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Anarchy Reigns Multiplayer Guide v1.02

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  1. .
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  27. .. OOOOOOOOOO. OOOOOOOOO.
  28. OOOOOOOOO. .OOOOOO
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  34. .O, .O:
  35.  
  36.  
  37. -------------------------------------------------------------------------------
  38. -----------------------------ANARCHY REIGNS------------------------------------
  39. ------------------------------MAX ANARCHY--------------------------------------
  40. -------------------------------------------------------------------------------
  41. =================
  42. About this guide!
  43. =================
  44.  
  45. So, this is my first time writing anything remotely guide related and I'm kind
  46. of proud of it, I did it for a game I will always love despite its flaws. I
  47. hope everyone gets some mild amount of usefulness out of all the work I put
  48. into this. Many, many hours were shed inside practice mode. All of these combos
  49. work, some are more realistic than others and some are very input intensive
  50. (at least as intensive as AR *can* be). When I started this project I wanted
  51. to turn it into a full fledged anarchists handbook of sorts, it turned out to
  52. be too much work for everything I wanted done. Damage percentages per combo,
  53. per level. Properties of each move and what they do on guard, and against HP.
  54. Synopsis for every character on a decent level of skill. A list of events
  55. that could happen in every stage. Basically an entire game guide. Anyways, who
  56. reads stuff like this? Scroll down!
  57.  
  58. ==============================================
  59. Index
  60. ==============================================
  61.  
  62.  
  63. Stage List and basic strategy...........[>102]
  64.  
  65. Altambra Central Square..............[3AB0]
  66. The Dive.............................[3AB1]
  67. Oil Rig..............................[3AB2]
  68. Oinkie's Casino......................[3AB3]
  69. Chaodiansi Temple Street.............[3AB4]
  70. Hong Long Downtown...................[3AB5]
  71. ?....................................[3AB6]
  72. ?....................................[3AB6]
  73.  
  74. Items and what they do..................[<102]
  75.  
  76. Ability List............................[*102]
  77.  
  78. Destroyer............................[2AA1]
  79. Lean Extender........................[2AA2]
  80. Charge Attacker......................[2AA3]
  81. Berserker............................[2AA4]
  82. Spin Master..........................[2AA5]
  83. Guard Master.........................[2AA6]
  84. Auto-Guarder.........................[2AA7]
  85. Judo Master..........................[2AA8]
  86. Takedown Defense.....................[2AA9]
  87. Sprinter.............................[2AB0]
  88. Master Evader........................[2AB1]
  89. Rampage Marauder.....................[2AB2]
  90. Rampage Master.......................[2AB3]
  91. Herculean Effort.....................[2AB4]
  92. Hitman...............................[2AB5]
  93. Rifle Enthusiast.....................[2AB6]
  94. Cage Match Enthusiast................[2AB7]
  95. Stealth Master.......................[2AB8]
  96. Shield Master........................[2AB9]
  97. Mugger...............................[2AC0]
  98. Healing Factor.......................[2AC1]
  99. Hard Charger.........................[2AC2]
  100. Rapid Respawner......................[2AC3]
  101. Power Leveler........................[2AC4]
  102. Killjoy..............................[2AC5]
  103.  
  104. Random Trigger Events...................[^102]
  105.  
  106.  
  107. Character Strategy / Combo List.........[0000]
  108.  
  109. JACK.................................[a102]
  110. BARON................................[b102]
  111. MATHILDA.............................[c102]
  112. BIG BULL.............................[d102]
  113. LEO..................................[e102]
  114. NIKOLAI..............................[f102]
  115. SASHA................................[g102]
  116. ZERO.................................[h102]
  117. DURGA................................[i102]
  118. GARGOYLE / GARUDA....................[j102]
  119. OINKIE...............................[k102]
  120. DOUGLAS..............................[l102]
  121. RIN RIN / FEI........................[m102]
  122. AI RIN...............................[n102]
  123. MAX..................................[o102]
  124. BAYONETTA............................[p102]
  125.  
  126. Random Information......................[q102]
  127. Credits.................................[r102]
  128. Legal Stuff.............................[s102]
  129.  
  130. ==============================================
  131. ==============================================
  132.  
  133.  
  134. ======================================
  135. Stage List and Basic Strategy [>102]
  136. ======================================
  137.  
  138. This section will list each stage and each of their unique quirks that are
  139. sometimes VITAL to surviving online in Anarchy Reigns. Learning stages in
  140. large modes is very important so... Let's begin, shall we?
  141.  
  142. ===================================
  143. Altambra Central Square [3AB0]
  144. ===================================
  145.  
  146. This is one of two city stages available to play in Anarchy Reigns. It's
  147. actually fairly large and has a lot going for it. There are lot's of good
  148. battle-areas to take advantage of and not many places to camp / escape if
  149. the need arises. They do exist, but we'll get to that a bit later. The lower
  150. section of the stage features three ruined buildings, two of have accessible
  151. roof-tops for gameplay. There's a fan-lift for one of the roofs and a stair
  152. case + alternate path combination for the other rooftop. This path is pretty
  153. important because it leads to the top of the skyscraper, which I will dub
  154. "mini-heliport". It's not recommended fighting large / extended battles on top
  155. of this roof. You will get knocked off and some characters have much better
  156. options to throw themselves at a distance into the air and escape more
  157. efficiently. Use for traversing purposes / stalling if need be. There's a
  158. bridge that can be knocked down on the opposite roof-tops if you want to
  159. create a new path immediately--bring a fire barrel or tire to throw at it.
  160. Some characters can also easily get across. There's also a lift in the
  161. bottom section of the level leading up to the upper section--into the main
  162. killing floor.
  163.  
  164. The upper half of the level features a partially ruined underground subway
  165. and a HUGE killing floor on the farside of the map. Inbetween, there are two
  166. lifts that lead up to more sky-scraper rooftops. There's a drop off to the
  167. lower section opposite the two lifts leading upward. The rest is flat
  168. land geometry for maximum anarchy.
  169.  
  170. ===================
  171. Item Slot Locations
  172. ===================
  173.  
  174. On top of the roof of the bar in a corner
  175. On top of the dual lift skyscrapers to the left
  176. In a corner of the massive killing-floor on the far side of the map
  177.  
  178. ==============
  179. Basic Strategy
  180. ==============
  181.  
  182. There are lots of good areas in this stage to take advantage of. The lower
  183. portion of the stage can be a pretty good all-out-brawl fighting ground.
  184. There aren't many environmental items to get in the way and the stage geometry
  185. will very rarely get in the way of anything you are bound to do. There are a
  186. few spots down here that you should be aware of though. The fan-lift can be
  187. used to camp and regain HP rather easily. Unless you have a team waiting for
  188. them to shoot up you won't be able to do anything about this. Best move on
  189. and re-group. There's also the dreaded stair-case while innocent in nature can
  190. actually let your opponent get a MASSIVE head-start to escape and stall for
  191. back-up. The mini heliport is also an escape haven, if someone gets away--
  192. prepare for them to jump back down to the ground immediately to stall for
  193. time and regain HP. There's ONE tire in the bottom half of the level.
  194.  
  195. The upper half of the stage features one of the nastiest camping spots in the
  196. game. The double lift section can be camped on endlessly to completely avoid
  197. anyone that might be after you. The bottom portion of the upper half is also
  198. pretty solid ground to fight on. There are two poles and a car that spawns
  199. here so watch out for them during combat.
  200.  
  201. When you're in something like a TDM, try and avoid heavy combat near the lift
  202. sections to minimize the chances of your enemy getting to one and completely
  203. nullifying the work you just did.
  204.  
  205. Always stick with your team, in a level like this with not a lot of places to
  206. fall back on when you get ambushed--you need to be aware of your surroundings
  207. constantly--That said. They do exist, like I detailed. Just be cautious.
  208. Getting gang-banged is practically an AR-staple and it's not always fun.
  209. Leading you to lash out at your team. "WHERE WERE YOU GUYS?" I've heard that
  210. one many times. Everyone needs to make an effort to stick with each-other. Not
  211. just one person or two people. EVERYONE.
  212.  
  213.  
  214. =======================
  215. The Dive [3AB1]
  216. =======================
  217.  
