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- -------------------------------------------------------------------------------
- -----------------------------ANARCHY REIGNS------------------------------------
- ------------------------------MAX ANARCHY--------------------------------------
- -------------------------------------------------------------------------------
- =================
- About this guide!
- =================
- So, this is my first time writing anything remotely guide related and I'm kind
- of proud of it, I did it for a game I will always love despite its flaws. I
- hope everyone gets some mild amount of usefulness out of all the work I put
- into this. Many, many hours were shed inside practice mode. All of these combos
- work, some are more realistic than others and some are very input intensive
- (at least as intensive as AR *can* be). When I started this project I wanted
- to turn it into a full fledged anarchists handbook of sorts, it turned out to
- be too much work for everything I wanted done. Damage percentages per combo,
- per level. Properties of each move and what they do on guard, and against HP.
- Synopsis for every character on a decent level of skill. A list of events
- that could happen in every stage. Basically an entire game guide. Anyways, who
- reads stuff like this? Scroll down!
- ==============================================
- Index
- ==============================================
- Stage List and basic strategy...........[>102]
- Altambra Central Square..............[3AB0]
- The Dive.............................[3AB1]
- Oil Rig..............................[3AB2]
- Oinkie's Casino......................[3AB3]
- Chaodiansi Temple Street.............[3AB4]
- Hong Long Downtown...................[3AB5]
- ?....................................[3AB6]
- ?....................................[3AB6]
- Items and what they do..................[<102]
- Ability List............................[*102]
- Destroyer............................[2AA1]
- Lean Extender........................[2AA2]
- Charge Attacker......................[2AA3]
- Berserker............................[2AA4]
- Spin Master..........................[2AA5]
- Guard Master.........................[2AA6]
- Auto-Guarder.........................[2AA7]
- Judo Master..........................[2AA8]
- Takedown Defense.....................[2AA9]
- Sprinter.............................[2AB0]
- Master Evader........................[2AB1]
- Rampage Marauder.....................[2AB2]
- Rampage Master.......................[2AB3]
- Herculean Effort.....................[2AB4]
- Hitman...............................[2AB5]
- Rifle Enthusiast.....................[2AB6]
- Cage Match Enthusiast................[2AB7]
- Stealth Master.......................[2AB8]
- Shield Master........................[2AB9]
- Mugger...............................[2AC0]
- Healing Factor.......................[2AC1]
- Hard Charger.........................[2AC2]
- Rapid Respawner......................[2AC3]
- Power Leveler........................[2AC4]
- Killjoy..............................[2AC5]
- Random Trigger Events...................[^102]
- Character Strategy / Combo List.........[0000]
- JACK.................................[a102]
- BARON................................[b102]
- MATHILDA.............................[c102]
- BIG BULL.............................[d102]
- LEO..................................[e102]
- NIKOLAI..............................[f102]
- SASHA................................[g102]
- ZERO.................................[h102]
- DURGA................................[i102]
- GARGOYLE / GARUDA....................[j102]
- OINKIE...............................[k102]
- DOUGLAS..............................[l102]
- RIN RIN / FEI........................[m102]
- AI RIN...............................[n102]
- MAX..................................[o102]
- BAYONETTA............................[p102]
- Random Information......................[q102]
- Credits.................................[r102]
- Legal Stuff.............................[s102]
- ==============================================
- ==============================================
- ======================================
- Stage List and Basic Strategy [>102]
- ======================================
- This section will list each stage and each of their unique quirks that are
- sometimes VITAL to surviving online in Anarchy Reigns. Learning stages in
- large modes is very important so... Let's begin, shall we?
- ===================================
- Altambra Central Square [3AB0]
- ===================================
- This is one of two city stages available to play in Anarchy Reigns. It's
- actually fairly large and has a lot going for it. There are lot's of good
- battle-areas to take advantage of and not many places to camp / escape if
- the need arises. They do exist, but we'll get to that a bit later. The lower
- section of the stage features three ruined buildings, two of have accessible
- roof-tops for gameplay. There's a fan-lift for one of the roofs and a stair
- case + alternate path combination for the other rooftop. This path is pretty
- important because it leads to the top of the skyscraper, which I will dub
- "mini-heliport". It's not recommended fighting large / extended battles on top
- of this roof. You will get knocked off and some characters have much better
- options to throw themselves at a distance into the air and escape more
- efficiently. Use for traversing purposes / stalling if need be. There's a
- bridge that can be knocked down on the opposite roof-tops if you want to
- create a new path immediately--bring a fire barrel or tire to throw at it.
- Some characters can also easily get across. There's also a lift in the
- bottom section of the level leading up to the upper section--into the main
- killing floor.
- The upper half of the level features a partially ruined underground subway
- and a HUGE killing floor on the farside of the map. Inbetween, there are two
- lifts that lead up to more sky-scraper rooftops. There's a drop off to the
- lower section opposite the two lifts leading upward. The rest is flat
- land geometry for maximum anarchy.
- ===================
- Item Slot Locations
- ===================
- On top of the roof of the bar in a corner
- On top of the dual lift skyscrapers to the left
- In a corner of the massive killing-floor on the far side of the map
- ==============
- Basic Strategy
- ==============
- There are lots of good areas in this stage to take advantage of. The lower
- portion of the stage can be a pretty good all-out-brawl fighting ground.
- There aren't many environmental items to get in the way and the stage geometry
- will very rarely get in the way of anything you are bound to do. There are a
- few spots down here that you should be aware of though. The fan-lift can be
- used to camp and regain HP rather easily. Unless you have a team waiting for
- them to shoot up you won't be able to do anything about this. Best move on
- and re-group. There's also the dreaded stair-case while innocent in nature can
- actually let your opponent get a MASSIVE head-start to escape and stall for
- back-up. The mini heliport is also an escape haven, if someone gets away--
- prepare for them to jump back down to the ground immediately to stall for
- time and regain HP. There's ONE tire in the bottom half of the level.
- The upper half of the stage features one of the nastiest camping spots in the
- game. The double lift section can be camped on endlessly to completely avoid
- anyone that might be after you. The bottom portion of the upper half is also
- pretty solid ground to fight on. There are two poles and a car that spawns
- here so watch out for them during combat.
- When you're in something like a TDM, try and avoid heavy combat near the lift
- sections to minimize the chances of your enemy getting to one and completely
- nullifying the work you just did.
- Always stick with your team, in a level like this with not a lot of places to
- fall back on when you get ambushed--you need to be aware of your surroundings
- constantly--That said. They do exist, like I detailed. Just be cautious.
- Getting gang-banged is practically an AR-staple and it's not always fun.
- Leading you to lash out at your team. "WHERE WERE YOU GUYS?" I've heard that
- one many times. Everyone needs to make an effort to stick with each-other. Not
- just one person or two people. EVERYONE.
- =======================
- The Dive [3AB1]
- =======================
- This is the other city stage and while it seems visually familiar there are
- quite a few small changes that make it play quite differently from its brother
- ATC. First off, the bottom half of the stage get's a LOT of new playing field.
- It basically becomes ATC's upper half. Most of your fighting will take place
- spread out all over the place down here. The foundry area opens up with lava
- pit, molten pourer and all. Across from the foundry you have your basic
- killing floor that is also in ATC, and from there you get another new area
- with fuel tanks that can explode on rag-doll contact. You get a new path
- leading from the foundry to a rooftop as well, up some stairs and a few
- jumps.
- Back to the opposite side of the level, there is no longer a fence blocking
- off this roof-top and the warp pads to the mini heli-port are gone. The lift
- on the bottom half is also closed off. What this gets replaced by, is a
- lift-fan leading to the upper half of the level. Quick and painless. The upper
- half of the level features multiple changes as well. The upper lifts are gone
- and replaced by one, short lift. There's a hole in the ground leading to the
- lift station and the expanded subway system, which is also a new addition.
- ===================
- Item Slot Locations
- ===================
- Near the mini-lift with the upper portion of the level
- In a dead end adjacent foundry's exhaust fans
- On top of the bar roof (same local as one in ATC)
- ==============
- Basic Strategy
- ==============
- The Dive can get real messy, real fast. There are LOTS of environmental
- things that can mess you up and turn the tide. First off, there's foundry. I
- don't recommend duking it out with anybody here--ever. Once in a while you
- will get forced here because of Poison Gas and it becomes a nightmare. If you
- fall in the lava and you aren't a Fire Element character-expect to die. Best
- case scenario you escape barely. Then there is the fuel tank yard with ever
- lasting fire explosions. Seriously. If a tank explodes, this fire burns
- FOREVER. This area is a huge cluster. Try and avoid it at all costs.
- Outside of those two you have a few basic killing floors, with two tires total
- being spawned in the bottom half of the level. One in the same exact spot as
- ATC, and one in the fuel tank area. Be careful down here. Leading to the upper
- half of the level is the underground subway system-with another tire in the
- immediate vicinity. Be cautious if you are approaching this area with enemy
- team inside. They likely have control of the tire. Exiting into the upper
- portion, is possibly the second worst place to try and go on the offensive.
- There's a lift to camp on and a pole + car combo to take advantage of if need
- be. The lift on top of the roof in the lower half, that leads to the upper
- half of the level is also a beloved camping spot for many players. If you are
- near this area expect people to run there. Try and ambush them if necessary.
- A good method of choice is to catch them while they are still in the air.
- EX: Wait for them to take lift, immediately aHKW so they fall into it.
- ===================
- Oil Rig [3AB2]
- ===================
- Oil Rig can be summed up rather easily. A bunch of small sections tied into
- eachother with lifts, ropes, walkways and speed pads. This map is always more
- on the eventful side, ripe for anarchy. The first section is basically a jet
- parking lot with one entrance, and two exits. There's a lift to take you to
- the complete opposite side of the map and there is another lift to the right
- of that to launch you to the top of a building. Let's go there first.
- The top of this building is pretty basic, there's two exits and two entrances
- if you want to get here. An elevator leading up and the lift you just took.
- If you want to leave quickly, jumping off the side will bring you to just
- outside the oil rig. There's also a zipline if you want to fly over to the
- Excavator area. This area leads into the oil rig with a collapsable bridge and
- there's a lift if you want to get back to the Jet-Landing strip. The Oil Rig
- itself is pretty basic. It's basically a square with a pole in the middle of
- it for decoration. There's a small room to the right which, I have no idea
- what is for and after that there is another open area with a usable turret.
- After that is the switch speed pad to get back into the Excavator area.
- ===================
- Item Slot Locations
- ===================
- One is in the far corner of the Jet-Landing Zone past the high-lift
- On top of the oil rig command center, in a corner near a fence
- In the open area with a turret, just outside the actual Oil-Rig in a corner
- ==============
- Basic Strategy
- ==============
- Oil Rig isn't a very flowing level. It's easy to put it simple, your enemies
- WILL get away from you here. There are no two ways about it. Let's start with
- the Jet-Landing zone. This is a decent fighting area but there are ways for
- you and your opponent to escape if need be, elevator camping, or lift hijinks.
