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| '''Darkstalkers: The Night Warriors''' is the first game in the [[Darkstalkers]] series released by [[Capcom]] in 1994.
| | {{Infobox Game |
| | | gamename = Darkstalkers: The Night Warriors |
| | | abbreviation = Vampire: The Night Warriors |
| | | image = Darkstalkers The Night Warriors Poster.PNG |
| | | version = |
| | | developer = Capcom |
| | | publisher = Capcom<br>Virgin Interactive Entertainment (Europe) |
| | | system = Arcade<br>JP: July 12, 1994<br>WW: July 1994 |
| | | system2 = PlayStation 1<br>JP: March 22nd, 1996<br>NA: March 28th, 1996<br>EU: November, 1996 |
| | | system3 = PlayStation 2 (Vampire: Darkstalkers Collection)<br>JP: May 19, 2005 |
| | | system4 = PlayStation 4, Xbox One, Nintendo Switch, Steam<br>WW: June 24, 2022 |
| | | netcode = Rollback FightCade2 (PC)<br>Capcom Fighting Collection (PS4, XBONE, NSW, PC) |
| | | resources = |
| | | community = [https://discord.gg/5fwSewN33p Discord Server (VSAV and VHUNT)] |
| | }} |
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| = Introduction =
| | [[File:DarkStalkers logo.png|300px]] |
| =Notes=
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| =Gameplay=
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| ==The "Special" Meter== | | = Introduction = |
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| Each character has a bar at the bottom of the screen (labeled SPECIAL)
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| which grows each time the character attacks (or throws) his/her opponent.
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| Even if an attack misses the special bar will increase slightly. During
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| the course of the fight the level in the "special" bar will slowly decrease
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| -- you must continually attack in order to get a full meter. Once this has
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| happened, the meter will begin to drain very quickly and the word "special"
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| will start to flash. At this point, the character will gain some important
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| powers: most special moves are enhanced and special "power" moves become
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| available. After one of these moves is executed the "special" meter will
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| empty and must be re-filled.
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| ==Air Combat==
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| In DarkStalkers it is possible to block attacks in mid-air. Jump at
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| your opponent, hold the joystick away from them, and you will block any
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| anti-air attacks they try to unleash. Please note that you cannot block a
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| non-projectile attack from a character whose feet are still touching the
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| ground.
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| Also, characters in DS have the ability to attack multiple times in
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| the air. When you use certain (generally weaker) jump attacks, you may be
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| able to interrupt the first move and throw another jump attack (or two!)
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| within the course of one jump. This ability opens up some new
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| possibilities: certainly you can throw the second attack to avoid a sac-
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| throw, extra combo hits are possible, and multiple jump attacks (when
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| combined with some air blocking) can make for great fakes.
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| Here are some examples of jump attacks that can be cancelled into other jump attacks:
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| Demitri's jumping jab+short, Victor's jumping jab, and Felicia's jumping
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| jab+short.
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| Furthermore, characters in DarkStalkers can launch any air attack they
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| want so long as they aren't already in another animation. With the
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| exception in the previous paragraph, as long as your character isn't
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| attacking, blocking, or reeling from a hit, they can launch any desired
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| attacks. This effect is especially noticeable when an airborne Anakaris
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| player uses many weak or medium attacks during one jump.
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| ==Missile vs. Missile Effects==
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| Unlike other fighting games, in which two colliding fireball-type
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| attacks cancel each other out or pass right by each other, DarkStalkers
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| features a new missile attack priority system. Each projectile has a
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| certain momentum which is equal to the maximum possible distance minus the
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| distance travelled.
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| When two projectiles collide, the respective momentums
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| cancel out and if they aren't equal, the projectile with left-over momentum
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| will continue flying across the screen.
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| Of course, if a projectiles
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| momentum is zero (i.e.: it has traveled its maximum distance) it will
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| disappear. If you are using Sasquatch and you throw a weak big snow at an
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| oncoming fierce chaos flare from Demitri be careful -- you may have to
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| block the chaos flare anyway. Note that enhanced Special projectiles
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| have extra momentum and Sasquatch's big freezer cancels out everything. ^_^
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| ==Block Canceling & Reversal Attacks==
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| After blocking an enemy's attack your character will briefly suffer
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| from a condition known as "block stun." (Ming's wording here) Generally,
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| it is not possible to use any attacks until the block stun has worn off.
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| It is possible, however to cancel the block stun directly into certain
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| special moves. This is known as block cancelling.
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| Block canceling can be easily achieved while blocking a multi hitting
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| move or a combo. Note that only the following listed special moves can
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| interrupt block.