  218. This is the other city stage and while it seems visually familiar there are
  219. quite a few small changes that make it play quite differently from its brother
  220. ATC. First off, the bottom half of the stage get's a LOT of new playing field.
  221. It basically becomes ATC's upper half. Most of your fighting will take place
  222. spread out all over the place down here. The foundry area opens up with lava
  223. pit, molten pourer and all. Across from the foundry you have your basic
  224. killing floor that is also in ATC, and from there you get another new area
  225. with fuel tanks that can explode on rag-doll contact. You get a new path
  226. leading from the foundry to a rooftop as well, up some stairs and a few
  227. jumps.
  228.  
  229. Back to the opposite side of the level, there is no longer a fence blocking
  230. off this roof-top and the warp pads to the mini heli-port are gone. The lift
  231. on the bottom half is also closed off. What this gets replaced by, is a
  232. lift-fan leading to the upper half of the level. Quick and painless. The upper
  233. half of the level features multiple changes as well. The upper lifts are gone
  234. and replaced by one, short lift. There's a hole in the ground leading to the
  235. lift station and the expanded subway system, which is also a new addition.
  236.  
  237. ===================
  238. Item Slot Locations
  239. ===================
  240.  
  241. Near the mini-lift with the upper portion of the level
  242. In a dead end adjacent foundry's exhaust fans
  243. On top of the bar roof (same local as one in ATC)
  244.  
  245. ==============
  246. Basic Strategy
  247. ==============
  248.  
  249. The Dive can get real messy, real fast. There are LOTS of environmental
  250. things that can mess you up and turn the tide. First off, there's foundry. I
  251. don't recommend duking it out with anybody here--ever. Once in a while you
  252. will get forced here because of Poison Gas and it becomes a nightmare. If you
  253. fall in the lava and you aren't a Fire Element character-expect to die. Best
  254. case scenario you escape barely. Then there is the fuel tank yard with ever
  255. lasting fire explosions. Seriously. If a tank explodes, this fire burns
  256. FOREVER. This area is a huge cluster. Try and avoid it at all costs.
  257.  
  258. Outside of those two you have a few basic killing floors, with two tires total
  259. being spawned in the bottom half of the level. One in the same exact spot as
  260. ATC, and one in the fuel tank area. Be careful down here. Leading to the upper
  261. half of the level is the underground subway system-with another tire in the
  262. immediate vicinity. Be cautious if you are approaching this area with enemy
  263. team inside. They likely have control of the tire. Exiting into the upper
  264. portion, is possibly the second worst place to try and go on the offensive.
  265. There's a lift to camp on and a pole + car combo to take advantage of if need
  266. be. The lift on top of the roof in the lower half, that leads to the upper
  267. half of the level is also a beloved camping spot for many players. If you are
  268. near this area expect people to run there. Try and ambush them if necessary.
  269. A good method of choice is to catch them while they are still in the air.
  270. EX: Wait for them to take lift, immediately aHKW so they fall into it.
  271.  
  272.  
  273. ===================
  274. Oil Rig [3AB2]
  275. ===================
  276.  
  277. Oil Rig can be summed up rather easily. A bunch of small sections tied into
  278. eachother with lifts, ropes, walkways and speed pads. This map is always more
  279. on the eventful side, ripe for anarchy. The first section is basically a jet
  280. parking lot with one entrance, and two exits. There's a lift to take you to
  281. the complete opposite side of the map and there is another lift to the right
  282. of that to launch you to the top of a building. Let's go there first.
  283.  
  284. The top of this building is pretty basic, there's two exits and two entrances
  285. if you want to get here. An elevator leading up and the lift you just took.
  286. If you want to leave quickly, jumping off the side will bring you to just
  287. outside the oil rig. There's also a zipline if you want to fly over to the
  288. Excavator area. This area leads into the oil rig with a collapsable bridge and
  289. there's a lift if you want to get back to the Jet-Landing strip. The Oil Rig
  290. itself is pretty basic. It's basically a square with a pole in the middle of
  291. it for decoration. There's a small room to the right which, I have no idea
  292. what is for and after that there is another open area with a usable turret.
  293. After that is the switch speed pad to get back into the Excavator area.
  294.  
  295. ===================
  296. Item Slot Locations
  297. ===================
  298.  
  299. One is in the far corner of the Jet-Landing Zone past the high-lift
  300.  
  301. On top of the oil rig command center, in a corner near a fence
  302.  
  303. In the open area with a turret, just outside the actual Oil-Rig in a corner
  304.  
  305. ==============
  306. Basic Strategy
  307. ==============
  308.  
  309. Oil Rig isn't a very flowing level. It's easy to put it simple, your enemies
  310. WILL get away from you here. There are no two ways about it. Let's start with
  311. the Jet-Landing zone. This is a decent fighting area but there are ways for
  312. you and your opponent to escape if need be, elevator camping, or lift hijinks.
  313. Tough luck if you play a slow character and don't have an ability that boosts
  314. some sort of speed / attack attribute. There is one lifeguard ring to make
  315. note of here--at the far end of the area behind one of the lifts to the right.
  316. I actually like this placement as you really have to go out of your way if you
  317. want to use it. Precious time wasted, or gained depending on the situation.
  318.  
  319. Heading to the top tower we have a basic flat area with a few items worth
  320. mentioning. There's a forklift, a ring, and a cryo tank that respawns
  321. everytime it gets used. NEVER approach a team here. It's suicide. The actual
  322. Oil Rig area has a pole that can be ripped from the ground, another cryo
  323. tank that can be used an infinite amount of times and finally another forklift
  324. on the far side of the area. Heading outside into the turret's playground you
  325. have another pole that can be ripped up from the floor and the turret itself--
  326. which can raise all sorts of hell if someone isn't paying attention. Half your
  327. health bar gone before you can realize what is happening. If a team is
  328. controlling the turret section there isn't much you can do to be honest. Try
  329. to force them to come to you or try and find a pole to free-throw at the
  330. person whos controlling the turret. Free-throwing would be manual aiming and
  331. it allows for longer distance sticking if you arc it correctly, think like
  332. you're throwing a javelin.
  333.  
  334. From the turret area there's the excavator area which has a forklift and
  335. ANOTHER cryo tank that respawns endlessly. Your main killing floors will
  336. most likely be the inside of oil-rig, the jet-landing zone and the turret /
  337. exacavtor areas. Be VERY careful in the turret area, some people will get
  338. on it and just stay there and camp on it. It's crude, but effective.
  339. Especially if the enemy team is supporting them, making 3 of them plus bullets
  340. flying at you from a distance. It's possible to break this basic defense but
  341. no matter how good you are this will be a challenge. Sniper Rifle thwarts the
  342. turret camping immediately as well so keep that in mind.
  343.  
  344. ==========================
  345. Oinkie's Casino [3AB3]
  346. ==========================
  347.  
  348. Oinkie's Casino is a really large level broken up into a few different pieces.
  349. The middle portion of the level is extremely large, with a total of three
  350. entrances and exits. You get mostly flat geometry in the middle portion with
  351. the occasional slope that might mess up some plans / objects you wanted to
  352. throw at someone. There's a fence separating the two halves for no apparent
  353. reason other than being decorative. The first exit from this area is in
  354. the corner over a roofed in section of the map. This leads to the jet-landing
  355. zone area of Oinkie's Casino. From here, you can exit two ways, a zipline
  356. leading back toward where you literally just were or a launch pad that places
  357. you roughly opposite where you exited. Straight ahead is another fan-lift that
  358. can be taken up to Oinkie's throne room area for another decent little section
  359. of map. You can exit by jumping down or by taking another lift from the back
  360. section leading to the jet-area.
  361.  
  362. The final area of the map is underground and can only be accessed through
  363. falling into a broken piece of building. From here, there are two exits. To
  364. the left the warp pads will take you up to Oinkie's Throne and the right pads
  365. will warp you to the roofed section of the main killing floor.
  366.  
  367. ===================
  368. Item Slot Locations
  369. ===================
  370.  
  371. On the jet-landing zone near a wall
  372. Outside of Oinkie's Throne waterfall in a corner
  373. In the underground section to the left of the warp pads on the right
  374.  
  375. ==============
  376. Basic Strategy
  377. ==============
  378.  
  379. This is a pretty solid level with good geometry, most of the time teams will
  380. be fighting it out in the big middle portion of the stage. There's not much
  381. to get in the way here and the few items that there are, a forklift, a tire
  382. and a cryo tank usually get used straight away. The cryo tank DOES respawn
  383. though so watch for it if people are in the area or you're re-entering the
  384. fight from dying. There's a few escape routes if need be, up the air lift
  385. to Oinkie's throne room and back down again just to stall for HP--be careful
  386. though because if they are RIGHT behind you they will just land on you and
  387. stop your HP regeneration. Characters with dives can get away easier as they
  388. can dive outward and put distance between you and your enemy. The other option
  389. for people to escape would be the far side under the roofed section, and in
  390. the middle area--falling into the underground section. This route isn't highly
  391. recommended because they can catch up to you rather easily. There's also a
  392. ring and a cryo tank in this area, watch out if you are approaching people
  393. here.