- Tough luck if you play a slow character and don't have an ability that boosts
- some sort of speed / attack attribute. There is one lifeguard ring to make
- note of here--at the far end of the area behind one of the lifts to the right.
- I actually like this placement as you really have to go out of your way if you
- want to use it. Precious time wasted, or gained depending on the situation.
- Heading to the top tower we have a basic flat area with a few items worth
- mentioning. There's a forklift, a ring, and a cryo tank that respawns
- everytime it gets used. NEVER approach a team here. It's suicide. The actual
- Oil Rig area has a pole that can be ripped from the ground, another cryo
- tank that can be used an infinite amount of times and finally another forklift
- on the far side of the area. Heading outside into the turret's playground you
- have another pole that can be ripped up from the floor and the turret itself--
- which can raise all sorts of hell if someone isn't paying attention. Half your
- health bar gone before you can realize what is happening. If a team is
- controlling the turret section there isn't much you can do to be honest. Try
- to force them to come to you or try and find a pole to free-throw at the
- person whos controlling the turret. Free-throwing would be manual aiming and
- it allows for longer distance sticking if you arc it correctly, think like
- you're throwing a javelin.
- From the turret area there's the excavator area which has a forklift and
- ANOTHER cryo tank that respawns endlessly. Your main killing floors will
- most likely be the inside of oil-rig, the jet-landing zone and the turret /
- exacavtor areas. Be VERY careful in the turret area, some people will get
- on it and just stay there and camp on it. It's crude, but effective.
- Especially if the enemy team is supporting them, making 3 of them plus bullets
- flying at you from a distance. It's possible to break this basic defense but
- no matter how good you are this will be a challenge. Sniper Rifle thwarts the
- turret camping immediately as well so keep that in mind.
- ==========================
- Oinkie's Casino [3AB3]
- ==========================
- Oinkie's Casino is a really large level broken up into a few different pieces.
- The middle portion of the level is extremely large, with a total of three
- entrances and exits. You get mostly flat geometry in the middle portion with
- the occasional slope that might mess up some plans / objects you wanted to
- throw at someone. There's a fence separating the two halves for no apparent
- reason other than being decorative. The first exit from this area is in
- the corner over a roofed in section of the map. This leads to the jet-landing
- zone area of Oinkie's Casino. From here, you can exit two ways, a zipline
- leading back toward where you literally just were or a launch pad that places
- you roughly opposite where you exited. Straight ahead is another fan-lift that
- can be taken up to Oinkie's throne room area for another decent little section
- of map. You can exit by jumping down or by taking another lift from the back
- section leading to the jet-area.
- The final area of the map is underground and can only be accessed through
- falling into a broken piece of building. From here, there are two exits. To
- the left the warp pads will take you up to Oinkie's Throne and the right pads
- will warp you to the roofed section of the main killing floor.
- ===================
- Item Slot Locations
- ===================
- On the jet-landing zone near a wall
- Outside of Oinkie's Throne waterfall in a corner
- In the underground section to the left of the warp pads on the right
- ==============
- Basic Strategy
- ==============
- This is a pretty solid level with good geometry, most of the time teams will
- be fighting it out in the big middle portion of the stage. There's not much
- to get in the way here and the few items that there are, a forklift, a tire
- and a cryo tank usually get used straight away. The cryo tank DOES respawn
- though so watch for it if people are in the area or you're re-entering the
- fight from dying. There's a few escape routes if need be, up the air lift
- to Oinkie's throne room and back down again just to stall for HP--be careful
- though because if they are RIGHT behind you they will just land on you and
- stop your HP regeneration. Characters with dives can get away easier as they
- can dive outward and put distance between you and your enemy. The other option
- for people to escape would be the far side under the roofed section, and in
- the middle area--falling into the underground section. This route isn't highly
- recommended because they can catch up to you rather easily. There's also a
- ring and a cryo tank in this area, watch out if you are approaching people
- here.
- The jet area is not a very good area to have any sort of elongated skirmishes
- in simply because it's REALLY easy to get away here. Over to the wire zipline
- or up the lift, take your pick. There's also a ring and cryo tank that reside
- in the area, the cryo tank is near the zipline and the ring is near the item
- slot machine.
- Up in oinkie's throne room, this area can either be a blessing or a curse--if
- you find you and your team have moved to this battle location and the other
- team have followed suit-expect some unholy mess to ensue. The waterfall
- severely hampers vision if you're inside it and there are plenty of items in
- the immediate vicinity of the throne itself for people to abuse. If you find
- yourself low on HP here and you can't make it to an edge safely. Camp by
- the lift and see if anyone aggros you-Try and bait them onto the lift so they
- get sent flying.
- There's a section behind the lift where you can also camp and regain HP if
- the situation calls for it. If someone tries to attack they usually get sent
- into the lift. Usually. You may get knocked in as well so use this spot with
- caution.
- =================================
- Chaodiansi Temple Street [3AB4]
- =================================
- This level is divided into a few large sections and a few small sections.
- You have your basic middle section with the dragon head fountain and two
- paths from there. One path leads to the abandoned bus / turret combination
- and the other leads to the tesla coil garden with the temple itself. There's
- a lift that will launch you over to the Tower on the right hand side and
- a lift in the corner of the garden that will bring you to a new section I will
- fittingly dub the "rooftops". A zipline leading back to the middle portion of
- the level on the left and a path leading to a more secure, fenced in, rooftop.
- From here, there's only one area left to navigate. The lift up into the tower.
- Not much to see here, there's a way back down into the turret area by jumping
- over the edge. There's also a lift from the bus / turret section up to the
- rooftops.
- ===================
- Item Slot Locations
- ===================
- Inside the Tesla Garden next to the lift to the Tower
- In a corner of the rooftop near the Turret Section
- In the turret section wedged in a corner
- =================
- Basic Strategy
- =================
- Most of the action takes place on one half of the roof-tops and in the turret
- section of the level. Try and be wary of the turret because it WILL hurt the
- team if any of you forget about it and someone gets on it and stays there.
- Starting in the turret section, there is a pole, a tire, and a taxi in
- the immediate vicinity. Approaching a team fortified here-turret and all. Is
- plain suicide.
- Moving down into the fountain area, there's a cryo tank and a 2 taxi things.
- This area is actually a pretty good killingfloor--providing one of the enemy
- team doesn't make their way to the turret and start sniping people. Going even
- further we have the Tesla Garden which is also a fantastic killing floor in
- it's own right. It forces you to not play wreckless because if you touch one
- of the poles--you'll get stunned for a short duration. Very tricky. There's
- a tire and a taxi to be used here as well. It IS possible to get away here if
- necessary through the lift to the tower. It buys you a LOT of time. The open
- section of the rooftops is not a very good place to bring the fight either.
- People can stall for time by repeatedly jumping into the water and there's
- a lot of ways to escape / stall in general nearby. The zipline, lift to the
- tower, both lifts to the rooftops. It's just a nightmare up here. There's a
- fire barrel on one rooftop and a tire on the roof without a fence. Use them
- to your advantage if necessary.
- The tower area is a decent place to fight, but alas, also a good place for
- enemies to stall if need be. Off the side of the edge, dive kicking onto
- a rooftop. You name it. The only reliable section of this map--if you're
- fighting skilled players. Is the outermost turret area and the middle area
- and MAYBE a section of the tesla garden. There's just too many places to
- run and stall here. You've been warned. Take advantage of the items around
- the map and you should have no problem finishing people off.
- =============================
- Hong Long Downtown [3AB5]
- =============================
- This is the other chinese city-scape level with quite a differences to make
- note of. They basically "opened" the other half of the level and closed off
- the other portion. (The other portion being temple street). Anyways, this
- level is pretty basic. You have your bus / turret area which is also featured
- in CTS and from there you have a lift taking you to a rooftop or another path
- leading into a few directions. Let's go up the lift first. Here, we have some
- signs and an air-vent that leads to the tower (also in CTS, just different
- access route this time). From the rooftop you can jump down into the district
- themed part of the level which is pretty flat and straightforward. There's a
- blockade at the end of this part and a couple paths leading indoors.
- Going downward leads you into the freezer and going up leads you into a store
- of some kind with a fishtank. You can jump on the fishtank, there's another
- air vent leading up to the tower and another entrance to the freezer below
- that. From the store section you can run onto a bus for another usable turret,
- and from there another lift back to the rooftop section.
- ===================
- Item Slot Locations
- ===================
- In a corner section atop the Tower
- In a corner in the district area near an entrance to the freezer
- On top of the rooftop in a corner
- ==============
- Basic Strategy
- ==============
- This map has a lot of issues. There are two active turrets for use at any
- given time. You CANNOT forget about these if you are on any part of the
- ground section. The middle turret has coverage for almost 60-70% of the level.
- Extremely dangerous. The bus section is a decent area to fight in, there's
- a tire and a pole here to take note of. The rooftop has one tire, and it's
- neon signs can be used for electrocuting your enemy briefly. Be careful of
- these as well.
- Going down to the district area there is a pole, a cryo tank, a tire, and two
- taxi things in the immediate vicinity. This area is very dangerous, the middle
- turret can be used here as well to weed out any pests. Going into the freezer
- there is a tire and a cryo tank. Also a dangerous area. Up in the tower there
- is a lone cryo tank for use. Most of the fighting will take place on top
- of the roof and on top of the tower or in the district area / roofs. The usual
- escape routes are available. Lot's of wonky geometry make excessive chasing /
- pressuring of the enemy difficult and with lots of lifts and shortcuts to make
- use of this level is not the best fighting ground, period.
- =========================================
- Abilities and their uses (*102)
- =========================================
- =====================
- Destroyer [2AA1]
- =====================
- "Increases all regular combo damage by 20%."
- This ability is pretty average in it's basic usefulness. It shines on big
- characters because they have a boosted damage % stat to begin with, and it
- shines on characters that are very jab centric. EX: Oinkie, Jack, Nikolai,
- Baron. Not an easy ability to use to begin with because it requires you
- to actually hit and combo your opponent to start, and unless you are doing
- long fancy combos, it doesn't make much of a difference. There are better
- options, but there are also worse abilities. Overall, destroyer is a good buff
- ability that doesn't take anything away, but doesn't add much either.
- =======================
- Lean Extender [2AA2]
- =======================
- "Increases reach for initial lean attacks." (Forward+Jab)
- One of the best abilities in the game hands down. This incorporates practical
- use, speed, and mindgames all into one neat little package. It shines on
- a select few but it's overall usefulness in not in question for everyone but a
- select few characters. Use it for poking at shields, use it for chasing people
- and use it for running away if need be. Paired with a dash attack this
- ability turns you into a bat out of hell. Good for modes like TDM where you
- have to get to your team quickly, or need to get away quickly.
