Night Warriors: Darkstalkers' Revenge/Phobos (Huitzil)

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VHPhobosportrait.gif
"Target neutralized. Threat evaluation: Severe danger. Recommend unit upgrade."


Phobos, known as Huitzil outside of Japan, is one of an army of identical giant, disproportionately-shaped robots that are classified by his name in plural form ("the Huitzil," or simply "Huitzils" in the 1997 anime) and who were constructed by Pyron 65 million years ago with orders to destroy all life on the planet Earth, but after they succeed in obliterating the dinosaurs, a massive earthquake traps everything deeply beneath Earth's layers until 520 A.D., when one of the robots was unearthed and utilized by the Mayans as a guardian of Central America against evil forces before being abandoned in the ruins of the Mesoamerican city of Teotihuacan (in pre-Columbian Mexico).

Phobos is the primary zoner of Vampire Hunter and is defined by his polarizing strengths and weaknesses. Thanks to his long range normals and great projectile in Might Launcher (214K) Phobos is able to both effectively zone and keep opponents out while his amazing guard cancel and hover allow him to keep opponents at a distance. Phobos also happens to possess one of the single best supers in the game in Confusioner, a projectile super that essentially stuns the opponent. As one might expect, Phobos struggles once opponents get in, his hurtboxes are the largest in the game, he has the slowest prejump, the lowest jump height and his normals tend to be either slow or leave him more vulnerable than most characters, making it hard for him to challenge pressure. If you enjoy playing a more traditional, slow paced zoning game, Phobos may be your character.

Strengths Weaknesses
  • Sits in the highest health bracket
  • Strong normals with great range and priority, including two amazing anti-airs
  • Among the best zoning capabilities in the game thanks to his projectile and normals
  • Amazing Guard Cancel, does no damage but pushes the opponent almost full screen
  • Confusioner is one of the single best supers and gives him incredible comeback potential, being able to turn a major deficit into a guaranteed victory
  • Good, if awkward to use, mobility
  • Normals have slow startup, very limited pressure options up close
  • While Might Launcher and Confusioner are amazing, his other specials and supers while still good, are much more committal
  • Massive hurtboxes makes Phobos easy combo food and allows strong character specific combos including an infinite
  • Very limited chain options, chains for Phobos are ultimately less rewarding compared to rest of the cast
  • Slowest pre jump frames in the game at around 9 rather than the standard 4ish frames
  • Lowest jump height in the game can give massive issues in a number of scenarios, such as avoiding some chip kills
  • Lacks invulnerability outside of guard cancelling

Color Options

LP MP HP Start
VHUNT Phobos Color LP.png VHUNT Phobos Color MP.png VHUNT Phobos Color HP.png VHUNT Phobos Color Start.png
LK MK HK Hold LP+MK
VHUNT Phobos Color LK.png VHUNT Phobos Color MK.png VHUNT Phobos Color HK.png VHUNT Phobos Color LP+MK.png
Phobos (Huitzil)
VHUNT Phobos Artwork.png
Stats
Defense Heavy
Standing Height 101px
Crouching Height 68px
Ground Movement
Forward Walk Speed
Backward Walk Speed
Dash Type
Jumping
Forward Jump Speed
Back Jump Speed

Moves List

Standing Normal Moves

5LP
Lp.png
VHUNT Phobos 5LP.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


5MP
Mp.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


5HP
Hp.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


5LK
Lk.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


5MK
Mk.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


5HK
Hk.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


Crouching Normal Moves

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

If you love to spam projectiles this is your best choice, far combat will be your strong strategy, but in close combat you need to Command Grab immediately.

Advanced Strategy

Instant Air Dash

As he have air dash he can tap uf,uf for air dash at the minimum attitude, its recommended for cross up resets.

Game Navigation

General
Controls
System
FAQ
Characters
Anakaris
Aulbath (Rikuo)
Bishamon
Demitri Maximoff
Donovan
Felicia
Gallon (J. Talbain)
Lei Lei (Hsien Ko)
Morrigan
Phobos (Huitzil)
Pyron
Sasquatch
Victor
Zabel (Lord Raptor)