  394.  
  395. The jet area is not a very good area to have any sort of elongated skirmishes
  396. in simply because it's REALLY easy to get away here. Over to the wire zipline
  397. or up the lift, take your pick. There's also a ring and cryo tank that reside
  398. in the area, the cryo tank is near the zipline and the ring is near the item
  399. slot machine.
  400.  
  401. Up in oinkie's throne room, this area can either be a blessing or a curse--if
  402. you find you and your team have moved to this battle location and the other
  403. team have followed suit-expect some unholy mess to ensue. The waterfall
  404. severely hampers vision if you're inside it and there are plenty of items in
  405. the immediate vicinity of the throne itself for people to abuse. If you find
  406. yourself low on HP here and you can't make it to an edge safely. Camp by
  407. the lift and see if anyone aggros you-Try and bait them onto the lift so they
  408. get sent flying.
  409.  
  410. There's a section behind the lift where you can also camp and regain HP if
  411. the situation calls for it. If someone tries to attack they usually get sent
  412. into the lift. Usually. You may get knocked in as well so use this spot with
  413. caution.
  414.  
  415.  
  416. =================================
  417. Chaodiansi Temple Street [3AB4]
  418. =================================
  419.  
  420. This level is divided into a few large sections and a few small sections.
  421. You have your basic middle section with the dragon head fountain and two
  422. paths from there. One path leads to the abandoned bus / turret combination
  423. and the other leads to the tesla coil garden with the temple itself. There's
  424. a lift that will launch you over to the Tower on the right hand side and
  425. a lift in the corner of the garden that will bring you to a new section I will
  426. fittingly dub the "rooftops". A zipline leading back to the middle portion of
  427. the level on the left and a path leading to a more secure, fenced in, rooftop.
  428.  
  429. From here, there's only one area left to navigate. The lift up into the tower.
  430. Not much to see here, there's a way back down into the turret area by jumping
  431. over the edge. There's also a lift from the bus / turret section up to the
  432. rooftops.
  433.  
  434. ===================
  435. Item Slot Locations
  436. ===================
  437.  
  438. Inside the Tesla Garden next to the lift to the Tower
  439. In a corner of the rooftop near the Turret Section
  440. In the turret section wedged in a corner
  441.  
  442. =================
  443. Basic Strategy
  444. =================
  445.  
  446. Most of the action takes place on one half of the roof-tops and in the turret
  447. section of the level. Try and be wary of the turret because it WILL hurt the
  448. team if any of you forget about it and someone gets on it and stays there.
  449. Starting in the turret section, there is a pole, a tire, and a taxi in
  450. the immediate vicinity. Approaching a team fortified here-turret and all. Is
  451. plain suicide.
  452.  
  453. Moving down into the fountain area, there's a cryo tank and a 2 taxi things.
  454. This area is actually a pretty good killingfloor--providing one of the enemy
  455. team doesn't make their way to the turret and start sniping people. Going even
  456. further we have the Tesla Garden which is also a fantastic killing floor in
  457. it's own right. It forces you to not play wreckless because if you touch one
  458. of the poles--you'll get stunned for a short duration. Very tricky. There's
  459. a tire and a taxi to be used here as well. It IS possible to get away here if
  460. necessary through the lift to the tower. It buys you a LOT of time. The open
  461. section of the rooftops is not a very good place to bring the fight either.
  462. People can stall for time by repeatedly jumping into the water and there's
  463. a lot of ways to escape / stall in general nearby. The zipline, lift to the
  464. tower, both lifts to the rooftops. It's just a nightmare up here. There's a
  465. fire barrel on one rooftop and a tire on the roof without a fence. Use them
  466. to your advantage if necessary.
  467.  
  468. The tower area is a decent place to fight, but alas, also a good place for
  469. enemies to stall if need be. Off the side of the edge, dive kicking onto
  470. a rooftop. You name it. The only reliable section of this map--if you're
  471. fighting skilled players. Is the outermost turret area and the middle area
  472. and MAYBE a section of the tesla garden. There's just too many places to
  473. run and stall here. You've been warned. Take advantage of the items around
  474. the map and you should have no problem finishing people off.
  475.  
  476. =============================
  477. Hong Long Downtown [3AB5]
  478. =============================
  479.  
  480. This is the other chinese city-scape level with quite a differences to make
  481. note of. They basically "opened" the other half of the level and closed off
  482. the other portion. (The other portion being temple street). Anyways, this
  483. level is pretty basic. You have your bus / turret area which is also featured
  484. in CTS and from there you have a lift taking you to a rooftop or another path
  485. leading into a few directions. Let's go up the lift first. Here, we have some
  486. signs and an air-vent that leads to the tower (also in CTS, just different
  487. access route this time). From the rooftop you can jump down into the district
  488. themed part of the level which is pretty flat and straightforward. There's a
  489. blockade at the end of this part and a couple paths leading indoors.
  490.  
  491. Going downward leads you into the freezer and going up leads you into a store
  492. of some kind with a fishtank. You can jump on the fishtank, there's another
  493. air vent leading up to the tower and another entrance to the freezer below
  494. that. From the store section you can run onto a bus for another usable turret,
  495. and from there another lift back to the rooftop section.
  496.  
  497. ===================
  498. Item Slot Locations
  499. ===================
  500.  
  501. In a corner section atop the Tower
  502. In a corner in the district area near an entrance to the freezer
  503. On top of the rooftop in a corner
  504.  
  505. ==============
  506. Basic Strategy
  507. ==============
  508.  
  509. This map has a lot of issues. There are two active turrets for use at any
  510. given time. You CANNOT forget about these if you are on any part of the
  511. ground section. The middle turret has coverage for almost 60-70% of the level.
  512. Extremely dangerous. The bus section is a decent area to fight in, there's
  513. a tire and a pole here to take note of. The rooftop has one tire, and it's
  514. neon signs can be used for electrocuting your enemy briefly. Be careful of
  515. these as well.
  516.  
  517. Going down to the district area there is a pole, a cryo tank, a tire, and two
  518. taxi things in the immediate vicinity. This area is very dangerous, the middle
  519. turret can be used here as well to weed out any pests. Going into the freezer
  520. there is a tire and a cryo tank. Also a dangerous area. Up in the tower there
  521. is a lone cryo tank for use. Most of the fighting will take place on top
  522. of the roof and on top of the tower or in the district area / roofs. The usual
  523. escape routes are available. Lot's of wonky geometry make excessive chasing /
  524. pressuring of the enemy difficult and with lots of lifts and shortcuts to make
  525. use of this level is not the best fighting ground, period.
  526.  
  527.  
  528.  
  529. =========================================
  530. Abilities and their uses (*102)
  531. =========================================
  532.  
  533. =====================
  534. Destroyer [2AA1]
  535. =====================
  536. "Increases all regular combo damage by 20%."
  537.  
  538. This ability is pretty average in it's basic usefulness. It shines on big
  539. characters because they have a boosted damage % stat to begin with, and it
  540. shines on characters that are very jab centric. EX: Oinkie, Jack, Nikolai,
  541. Baron. Not an easy ability to use to begin with because it requires you
  542. to actually hit and combo your opponent to start, and unless you are doing
  543. long fancy combos, it doesn't make much of a difference. There are better
  544. options, but there are also worse abilities. Overall, destroyer is a good buff
  545. ability that doesn't take anything away, but doesn't add much either.
  546.  
  547. =======================
  548. Lean Extender [2AA2]
  549. =======================
  550. "Increases reach for initial lean attacks." (Forward+Jab)
  551.  
  552. One of the best abilities in the game hands down. This incorporates practical
  553. use, speed, and mindgames all into one neat little package. It shines on
  554. a select few but it's overall usefulness in not in question for everyone but a
  555. select few characters. Use it for poking at shields, use it for chasing people
  556. and use it for running away if need be. Paired with a dash attack this
  557. ability turns you into a bat out of hell. Good for modes like TDM where you
  558. have to get to your team quickly, or need to get away quickly.
  559.  
