Night Warriors: Darkstalkers' Revenge/Phobos (Huitzil)

From SuperCombo Wiki

Introduction

A Mexican robot that is a keepaway and projectile spammer.

Moves List

Normal Moves

Standing LP - Whiff crouching opponents

Standing close MP - whiff crouching opponents

Standing far MP - good for anti air

Standing HP - Decent for anti air

Standing LK - hits crouching opponents

Standing Far MK - large hitbox

Standing Close MK - hits crouching opponents

Standing HK - Large anti air hitbox

Crouching LP - Good crouching combo starter

Crouching HP - Large hitbox combo ender

Crouching HK - Low Large hitbox combo ender

Jumping HP - Nice hitbox for cross ups

Jumping MK - Good horizontal range for overhead

Jumping HK - Good vertical range for overhead

Special Moves

Float: Press UB or U or UF

Huitzil does not have a normal jump but instead he floats in the air.

>Cancel: Press DB or D or DF

Eventually Huitzil will land, or you can cancel the float by press down in any direction. The only way to accomplish a normal jump is to simply press up in any direction then immediately pressing down in any direction.

Air Dash: Press b, b or f, f

Huitzil can air dash during his floating state in any direction.

Crawling: Press and hold db or df

By doing this Huitzil performs a slow moving low walk.


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.

  • Both the Plasma Beam and ES Plasma Beam have the advantage of not being held by usual projectiles constraints - 1) they are not scaled down for damage by distance, 2) Anakaris cannot swallow them and 3) Hsien-Ko cannot reflect them. In addition, the Plasma Beam beats all projectiles except ES projectiles which it will just trade hits with. An ES Plasma Beam is needed to defeat an ES projectile.

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 slow moving 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 3/4th of the screen away.

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 if 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. 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 Scrapper: 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. Circuit Scrapper throws the opponent forward, where the normal throw only throws the opponent behind.

The ES version is essentially the same in every aspect except that it does more damage.


Reflect Wall: During block, F, D, DF + P (useable in air) (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

This super only hits jumping opponents. It can be difficult to hit with for max damage, since it fires in a sweeping like motion. With that said hits can whiff. With its hefty start-up, this isn't the best anti-air option. Plus, ES Genocide Vulcan roughly does the same amount of damage in shorter start-up.


Confusioner: F, D, DF + 2K

Huitzil fires a fast spaced projectile across the screen, that travels max range. Upon hit, it will put the opponent into a floating state where they can still attack but not move or block. This gives you the chance to land some free damage. The projectile portion itself can be comboed and is relatively safe on block.


Combos

Crouching MK, Genocide Vulcan - 15 hits, 26% damage

Crouching MK, ES Genocide Vulcan - 27 hits, 35% damage

Crouching LK, Standing MK, Crouching HK - 6 hits, 25% damage

Crouching LP, LK, MP, HP - 5 hits, 33% damage

Crouching MK, Confusioner - 2 hits, 29% damage

The Basics

Advanced Strategy

Frame Data

Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes


LP 6 2(6)2 6 +6 +4 // LM ○+×
MP 7 3(10)3 13 +3 +1 // LM ○+×
HP 9 11 26 -11 -13 // LM ×
LK 6 3 7 +4 +2 // LM
MK 8 2・2・12 21 -14 -16 // LM ×x3
HK 12 12 26 -15 -17 // LM × 空中ヒット時KD


LP 6 2(6)2 6 +6 +4 // LM ○+×
MP 10 3 26 -10 -12 // LM ×
HP 15 6 27 -10 -12 // LM ×
LK 6 3 7 +4 +2 // LM 空中ヒット時KD
MK 9 3 21 -5 -7 // LM ×
HK 13 6 27 -10 -12 // LM × 空中ヒット時KD
Crouching LP 7 3 8 +3 +1 // LM 空中ヒット時KD
MP 8 4 21 -6 -8 // LM × 空中ヒット時KD
HP 13 3・6 28 -11 -13 // LM ×x2
LK 6 3 6 +5 +3 // L
MK 7 4 20 -5 -7 // L
HK 12 3(6)3 32 Fall -11 // L ×x2
 