- =======================
- Charge Attacker [2AA3]
- =======================
- "Allows heavy attacks within regular combos to be charged; charged attack
- damage increases 100%."
- Charge Attacker. What is there to say, while severely underrated this ability
- is also not NEARLY as good as it should've initially been. Super Armor during
- heavies, extra tracking, more damage, more guard break potential. All sounds
- good on paper but it's not nearly as good when you actually incorporate it
- against a human being. It's very obvious when you start charging something and
- all your opponent has to do is be a little patient and sidestep you. There are
- however a few select characters that really make fantastic use out of it, I
- detailed them in their respective sections.
- =================
- Berserker [2AA4]
- =================
- "All attacks deal double damage when Vitality Gauge is red."
- Berserker is situational at best, while extremely powerful, doesn't have much
- use as HP regeneration kicks in really fast and negates the ability. Not even
- the most hardcore anarchist will dare rock this ability and try to make it
- work. If there had to be one character it might work on, big bulls LKWx3 while
- under berserk's buff will instantly kill everyone at Lv1.
- ====================
- Spin Master [2AA5]
- ====================
- "Eliminates damage from executing 360 attacks."
- While this ability seems incredibly useful, all it will accomplish is forcing
- your opponent to immediately adapt. 360's are NOT safe and when you achieve
- the no damage mentality this ability provides, it just gets you killed 100x
- faster. Not recommended for most characters, Rins and Zero possibly get the
- only true use out of it because their 360's are so fantastic.
- =====================
- Guard Master [2AA6]
- =====================
- "500% increase to guard durability. Incredibly effective against Rampages."
- One of the best abilities in the game, guard master turns you into a highly
- inpenetrable fortress. In 1v1 scenarios, your opponent won't be able to break
- your defense--period. Even if you are getting double teamed, it is very
- unlikely. Guard Master's worst enemy are poles / tires / random stuff that can
- knock you out of the safe zone. Recommended for light characters and new
- players. Or players that just don't like their guard being broken, ever.
- =====================
- Auto-Guarder [2AA7]
- =====================
- "Allows for automatic guarding, except when attacking or receiving damage."
- While innocent in nature, this ability has a few uses not many people know
- about. This PUTS UP A GUARD during your 360 attack. If your opponent can't
- immediately one shot your shield, this ability makes 360 attacks safe. Pretty
- neat. While it isn't game breaking, it could be put to good use with a few
- characters that have less than stellar 360 attacks. EX: Oinkie, Bull, Bayo
- ===================
- Judo Master [2AA8]
- ===================
- "Increases both grab range and grab attack power by 20%."
- Also another buff ability that seems good on paper but when put to actual use
- inside matches--doesn't make much of a difference. It's far too easy to tech
- grabs and while the extra range could be good for locking down people who like
- to run away and regenerate HP--there are better abilities to keep up with
- people and / or buff yourself. Works best when paired with big characters.
- ========================
- Takedown Defense [2AA9]
- ========================
- "Allows for automatic grab escapes in any situation."
- This ability isn't good for much, it does one thing and it does it perfectly.
- If you can't tech grabs, this ability is for you.
- ================
- Sprinter [2AB0]
- ================
- "Increase dash speed and jumping ability."
- The dash boost is good for slower characters but even then--there is always
- a better option to pick over this. Including Lead Extender, which accomplishes
- the same basic thing---only with initial repeated lean attacks minus the
- extra jump height.
- ======================
- Master Evader [2AB1]
- ======================
- "Boosts evasion distance and increases number of consecutive evasions from
- three to six."
- A lot better than it should have been, this practically makes you un-touchable
- in many different situations. Extra I-frames during your roll, tons of extra
- distance and while it doesn't completely negate the roll counter, all you have
- to do is walk half a step to reset it. A few back rolls accomplishes enough
- space to do that safely immediately.
- =========================
- Rampage Marauder [2AB2]
- =========================
- "Provides assistance during head-to-head Rampage battles."
- This ability does exactly what it says, helps you win rampage battles. I've
- personally never lost a rampage clash with this on so if you are already good
- at mashing this ability is EXTREMELY dangerous in large modes like Battle
- Royale where rampaging enemies are extremely commonplace. Useful but not the
- best ability out there. Also shines in Tag Battle.
- ========================
- Rampage Master [2AB3]
- ========================
- "Increases length of Rampages by 20%."
- This is one of the least used abilities and for good reason, rampage isn't
- super dangerous to begin with unless you catch people off guard. Not
- recommended for any style of play, complete "dead weight" ability. Might be
- funny to troll people with it though. Official troll ability.
- ==========================
- Herculean Effort [2AB4]
- ==========================
- "Increases speed while carrying objects and increases damage from item attacks
- by 50%."
- This ability was practically made for capture the flag, where the goal is to
- run with the flag (it's considered an item) from an enemies base into yours or
- from the spawn point to yours. Pretty useful but still not the best ability
- even in the mode it was designed for.
- =================
- Hitman [2AB5]
- =================
- "Increases points earned by eliminating enemies by 50%."
- Only viable in modes like Battle Royale and Tag Battle, this ability requires
- you to be good enough to kill people with lots of points to begin with. Not
- recommended to anyone. Official troll ability.
- =========================
- Rifle Enthusiast [2AB6]
- =========================
- "Begin matches with a rifle and one extra bullet. Also increase rifle attack
- power by 20%."
- An extremely powerful, but situational, ability. This requires you to be on
- top of item slots and killseeker item spawns constantly. If you are consistent
- with a sniper rifle and like having a free 2-3 kills at spawn? Here you go. I
- personally find that the sniper rifles hit detection is plain awful and even
- when I hit people dead on-it won't do damage. Other times when I blatantly
- missed I get the damage. It's just a silly weapon. Tire someone and then shoot
- the rifle off at point blank. How many will hit? Not recommended for new
- players or players who don't want to rely on items.
- ================================
- Cage Match Enthusiast [2AB7]
- ================================
- "Triple bonus points awarded for winning a duel."
- This ability requires you get dueled by someone to begin with, and duels don't
- exist in TDM or Deathball, the most popular 4v4 games. Battle Royale and the
- CTF modes have duel items--CTF isn't point based and BR has a large amount
- of players to begin with. Not practical. This ability doesn't change a thing.
- Official troll ability.
- =======================
- Stealth Master [2AB8]
- =======================
- "Begin matches with a stealth item. Increases stealth duration by 50%."
- The best item ability hands down, the 50% duration increase feels more like a
- 200% increase. Stealth items last forever when you have this ability on.
- Extremely dangerous and practical for any team / free for all mode. A lot like
- rifle enthusiast, this ability requires you to be on top of item slots and
- item spawns. Otherwise it's just dead weight. You have to morph it into your
- play-style or you can't make the most of it.
- =======================
- Shield Master [2AB9]
- =======================
- "Begin matches with a Shield item. Increase shield durability by 100%."
- This ability is arguably the worst of the 3 spawn-with item usables. This
- requires you to make the most of each shield. Again, it requires you to be an
- item enthusiast-literally. Never pass up anything. This includes abandoning
- things you are currently doing, people you are fighting, a team you are
- helping. Situational at best.
- ================
- Mugger [2AC0]
- ================
- "Causes stunned enemies to drop items they are carrying."
- Completely useless. Official troll ability.
- ======================
- Healing Factor [2AC1]
- ======================
- "Increases vitality gauge recovery rate by 20%."
- While it looks good on paper, HP regeneration is already extremely fast. This
- ability just makes it faster. There are better abilities but there are also
- worse things you could pick and conform to your play-style. This cuts down
- the time you would need to retreat and regenerate your HP in a big mode.
- =======================
- Hard Charger [2AC2]
- =======================
- "Increases Killer Weapon Gauge recovery time by 20%."
- Should've been a lot better than it actually is. This ability does exactly
- what it says it does. Faster meter regeneration, the thing is meter is almost
- never an issue to begin with because of the defensive nature of the game. You
- almost always have option to build meter on something. A mini-boss, a spawned
- drone, a mutant, etc. Only useful on a select few and even then, there are
- better options.
- ==========================
- Rapid Respawner [2AC3]
- ==========================
- "Reduces respawn wait time to zero."
- Another ability that seems like it could be useful, but is actually extremely
- counter-productive. In a mode like TDM--you get killed and you immediately
- spawn again in front of the enemy team and get mauled. The respawn timer is
- there for a reason in most big modes, and the two modes where it is useful--
- 3 team CTF and CTF, there are still better abilities to pick.
- ======================
- Power Leveler [2AC4]
- ======================
- "Increases level up efficiency. Level 2 requires only a single kill, Level 3
- requires a three kill streak."
- One of the most dangerous abilities in the hands of good player. This ability
- incorporates a few very important things. It increases your HP bar and your
- KW meter gauge the first time you get a kill. A full bar of HP on level up and
- more meter to burn is one of the many reasons this ability is a personal
- favorite for many. When you hit that coveted Lv3--you gain your characters
- element. Also an extremely powerful tool. That said, this ability does have
- a few downsides. You sacrifice defense, you sacrifice mobility. It's only as
- good as its user and if you can't secure kills by yourself (especially with
- how rampant kill stealing is in AR) this ability is not for you.
- ================
- Killjoy [2AC5]
- ================
- "Increases power 80% for one attack following a taunt. Effect wears off after
- a short amount of time."
- One important thing this ability description doesn't mention--if you are hit
- with the buff active it completely disappears. Anyway, this ability is amazing
- in the right hands. It lasts for about 8 seconds so it gives you plenty of time
- but you also have to be ready to do something, cutscene KW's make the most of
- this since the entire move gets buffed--not just one section of it. If you are
- good at being sneaky this ability is for you. Lot's of characters have the
- ability to do around 90% in one HKW cinematic and some characters have the
- ability to one shot others immediately (Oinkie and Douglas for starters)
- ===========================================
- INPUT KEY
- ===========================================
- W = Weak attack
- H = Heavy attack
- aW = Air weak
- LKW = Weak killer weapon
- HKW = Heavy killer weapon
- aLKW(c) = Air weak killer weapon (cancel, very late input)
- aHKW = Air heavy killer weapon
- *W = Delayed Weak attack
- *H = Delayed heavy attack
- AA = Anti Air (rising heavy)
- DA = Dash Attack
- AAc= Anti Air Cancel
- TC = Twitch Cancel
- GC = Guard Cancel
- JC = Jump Cancel
- ====================================================================
- Some universal information you should know before starting! [q102]
- ====================================================================
- - Press circle as soon as the grab animation starts you break grabs. DON'T
- PRESS ANYTHING ELSE WHILE YOU DO THIS! For EX: You can't R1+O to break grabs,
- if you are guarding and you get grabbed---immediately release guard and press
- circle!
- - Everyone except bull can W-LKWx3 or 4. All it takes is a jab to open someone
- up, all new players should learn this first and go from there, learning to bait
- 360's with this basic tool.