  560. =======================
  561. Charge Attacker [2AA3]
  562. =======================
  563. "Allows heavy attacks within regular combos to be charged; charged attack
  564. damage increases 100%."
  565.  
  566. Charge Attacker. What is there to say, while severely underrated this ability
  567. is also not NEARLY as good as it should've initially been. Super Armor during
  568. heavies, extra tracking, more damage, more guard break potential. All sounds
  569. good on paper but it's not nearly as good when you actually incorporate it
  570. against a human being. It's very obvious when you start charging something and
  571. all your opponent has to do is be a little patient and sidestep you. There are
  572. however a few select characters that really make fantastic use out of it, I
  573. detailed them in their respective sections.
  574.  
  575. =================
  576. Berserker [2AA4]
  577. =================
  578. "All attacks deal double damage when Vitality Gauge is red."
  579.  
  580. Berserker is situational at best, while extremely powerful, doesn't have much
  581. use as HP regeneration kicks in really fast and negates the ability. Not even
  582. the most hardcore anarchist will dare rock this ability and try to make it
  583. work. If there had to be one character it might work on, big bulls LKWx3 while
  584. under berserk's buff will instantly kill everyone at Lv1.
  585.  
  586. ====================
  587. Spin Master [2AA5]
  588. ====================
  589. "Eliminates damage from executing 360 attacks."
  590.  
  591. While this ability seems incredibly useful, all it will accomplish is forcing
  592. your opponent to immediately adapt. 360's are NOT safe and when you achieve
  593. the no damage mentality this ability provides, it just gets you killed 100x
  594. faster. Not recommended for most characters, Rins and Zero possibly get the
  595. only true use out of it because their 360's are so fantastic.
  596.  
  597. =====================
  598. Guard Master [2AA6]
  599. =====================
  600. "500% increase to guard durability. Incredibly effective against Rampages."
  601.  
  602. One of the best abilities in the game, guard master turns you into a highly
  603. inpenetrable fortress. In 1v1 scenarios, your opponent won't be able to break
  604. your defense--period. Even if you are getting double teamed, it is very
  605. unlikely. Guard Master's worst enemy are poles / tires / random stuff that can
  606. knock you out of the safe zone. Recommended for light characters and new
  607. players. Or players that just don't like their guard being broken, ever.
  608.  
  609. =====================
  610. Auto-Guarder [2AA7]
  611. =====================
  612. "Allows for automatic guarding, except when attacking or receiving damage."
  613.  
  614. While innocent in nature, this ability has a few uses not many people know
  615. about. This PUTS UP A GUARD during your 360 attack. If your opponent can't
  616. immediately one shot your shield, this ability makes 360 attacks safe. Pretty
  617. neat. While it isn't game breaking, it could be put to good use with a few
  618. characters that have less than stellar 360 attacks. EX: Oinkie, Bull, Bayo
  619.  
  620. ===================
  621. Judo Master [2AA8]
  622. ===================
  623. "Increases both grab range and grab attack power by 20%."
  624.  
  625. Also another buff ability that seems good on paper but when put to actual use
  626. inside matches--doesn't make much of a difference. It's far too easy to tech
  627. grabs and while the extra range could be good for locking down people who like
  628. to run away and regenerate HP--there are better abilities to keep up with
  629. people and / or buff yourself. Works best when paired with big characters.
  630.  
  631. ========================
  632. Takedown Defense [2AA9]
  633. ========================
  634. "Allows for automatic grab escapes in any situation."
  635.  
  636. This ability isn't good for much, it does one thing and it does it perfectly.
  637. If you can't tech grabs, this ability is for you.
  638.  
  639. ================
  640. Sprinter [2AB0]
  641. ================
  642. "Increase dash speed and jumping ability."
  643.  
  644. The dash boost is good for slower characters but even then--there is always
  645. a better option to pick over this. Including Lead Extender, which accomplishes
  646. the same basic thing---only with initial repeated lean attacks minus the
  647. extra jump height.
  648.  
  649. ======================
  650. Master Evader [2AB1]
  651. ======================
  652. "Boosts evasion distance and increases number of consecutive evasions from
  653. three to six."
  654.  
  655. A lot better than it should have been, this practically makes you un-touchable
  656. in many different situations. Extra I-frames during your roll, tons of extra
  657. distance and while it doesn't completely negate the roll counter, all you have
  658. to do is walk half a step to reset it. A few back rolls accomplishes enough
  659. space to do that safely immediately.
  660.  
  661. =========================
  662. Rampage Marauder [2AB2]
  663. =========================
  664. "Provides assistance during head-to-head Rampage battles."
  665.  
  666. This ability does exactly what it says, helps you win rampage battles. I've
  667. personally never lost a rampage clash with this on so if you are already good
  668. at mashing this ability is EXTREMELY dangerous in large modes like Battle
  669. Royale where rampaging enemies are extremely commonplace. Useful but not the
  670. best ability out there. Also shines in Tag Battle.
  671.  
  672. ========================
  673. Rampage Master [2AB3]
  674. ========================
  675. "Increases length of Rampages by 20%."
  676.  
  677. This is one of the least used abilities and for good reason, rampage isn't
  678. super dangerous to begin with unless you catch people off guard. Not
  679. recommended for any style of play, complete "dead weight" ability. Might be
  680. funny to troll people with it though. Official troll ability.
  681.  
  682. ==========================
  683. Herculean Effort [2AB4]
  684. ==========================
  685. "Increases speed while carrying objects and increases damage from item attacks
  686. by 50%."
  687.  
  688. This ability was practically made for capture the flag, where the goal is to
  689. run with the flag (it's considered an item) from an enemies base into yours or
  690. from the spawn point to yours. Pretty useful but still not the best ability
  691. even in the mode it was designed for.
  692.  
  693. =================
  694. Hitman [2AB5]
  695. =================
  696. "Increases points earned by eliminating enemies by 50%."
  697.  
  698. Only viable in modes like Battle Royale and Tag Battle, this ability requires
  699. you to be good enough to kill people with lots of points to begin with. Not
  700. recommended to anyone. Official troll ability.
  701.  
  702. =========================
  703. Rifle Enthusiast [2AB6]
  704. =========================
  705. "Begin matches with a rifle and one extra bullet. Also increase rifle attack
  706. power by 20%."
  707.  
  708. An extremely powerful, but situational, ability. This requires you to be on
  709. top of item slots and killseeker item spawns constantly. If you are consistent
  710. with a sniper rifle and like having a free 2-3 kills at spawn? Here you go. I
  711. personally find that the sniper rifles hit detection is plain awful and even
  712. when I hit people dead on-it won't do damage. Other times when I blatantly
  713. missed I get the damage. It's just a silly weapon. Tire someone and then shoot
  714. the rifle off at point blank. How many will hit? Not recommended for new
  715. players or players who don't want to rely on items.
  716.  
  717. ================================
  718. Cage Match Enthusiast [2AB7]
  719. ================================
  720. "Triple bonus points awarded for winning a duel."
  721.  
  722. This ability requires you get dueled by someone to begin with, and duels don't
  723. exist in TDM or Deathball, the most popular 4v4 games. Battle Royale and the
  724. CTF modes have duel items--CTF isn't point based and BR has a large amount
  725. of players to begin with. Not practical. This ability doesn't change a thing.
  726. Official troll ability.
  727.  
  728. =======================
  729. Stealth Master [2AB8]
  730. =======================
  731. "Begin matches with a stealth item. Increases stealth duration by 50%."
  732.  
  733. The best item ability hands down, the 50% duration increase feels more like a
  734. 200% increase. Stealth items last forever when you have this ability on.
  735. Extremely dangerous and practical for any team / free for all mode. A lot like
  736. rifle enthusiast, this ability requires you to be on top of item slots and
  737. item spawns. Otherwise it's just dead weight. You have to morph it into your
  738. play-style or you can't make the most of it.
  739.  
  740. =======================
  741. Shield Master [2AB9]
  742. =======================
  743. "Begin matches with a Shield item. Increase shield durability by 100%."
  744.  
  745. This ability is arguably the worst of the 3 spawn-with item usables. This
  746. requires you to make the most of each shield. Again, it requires you to be an
  747. item enthusiast-literally. Never pass up anything. This includes abandoning
  748. things you are currently doing, people you are fighting, a team you are
  749. helping. Situational at best.
  750.  
  751. ================
  752. Mugger [2AC0]
  753. ================
  754. "Causes stunned enemies to drop items they are carrying."
  755.  
  756. Completely useless. Official troll ability.
  757.  