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| Demitri - Demon Cradle, Bat Spin, Air Chaos Flare
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| Jon Talbain - Rising Beast Rush, Air Beast Rush
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| Victor - Giga-Burn
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| Lord Raptor - Death Hurricane, Air Death Hurricane, Air Death Voltage
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| Morrigan - Shadow Blade, Shell Kick, Air Soul Fist
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| Anakaris - Royal Judgement (curse)
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| Bishamon - none
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| Felicia - Sand Splash
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| Rikuo - Sonic Wave
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| Sasquatch - Big Typhoon
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| Timing for block cancelling is critical. After inputting the command
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| for the special move the attack button should be pressed just as your
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| opponent's attack comes into contact. Interrupting single blocks is
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| possible too, one way to do it is to input the command for the special move
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| before the comes into contact, then hit the attack button as soon as you
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| block. When using Demitri or Morrigan, try:
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| --O | \ [Wait and block attack] Punch
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| O O
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| The second way to interrupt single blocks is to input the command for
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| the special move as soon as you block. This seems only applicable to
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| special moves with simpler motions such as Giga Burn, or Sand Splash.
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| Another related technique is the reversal attack. A reversal attack
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| is a special move executed immediately after block stun ends. Doing a
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| special move as you are getting up off the ground is another type of
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| reversal attack. (thus fitting into the definition set by the Super SFII
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| computer) Unlike block cancelling, any special move can be used in a
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| reversal attack. In fact, Bishamon's rising slash attack can _only_ be
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| used as reversal attack.
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| ==Normal Move Canceling==
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| It is possible to chain two normal ground attacks together for new
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| combos in DS, this is the foundation of DarkStalkers' new type of gameplay.
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| Generally when any attacks come into contact with your opponent a hit mark,
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| or a mark similar to a spark will appear. At the presence of the hit mark
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| normal moves may be interrupted into another normal move by hitting the
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| appropriate attack button. Small attacks should be able to be interrupted
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| with medium or large attacks, and medium attack should be able to be
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| interrupted with large ones. Note that in some cases medium attacks can be
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| canceled by another medium attack (i.e., Felicia's Crouching Forward X 2)
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| and both the first or second hits are eligible to be interrupted if the
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| move hits twice.
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| In practice normal move cancelling is usually timed out by the player.
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| At speed 1 small attacks are usually interrupted 1/3 of a second after the
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| button is pressed, and medium attacks are usually interrupted 1/2 a second
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| after the buttonpress. Note that if the attack button is pressed too early
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| your move cannot be cancelled, so tapping buttons rapidly won't work.
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| Here are some examples of block cancelling:
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| -Rikuo: duck short, duck forward, duck roundhouse is a 4 hit combo.
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| -Morrigan: duck short, duck forward, duck roundhouse is a 3 hit combo.
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| If we combine ground move cancelling with air move cancelling, some
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| nasty combos are possible. For example:
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| -L.Raptor: jump jab, jump strong, duck jab, standing fierce is a 6 hit
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| combo.
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| = Game Mechanics =
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| = Basic Strategy =
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| = Advanced Strategy =
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| == Tier List ==
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| = Game Versions =
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| = The Characters =
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| * [[Anakaris (DS)|Anakaris]]
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| * [[Aulbath (Rikuo) (DS)|Aulbath (Rikuo)]]
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| * [[Bishamon (DS)|Bishamon]]
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| * [[Demitri (DS)|Demitri]]
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| * [[Felicia (DS)|Felicia]]
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| * [[Gallon (J. Talbain) (DS)|Gallon (J. Talbain)]]
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| * [[Morrigan (DS)|Morrigan]]
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| * [[Sasquatch (DS)|Sasquatch]]
| | '''Darkstalkers: The Night Warriors''', also known as '''Vampire: The Night Warriors''' in Japan, is the first game in the [[Darkstalkers]] series released by [[Capcom]] in July of 1994. |
| * [[Victor (DS)|Victor]]
| | After a lot of SF2 revisions and a failed sequel of Saturday Night Slammasters, Capcom decides to bring the iconic creatures of the night in a fighting video game to see who's the best. |
| * [[Zabel (Lord Raptor)(DS)|Zabel (Lord Raptor)]]
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| == Bosses ==
| | The game features 10 playable beastly characters, who must defend the planet from the evil planet conquer Pyron. While the game is considered unpolished and less refined compared to it's sequels, Darkstalkers: The Night Warriors would go on to be a smash hit in arcades, selling over 24,000 arcade units and winning many awards by gaming outlets and the American Amusement Machine Association. The game was praised for it's anime style graphics and animations, music, gameplay and cast of characters, which helped it really stand out from it's predecessor Street Fighter 2. |
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| Bosses are only avaible at Darkstalker Chronicles
| | The game would eventually be ported to the PlayStation 1 by Psygnosis, which would not be released until 1996, long after the release of [[Night Warriors: Darkstalkers' Revenge]] due to development issues and is considered a butchered port by most players. It was also considered for the 32X but those plans were eventually scrapped. It was included in the Japan only Vampire: Darkstalkers Collection on PS2. |
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| * [[Phobos (Huitzil) (DS)|Phobos (Huitzil)]]
| | On June 24th, 2022, Darkstalkers: The Night Warriors would be included on the Capcom Fighting Collection along side it's sequels with Rollback netcode. |
| * [[Pyron (DS)|Pyron]]
| | <br> |
| | <br> |
| | [[image:Vampire_Character_Select.png]][[File:DarkstalkersGameplay.png]] |
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| | {{Navbox-VAMPIRE}} |
| [[Category:Darkstalkers: The Night Warriors]] | | [[Category:Darkstalkers: The Night Warriors]] |