- - Never get up attack. If you get knocked on the ground from an enemies attack,
- immediately start pressing Guard to get-up quickly with your characters roll /
- dodge animation. This prevents your enemy from immediately following up with
- something. This is a very integral part of gameplay and new players should start
- doing this second nature immediately!
- - Attacking a 360 with a light or heavy attack will stun you 100% of the time.
- Don't attack 360 hit-boxes. Very important. 360 attacks have priority equal to
- charge HKW's. It's a bit ridiculous but the only way to punish them properly
- is to wait until the hit-box is gone, and lay into them before they can do
- anything.
- - Most Medium and Light characters have super armor on their HKW variations
- and their guard breaks (charge heavy). Standing has less than a charge, but can
- still eat a few jabs. Charge HKW's will eat a LOT of jabs. ANY type of heavy
- attack breaks ANY super armor.
- - In big modes, keep an eye on the item slot machines. These are game changers
- and in a lot of cases, free kills if you know how to use them properly. The
- lighter shade the item slot, the closer it is to activating. So if you take a
- look really quick and you see that the picture is very dim, they won't be
- activating any time soon. If the pictures are bright, they are about to
- activate or are extremely close to activating. Stick close to grab an item!
- - Heavy characters have super armor on just about everything. LKW's, HKW's,
- Dash animations, jabs, etc etc. This is why they get stunned more than any
- other character. This also makes them some of the most dangerous!
- - Air attacks have the highest priority. They can't be stunned and in the
- actual event that you clash with someone, you have a very large window to
- follow up. The risk is there, though. You CAN get juggled when you start your
- jump. Be very careful jumping on whim unless you know you are safe. Never jump
- against someone with lean extender on. You will get juggled out of your jump
- before you can do anything.
- - Glitch HKW'ing is performed by pressing air LKW (L2+Square or LT+X) and then
- immediately releasing it and holding triangle or (Y) for 360 players. Doesn't
- consume meter. Very obvious when done correctly.
- - Basic jab sets (W-W-W-W) do guard damage. Most people don't realize this and
- often times won't dodge it. I tested it with Oinkie, against a Leo's Guard.
- TWO jab sets broke his guard. That's all it takes! Guards are actually very
- fragile things but the online plays tricks on the guard animations (hit confirm
- AND break) constantly. If you see an enemies guard shatter, but nothing
- happened, this is a common occurence and their guard DIDN'T ACTUALLY break.
- It was just lag.
- - All HKW animations have a chance of glitching out in some small way, or a
- large way. Be it damage, character animation, etc etc. Sometimes it will appear
- that you didn't actually catch somebody with it.
- - Everyones aHKW has a TON of lingering frame data, to the point where well
- after the move is in cool-down it will damage you and or stun you. If you want
- to punish these you need to either use a KW cinematic or a spaced KW of some
- sort. A regular jab or heavy will stun you 100% of the time. A punish that
- isn't done properly, will actually TRADE DAMAGE with the aHKW your opponent
- did. Punish with caution.
- - All characters now share two loops that can be performed by twitch canceling,
- through jabs and through basic heavy launchers. I left bulls in there because
- he needs something to pretty up his section and give people ideas.
- - For those who don't know, you can actually KW cancel jump and do other stuff
- besides AA cancel. It's much harder than basic canceling but once you get it
- down.. It's a lot of fun messing with. For instance, Oinkie can't usually jump
- out of a jab and into an aLKW. With this technique, he can. It's performed by
- doing the same input as an AA cancel, just pressing Square (X for 360)
- IMMEDIATELY after the AA cancel. Instead, you will do an air weak and you can
- follow up with whatever you want. W-W-W-(C)aW-aW-W-W-W(C)-aW-aW etc etc.
- - All female characters and the Garbots can AA out of a lean without any extra
- button input. Just lean -> jumping heavy. Males have to use the AA cancel tech
- and bull can't do it at all for use in mid-combo.
- - Some modes allow you to level up when you kill enemies. They are essentially
- kill streak rewards, leveling up is a key part of the online and can actually
- save you if you are about to die since it refills your HP completely. You start
- the match Lv1 and you reach Lv2 at a 2 kill streak and Lv3 (Max level) at a 5
- kill streak. At Lv3 you gain access to your characters ELEMENT. Your element
- becomes your best friend once you know how to use it properly. All LKW strings
- end in an elemental attack of that particular character, so. LKWx3 with Garuda,
- when the third LKW hits, will FREEZE your opponent since Garuda is ICE element.
- This forces them to mash out to try and survive the follow up. With power
- leveler, you reach Lv2 at 1 kill and Lv3 at 3 kills, one of the most powerful
- abilities hands down in the hands of a skilled player. Charge HKW (2)'s also
- afflict each characters specific element. Note: Cutscenes can't afflict your
- enemy with an element!
- =======================
- Jack Cayman (a102)
- =======================
- Combo List
- ==========
- H-W-W-*W-LKWx4
- W-W-W-*W-LKWx4
- H-H-AAc-aW-aW-H-H (LOOP)
- H-aW-aW-aW-aW-aLKWx4
- aW-LKWx2-aW-W-W-*W-AAc-aHKW
- W-*W-AAc-aW-aW-W-AAc-aHKW
- H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW
- W-AAc-aHKW
- W-AAc-aLKW-aLKW(c)-w-AAc-aHKW
- ==============
- Guard Pressure
- ==============
- W-W-W-H (Safe on Guard)
- W-*W-H (Safe on Guard, but very easy to see coming)
- aLKW
- W-H
- W-W-W-*W(TC)-W-*W
- W-*W-LKW
- =========
- Playstyle
- =========
- Jack is all about his ground game and being able to efficiently juggle someone.
- He has a fantastic lean and has 3 KW cinematics in total. This gives him high
- damage combos with very short strings. If you aren't constantly doing something
- with jack, you're playing him wrong. You need to be all over your opponent,
- smacking their guard constantly. His delay weak is deceptive and fast. Focus on
- whittling them down and launch when you see an opening. I highly recommend the
- basic: H-AA-aW-aW-H-AA-aHKW for lots of quick damage. Very rarely will you have
- a connection where somebody gets out of his aHKW. If you do, LKWx4 instead.
- Bait 360's with W-W-W-LKWx2, 3rd LKW launches so they either have to break
- between first and second hit or eat the entire LKWx4. His guard break is
- terrible and slow but it DOES have some super armor. Mix up the timing of
- Jack's delay heavy to guard pressure all day long. Never mash it out--people
- will roll it and you won't get that desired guard damage.
- =====================
- Recommended Abilities
- =====================
- Lean Extender: This is jacks bread and butter ability. This affords him the
- mobility he needed so desperately. There are very few things faster than a
- Jack with Lean Extender so if you need to call a tactical retreat, Lean away!
- Hard Charger: This is a rather underrated ability and Jack get's use out of it
- because he needs to open people up constantly with ground KWL's. Forcing 360's
- and baiting for his BNB juggles. If you don't like Lean Extender, I'd go with
- this.
- =====
- Notes
- =====
- If you are fighting an overly aggressive player, start air jabbing. Start
- jumping and throwing a random aLKW. It has very high priority, like all air
- attacks. More often than not they will either 1. Eat Damage or 2. Get stunned
- for even more free damage. This comes with its own risk because you can be
- jabbed out of a jump. You need to have space in-between your opponent and
- yourself to attempt this. Don't just jump in front of them, you'll get
- punished for it.
- Jack's defense is terrible. You have NO options once people get in your face
- and start pressuring you. The only thing you can hope for is for them to mess
- up and give you an opening to start your flurry. Watch your opponent carefully.
- AA canceling and Twitch Canceling benefit Jack greatly. They allow him to AA
- out of a jab and into a juggle for massive damage. If you are an aspiring Jack
- main I strongly recommend learning advanced techniques.
- Jack's ground LKW string is very slow and flashy, NEVER attack someones shield
- with it. More often than not they will sidestep and jab / stun you. One
- noteworthy mention is the 2nd and 3rd hit have BACKWARD hitboxes, meaning if
- they roll behind you and jab, they will either get stunned or eat some damage.
- Useful for trickery. Not recommended fighting against skilled players.
- Above average Anti Air that will eat through active aHKW frames--good for
- punishing people who like throwing random aHKW on whim.
- Fire Element
- =======================
- Blacker Baron (b102)
- =======================
- Combo List
- ==========
- aW-aLKW
- W-W-H-LKWx4
- H-W-W-LKWx4
- W-*W-LKWx4
- W-AAc-aHKW
- W-W-W-H(TC)-W-LKWx4
- H-AA-aW-aLKW(c)-aLKW
- W-W-H(TC)-W-W-H(TC) (LOOP)
- W-*W(TC)-H-AA-aW-aLKW(c)-W-AAc-aHKW
- W-*W-AAc-aW-aW-W-AAc-aW-aLKW(c)-aLKW
- ==============
- Guard Pressure
- ==============
- W-W-H(TC)-W-W-H
- aW
- W-W-W-H(TC)-W-LKWx1
- W-*W-H
- W-W-W-*W-AAc-aWx3
- W-H
- aLKW
- =========
- Playstyle
- =========
- Baron is a fantastic character with a lot of options. He relies on his delayed
- W for pressure and amazing tracking capabilities, make good use of it but don't
- OVER-USE it. People can break it during the flurry and you won't be able to
- guard in time. Use aLKW or aHKW for punishes on 360 attackers. Try and avoid
- 360'ing with baron as much as possible, it is very easy to punish. It comes
- out rather quickly but it has a LOT of cool-down. Use LKW pokes for quick
- damage and baiting. Baron is another character that excels in the air and at
- range. Once you start air jabbing he can actually land 5 jabs on HP and keep
- the combo going. Back dodge to put space between you and your opponent.
- aLKW back into your opponent for pressure, commence flurry of jabs, LKW poking.
- Baron has 2 cinematics in total, aHKW and HKW. Baron's guard break is actually
- a counter trap that regenerates a small amount of HP if your enemy hits you.
- It's a move worth incorporating into your playstyle to make people think
- before they start button mashing. It's completely safe aside cutscene HKW's
- and grabs. Grabs are a given but be careful over-using it. People will catch
- on.
- =====================
- Recommended Abilities
- =====================
- Charge Attacker: Baron has the most unique use out of Charge Attacker. His
- moveset on his combo heavy finishers actually CHANGES. Most of the time they
- get an extra hit or a small variation in animation. Fantastic pressure
- addition to what he already has.
- Lean Extender: The same reason Jack uses it, it affords Baron mobility and
- lets his lean really shine (Baron actually has one of the best Leans period,
- not for distance but for priority--you will very rarely beat a Baron at
- jabbing.