  758. ======================
  759. Healing Factor [2AC1]
  760. ======================
  761. "Increases vitality gauge recovery rate by 20%."
  762.  
  763. While it looks good on paper, HP regeneration is already extremely fast. This
  764. ability just makes it faster. There are better abilities but there are also
  765. worse things you could pick and conform to your play-style. This cuts down
  766. the time you would need to retreat and regenerate your HP in a big mode.
  767.  
  768. =======================
  769. Hard Charger [2AC2]
  770. =======================
  771. "Increases Killer Weapon Gauge recovery time by 20%."
  772.  
  773. Should've been a lot better than it actually is. This ability does exactly
  774. what it says it does. Faster meter regeneration, the thing is meter is almost
  775. never an issue to begin with because of the defensive nature of the game. You
  776. almost always have option to build meter on something. A mini-boss, a spawned
  777. drone, a mutant, etc. Only useful on a select few and even then, there are
  778. better options.
  779.  
  780. ==========================
  781. Rapid Respawner [2AC3]
  782. ==========================
  783. "Reduces respawn wait time to zero."
  784.  
  785. Another ability that seems like it could be useful, but is actually extremely
  786. counter-productive. In a mode like TDM--you get killed and you immediately
  787. spawn again in front of the enemy team and get mauled. The respawn timer is
  788. there for a reason in most big modes, and the two modes where it is useful--
  789. 3 team CTF and CTF, there are still better abilities to pick.
  790.  
  791. ======================
  792. Power Leveler [2AC4]
  793. ======================
  794. "Increases level up efficiency. Level 2 requires only a single kill, Level 3
  795. requires a three kill streak."
  796.  
  797. One of the most dangerous abilities in the hands of good player. This ability
  798. incorporates a few very important things. It increases your HP bar and your
  799. KW meter gauge the first time you get a kill. A full bar of HP on level up and
  800. more meter to burn is one of the many reasons this ability is a personal
  801. favorite for many. When you hit that coveted Lv3--you gain your characters
  802. element. Also an extremely powerful tool. That said, this ability does have
  803. a few downsides. You sacrifice defense, you sacrifice mobility. It's only as
  804. good as its user and if you can't secure kills by yourself (especially with
  805. how rampant kill stealing is in AR) this ability is not for you.
  806.  
  807. ================
  808. Killjoy [2AC5]
  809. ================
  810. "Increases power 80% for one attack following a taunt. Effect wears off after
  811. a short amount of time."
  812.  
  813. One important thing this ability description doesn't mention--if you are hit
  814. with the buff active it completely disappears. Anyway, this ability is amazing
  815. in the right hands. It lasts for about 8 seconds so it gives you plenty of time
  816. but you also have to be ready to do something, cutscene KW's make the most of
  817. this since the entire move gets buffed--not just one section of it. If you are
  818. good at being sneaky this ability is for you. Lot's of characters have the
  819. ability to do around 90% in one HKW cinematic and some characters have the
  820. ability to one shot others immediately (Oinkie and Douglas for starters)
  821.  
  822.  
  823.  
  824. ===========================================
  825. INPUT KEY
  826. ===========================================
  827.  
  828. W = Weak attack
  829. H = Heavy attack
  830. aW = Air weak
  831. LKW = Weak killer weapon
  832. HKW = Heavy killer weapon
  833. aLKW(c) = Air weak killer weapon (cancel, very late input)
  834. aHKW = Air heavy killer weapon
  835. *W = Delayed Weak attack
  836. *H = Delayed heavy attack
  837. AA = Anti Air (rising heavy)
  838. DA = Dash Attack
  839. AAc= Anti Air Cancel
  840. TC = Twitch Cancel
  841. GC = Guard Cancel
  842. JC = Jump Cancel
  843.  
  844.  
  845. ====================================================================
  846. Some universal information you should know before starting! [q102]
  847. ====================================================================
  848.  
  849. - Press circle as soon as the grab animation starts you break grabs. DON'T
  850. PRESS ANYTHING ELSE WHILE YOU DO THIS! For EX: You can't R1+O to break grabs,
  851. if you are guarding and you get grabbed---immediately release guard and press
  852. circle!
  853.  
  854. - Everyone except bull can W-LKWx3 or 4. All it takes is a jab to open someone
  855. up, all new players should learn this first and go from there, learning to bait
  856. 360's with this basic tool.
  857.  
  858. - Never get up attack. If you get knocked on the ground from an enemies attack,
  859. immediately start pressing Guard to get-up quickly with your characters roll /
  860. dodge animation. This prevents your enemy from immediately following up with
  861. something. This is a very integral part of gameplay and new players should start
  862. doing this second nature immediately!
  863.  
  864. - Attacking a 360 with a light or heavy attack will stun you 100% of the time.
  865. Don't attack 360 hit-boxes. Very important. 360 attacks have priority equal to
  866. charge HKW's. It's a bit ridiculous but the only way to punish them properly
  867. is to wait until the hit-box is gone, and lay into them before they can do
  868. anything.
  869.  
  870. - Most Medium and Light characters have super armor on their HKW variations
  871. and their guard breaks (charge heavy). Standing has less than a charge, but can
  872. still eat a few jabs. Charge HKW's will eat a LOT of jabs. ANY type of heavy
  873. attack breaks ANY super armor.
  874.  
  875. - In big modes, keep an eye on the item slot machines. These are game changers
  876. and in a lot of cases, free kills if you know how to use them properly. The
  877. lighter shade the item slot, the closer it is to activating. So if you take a
  878. look really quick and you see that the picture is very dim, they won't be
  879. activating any time soon. If the pictures are bright, they are about to
  880. activate or are extremely close to activating. Stick close to grab an item!
  881.  
  882. - Heavy characters have super armor on just about everything. LKW's, HKW's,
  883. Dash animations, jabs, etc etc. This is why they get stunned more than any
  884. other character. This also makes them some of the most dangerous!
  885.  
  886. - Air attacks have the highest priority. They can't be stunned and in the
  887. actual event that you clash with someone, you have a very large window to
  888. follow up. The risk is there, though. You CAN get juggled when you start your
  889. jump. Be very careful jumping on whim unless you know you are safe. Never jump
  890. against someone with lean extender on. You will get juggled out of your jump
  891. before you can do anything.
  892.  
  893. - Glitch HKW'ing is performed by pressing air LKW (L2+Square or LT+X) and then
  894. immediately releasing it and holding triangle or (Y) for 360 players. Doesn't
  895. consume meter. Very obvious when done correctly.
  896.  
  897. - Basic jab sets (W-W-W-W) do guard damage. Most people don't realize this and
  898. often times won't dodge it. I tested it with Oinkie, against a Leo's Guard.
  899. TWO jab sets broke his guard. That's all it takes! Guards are actually very
  900. fragile things but the online plays tricks on the guard animations (hit confirm
  901. AND break) constantly. If you see an enemies guard shatter, but nothing
  902. happened, this is a common occurence and their guard DIDN'T ACTUALLY break.
  903. It was just lag.
  904.  
  905. - All HKW animations have a chance of glitching out in some small way, or a
  906. large way. Be it damage, character animation, etc etc. Sometimes it will appear
  907. that you didn't actually catch somebody with it.
  908.  
  909. - Everyones aHKW has a TON of lingering frame data, to the point where well
  910. after the move is in cool-down it will damage you and or stun you. If you want
  911. to punish these you need to either use a KW cinematic or a spaced KW of some
  912. sort. A regular jab or heavy will stun you 100% of the time. A punish that
  913. isn't done properly, will actually TRADE DAMAGE with the aHKW your opponent
  914. did. Punish with caution.
  915.  
  916. - All characters now share two loops that can be performed by twitch canceling,
  917. through jabs and through basic heavy launchers. I left bulls in there because
  918. he needs something to pretty up his section and give people ideas.
  919.  
  920. - For those who don't know, you can actually KW cancel jump and do other stuff
  921. besides AA cancel. It's much harder than basic canceling but once you get it
  922. down.. It's a lot of fun messing with. For instance, Oinkie can't usually jump
  923. out of a jab and into an aLKW. With this technique, he can. It's performed by
  924. doing the same input as an AA cancel, just pressing Square (X for 360)
  925. IMMEDIATELY after the AA cancel. Instead, you will do an air weak and you can
  926. follow up with whatever you want. W-W-W-(C)aW-aW-W-W-W(C)-aW-aW etc etc.
  927.  
