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

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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.
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.
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'''Mighty Launcher:''' QCF + K [ES]
'''Mighty Launcher:''' QCF + K [ES]
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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.
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.
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'''Genocide Vulcan:''' B, D, DB + P [ES]
'''Genocide Vulcan:''' B, D, DB + P [ES]
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The ES version is essentially the same in every aspect except that it does more damage.
The ES version is essentially the same in every aspect except that it does more damage.
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'''Circuit Slapper:''' Close, HCB + MP or HP [ES]
'''Circuit Slapper:''' Close, HCB + MP or HP [ES]
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The ES version is essentially the same in every aspect except that it does more damage.
The ES version is essentially the same in every aspect except that it does more damage.
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'''Reflect Wall:''' During block, F, D, DF + P (Guard Reversal)
'''Reflect Wall:''' During block, F, D, DF + P (Guard Reversal)

Revision as of 18:22, 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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