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| Garuda (ガルダ) is a playable character in Anarchy Reigns. Technically speaking, Garuda is a dead man. After being killed in action, his severed head was smuggled by fellow mercenary Durga to a cybernetics hospital. There, Garuda's memories were hastily copied onto a memory chip. For better or worse, the dead man was resurrected, his consciousness transferred into a mass-produced Gargoyle robot. Garuda's combat abilities are essentially identical to other AI-controlled Gargoyles, save for a pair of drill equipped cybernetic arms customized for close-quarters combat. | | Garuda (ガルダ) is a playable character in Anarchy Reigns. Technically speaking, Garuda is a dead man. After being killed in action, his severed head was smuggled by fellow mercenary Durga to a cybernetics hospital. There, Garuda's memories were hastily copied onto a memory chip. For better or worse, the dead man was resurrected, his consciousness transferred into a mass-produced Gargoyle robot. Garuda's combat abilities are essentially identical to other AI-controlled Gargoyles, save for a pair of drill equipped cybernetic arms customized for close-quarters combat. |
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| ==Attributes==
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| Garuda and Gargoyle share the same basic move-set. The only differences lay in their Killer Weapon attack variations. Basic play-style will be the same, with minor differences in defense / amount of aggressive activity. Garuda has to play more defensive and really bide his time compared to Gargoyle. They should focus on their fantastic guard pressure options while still being very wary of possible counter-attacks. They possess one of the best delay attacks in the game simply because of how much they hook around and how much guard damage it actually does on connect. They break guards, it's literally that simple. Dash attack is their tool of choice--you can throw it out on whim and not worry much about it being punished. Unless your opponent can see it coming-it's not easily punishable. It combo's off itself too which is a HUGE bonus--it's actually a very integral part of their game-play. Definitely the best DA in the game hands down. Stay away from using their leans as it WILL get you stunned against characters with faster jabs (almost everyone has faster jabs.)
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| Their heavy combo enders are decent if you can twitch cancel. W-W-H can combo into LKWx3 if you TC the H. If you DO have to jab just make sure it's a proper opening. Constantly relying on their super armor is a given. If your opponent is button mash-y, use your H launcher frequently. It will eat their jabs and start a launcher for a massive combo. If you find that you can't get room for a launcher Dash Attack to create space between you and your opponent. Charge grab or DA into crowds to catch people off guard for high damage.
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| ==Recommended skills==
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| '''Power Leveler''': Best ability for the Garbots hands down, they become uber-tanks and get their element from which they have the ability to use VERY easily. Garuda is probably the single most dangerous character a Lv3.
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| '''Charge Attacker''': Charged dash attack is deceptive and will shatter guards like nothing. Makes their already fantastic guard pressure---even better.
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| ==Notes==
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| Killjoy doesn't work on garuda because all his KWH's are multi-hits and the buff itself only adds to ONE of the hits. Barely a difference in damage. The best usage with killjoy on Garuda is the grab and while it does pack a punch, grabbing is extremely unreliable and as a whole--not worth abandoning power leveler for.
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| Like douglas, Garbots possess Super Armor on almost everything, including jabs. The issue with their LEAN is it takes forever to come out--it gets stunned VERY often. If you have to jab, use standing neutral and if you have to LEAN make sure that there is an opening.
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| Natural Jump Cancel ability off lean, leading to their best BNB combos. Don't go wild with this because people will start breaking you the moment you jab them. No one wants that. Be smart about it's usage and you will be extremely dangerous. Un-predictability is half the battle in Anarchy Reigns.
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| Both characters share a ground KWLx3 that does massive damage. There are a few small differences between the seemingly similar moves. Garuda can hold backward on his KWL's to prevent excessive lunge. This is good for tracking enemies and is more safe than naturally just going KWL1-2-3. Garuda's KWL's also seem a bit faster than gargoyles. Gargoyle wins this comparison hands down for one reason though. After the 2nd KWL, gargoyle forces your opponent on the ground for a stagger effect. This stagger effect is UNBREAKABLE!---meaning Gargoyle's KWL1-(2-3) is not possible to get out of. You have to break him before KWL1 or after KWL1.
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| Garuda's HKW is a guaranteed 10 hit combo bonus if you land it on something. Useful for point modes where you can farm points off Chutulu, Kraken, or Mutants. This also means that it hits multiple times on guard--often going STRAIGHT THROUGH a guard and into your opponents HP bar. This move is also extremely useful for team combo'ing as it's basically a 10 hit juggle in-place so your team-mates can combo off it easily. Garuda's HKW can also be turned in-place if you aren't locked on to someone. Can be useful for trickery. Gargoyles HKW is just one solid hit with quite a bit of lunge for big damage. Not as useful.
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| Garuda's aLKW is neigh useless. One notable thing about it is it CAN glitch into aHKW and combo if you connect. Not recommended. On the other hand, Gargoyle rocks one of the best aLKW's in the game. Literally the ONLY dive that has tracking (will home in on your opponent.) Add in the fact it does ludicrous amounts of guard damage-aLKW is gargoyle's pressure / punish staple. If your opponent fails to see it coming, you will very likely get combo'd into another aLKW since it forces a knockdown that happens VERY quickly. If you get someone with it and see they didn't tech roll--do another aLKW immediately it will connect. It's cruel, but efficient.
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