  928. - All female characters and the Garbots can AA out of a lean without any extra
  929. button input. Just lean -> jumping heavy. Males have to use the AA cancel tech
  930. and bull can't do it at all for use in mid-combo.
  931.  
  932. - Some modes allow you to level up when you kill enemies. They are essentially
  933. kill streak rewards, leveling up is a key part of the online and can actually
  934. save you if you are about to die since it refills your HP completely. You start
  935. the match Lv1 and you reach Lv2 at a 2 kill streak and Lv3 (Max level) at a 5
  936. kill streak. At Lv3 you gain access to your characters ELEMENT. Your element
  937. becomes your best friend once you know how to use it properly. All LKW strings
  938. end in an elemental attack of that particular character, so. LKWx3 with Garuda,
  939. when the third LKW hits, will FREEZE your opponent since Garuda is ICE element.
  940. This forces them to mash out to try and survive the follow up. With power
  941. leveler, you reach Lv2 at 1 kill and Lv3 at 3 kills, one of the most powerful
  942. abilities hands down in the hands of a skilled player. Charge HKW (2)'s also
  943. afflict each characters specific element. Note: Cutscenes can't afflict your
  944. enemy with an element!
  945.  
  946.  
  947. =======================
  948. Jack Cayman (a102)
  949. =======================
  950. Combo List
  951. ==========
  952.  
  953. H-W-W-*W-LKWx4
  954.  
  955. W-W-W-*W-LKWx4
  956.  
  957. H-H-AAc-aW-aW-H-H (LOOP)
  958.  
  959. H-aW-aW-aW-aW-aLKWx4
  960.  
  961. aW-LKWx2-aW-W-W-*W-AAc-aHKW
  962.  
  963. W-*W-AAc-aW-aW-W-AAc-aHKW
  964.  
  965. H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW
  966.  
  967. W-AAc-aHKW
  968.  
  969. W-AAc-aLKW-aLKW(c)-w-AAc-aHKW
  970.  
  971. ==============
  972. Guard Pressure
  973. ==============
  974.  
  975. W-W-W-H (Safe on Guard)
  976.  
  977. W-*W-H (Safe on Guard, but very easy to see coming)
  978.  
  979. aLKW
  980.  
  981. W-H
  982.  
  983. W-W-W-*W(TC)-W-*W
  984.  
  985. W-*W-LKW
  986.  
  987. =========
  988. Playstyle
  989. =========
  990.  
  991. Jack is all about his ground game and being able to efficiently juggle someone.
  992. He has a fantastic lean and has 3 KW cinematics in total. This gives him high
  993. damage combos with very short strings. If you aren't constantly doing something
  994. with jack, you're playing him wrong. You need to be all over your opponent,
  995. smacking their guard constantly. His delay weak is deceptive and fast. Focus on
  996. whittling them down and launch when you see an opening. I highly recommend the
  997. basic: H-AA-aW-aW-H-AA-aHKW for lots of quick damage. Very rarely will you have
  998. a connection where somebody gets out of his aHKW. If you do, LKWx4 instead.
  999. Bait 360's with W-W-W-LKWx2, 3rd LKW launches so they either have to break
  1000. between first and second hit or eat the entire LKWx4. His guard break is
  1001. terrible and slow but it DOES have some super armor. Mix up the timing of
  1002. Jack's delay heavy to guard pressure all day long. Never mash it out--people
  1003. will roll it and you won't get that desired guard damage.
  1004.  
  1005. =====================
  1006. Recommended Abilities
  1007. =====================
  1008.  
  1009. Lean Extender: This is jacks bread and butter ability. This affords him the
  1010. mobility he needed so desperately. There are very few things faster than a
  1011. Jack with Lean Extender so if you need to call a tactical retreat, Lean away!
  1012.  
  1013. Hard Charger: This is a rather underrated ability and Jack get's use out of it
  1014. because he needs to open people up constantly with ground KWL's. Forcing 360's
  1015. and baiting for his BNB juggles. If you don't like Lean Extender, I'd go with
  1016. this.
  1017.  
  1018. =====
  1019. Notes
  1020. =====
  1021.  
  1022. If you are fighting an overly aggressive player, start air jabbing. Start
  1023. jumping and throwing a random aLKW. It has very high priority, like all air
  1024. attacks. More often than not they will either 1. Eat Damage or 2. Get stunned
  1025. for even more free damage. This comes with its own risk because you can be
  1026. jabbed out of a jump. You need to have space in-between your opponent and
  1027. yourself to attempt this. Don't just jump in front of them, you'll get
  1028. punished for it.
  1029.  
  1030. Jack's defense is terrible. You have NO options once people get in your face
  1031. and start pressuring you. The only thing you can hope for is for them to mess
  1032. up and give you an opening to start your flurry. Watch your opponent carefully.
  1033.  
  1034. AA canceling and Twitch Canceling benefit Jack greatly. They allow him to AA
  1035. out of a jab and into a juggle for massive damage. If you are an aspiring Jack
  1036. main I strongly recommend learning advanced techniques.
  1037.  
  1038. Jack's ground LKW string is very slow and flashy, NEVER attack someones shield
  1039. with it. More often than not they will sidestep and jab / stun you. One
  1040. noteworthy mention is the 2nd and 3rd hit have BACKWARD hitboxes, meaning if
  1041. they roll behind you and jab, they will either get stunned or eat some damage.
  1042. Useful for trickery. Not recommended fighting against skilled players.
  1043.  
  1044. Above average Anti Air that will eat through active aHKW frames--good for
  1045. punishing people who like throwing random aHKW on whim.
  1046.  
  1047. Fire Element
  1048.  
  1049. =======================
  1050. Blacker Baron (b102)
  1051. =======================
  1052. Combo List
  1053. ==========
  1054.  
  1055. aW-aLKW
  1056.  
  1057. W-W-H-LKWx4
  1058.  
  1059. H-W-W-LKWx4
  1060.  
  1061. W-*W-LKWx4
  1062.  
  1063. W-AAc-aHKW
  1064.  
  1065. W-W-W-H(TC)-W-LKWx4
  1066.  
  1067. H-AA-aW-aLKW(c)-aLKW
  1068.  
  1069. W-W-H(TC)-W-W-H(TC) (LOOP)
  1070.  
  1071. W-*W(TC)-H-AA-aW-aLKW(c)-W-AAc-aHKW
  1072.  
  1073. W-*W-AAc-aW-aW-W-AAc-aW-aLKW(c)-aLKW
  1074.  
  1075. ==============
  1076. Guard Pressure
  1077. ==============
  1078.  
  1079. W-W-H(TC)-W-W-H
  1080.  
  1081. aW
  1082.  
  1083. W-W-W-H(TC)-W-LKWx1
  1084.  
  1085. W-*W-H
  1086.  
  1087. W-W-W-*W-AAc-aWx3
  1088.  
  1089. W-H
  1090.  
  1091. aLKW
  1092.  
  1093. =========
  1094. Playstyle
  1095. =========
  1096.  
  1097. Baron is a fantastic character with a lot of options. He relies on his delayed
  1098. W for pressure and amazing tracking capabilities, make good use of it but don't
  1099. OVER-USE it. People can break it during the flurry and you won't be able to
  1100. guard in time. Use aLKW or aHKW for punishes on 360 attackers. Try and avoid
  1101. 360'ing with baron as much as possible, it is very easy to punish. It comes
  1102. out rather quickly but it has a LOT of cool-down. Use LKW pokes for quick
  1103. damage and baiting. Baron is another character that excels in the air and at
  1104. range. Once you start air jabbing he can actually land 5 jabs on HP and keep
  1105. the combo going. Back dodge to put space between you and your opponent.
  1106. aLKW back into your opponent for pressure, commence flurry of jabs, LKW poking.
  1107. Baron has 2 cinematics in total, aHKW and HKW. Baron's guard break is actually
  1108. a counter trap that regenerates a small amount of HP if your enemy hits you.
  1109. It's a move worth incorporating into your playstyle to make people think
  1110. before they start button mashing. It's completely safe aside cutscene HKW's
  1111. and grabs. Grabs are a given but be careful over-using it. People will catch
  1112. on.
  1113.  
  1114. =====================
  1115. Recommended Abilities
  1116. =====================
  1117.  
  1118. Charge Attacker: Baron has the most unique use out of Charge Attacker. His
  1119. moveset on his combo heavy finishers actually CHANGES. Most of the time they
  1120. get an extra hit or a small variation in animation. Fantastic pressure
  1121. addition to what he already has.
  1122.  
