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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