Night Warriors: Darkstalkers' Revenge/Phobos (Huitzil)

From SuperCombo Wiki

Introduction

Moves List

Normal Moves

-Standing Normal Frame Data -


Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 6 +6 +4 y/n H/L
Far 6 +6 +4 y/n H/L
Strong Close 7 +3 +1 y/n H/L
Far 10 -10 -12 n H/L
Fierce Close 9 -11 -13 n H/L
Far 16 -10 -12 n H/L
Short Close 6 +4 +2 y H/L
Far 6 +4 +2 y H/L
Forward Close 8 -14 -16 n H/L
Far 9 -5 -7 n H/L
Roundhouse Close 12 -15 -17 n H/L
Far 13 -10 -12 n H/L


-Crouching Normal Frame Data -


Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 7 +3 +1 y H/L
Strong crouching 8 -6 -8 n H/L
Fierce crouching 13 -11 -13 n H/L
Short crouching 6 +5 +3 y L
Forward crouching 7 -5 -7 y L
Roundhouse crouching 12 kd -11 n L


-Jumping Normal Frame Data -

>
Name State Startup Blk pos
Jab jumping 6 H
Strong jumping 9H
Fierce jumping 9 H
Short jumping 7 H
Forward jumping 11 H
Roundhouse jumping 11 H

Special Moves

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.


-Special Move Frame Data -


Name Strength Startup Hit adv Blk adv Blk pos
Plasma Beam Jab 22 -11 -35 H/L
Strong 24 -11 -35 H/L
Fierce 24 - - H/L
ES 29 -7 -62 H/L
Mighty Launcher Short 20 kd +3 H/L
Forward 20 kd +3 H/L
Roundhouse 20 kd +3 H/L
ES 21 kd +20 H/L
Genocide Vulcan Jab 7 kd -70 H/L
Strong 7 kd -70 H/L
Fierce 7 kd -70 H/L
ES 7 kd -70 H/L
Reflective Wall Jab 2 +15 +9 H/L
Strong 2 +15 +9 H/L
Fierce 2 +15 +9 H/L
ES - - - -
Circuit Scrapper Strong 2 kd - UBK
Fierce 2 kd - UBK
ES 2 kd - UBK
Pursuit Regular 32 - - -
ES 32 - - -

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.


-EX Move Frame Data -


Name Invincibility Startup Hit adv Blk adv Blk pos
Final Guardian - 31 kd - H/L
Confusioner - 11 - +14 H/L

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

Match-ups

Back to - Night Warriors: Darkstalkers' Revenge