  1123. Lean Extender: The same reason Jack uses it, it affords Baron mobility and
  1124. lets his lean really shine (Baron actually has one of the best Leans period,
  1125. not for distance but for priority--you will very rarely beat a Baron at
  1126. jabbing.
  1127.  
  1128. Power Leveler: This lets Baron burn meter like nothing--turns him into quite
  1129. the dangerous opponent when he doesn't have to worry about having 4 full meter
  1130. for a basic combo or wasting a meter for aLKW pressure. Very useful. You
  1131. sacrifice mobility for survivability and offense with Power Leveler.
  1132.  
  1133. =====
  1134. Notes
  1135. =====
  1136.  
  1137. Baron's charged HKW is underwhelming and should only be used against jab-happy
  1138. opponents or for finishing someone off that is getting juggled by a team-mate.
  1139.  
  1140. Baron is one of the most feared characters in the game because of a glitch with
  1141. the netcode and his ground HKW cinematic. In even a little bit of lag, this
  1142. move will OHKO you, or nearly. Tires / poles are a baron's best friend. You
  1143. have been warned.
  1144.  
  1145. His dash attack is terrible. It has no redeeming qualities whatsoever besides
  1146. good guard damage. Even then, you will likely get punished for trying it. Guard
  1147. pressure with a W-W-H-LKW poke if you need to eat away at a defensive player.
  1148.  
  1149. As listed above, baron has sexy combos. He doesn't need cancels but they do
  1150. give him new options. That said, good barons are few in number. He gets a bad
  1151. name for glitch abuse but is still an incredibly solid character without his
  1152. ground HKW.
  1153.  
  1154. Some of the best Jab priority in the game, Baron does NOT get stunned easily
  1155. using his jab attacks / flurries. In fact, out of my 1000+ AR hours I'd say
  1156. not once have I ever been stunned through his delay. It CAN clash though. His
  1157. delayed weak is just pure priority. People will start playing incredibly
  1158. space-y if they find you pressuring them too difficult. They'll avoid the delay
  1159. at any cost--including back dodging constantly to get them out of reach. If you
  1160. find they are out of reach, just don't follow up with anything! I should note
  1161. the tracking is also fan-freaking-tastic. Useful for pesky side-steppers who
  1162. think you left an opening.
  1163.  
  1164. Fire Element
  1165.  
  1166. =====================
  1167. Mathilda (c102)
  1168. =====================
  1169. Combo List
  1170. ==========
  1171.  
  1172. W-aW-aLKWx4
  1173.  
  1174. H-*W-LKWx1-HKW(1)
  1175.  
  1176. W-aW-aW-W-aW-aW (LOOP)
  1177.  
  1178. W-AA-aW-aW-W-AA-aLKWx4
  1179.  
  1180. H-*W-H-AA-aW-aW-H-*W-H-AA-aW-aW (LOOP)
  1181.  
  1182. (Holding Guard)W-H (REQ charge attacker, small charge, LOOP)
  1183.  
  1184. W-AA-aW-W-AA-aLKWx4
  1185.  
  1186. H-W(TC)-W-AA-aW-W-LKWx4
  1187.  
  1188. W-H-LKWx2-Charge HKW(1)
  1189.  
  1190. H-H(TC)-W-AA-aW-aW-H-*W-H-AA-aW-aW-W-LKWx4
  1191.  
  1192. ==============
  1193. Guard Pressure
  1194. ==============
  1195.  
  1196. aLKW-aHKW glitch (has active hit box, just can't combo)
  1197.  
  1198. W-H
  1199.  
  1200. W-*W-H-LKWx1
  1201.  
  1202. W-*W-DA
  1203.  
  1204. W-W-W-W-W
  1205.  
  1206. Charge HKW shenanigans
  1207.  
  1208. =========
  1209. Playstyle
  1210. =========
  1211.  
  1212. Mathilda has to rely on her jab game and the fact she has fantastic guard
  1213. pressure. She should use scare tactics with her charge HKW, baiting people into
  1214. jabs and releasing for massive damage if they fall for it. If they go on
  1215. defense, just cancel and resume the skirmish. Her charge HKW is the fastest in
  1216. the game hands down, she can actually legitimately combo into it. Add in
  1217. natural jump cancel ability off lean attack--it makes for some deadly offense.
  1218. She isn't an easy character to play by any means but she does have the tools
  1219. to shine in a with the right mindset and a capable skillset.
  1220.  
  1221. =====================
  1222. Recommended Abilities
  1223. =====================
  1224.  
  1225. Charge Attacker: Mathilda makes the best use of this hands down. She becomes
  1226. extremely dangerous with it equipped. She can Juggle-Combo off a W-(c)H-LKWx4
  1227. While it doesn't sound super amazing, it's novelty and reliability does not
  1228. wear off-plain and simple. It is ALWAYS useful. Add in the fact she can start
  1229. her ridiculous loops from it.
  1230.  
  1231. Power Leveler: Use this if you don't like charge attacker, you get your HP bar
  1232. that females need so desparately and your element at Lv3.
  1233.  
  1234. =====
  1235. Notes
  1236. =====
  1237.  
  1238. Try not to LEAN too much, her standing jab is much more safe. Her lean is kind
  1239. of slow and gets stunned often.
  1240.  
  1241. Fastest Charge HKW's in the game--lot's of range and active super armor. V2 is
  1242. a cutscene if you catch someone with it and they are close enough.
  1243.  
  1244. Some of the best / most versatile looping ability
  1245.  
  1246. LKWx4 drops inside juggles in lag, refrain from excessive use.
  1247.  
  1248. Decent guard break (2) that is fast and can be used for crossing the heliport
  1249. in Altambra, lot's of cool down so it's not practical for skirmish use.
  1250.  
  1251. Benefits greatly from twitch cancels, gives her a LOT of new options for guard
  1252. pressure because it cuts the cooldown on all her moves by a lot.
  1253.  
  1254.  
  1255. =====================
  1256. Big Bull (d102)
  1257. =====================
  1258. Combo List
  1259. ==========
  1260.  
  1261. AA-LKWx2(GC)-LKWx2(GC)-W-W-*W (Very strict window for LKWx2 after AA)
  1262.  
  1263. aW-W-W-DA
  1264.  
  1265. AA-W-W-H
  1266.  
  1267. H-W(TC)-W-W-H
  1268.  
  1269. LKWx2(gc)-W-W(TC)-W-W-DA
  1270.  
  1271. LKWx2(gc)-LKWx2(gc)-W-W-DA
  1272.  
  1273. H(TC)-H(TC) (LOOP)
  1274.  
  1275. W-W(TC)-W-W (LOOP)
  1276.  
  1277. LKWx3
  1278.  
  1279. ==============
  1280. Guard Pressure
  1281. ==============
  1282.  
  1283. W-LKWx2-W-W-LKWx2
  1284.  
  1285. W-H
  1286.  
  1287. aW-W-DA
  1288.  
  1289. W-W-DA
  1290.  
  1291. LKWx2-W-W-DA
  1292.  
  1293. Guard Break
  1294.  
  1295. =========
  1296. Playstyle
  1297. =========
  1298.  
  1299. Playing Bull is 50% being patient as you need to anticipate what your opponent
  1300. will do and the other 50% is being as aggressive as possible. Remember you are
  1301. a huge target, it's hard not to notice a giant mechanical bull running around,
  1302. so most attacks, even if you think you dodged them will hit you anyway just
  1303. because. Never be meter conservative while playing Bull, LKW cancels are his
  1304. pressure BNB's. You need to be using them constantly. Bull's safest option is
  1305. W-W hands down, you will spend the majority of any skirmish trying to get jabs
  1306. off. Bull takes a risk everytime he does anything so you have to keep that in
  1307. mind. Delayed W is good for creating space but it IS highly punishable if you
  1308. miss the guard connect. LKWx2 is your lifeblood and your main source of damage
  1309. outside of jab pokes and dash attacks. Learn to punish 360's with it and you
  1310. are on your way to playing an excellent Bull. The main problem here is that
  1311. Bull can't give anyone a reason to 360 off the bat. He can't do anything
  1312. insane off jabs like the rest of the cast.
  1313.  
  1314. =====================
  1315. Recommended Abilities
  1316. =====================
  1317.  
  1318. Lean Extender: This is THE bull ability, it gives him insane mobility and the
  1319. room to actually punish people from distance.
  1320.  
  1321. =====
  1322. Notes
  1323. =====
  1324.  