- Power Leveler: This lets Baron burn meter like nothing--turns him into quite
- the dangerous opponent when he doesn't have to worry about having 4 full meter
- for a basic combo or wasting a meter for aLKW pressure. Very useful. You
- sacrifice mobility for survivability and offense with Power Leveler.
- =====
- Notes
- =====
- Baron's charged HKW is underwhelming and should only be used against jab-happy
- opponents or for finishing someone off that is getting juggled by a team-mate.
- Baron is one of the most feared characters in the game because of a glitch with
- the netcode and his ground HKW cinematic. In even a little bit of lag, this
- move will OHKO you, or nearly. Tires / poles are a baron's best friend. You
- have been warned.
- His dash attack is terrible. It has no redeeming qualities whatsoever besides
- good guard damage. Even then, you will likely get punished for trying it. Guard
- pressure with a W-W-H-LKW poke if you need to eat away at a defensive player.
- As listed above, baron has sexy combos. He doesn't need cancels but they do
- give him new options. That said, good barons are few in number. He gets a bad
- name for glitch abuse but is still an incredibly solid character without his
- ground HKW.
- Some of the best Jab priority in the game, Baron does NOT get stunned easily
- using his jab attacks / flurries. In fact, out of my 1000+ AR hours I'd say
- not once have I ever been stunned through his delay. It CAN clash though. His
- delayed weak is just pure priority. People will start playing incredibly
- space-y if they find you pressuring them too difficult. They'll avoid the delay
- at any cost--including back dodging constantly to get them out of reach. If you
- find they are out of reach, just don't follow up with anything! I should note
- the tracking is also fan-freaking-tastic. Useful for pesky side-steppers who
- think you left an opening.
- Fire Element
- =====================
- Mathilda (c102)
- =====================
- Combo List
- ==========
- W-aW-aLKWx4
- H-*W-LKWx1-HKW(1)
- W-aW-aW-W-aW-aW (LOOP)
- W-AA-aW-aW-W-AA-aLKWx4
- H-*W-H-AA-aW-aW-H-*W-H-AA-aW-aW (LOOP)
- (Holding Guard)W-H (REQ charge attacker, small charge, LOOP)
- W-AA-aW-W-AA-aLKWx4
- H-W(TC)-W-AA-aW-W-LKWx4
- W-H-LKWx2-Charge HKW(1)
- H-H(TC)-W-AA-aW-aW-H-*W-H-AA-aW-aW-W-LKWx4
- ==============
- Guard Pressure
- ==============
- aLKW-aHKW glitch (has active hit box, just can't combo)
- W-H
- W-*W-H-LKWx1
- W-*W-DA
- W-W-W-W-W
- Charge HKW shenanigans
- =========
- Playstyle
- =========
- Mathilda has to rely on her jab game and the fact she has fantastic guard
- pressure. She should use scare tactics with her charge HKW, baiting people into
- jabs and releasing for massive damage if they fall for it. If they go on
- defense, just cancel and resume the skirmish. Her charge HKW is the fastest in
- the game hands down, she can actually legitimately combo into it. Add in
- natural jump cancel ability off lean attack--it makes for some deadly offense.
- She isn't an easy character to play by any means but she does have the tools
- to shine in a with the right mindset and a capable skillset.
- =====================
- Recommended Abilities
- =====================
- Charge Attacker: Mathilda makes the best use of this hands down. She becomes
- extremely dangerous with it equipped. She can Juggle-Combo off a W-(c)H-LKWx4
- While it doesn't sound super amazing, it's novelty and reliability does not
- wear off-plain and simple. It is ALWAYS useful. Add in the fact she can start
- her ridiculous loops from it.
- Power Leveler: Use this if you don't like charge attacker, you get your HP bar
- that females need so desparately and your element at Lv3.
- =====
- Notes
- =====
- Try not to LEAN too much, her standing jab is much more safe. Her lean is kind
- of slow and gets stunned often.
- Fastest Charge HKW's in the game--lot's of range and active super armor. V2 is
- a cutscene if you catch someone with it and they are close enough.
- Some of the best / most versatile looping ability
- LKWx4 drops inside juggles in lag, refrain from excessive use.
- Decent guard break (2) that is fast and can be used for crossing the heliport
- in Altambra, lot's of cool down so it's not practical for skirmish use.
- Benefits greatly from twitch cancels, gives her a LOT of new options for guard
- pressure because it cuts the cooldown on all her moves by a lot.
- =====================
- Big Bull (d102)
- =====================
- Combo List
- ==========
- AA-LKWx2(GC)-LKWx2(GC)-W-W-*W (Very strict window for LKWx2 after AA)
- aW-W-W-DA
- AA-W-W-H
- H-W(TC)-W-W-H
- LKWx2(gc)-W-W(TC)-W-W-DA
- LKWx2(gc)-LKWx2(gc)-W-W-DA
- H(TC)-H(TC) (LOOP)
- W-W(TC)-W-W (LOOP)
- LKWx3
- ==============
- Guard Pressure
- ==============
- W-LKWx2-W-W-LKWx2
- W-H
- aW-W-DA
- W-W-DA
- LKWx2-W-W-DA
- Guard Break
- =========
- Playstyle
- =========
- Playing Bull is 50% being patient as you need to anticipate what your opponent
- will do and the other 50% is being as aggressive as possible. Remember you are
- a huge target, it's hard not to notice a giant mechanical bull running around,
- so most attacks, even if you think you dodged them will hit you anyway just
- because. Never be meter conservative while playing Bull, LKW cancels are his
- pressure BNB's. You need to be using them constantly. Bull's safest option is
- W-W hands down, you will spend the majority of any skirmish trying to get jabs
- off. Bull takes a risk everytime he does anything so you have to keep that in
- mind. Delayed W is good for creating space but it IS highly punishable if you
- miss the guard connect. LKWx2 is your lifeblood and your main source of damage
- outside of jab pokes and dash attacks. Learn to punish 360's with it and you
- are on your way to playing an excellent Bull. The main problem here is that
- Bull can't give anyone a reason to 360 off the bat. He can't do anything
- insane off jabs like the rest of the cast.
- =====================
- Recommended Abilities
- =====================
- Lean Extender: This is THE bull ability, it gives him insane mobility and the
- room to actually punish people from distance.
- =====
- Notes
- =====
- LKWx3 is a juggle in itself, and can be canceled at the 1 or 2 stage, as SOON
- as your hammer connects press Guard and the cooldown will automatically cancel
- leaving you to juggle your opponent with a few weak attacks or dash attack.
- Highly recommended learning Twitch Cancelling with bull, gives him the ability
- to force someone into a 360 attack and actually play him at a dangerous level
- outside of your opponents user error.
- Unique Anti-Air that starts a juggle
- Fire Element
- ====================
- Leo (e102)
- ====================
- Combo List
- ==========
- H-W-W-LKWx4
- W-W-AAc-aW-aW-W-AAc-aHKW
- H-W-AA-aKWL(c)-H-W-AA-aHKW (LOOP)
- *W-H-W-W-LKWx4
- W-W-W-AAc-aW-aW-W-AAc-aHKW
- W-AAc-aHKW
- W-W-W-KWLx4
- H-AA-aW-aW-H-AA-aHKW
- ==============
- Guard Pressure
- ==============
- W-W-W-DA
- W-H
- W-*W-H-W-DA
- W-*W-DA
- DA
- W-KWLx1
- W-AAc-aWx2
- =========
- Playstyle
- =========
- Leo is super juggle character with high damage BNB's. Delay weak mind-games all
- day long, use your fast jabs to advantage. Dash Attack does lots of guard
- damage. His heavy strings are less than optimal--only use them if you are are
- confident it will connect on guard for push-back. Otherwise they will punish
- you. Try and walk a fine line between being in your opponents face, and
- playing mind-games with your delay cancel / dash attacks. He has a fast LKW
- string that can combo straight off W-W-W to force 360's and give you
- opportunities for juggles, like most characters.
- His four piece ground LKW launches on 3rd hit so they have to 360 break you
- somewhere inbetween the 1-2. He mainly relies on his BNB for chunks of good
- damage and killing people off. H-W-AA-aLKW(c)-H-W-AA-aHKW or
- H-W-AA-aW-aW-H-W-AA-aHKW work like a charm. The cancel takes practice, but it's
- worth implementing if you get good at it. Your guard will break like nothing--
- this is why you have a cartwheel. Use it to your utmost advantage. Light dodges
- are the BEST dodges. Don't let an opponent beat on your guard, if someone is
- pressuring you. Back flip away to get out of reach to try and find an opening.
- =====================
- Recommended Abilities
- =====================
- Lean Extender: Leo doesn't need much extra mobility but Lean Extender affords
- him extra offensive pressure from a distance he was sorely lacking. Leo rocks
- one of the fastest leans in the game as well. Very useful.
- Power Leveler: Leo is a light character. His HP bar is horrid. Power Leveler
- fixes that if you are good enough to get 3 kills it also unlocks his element
- which isn't INSANELY useful, but can be put to good use with the right tools.
- Guard Master: For how aggressive you have to be with Leo, using this is like
- a blessing. Being able to take more than two heavies to your shield is in,
- a lot of peoples eyes. A necessity. Light Characters get the most out of
- this ability, hands down.
- =====
- Notes
- =====
- Terrible Guard break
- Charge HKW(1) is extremely unremarkable, so much that I feel the need to make
- a note about it. It's one saving grace is that it recovers rather quickly.
- Aspiring Leos: NEVER USE THIS. On the other hand, Charge HKW(2) does solid
- damage AND electrocutes if you are Lv3. Very useful. Lightning element is the
- most common, but it's free damage follow-up regardless.
- Delayed weak has armor and will eat a few jabs. You CAN get stunned out of it
- though, anything KW related or heavy-attack related will also knock you out of
- it. Don't rely on it too much as people will start counter attacking as soon
- as they see you pull back for a cancel, or the full delay.
- Lightning Element
- =====================
- Nikolai (f102)
- =====================
- Combo List
- ==========
- H-W-W-LKWx4
- W-W-W-*W-LKWx4
- W-H(TC)-AA-aHKW
- H-AA-aLKWx4
- W-W-AAc-aW-aW-w-AAc-aHKW
- H-W-W-AAc-LKW-LKW(c)-W-AAc-aHKW
- H-AA-aW-aW-H-W-LKWx4
- H-AA-aW-aW-H-W-W-AAc-aLKWx2-aHKW glitch
- ==============
- Guard Pressure
- ==============
- W-H
- W-W-W-DA
- W-*W-DA
- W-*W-LKWx1
- aLKWx2
- W-*W(GC)-DA
- =========
- Playstyle
- =========
- Nikolai is basically a better version of Jack. You need to screw around with
- your opponents head. Nikolai needs to be in your face constantly. The
- difference between him and jack is Nikolai can put space between himself and
- his opponent very quickly via delay cancelling, and the fact Nikolai can
- shatter guards SO much easier. No other character can put as much distance
- between you and your opponent, off a jab, as fast as Nikolai. Delay cancel
- all day long and work your way back in with dash attack. Fantastic shield
- pressure. Don't do any heavy combo enders unless you are ready to break
- someones guard. They are very easily punishable. Play conservatively and
- punish 360's with ground HKW or juggles. Ground LKW string is very very slow
- and drops inside lag for absolutely no reason. Refrain from excessive use. He
- relies on high damage juggles for killing off opponents. Highly recommend
- learning H-AA-aW-aW-H-AA-aHKW. Same combo as Jack. This will be your lifeblood.