Jumping Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes




LP 6 8 6 - - // HM ×
MP 9 6 17 Fall - // HM ×
HP 9 10 16 - - // HM ×
LK 7 8 4 - - // HM ×
MK 11 9 7 - - // HM × Activeの後半3Fは腰部分に数ドットのみStartup
HK 11 6 11 - - // HM ×
 







Specials
プラズマビーム
     
Qcf.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
22 29 38 +11 -35 // HML 空中ヒット時KD
24 29 38 +11 -35 // HML
24 29 38 // HML
ES 29 61 40 -7 -62 0/ 0/ 0 HML
マイトランチャー
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:20 - Total:48 KD +3 // HML
弾:20 - Total:48 KD +3 // HML
弾:20 - Total:48 KD +3 // HML
ES 弾:21 - Total:48 KD +20 0/ 0/ 0 HML
ジェノサイド
     バルカン

Rdp.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
7 67 24 KD -70 // HML
7 67 24 KD -70 // HML
7 67 24 KD -70 // HML
ES 7 67 24 KD -70 0/ 0/ 0 HML
リフレクト
     ウォール

ガード中に
Dp.gif + P
(空中でも使用可)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
2 8 10 +15 +9 // HML
2 8 10 +15 +9 // HML
2 8 10 +15 +9 // HML
ES - - - - - - -
サーキット
     スクラッパー

相手の近くで
Hcb.gif + MPorHP
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
- - - - - - - 間合いが遠い場合
Startup:8
2 1(2)1(1)1(1)1(2)1(2)1(2)1(1)1 40 KD - / 投げ
2 1(2)1(1)1(1)1(2)1(2)1(2)1(1)1 40 KD - / 投げ
ES 2 1(2)1(1)1(1)1(2)1(2)1(2)1(1)1 40 KD - 0/ 0 投げ
 







Supers
コンフュージョナー
     
Dp.gif + KK
Startup Active Recovery Hit Guard Guard Height Notes
弾:11 - Total:28 拘束 +14 HML
ファイナルガーディアン
     
Hcb.gif> + KK
Startup Active Recovery Hit Guard Guard Height Notes
弾:31 - Total:113 KD HML
 







Throws
Close B.gif or F.gif + MP or HP Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(2)1(1)1(1)1(2)1(2)1(2)1(1)1 40 KD 不可 後方
 







<A name="throw-air"></A>Air Throw
お互い空中&相手の近くで
Up.gif以外 + MP or HP
Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
1 KD 不可 前方
 







追い討ち攻撃</
相手KD or Fall時に
     
Up.gif要素 + K
Strenght Startup Active Recovery Gauge Increase
(空/当)
Notes
ノーマル 25 15 着地12 /
ES 32 15 着地12 0/ 0
 







Others
Crawl
     
Db.gif or Db.gif
Notes
<IMG src="../../../pic/command/1-b.gif" width="11" height="11" border="0"> or 、<IMG src="../../../pic/command/3-b.gif" width="11" height="11" border="0">で右にしゃがんだまま移動する
 
浮遊
     
Ub.gif or Up.gif or Uf.gif
Notes
レバー入力方向に浮き上がり、空中で静止する
垂直ジャンプは一定時間経過でも強制的に着地する
強制着地
     
浮遊中に Db.gif or Down.gif or Db.gif
Notes
レバー入力方向へ強制的に地面に着地する
一定時間経過でも強制的に着地する
空中ダッシュ
     
空中で B.gif B.gif or F.gif F.gif
Notes
空中でレバーの入力方向にダッシュする、ダッシュ中は通常技使用可
ダッシュ後は再び浮遊状態になるので、着地するまでは何度でも空中ダッシュ可能

Match-ups

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