Night Warriors: Darkstalkers' Revenge/Pyron: Difference between revisions

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== Normal Moves ==
== Normal Moves ==
Note worthy Normals
Standing LP - whiffs on crouching opponents
Standing far MP - whiffs on crouching opponents
Standing close MP/MK - good combo starters
Standing far MK - large hitbox covering his whole, good range, excellent anti-air that cannot be ariblocked
Crouching HP - completely useless outside of chain combos
Crouching MK - good low poke
Crouching HK - long range sweep that is relatively safe on block from max range
Jumping HP - good air-to-air attack, but the legs are vulernable
Jumping LK - deep angle that's good for tick throws
Jumping MK - good air-to-air and can cross up
Jumping HK - good for pinning people down when cornered and good combo starter
Throw (close, b or f + MP or HP) - Demitri's throw has the odd trait of not being able to consistently throw in either direction. It doesn't matter which button or direction you use.
== Standing Normal Frame Data ==
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Buff</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Jab</td>
  <td>Close</td>
  <td>5</td>
  <td>+5</td>
  <td>+3</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>5</td>
  <td>+5</td>
  <td>+3</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Strong</td>
  <td>Close</td>
  <td>7</td>
  <td>-2</td>
  <td>-4</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>8</td>
  <td>-3</td>
  <td>-5</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Fierce</td>
  <td>Close</td>
  <td>9</td>
  <td>-7</td>
  <td>-9</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>10</td>
  <td>-5</td>
  <td>-7</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<br>
<tr>
  <td style="border:1px solid red" rowspan=2>Short</td>
  <td>Close</td>
  <td>6</td>
  <td>+4</td>
  <td>+2</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>6</td>
  <td>+4</td>
  <td>+2</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=2>Forward</td>
  <td>Close</td>
  <td>7</td>
  <td>-5</td>
  <td>-7</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>8</td>
  <td>-8</td>
  <td>-10</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=2>Roundhouse</td>
  <td>Close</td>
  <td>11</td>
  <td>-4</td>
  <td>-6</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>11</td>
  <td>-4</td>
  <td>-6</td>
  <td>n</td>
  <td>H/L</td>
</tr>
</table>
== Crouching Normal Frame Data ==
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Buff</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Jab</td>
  <td>crouching</td>
  <td>6</td>
  <td>+5</td>
  <td>+3</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Strong</td>
  <td>crouching</td>
  <td>8</td>
  <td>-1</td>
  <td>-3</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Fierce</td>
  <td>crouching</td>
  <td>9</td>
  <td>-10</td>
  <td>-12</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<br>
<tr>
  <td style="border:1px solid red" rowspan=1>Short</td>
  <td>crouching</td>
  <td>6</td>
  <td>+4</td>
  <td>+2</td>
  <td>y</td>
  <td>L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Forward</td>
  <td>crouching</td>
  <td>9</td>
  <td>-3</td>
  <td>-5</td>
  <td>y</td>
  <td>L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Roundhouse</td>
  <td>crouching</td>
  <td>11</td>
  <td>kd</td>
  <td>-7</td>
  <td>n</td>
  <td>L</td>
</tr>
</table>
== Jumping Normal Frame Data ==
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Jab</td>
  <td>jumping</td>
  <td>6</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Strong</td>
  <td>jumping</td>
  <td>7</td>>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Fierce</td>
  <td>jumping</td>
  <td>8</td>
  <td>H</td>
</tr>
<br>
<tr>
  <td style="border:1px solid red" rowspan=1>Short</td>
  <td>jumping</td>
  <td>6</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Forward</td>
  <td>jumping</td>
  <td>7</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Roundhouse</td>
  <td>jumping</td>
  <td>11</td> 
  <td>H</td>
</tr>
</table>


== Special Moves ==
== Special Moves ==

Revision as of 21:38, 30 October 2015

Introduction

Moves List

Normal Moves

Note worthy Normals

Standing LP - whiffs on crouching opponents

Standing far MP - whiffs on crouching opponents

Standing close MP/MK - good combo starters

Standing far MK - large hitbox covering his whole, good range, excellent anti-air that cannot be ariblocked

Crouching HP - completely useless outside of chain combos

Crouching MK - good low poke

Crouching HK - long range sweep that is relatively safe on block from max range

Jumping HP - good air-to-air attack, but the legs are vulernable

Jumping LK - deep angle that's good for tick throws

Jumping MK - good air-to-air and can cross up

Jumping HK - good for pinning people down when cornered and good combo starter

Throw (close, b or f + MP or HP) - Demitri's throw has the odd trait of not being able to consistently throw in either direction. It doesn't matter which button or direction you use.


Standing Normal Frame Data


Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 5 +5 +3 y H/L
Far 5 +5 +3 y H/L
Strong Close 7 -2 -4 y H/L
Far 8 -3 -5 n H/L
Fierce Close 9 -7 -9 y H/L
Far 10 -5 -7 n H/L
Short Close 6 +4 +2 y H/L
Far 6 +4 +2 y H/L
Forward Close 7 -5 -7 y H/L
Far 8 -8 -10 n H/L
Roundhouse Close 11 -4 -6 n H/L
Far 11 -4 -6 n H/L

Crouching Normal Frame Data


Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 6 +5 +3 y H/L
Strong crouching 8 -1 -3 y H/L
Fierce crouching 9 -10 -12 n H/L
Short crouching 6 +4 +2 y L
Forward crouching 9 -3 -5 y L
Roundhouse crouching 11 kd -7 n L

Jumping Normal Frame Data

>
Name State Startup Blk pos
Jab jumping 6 H
Strong jumping 7H
Fierce jumping 8 H
Short jumping 6 H
Forward jumping 7 H
Roundhouse jumping 11 H

Special Moves

Diving Punch: During jump, press D + P

Sol Smasher: QCF + P [ES]

Air Sol Smasher: During jump, U, UF, F + P [ES]

Zodiac Fire: F, D, DF + P (Guard Reversal) [ES]

Orbital Blaze: - During jump, QCB + K [ES]

Planet Burning: Close, HCB + MP or HP [ES]

Galaxy Trip: B, D, DB + P or K (useable in air)

Super Moves

Cosmo Disruption: HCF + 2P or 2K

The Basics

Advanced Strategy

Match-ups

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