- =====================
- Recommended Abilities
- =====================
- Lean Extender: Mobility plus battle ability = best ability for Nikolai. His
- lean is already fantastic and is one of the more stun-happy moves in the game.
- Destroyer: Second best option after LE, destroyer benefits Nikolai quite a bit
- simply because his playstyle incorporates lots heavy-attack use. Which in then
- reap destroyers combo bonus.
- =====
- Notes
- =====
- Nikolai is another medium-weight character that benefits greatly from canceling
- techniques, the difference is Nikolai has trouble canceling into AA because
- it's just plain slow. Still, highly recommended learning the techniques if you
- want to play Nikolai at a high level, otherwise he won't be able to keep up
- with characters like Douglas, Zero, or the Rin Sisters.
- Nikolai has one of the fastest dash attacks in the game and it is actually
- fantastic at breaking guards. (*W-DA)
- Punish overly aggressive players with aLKWx2 when you delay cancel for room
- and they rush back in with jabs.
- Guard Break has excellent tracking and lingering frame data in lag.
- Cinematic KW's glitch out consistently in 2- bars.
- (aHKW, ground HKW, Charge HKW2)
- Lightning Element
- =====================
- Sasha (g102)
- =====================
- Combo List
- ==========
- W-aW-aW-W-LKWx4
- H-*H-W-AAc-aW-W-AAc-aHKW
- H-W-AA-aW-aW-H-*W-H-aLKWx2-aHKW
- H-*W-H-AA-aHKW
- W-*W-LKWx4-W-W-H-H
- W-AA-aHKW
- ==============
- Guard Pressure
- ==============
- W(JC)-aW-aW-W
- W-*W(TC)-W-*W(TC)-W-H-DA
- W-W-DA
- W-*W-H
- W-W-H-H
- W-LKWx1 or 2
- =========
- Playstyle
- =========
- Sasha has many useful tools at her disposal. First off she, like all the
- female characters Gargoyle and Garuda, she can jump cancel off her lean attack.
- Unlike Mathilda and the robots, Lean Extender doesn't take that ability away.
- Which is why it's the ability of choice for Sasha. If you catch an opening with
- a lean attack, there are a few options you can do. You can cancel the lean into
- AA, then aKWH. You can cancel into aKWL x2 then aKWH. You can cancel into aW
- then aKWH. Yet another option is too cancel the hit confirmed lean into AA then
- follow with aW-aW then proceed with a BnB. Cancel the lean attack into aW, aW,
- aW then as you land, continue with her weak jab string. If done correctly they
- will be unable to escape string attack string and you can hammer them with
- some KWs on the ground. Sasha's ground killer weapon string is one of the
- weakest next to Durga's, however even though the last hit of her KW string
- does very little damage, she makes up for that last weak hit by putting her
- opponent in a hard knockdown state. Sasha is a very solid character though a
- bit weak physically. She makes up for it by being a fast character with some
- really good combos. She must be played smart and carefully.
- ====================
- Recommended Abilites
- ====================
- Lean Extender: Mobility with the addition of the option to naturally jump
- cancel out of lean into more options makes this ability go-to for Sasha.
- Power Leveler: Strictly because she is Ice element, which is the best hands
- down because of it's uncommon affiliation + immediate combo potential.
- =====
- Notes
- =====
- Sasha's dash attack is very useful tool IF used correctly. The move itself
- covers the least ground out of the all the dash attacks and has a lengthy
- recover. But it is one of the fastest ones, up there with Nikolai's and
- Douglas' though no where near as safe as Douglas'. The dash attack is fast
- enough to be used to shut some pressure down and really good against delay
- attacks. It is also good at breaking guards. Use sparingly though, as it
- can be punished and your opponent WILL catch on.
- Hard Knockdown on LKWx4 lets you follow up with jabs online, or even a W-AA to
- start another combo.
- Fully charged HKW can be steered if not targeting someone, useful for get-ups.
- Ground HKW goes through walls and structures, good for sneak attacks.
- Guard Break is useless.
- Can't properly juggle LKWx4 unless against a wall because her LKW hits
- multiple times.
- Ice Element
- =================
- Zero (h102)
- =================
- Combo List
- ==========
- H-AA-aHKW
- H-W-W-LKWx4
- W-W-W-W-LKWx4
- KWH-KWH
- H-AA-aW-aW-H-AA-aW-aW-H-AA-aHKW
- aLKWx3-aW-W-W-W-*W-H-AAc-aHKW (Req 3 bar of meter, not 4)
- W-W-W-*W-H-LKWx4
- DA-W-AAc-aKWH
- W-AAc-aW-H-AA-aW-H-AA-aHKW
- W-W-W-AAc-aW-W-*W-H-AAc-aW-W-*W-H-AAc-aLKWx2-aKWH glitch
- ==============
- Guard Pressure
- ==============
- W-*W-H-LKWx1
- W-W-W-DA
- LKWx2
- W-*W-DA
- W-H
- aLKW
- =========
- Playstyle
- =========
- Zero is amazing. He excels at everything he does. Guard Breaking. High damage
- combos. A reliable 360 attack. Delay heavy into LKWx4 all day long. People
- catch on eventually, so use the heavy sparingly as it IS punishable. Get in
- peoples face with dash attack and W-W-W-*W-DA mix-ups. If you see their guard
- about to break, try and finish it off with something like W-H or W-W-W-H.
- =====================
- Recommended Abilities
- =====================
- Lean Extender: One of the few characters that can change direction in the
- middle of their lean, with LE on you can basically do a full circle if you are
- fast enough. This lets him turn corners very quickly, coupled with his Dash
- Attack zero can cover distance faster than almost every other character.
- Charge Attacker: A charged delay heavy mixup from Zero is extremely useful,
- adding in charge variations from W-W-W-(CHARGE)DA or W-(CHARGE)H make charge
- attacker really shine on Zero, guard masters will have trouble with a Zero
- using this perk.
- Power Leveler: Poison Ability and Zero's natural combo ability make PL an
- obvious choice for any good Zero player!
- Spin Master: Zero already rocks one of the most useful 360's in the game
- because he goes upward when he does it, letting rampaging players or someone
- who is trying to HKW you go under him.
- =====
- Notes
- =====
- KWH-KWH combos because of lag, it is possible to get out but more often than
- not, you will get caught by it. Zero also boasts the air KWH glitch, and
- another semi-unique glitch where you LKWx1 and mash triangle to get a ground
- HKW immediately without any start-up.
- Insane combo potential, only furthered by cancels and an amazing move-set.
- Ridiculous guard break potential with insane lunge+reach on delay heavy and
- dash attack.
- Dash Attack combo's into W which and then in turn combo into AAc or LKWx4.
- Poison Element
- ===================
- Durga (i102)
- ===================
- Combo List
- ==========
- W-*W-H-LKWx4
- H-aW-aW-AA-aLKW-aHKW
- W-*W-H(TC)-W-*W-AA-aLKW-aHKW
- H-W-W-*W-H-LKWx4
- H-W-W-*W-aW-aLKWx2
- H-W-W-*W-AA-aW-LKWx4
- W-W-W-*W-H-LKWx4 (b) until H
- H-W-W-W-LKWx3-W-*W-AA-aLKW-aHKW
- H-H-AA-aW-aW-H-H-AA-aLKW-aHKW
- W-*W-H(TC)-W-*W-H(TC)-W-AAc-aLKW-aHKW
- ==============
- Guard Pressure
- ==============
- W-*W-H(TC)-W-*W-H(TC)
- W-*W-DA
- W-W-W-DA
- W-*W-H-LKWx1
- LKW pokes
- W-H
- W (non-lean)
- =========
- Playstyle
- =========
- Durga boasts one of the best killer weapons in the game simply because of the
- fact it has range. You can play durga at range or up close. He excels at both.
- You can play LKW games with people and try and stun someone closing in on you
- with a dash attack or lean extender. Try not to waste all your meter though.
- Durga's BNB relies on having 4 meter at your disposal. W-*W-H-LKWx4. High
- damage, very fast. Delay heavy is a difficult move to deal with itself because
- it has lingering frame data due to lag, if you jab you will either get stunned
- or clash with it. If you see someones guard about to break , try and throw out
- a LKW to keep it hurt and finish off with a heavy combo. If you manage to catch
- someones 360 / stun / guard break someone throw out one of his high damage
- juggles. I recommend H-AA-aW-aW-H-AA-aLKWx1-aHKW for simplicity factor but
- more experienced players will find: H-H-AA-aW-aW-H-H-AA-aLKW-aHKW to their
- liking. It does more, but it comes with a greater risk. Durga's lean is
- fantastic and his standing jab is also superb, it comes out FASTER than his
- lean so you are more likely to hit someone first if you are in a trade battle.
- Keep that in mind. Durga has very low HP and Guard HP so it is recommended
- playing as slippery as possible, don't let them hit your guard.
- =====================
- Recommended Abilities
- =====================
- Destroyer: Amazing combo potential only gets even better with a damage bonus
- backing it up.
- Hard Charger: Durga needs 3-4 meter constantly to be effective, this helps
- achieve that goal.
- Guard Master: Durga's guard breaks like nothing, this ability fixes that.
- =====
- Notes
- =====
- Durga doesn't need cancels but they can give him that extra OOMPH during his
- combos. Not that he needs it with ridiculous combos like H-AA-aLKW-aHKW.
- A 4 hit combo that does 60-65%. Almost as cruel as Bayonetta.
- LKWx3 can combo into Lean at certain range
- Don't dash attack too much, it is very punishable. Use it for guard breaking
- if you see someones shield hurting already. EX: W-W-DA or W-*W-DA
- Don't LKW in someones face, you might get stunned out of it.
- Charge HKW's are good for sniping kills in big modes, however, 1v1 situations
- they aren't useful at all.
