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.
Top 10 Moves
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
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
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
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
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
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
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 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
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
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
Combos
db+3 | CH f,f,f+2dash 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+43+4 → IAI.4,2 → df+3 → db+1,1,f → PRF.2,2 → IAI. 1,2,2.
low parrydf+4,2 → IAI.4,2 → db+1,1,f → PRF.2,2 → IAI.1,2,2.
Beginner Combos
CH db+4ws+2 → df+3,4 → db+1,1,f → PRF.2,2 → IAI.2 T! → b+3,1.
db+3f+3 → PRF.2,2,1 → db+1,1 → PRF.2,2 → IAI.1,2,2.
low parrydf+3,4 → db+1,1,f → PRF.2,2 → IAI.1,2,2.
Notable Moves
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
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
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
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
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
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
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
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
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
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
Panic Moves
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
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
Victor's helm breaker, highly evasive, but zero tracking. Safe in heat.m, i31~32, -20 oB, +1a oH
Victor's hopkick (hopknee) that instantly tailspins.m,sm, i15~17, -19 oB, +73a (+57a) oH
A fairly evasive backswing blow utilizing Victor's sheath. No guaranteed follow-up.m, i26~27, -21 oB, +37 (+6) oH
Defensive Move Handling
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
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
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
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
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
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
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
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