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| 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. | | 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. |
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| | | {{Navbox-VAMPIRE}} |
| =Notation=
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| =Gameplay=
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| [[File:DarkstalkersGameplay.png|right]]
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| ==Chains==
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| The main objective in the game is about defeat your opponent with Chain Combos, this consist in connect a weak normal and sequently cancel it with a medium and a strong normal .
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| The rule is simple, you can only cancel an attack.
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| =="Special" Meter==
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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 | |
| happened, the meter will begin to drain very quickly and the word "special"
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| will start to flash.
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| At this point, the character will gain some important 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: dp + [Wait and block attack] Punch
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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.
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| 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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| *Arcade
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| *Playstation
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| *Playstation 2
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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]]
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| * [[Victor (DS)|Victor]]
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| * [[Zabel (Lord Raptor)(DS)|Zabel (Lord Raptor)]]
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| == Bosses ==
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| Bosses are only avaible at Darkstalker Chronicles
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| * [[Phobos (Huitzil) (DS)|Phobos (Huitzil)]]
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| * [[Pyron (DS)|Pyron]]
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| [[Category:Darkstalkers: The Night Warriors]] | | [[Category:Darkstalkers: The Night Warriors]] |