- LKW string does more damage up close as opposed to doing it from range. Last
- hit (4th LKW) will hit multiple times up close resulting in significantly
- more overall damage. (Around 10% extra at Lv1)
- Fire Element
- ==========================
- Garuda / Gargoyle (j102)
- ==========================
- Combo List
- ==========
- H-W-W-W-LKWx3
- H-W-H-W-H-W-W-W-LKWx3
- H-W-aW-aW-W-AA-aHKW
- W-AA-aW-W-AA-aW-W-W-DA-W-AA-aHKW
- W-AA-HKW (Lag with gargoyle, works with Garuda everytime)
- DA-W-AA-aW-W-LKWx3
- W-*W-LKWx3
- W-W-H(TC)-W-LKWx3
- W-W-*W(TC)-W-AA-aHKW
- ==============
- Guard Pressure
- ==============
- W-H
- (Gargoyle) aLKW
- DA
- W-*W-LKWx1
- W-W-DA
- W-*W(TC)-W-H
- =========
- Playstyle
- =========
- Garuda and Gargoyle share the same basic move-set. The only differences lay in
- their Killer Weapon attack variations. Basic play-style will be the same, with
- minor differences in defense / amount of aggressive activity. Garuda has to
- play more defensive and really bide his time compared to Gargoyle. They
- should focus on their fantastic guard pressure options while still being very
- wary of possible counter-attacks. They possess one of the best delay attacks in
- the game simply because of how much they hook around and how much guard damage
- it actually does on connect. They break guards, it's literally that simple.
- Dash attack is their tool of choice--you can throw it out on whim and not worry
- much about it being punished. Unless your opponent can see it coming-it's not
- easily punishable. It combo's off itself too which is a HUGE bonus--it's
- actually a very integral part of their game-play. Definitely the best DA in
- the game hands down. Stay away from using their leans as it WILL get you
- stunned against characters with faster jabs (almost everyone has faster jabs.)
- Their heavy combo enders are decent if you can twitch cancel. W-W-H can combo
- into LKWx3 if you TC the H. If you DO have to jab just make sure it's a proper
- opening. Constantly relying on their super armor is a given. If your opponent
- is button mash-y, use your H launcher frequently. It will eat their jabs and
- start a launcher for a massive combo. If you find that you can't get room for
- a launcher Dash Attack to create space between you and your opponent. Charge
- grab or DA into crowds to catch people off guard for high damage.
- =====================
- Recommended Abilities
- =====================
- Power Leveler: Best ability for the Garbots hands down, they become uber-tanks
- and get their element from which they have the ability to use VERY easily.
- Garuda is probably the single most dangerous character a Lv3.
- Charge Attacker: Charged dash attack is deceptive and will shatter guards
- like nothing. Makes their already fantastic guard pressure---even better.
- =====
- Notes
- =====
- Like douglas, Garbots possess Super Armor on almost everything, including jabs.
- The issue with their LEAN is it takes forever to come out--it gets stunned
- VERY often. If you have to jab, use standing neutral and if you have to LEAN
- make sure that there is an opening.
- Natural Jump Cancel ability off lean, leading to their best BNB combos. Don't
- go wild with this because people will start breaking you the moment you jab
- them. No one wants that. Be smart about it's usage and you will be extremely
- dangerous. Un-predictability is half the battle in Anarchy Reigns.
- Both characters share a ground KWLx3 that does massive damage. There are a few
- small differences between the seemingly similar moves. Garuda can hold backward
- on his KWL's to prevent excessive lunge. This is good for tracking enemies and
- is more safe than naturally just going KWL1-2-3. Garuda's KWL's also seem a bit
- faster than gargoyles. Gargoyle wins this comparison hands down for one reason
- though. After the 2nd KWL, gargoyle forces your opponent on the ground for a
- stagger effect. This stagger effect is UNBREAKABLE!---meaning Gargoyle's
- KWL1-(2-3) is not possible to get out of. You have to break him before KWL1 or
- after KWL1.
- Garuda's HKW is a guaranteed 10 hit combo bonus if you land it on something.
- Useful for point modes where you can farm points off Chutulu, Kraken, or
- Mutants. This also means that it hits multiple times on guard--often going
- STRAIGHT THROUGH a guard and into your opponents HP bar. This move is also
- extremely useful for team combo'ing as it's basically a 10 hit juggle in-place
- so your team-mates can combo off it easily. Garuda's HKW can also be turned
- in-place if you aren't locked on to someone. Can be useful for trickery.
- Gargoyles HKW is just one solid hit with quite a bit of lunge for big damage.
- Not as useful.
- Garuda's aLKW is neigh useless. One notable thing about it is it CAN glitch
- into aHKW and combo if you connect. Not recommended. On the other hand,
- Gargoyle rocks one of the best aLKW's in the game. Literally the ONLY dive
- that has tracking (will home in on your opponent.) Add in the fact it does
- ludicrous amounts of guard damage-aLKW is gargoyle's pressure / punish staple.
- If your opponent fails to see it coming, you will very likely get combo'd into
- another aLKW since it forces a knockdown that happens VERY quickly. If you
- get someone with it and see they didn't tech roll--do another aLKW immediately
- it will connect. It's cruel, but efficient.
- Garuda - Ice Element
- Gargoyle - Lightning Element
- ==================
- Oinkie (k102)
- ==================
- Combo List
- ==========
- H-aW-aW-aW-aLKW
- H-W-LKWx3
- W-W-H(TC)-W-*W-AAc-W-W-H(TC)-W (LOOP)
- H-W-AAc-W-*W-LKWx3
- W-W-W-W-AAc-W-LKWx3
- H-W-(JC)aHKW
- H-W-W-W-W-*W(JC)-aW-aLKW
- W-W-W-*W-LKWx3
- W-W-W-*W-W (LOOP, don't hold guard)
- W-*W-AAc-W-*W-H(TC)-W-LKWx3
- H-W-W-*W-H(TC)-W-*W-H(TC) (LOOP)
- W-*W-H(TC)-W-*W-H(TC) (LOOP)
- ==============
- Guard Pressure
- ==============
- W-*W(TC)-W-*W(TC)
- W-*W-DA-W-H
- W-W-W-W(TC)-W-W-W-W
- aLKW
- W-H
- W-*W-H
- =========
- Playstyle
- =========
- Oinkie is a ground based character. He has no super juggles or easy-mode
- combos like Durga or Zero. You have to play smarter than everybody. That being
- said, he isn't BAD by any means, he just has less tools overall to work with.
- Theoretically, the second oinkie touches an opponent, he can force someone to
- 360 attack. The problem with that basic W-*W-... loop is that is doesn't
- always work online. Lag comes into play, people will get their shield up. You
- can't rely on it. Use his delay often as its one of the fastest in the game
- and VERY hard to punish. Combo delay into LKWx2 or LKWx1 for 360 baiting. W-
- into dash attacks for guard pressure. Don't use dash attack by itself, it has
- too much start up. Always COMBO into it. It doubles as a space builder as well
- if they dodge it, you get space in-between you and your opponent. Oinkie is
- all mind-games and pokes. Punish 360's with either aLKW or ground HKW. Depends
- on who you're fighting and what you have time for.
- =====================
- Recommended Abilities
- =====================
- Destroyer: Destroyer is hands down Oinkies' best ability. The amount of jabs
- he focuses on while getting into any given skirmish--since his heavies are
- almost all completely useless makes this ability really shine.
- Lean Extender: Mobility plus extra options for closing in on someone.
- Power Leveler: Survivability and Poison Element off of your basic LKW-which is
- deceptively fast. Very useful. EX: H-W-LKWx3-Hold L2 for KW run-KWH dash.
- Alternatively the non cutscene version of charge V2 CAN poison, but you have
- be pretty far away distance or hit your opponent while they were jumping.
- Killjoy: Oinkie also makes fantastic use of Killjoy with the ability to one
- shot all of the light cast with just a standard HKW. It's also worth noting
- he is the only character in the game that can run with his KW out--it's
- basically a mutant run and makes a fantastic combo when paired with this
- ability. Very good for surprise attacks and blindsides, especially considering
- the HKW tackle comes out EXTREMELY fast.
- =====
- Notes
- =====
- Oinkie benefits greatly from AA canceling and Twitch Canceling. It gives him
- the ability to combo into anti air or basic heavy launcher, neither of which
- he has without the techs. In turn, easier, more efficient ways for guaranteed
- BNB damage. Not much else. Highly recommended learning cancel techniques to
- play Oinkie at a high level.
- Oinkie's heavies are mostly useless. His guard break(2) is terrible and has
- too much cooldown. W-H is decent at finishing someones guard off as it's quick
- and has reach. W-W-H has too much cooldown to follow up without twitch
- canceling and W-W-W-H has too much cool-down period. Use delayed weak-heavy
- VERY sparingly, it does incredible guard damage but it has a LOT of start up
- and it's very easy to be stunned out of.
- Unique Anti air that is unpunishable on guard, the only risk using this move is
- jumping for the start-up.
- Very fast LKW1-2
- Scare tactics with Charge HKW is good for putting people on the defensive or
- baiting them into jabs. Anything but jabs and air jabs will break your super
- armor, still. Very useful. Treat it like a proper counter and it will be good
- to you.
- Poison Element
- ================
- Douglas (l102)
- ================
- Combo List
- ==========
- aW-aW-H-AA-aW-aLKW(c)-aLKW
- H-W-LKWx3
- H-W(TC)-H-W(TC)-H-W(TC)
- W-W-H(TC)-W-W-H(TC)-W-DA
- W-W-AAc-aW-aLKW(c)-aW-aLKW(c)-aLKW
- H-AA-aW-aW-H-AA-W-aLKW(c)-aLKW
- aHKW-aLKW-aLKW
- W-W-H-LKWx3
- W-W-AAc-aLKW
- H-W-(tc)H-W-(tc)H-W-LKWx3 (LOOP just don't LKW)
- *W-AAc-anything air wise.
- W-W-H-AAc-anything air wise.
- ==============
- Guard Pressure
- ==============
- W-W(TC)-W-W-H
- W-W-DA
- aW-aLKW
- W-*W-LKWx1
- W-*W-DA (Will instantly break anyones guard if you catch them with *W and DA
- =========
- Playstyle
- =========
- Douglas excels at overwhelming offense and shutting people down, period. His
- dash attack is one of the best in the game and it actually has legitimate
- I-frames. Abuse it. Douglas breaks guards like nothing and has some of the
- best combo potential in the game thanks to his aLKW being able to combo into
- and out of itself. When you are grid-locked with someone, NEVER start jabbing
- randomly. Douglas will get stunned out of his jabs, they are the only less than
- average thing about him. When you have a clear opening--punish with W-W-H-LKWx3.
- Experienced players will break you on W-W to avoid eating the massive damage
- combo. Bait for it! This is one of the easiest douglas combo's but its
- usefulness and reliability go unmatched. If you need to break someone's
- guard, Dash Attack and make sure it connected--then W-H. This will break any
- weight class' guard instantly. Be cautious throwing out heavies on whim though.
- =====================
- Recommended Abilities
- =====================
- Power Leveler: YOU BECOME UNSTOPPABLE.
- Charge Attacker: Charged DA is the meanest non-KW attack in the game, not to
- mention the mind games involved in super armor charge launchers. Very
- dangerous.
- Killjoy: With the HKW cinematicyou can one shot light / medium characters who
- are Lv1. Absolutely insane.
