware opponents will pre-emptively duck, see Victor press qcf+2, and punish him with a ws launcher. If the opponent isn't atleast trying to challenge qcf+2, they aren't knowledgeable in the matchup. Even if an opponent consistently ducks and attempts to punish, given qcf+2 is Victor player instinct/is heavily used, there still might be gaps in their knowledge.
h, i22, -3 oB, +4 oH

uf+1,1

Cancelling uf+1,1 into IAI stance is Victor's primary knowledge check. If the opponent doesn't try to challenge you correctly after the uf+1,1,d cancel, you get free access to IAI stance. Players who challenge correctly after uf+1 tend to know the matchup very well. You can learn more about how to challenge uf+1,1 in the defensive move handling section.
m, m, i13, -14 oB, +15gc oH

Defensive tips

Sidestep Right.

Most of Victor's core moves are weak to SSR. If you're attempting to SSR in the right circumstances, Victor players will be forced to play far more compact and honest, making SSR the best defensive option you have against him.

Try not to duck low too often in neutral.

Not only does Victor not have a complete grab game, but his low options in neutral are very subpar. Although PER.1 is great, it's choreographed by the stance transition and is weak to SSR. Although f,f,f+1+2 can be threatening, it's again beaten by SSR. The only time it's generally in your interest to duck against Victor is when he's in IAI stance (and you have a read on the low), or when he's in heat and in close proximity to you.

Approach Carefully.

In neutral, Victor plays off of your mistakes so that he can carry you to the wall and abuse IAI stance. Don't overextend your offensive, or you'll be punished by his defensive/keep-out options (b+1+2, db+4, etc.) Be on the lookout for said options and be proactive about baiting/punishing them accordingly.

Defensive Move Handling

uf+1,1

You want to challenge Victor's uf1,1 cancel with a fast mid that nets you some sort of reward (Clive's 1+2 and Victor's 1+2 are great examples). Challenging with fast high attacks or a down jab proves difficult (even though the cancel is -11), as knowledgeable Victor players can press forward in stance to avoid/beat both options (assuming you missed the -11 window to punish; it's very hard to punish correctly).
m, m, i13, -14 oB, +15gc oH

qcf+2

When in neutral with a large amount of space between yourself and Victor, always look for qcf+2. Keep in mind that qcf+2 forces Victor into IAI stance on block, hit, and on whiff. You can duck the high and punish if you're close enough to Victor. If you're too late/far, Victor players will often hit you with IAI.3, his IAI armor move. Learn the ranges and timing in which you can punish without getting hit by IAI.3.
h, i22, -3 oB, +4 oH

f+4,1

Although somewhat of a poor man's version of Dragunov's b+4,3, Victor plays will often fish for this when they have your back near the wall. Identify and punish this move, but know that f+4,2 exists as well.
m, h, i14, -4 oB, +18a (+9) / HE oH

d+2

Good Victor players will often utilize d+2 to elicit some sort of reaction from their opponent. After blocking a d+2, see what the Victor player likes to do so that you can adjust your approach accordingly.
m, i18, +0 oB, +4 / HE oH

IAI 1,2 | IAI 1,2,2

If a Victor player senses that you'll duck IAI.1,1+2, these options catch ducking opponents, and both wall splat. However, both extensions are launch punishable, so being patient is often a great option after you've successfully ducked a IAI.1,1+2. You can OS both options by utilizing a i13 punish on the second hit, which will float the third hit. Keep in mind that the last hit of IAI.1,2,2 leaves you in full crouch.
m, m, i13~14, -19 oB, +25a (+10) oH, +25a (+10) oCH

1+2

Though seeming difficult to play around, after blocking 1+2 Victor becomes -9. Take this as an opportunity to establish your offense, as Victor has essentially given up his turn and will most likely be blocking/waiting.
m, i15, -9 oB, +2 oH, +46a oCH

Uf+1+2

When on a stage with a floor blast, be most wary of uf+1+2, as this is Victor's only floor-breaking throw.
h, i12~14, -3 oB, -4 oH

h.2+3

When your back is against a stage hazard, be especially aware of h.2+3, as Victor players will always be fishing for their heat smash when a wall presents itself.
l,m, i20, -14 oB, th oH

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