Night Warriors: Darkstalkers' Revenge/Phobos (Huitzil): Difference between revisions

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'''Plasma Beam:''' QCF + P [ES]
'''Plasma Beam:''' QCF + P [ES]
A laser beam attack that goes max range and changes it's firing position depending on the strength you use. LP will shoot a low beam, this is useful in that it shrinks Huitzil's hit box and hits all grounded opponents, but can be easily jumped over. MP will shoot a high, standing beam that most everyone can crouch under. HP will shoot a beam straight up that can only hits opponents who are jumping right on top of you. The Plasma Beam cannot be comboed, but knocks down, leaving Huitzil with a good amount of frame advantage. Best to use at max range, for it has alot of recovery and is dangerous is blocked at close range.
ES version fires a thicker beam, slightly higher than the LP version but still hitting crouching opponents. It does much more damage, but also cannot be comboed, has a little more start-up and a ton of recovery. Best to use from max range and make sure you hit with it. Even though it knocks down you have a negative 7 hit disadvantage.


'''Mighty Launcher:''' QCF + K [ES]
'''Mighty Launcher:''' QCF + K [ES]
Similar to the Plasma Beam in that it does the same damage and cannot be comboed into. However it has slightly less start-up and some hit advantage on block. This  projectile stays pretty close to the ground thus you can easily jump over it. Each strength fires the projectile a different distance LK fires 1/3rd of the screen, MK fires half the screen and HK fires full-screen.
The ES version fires a full-screen, more damaging projectile. The projectile or the explosion can hit the opponent, resulting in a knock down. It does 3 hits, therefore it one of the hits whiff on a jumping opponent they will be in a limited juggle state. The ES version gets even more block advantage.


'''Genocide Vulcan:''' B, D, DB + P [ES]
'''Genocide Vulcan:''' B, D, DB + P [ES]
The only special move that can be comboed into... from medium attacks. This is Huitzil's anti-air and although it's quick, damaging and knocks down it can carry alot of recovery, especially on block. This specials stays out for a while, making Huitzil susceptible to punishment.
The ES version is essentially the same in every aspect except that it does more damage.


'''Circuit Slapper:''' Close, HCB + MP or HP [ES]
'''Circuit Slapper:''' Close, HCB + MP or HP [ES]
This command throw is the same as his normal throw, except it cannot be teched, throws the opponent further and opens up for a pursuit attack.
The ES version is essentially the same in every aspect except that it does more damage.


'''Reflect Wall:''' During block, F, D, DF + P (Guard Reversal)
'''Reflect Wall:''' During block, F, D, DF + P (Guard Reversal)
This technique is a Guard Reversal only. It results in no damage as it pushes the opponent back to max screen distance. The start-up is nearly instant, with lots of invincibility and frame advantage.


== Super Moves ==
== Super Moves ==

Revision as of 18:21, 13 April 2013

Introduction

Moves List

Normal Moves

Special Moves

Plasma Beam: QCF + P [ES]

A laser beam attack that goes max range and changes it's firing position depending on the strength you use. LP will shoot a low beam, this is useful in that it shrinks Huitzil's hit box and hits all grounded opponents, but can be easily jumped over. MP will shoot a high, standing beam that most everyone can crouch under. HP will shoot a beam straight up that can only hits opponents who are jumping right on top of you. The Plasma Beam cannot be comboed, but knocks down, leaving Huitzil with a good amount of frame advantage. Best to use at max range, for it has alot of recovery and is dangerous is blocked at close range.

ES version fires a thicker beam, slightly higher than the LP version but still hitting crouching opponents. It does much more damage, but also cannot be comboed, has a little more start-up and a ton of recovery. Best to use from max range and make sure you hit with it. Even though it knocks down you have a negative 7 hit disadvantage.

Mighty Launcher: QCF + K [ES]

Similar to the Plasma Beam in that it does the same damage and cannot be comboed into. However it has slightly less start-up and some hit advantage on block. This projectile stays pretty close to the ground thus you can easily jump over it. Each strength fires the projectile a different distance LK fires 1/3rd of the screen, MK fires half the screen and HK fires full-screen.

The ES version fires a full-screen, more damaging projectile. The projectile or the explosion can hit the opponent, resulting in a knock down. It does 3 hits, therefore it one of the hits whiff on a jumping opponent they will be in a limited juggle state. The ES version gets even more block advantage.

Genocide Vulcan: B, D, DB + P [ES]

The only special move that can be comboed into... from medium attacks. This is Huitzil's anti-air and although it's quick, damaging and knocks down it can carry alot of recovery, especially on block. This specials stays out for a while, making Huitzil susceptible to punishment.

The ES version is essentially the same in every aspect except that it does more damage.

Circuit Slapper: Close, HCB + MP or HP [ES]

This command throw is the same as his normal throw, except it cannot be teched, throws the opponent further and opens up for a pursuit attack.

The ES version is essentially the same in every aspect except that it does more damage.

Reflect Wall: During block, F, D, DF + P (Guard Reversal)

This technique is a Guard Reversal only. It results in no damage as it pushes the opponent back to max screen distance. The start-up is nearly instant, with lots of invincibility and frame advantage.

Super Moves

Final Guardian: HCB + 2K

Confusioner: F, D, DF + 2K

The Basics

Advanced Strategy

Match-ups

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