- =====
- Notes
- =====
- Dash Attack has actual I-frames in the middle of it, this move is incredibly
- difficult to fight against. If someone won't stop jab pressuring you? Dash
- attack. Dash Attack for pressure, dash attack for mix-ups. Dash attack into
- dash attacks. This move is THE douglas move. It's the single safest thing he
- can do.
- Douglas has super armor on almost everything. Including jabs, his jabs are
- highly unsafe and not recommended unless you spot a guaranteed connect.
- Best aLKW in the game that recovers almost instantly, with the ability to
- LOOP built into itself.
- Incredible guard pressure with *W and DA follow-ups / mind-games.
- LKW ground string that hits twice per move, so this makes super-long juggles
- kind of difficult with Douglas since the game has a built in knock-back system
- during juggles. Douglas excels at high damage, fast combos.
- Fire Element
- ===========================
- Rin Rin / Fei Rin (m102)
- ===========================
- Combo List
- ==========
- H-*W-LKWx4
- H-H-aW-W-W-W-aLKW (x2 RR)
- H-*H-aHKW (Rin Rin specific, guaranteed aHKW)
- H-*H-H-*W-W-W-W-AA-aLKW
- W-aLKW (x2 RR)
- H-*W-W-W-AA-aLKW (x2 for Rin Rin)
- W-W-W-AA-aHKW (Fei always, Rin Rin in lag)
- H-*W(TC)-H-*W(TC) (LOOP)
- W-aLKW
- ==============
- Guard Pressure
- ==============
- W-H-aW-W-H-AA-aLKW
- W-*W-DA
- W-aW-W-H-aLKW
- W-W-W-aW
- W-H(TC)-W-H(TC)
- =========
- Playstyle
- =========
- =====
- Notes
- =====
- ==================
- Ai Rin (n102)
- ==================
- Combo List
- ==========
- W-H-LKWx1-AA-aLKW
- W-H-aLKW
- W-W-H-AA-aLKW
- W (x1-4)-AAc-aLKW
- LKWx3-W-W-W-AA-aLKW
- H-*W-W-W-W-AA-aLKW
- H-H-(TC)-W-H-(TC)-W-AAc-AA-aLKW
- ==============
- Guard Pressure
- ==============
- W-H-H
- H-H-H
- W-W-W-AAc-aW
- W-H-LKWx1-AAc-aW
- W-H-(TC)-H-H-LKWx1-AAc-aW
- W-W-W-(TC)-H-H
- =========
- Playstyle
- =========
- =====
- Notes
- =====
- ===============
- Max (o102)
- ===============
- Combo List
- ==========
- H-W-LKWx4
- H-AA-aW-aW-H-W-LKWx4
- H-W-W-W-W-DA
- W-AAc-aW-aLKW(c)-W(JC)-aW-aW-W-LKWx4
- H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW
- H-W-W-AAc-aW-aW-H-W-W-AAc-aHKW
- H-W-(JC)aW-aW-aLKW(c)-W-W-W-DA
- W-W-AAc-aW-aW-H-W-W-W-AAc-aHKW
- W-AAc-aW-aW-H-W-LKWx3-HKW(1) (REQ 5 bars of meter, Lv2 minimum)
- *W-H-H-AA-aW-aW-H-W-LKWx4
- W-AAc-aW-W-AAc-aW-W-AAc-aHKW
- H-AA-aHKW
- Counter-W-LKWx4
- ==============
- Guard Pressure
- ==============
- W-W-W-H(TC)-W-W-W-H
- W-W-W-*W-DA
- *W-H-Counter
- aLKW (very easy to punish though, use with massive caution)
- W-W-W-DA
- W-*W-H-W-*W-H
- =========
- Playstyle
- =========
- Max is one of the most versatile characters in the game. He boasts one of the
- most impressive move-sets and this allows you to play him a number of ways,
- extremely defensive, baiting people into your counter for free juggles or uber
- offensive with delay cancels and constant jab pressure. If you land a counter--
- start a combo. H-AA-aW-aW-H-AA-aHKW is my personal recommended BNB for most
- average players. Very VERY high damage for how easy it actually is to pull off.
- Pressure with lights and delay weaks, but don't get predictable as max's jabs
- are actually punishable. His lean gets stunned rather easily, standing jab is
- a much better option. Dash Attack has hit detection issues and will usually
- only connect 1 of the 2 hits unless you are ON CENTER with your opponent. Only
- use DA if you need to meter build EX: W-W-W-DA. Standing HKW is really flashy
- and easy to see coming--avoid using it completely unless you spot a guaranteed
- connect. Charge HKW(1) is super fast and has lots of range. Use wisely in 1v1
- situations.
- =====================
- Recommended Abilities
- =====================
- Power Leveler: More precious meter to burn, and element.
- =====
- Notes
- =====
- Only character in the game with a proper Counter
- Max can combo into his Charge HKW1 at Lv2. LKWx3-Charge HKW
- Counter has super armor after it sits for a second but max won't do the
- animation for about a full second after you sit there. Advanced players will
- 360 break you if they see it coming. This turns into a mind-game in of itself.
- It turns into more of a guaranteed 360 bait, so keep this in mind.
- aLKW cancel is a reset and can be followed up with jabs and or LKWx4
- W-W-W-H is Max's pressure BNB. It's very difficult to punish, max recovers
- from his heavy nearly instantly. Very useful for guard pressure and baiting
- people into a jab string. EX: W-W-W-H-(COUNTER)
- Excelled HP regeneration (Only character with un-natural regen speed)
- Lightning Element
- ==================
- Bayonetta (p102)
- ==================
- Combo List
- ==========
- W-W-H-H-LKWx4
- W-W-H-KWH
- H-*W-W-W-H-H-KWLx4
- H-H-AA-aKWLx2 or KW Glitch
- W-*W-KWLx4
- H-*W-AA-aL-W-W-H-KWH (KWH will sometimes miss in laggy conditions)
- H-*W-AAc-aKWH
- W-*W(TC)-W-W-H-AA-aKWLx2 or KW Glitch
- W-W-H-AA-aW-W-W-H-AA-aW (LOOP, can drop in lag)
- W-W-W-W(TC)-W-W-W-W(TC) (Twitch cancel pressure loop.)
- ==============
- Guard Pressure
- ==============
- H-H-H
- W-W-W-W-H
- W-W-H-DA
- W-W-W-W-DA
- aL-aL-aL
- aLKWx2
- W-aKWLx2
- W-*W-H (Unsafe, use very willingly--if they dodge. You're punished!)
- KWH (Unsafe. It breaks normal guards but can be easily dodged.)
- =========
- Playstyle
- =========
- Bayonetta can be summed up in two words. "Big Damage". She is a character
- that struggles to open people up and force them to make mistakes. Partly
- because everyone is so used to fighting her--everyone should know her
- tricks. She more than makes it for it by having a set of extremely
- dangerous KW attacks. Her defense is very poor, possessing the usual low
- health the rest of the women have. Her 360 attack is slow on start-up AND
- recovery. It should only be used in the most dire situation, period. Bayo
- players shouldn't be afraid to get aggressive but should also keep in mind
- it's very easy for her to be overwhelmed. Especially if she's fighting the
- Rins, Zero, Gargoyle, or is caught by herself in a team mode.
- ==================
- Recommended Skills
- ==================
- Charge Attacker: Bayonetta and CA just go together, mostly because of her
- multi-hit combo enders. All of these little bursts of damage get buffed by
- charge attacker. Fully Charged, these guarantee a guard break on connect and
- will actually continue doing damage depending on the stage of the attack. She
- has an online glitch with this perk, similar to Baron's OHKO where the game
- repeteadly tries to register hits from said attack. Most noticable on
- H-H-(CHARGE!)H. Eats through guard master if you can connect good enough.
- Lean Extender: A bayonetta with LE can be lethal. Not only can she use it as
- a traveling device, she can also use it to poke people from far away and start
- one of those extreme combos, even on block, she can jump cancel into an array
- of options such as air weak's or air LKW's for guard pressure / safety.
- Power Leveler: This ability does well on everyone, but it's notable on Bayo
- for a few different reasons. It gives her that coveted Lv2 / 3 HP bar.
- Survivability and your Element are reasons to use Power Leveler on her.
- She is one of the THREE(3) characters to have poison element, and has a
- rather easy way to start a combo into her LKWx4 string. (W-*W-LKWx4). After
- the knockback on the 4th hit, you can run them down and possibly LKWx2 or KWH.
- Very, very dangerous.
- =====
- Notes
- =====
- Bayonetta is very notorious for the damage she gets off of her KW glitch. Since
- she can use it in combos better than anyone else in the game. The drawback from
- having this luxury is that the glitch is VERY unsafe. Her aLKWx2 is still
- damaging and is safer than the glitch. The glitch should only be used to finish
- people off or set up tech traps, as she can be hit out of the attack at any
- time before she comes down, and can even be punished after she comes down
- by anyone's KWH, or another Bayonetta doing the glitch right after you finish.
- Some players prefer not to use it and don't like players who do. So be prepared
- to catch some flack if you use it. Also very useful for crowd control and multi
- kills.
- She has three types of follow ups after KW glitching, KWH, or her throws.
- These solely depend on who you're fighting against and how they get up off the
- ground.
- Fully charged H should never be used in combat situations. Only use it if you
- need to travel across a rooftop on certain maps.
- Fast Charge HKW(1) with lot's of range, Charge HKW(2) can poison at Lv3 but
- people seem to fall out of it randomly because it's a "two-hit" move. Lag is
- your enemy here.
- Poison Element
- ------------------------------------------------------------------------------
- ------------------------------------------------------------------------------
- ------------------------------------------------------------------------------
- ------------------------------------------------------------------------------
- =================
- Credits (r102)
- =================
- This section is a big thank you to those who contributed to the guide over the
- course of the past month and a half and to this very day!
- VagrantSun
- Razor / TimberFalls
- MunozScyther AKA The General
- Pandaking / Swillo
- DeezeeKujaku
- Dr_Noah_Body
- Pterodactyl
- aWeirdGuy
- THANK YOU VERY MUCH! You're all awesome in my book.
- And most of all, thank YOU for checking out my guide. If there was no interest
- I would've never done anything like this.
- =============================================
- Legal Stuff (s102)
- =============================================
- Copyright (c) 2013 Jared Gardner
- This may be not be reproduced under any circumstances except for personal,
- private use. It may not be placed on any web site or otherwise distributed
- publicly without advance written permission. Use of this guide on any other
- web site or as a part of any public display is strictly prohibited, and a
- violation of copyright.
- Web-sites with permission: Neoseeker.com, GameFAQS.com
- If you have suggestions, or additions. I started this wanting everyone to
- contribute so if you feel like something should be added feel free and E-mail
- me at "[email protected]" without the quotations. Everyone who helped will get
- credit if I see fit to add your information.
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