  1325. LKWx3 is a juggle in itself, and can be canceled at the 1 or 2 stage, as SOON
  1326. as your hammer connects press Guard and the cooldown will automatically cancel
  1327. leaving you to juggle your opponent with a few weak attacks or dash attack.
  1328.  
  1329. Highly recommended learning Twitch Cancelling with bull, gives him the ability
  1330. to force someone into a 360 attack and actually play him at a dangerous level
  1331. outside of your opponents user error.
  1332.  
  1333. Unique Anti-Air that starts a juggle
  1334.  
  1335. Fire Element
  1336.  
  1337.  
  1338. ====================
  1339. Leo (e102)
  1340. ====================
  1341. Combo List
  1342. ==========
  1343.  
  1344. H-W-W-LKWx4
  1345.  
  1346. W-W-AAc-aW-aW-W-AAc-aHKW
  1347.  
  1348. H-W-AA-aKWL(c)-H-W-AA-aHKW (LOOP)
  1349.  
  1350. *W-H-W-W-LKWx4
  1351.  
  1352. W-W-W-AAc-aW-aW-W-AAc-aHKW
  1353.  
  1354. W-AAc-aHKW
  1355.  
  1356. W-W-W-KWLx4
  1357.  
  1358. H-AA-aW-aW-H-AA-aHKW
  1359.  
  1360. ==============
  1361. Guard Pressure
  1362. ==============
  1363.  
  1364. W-W-W-DA
  1365.  
  1366. W-H
  1367.  
  1368. W-*W-H-W-DA
  1369.  
  1370. W-*W-DA
  1371.  
  1372. DA
  1373.  
  1374. W-KWLx1
  1375.  
  1376. W-AAc-aWx2
  1377.  
  1378. =========
  1379. Playstyle
  1380. =========
  1381.  
  1382. Leo is super juggle character with high damage BNB's. Delay weak mind-games all
  1383. day long, use your fast jabs to advantage. Dash Attack does lots of guard
  1384. damage. His heavy strings are less than optimal--only use them if you are are
  1385. confident it will connect on guard for push-back. Otherwise they will punish
  1386. you. Try and walk a fine line between being in your opponents face, and
  1387. playing mind-games with your delay cancel / dash attacks. He has a fast LKW
  1388. string that can combo straight off W-W-W to force 360's and give you
  1389. opportunities for juggles, like most characters.
  1390.  
  1391. His four piece ground LKW launches on 3rd hit so they have to 360 break you
  1392. somewhere inbetween the 1-2. He mainly relies on his BNB for chunks of good
  1393. damage and killing people off. H-W-AA-aLKW(c)-H-W-AA-aHKW or
  1394. H-W-AA-aW-aW-H-W-AA-aHKW work like a charm. The cancel takes practice, but it's
  1395. worth implementing if you get good at it. Your guard will break like nothing--
  1396. this is why you have a cartwheel. Use it to your utmost advantage. Light dodges
  1397. are the BEST dodges. Don't let an opponent beat on your guard, if someone is
  1398. pressuring you. Back flip away to get out of reach to try and find an opening.
  1399.  
  1400. =====================
  1401. Recommended Abilities
  1402. =====================
  1403.  
  1404. Lean Extender: Leo doesn't need much extra mobility but Lean Extender affords
  1405. him extra offensive pressure from a distance he was sorely lacking. Leo rocks
  1406. one of the fastest leans in the game as well. Very useful.
  1407.  
  1408. Power Leveler: Leo is a light character. His HP bar is horrid. Power Leveler
  1409. fixes that if you are good enough to get 3 kills it also unlocks his element
  1410. which isn't INSANELY useful, but can be put to good use with the right tools.
  1411.  
  1412. Guard Master: For how aggressive you have to be with Leo, using this is like
  1413. a blessing. Being able to take more than two heavies to your shield is in,
  1414. a lot of peoples eyes. A necessity. Light Characters get the most out of
  1415. this ability, hands down.
  1416.  
  1417. =====
  1418. Notes
  1419. =====
  1420.  
  1421. Terrible Guard break
  1422.  
  1423. Charge HKW(1) is extremely unremarkable, so much that I feel the need to make
  1424. a note about it. It's one saving grace is that it recovers rather quickly.
  1425. Aspiring Leos: NEVER USE THIS. On the other hand, Charge HKW(2) does solid
  1426. damage AND electrocutes if you are Lv3. Very useful. Lightning element is the
  1427. most common, but it's free damage follow-up regardless.
  1428.  
  1429. Delayed weak has armor and will eat a few jabs. You CAN get stunned out of it
  1430. though, anything KW related or heavy-attack related will also knock you out of
  1431. it. Don't rely on it too much as people will start counter attacking as soon
  1432. as they see you pull back for a cancel, or the full delay.
  1433.  
  1434. Lightning Element
  1435.  
  1436. =====================
  1437. Nikolai (f102)
  1438. =====================
  1439. Combo List
  1440. ==========
  1441.  
  1442. H-W-W-LKWx4
  1443.  
  1444. W-W-W-*W-LKWx4
  1445.  
  1446. W-H(TC)-AA-aHKW
  1447.  
  1448. H-AA-aLKWx4
  1449.  
  1450. W-W-AAc-aW-aW-w-AAc-aHKW
  1451.  
  1452. H-W-W-AAc-LKW-LKW(c)-W-AAc-aHKW
  1453.  
  1454. H-AA-aW-aW-H-W-LKWx4
  1455.  
  1456. H-AA-aW-aW-H-W-W-AAc-aLKWx2-aHKW glitch
  1457.  
  1458. ==============
  1459. Guard Pressure
  1460. ==============
  1461.  
  1462. W-H
  1463.  
  1464. W-W-W-DA
  1465.  
  1466. W-*W-DA
  1467.  
  1468. W-*W-LKWx1
  1469.  
  1470. aLKWx2
  1471.  
  1472. W-*W(GC)-DA
  1473.  
  1474. =========
  1475. Playstyle
  1476. =========
  1477.  
  1478. Nikolai is basically a better version of Jack. You need to screw around with
  1479. your opponents head. Nikolai needs to be in your face constantly. The
  1480. difference between him and jack is Nikolai can put space between himself and
  1481. his opponent very quickly via delay cancelling, and the fact Nikolai can
  1482. shatter guards SO much easier. No other character can put as much distance
  1483. between you and your opponent, off a jab, as fast as Nikolai. Delay cancel
  1484. all day long and work your way back in with dash attack. Fantastic shield
  1485. pressure. Don't do any heavy combo enders unless you are ready to break
  1486. someones guard. They are very easily punishable. Play conservatively and
  1487. punish 360's with ground HKW or juggles. Ground LKW string is very very slow
  1488. and drops inside lag for absolutely no reason. Refrain from excessive use. He
  1489. relies on high damage juggles for killing off opponents. Highly recommend
  1490. learning H-AA-aW-aW-H-AA-aHKW. Same combo as Jack. This will be your lifeblood.
  1491.  
  1492. =====================
  1493. Recommended Abilities
  1494. =====================
  1495.  
  1496. Lean Extender: Mobility plus battle ability = best ability for Nikolai. His
  1497. lean is already fantastic and is one of the more stun-happy moves in the game.
  1498.  
  1499. Destroyer: Second best option after LE, destroyer benefits Nikolai quite a bit
  1500. simply because his playstyle incorporates lots heavy-attack use. Which in then
  1501. reap destroyers combo bonus.
  1502.  
  1503. =====
  1504. Notes
  1505. =====
  1506.  
  1507. Nikolai is another medium-weight character that benefits greatly from canceling
  1508. techniques, the difference is Nikolai has trouble canceling into AA because
  1509. it's just plain slow. Still, highly recommended learning the techniques if you
  1510. want to play Nikolai at a high level, otherwise he won't be able to keep up
  1511. with characters like Douglas, Zero, or the Rin Sisters.
  1512.  
  1513. Nikolai has one of the fastest dash attacks in the game and it is actually
  1514. fantastic at breaking guards. (*W-DA)
  1515.  
  1516. Punish overly aggressive players with aLKWx2 when you delay cancel for room
  1517. and they rush back in with jabs.
  1518.  
  1519. Guard Break has excellent tracking and lingering frame data in lag.
  1520.  
  1521. Cinematic KW's glitch out consistently in 2- bars.
  1522. (aHKW, ground HKW, Charge HKW2)
  1523.  
  1524. Lightning Element
  1525.  
  1526. =====================
  1527. Sasha (g102)
  1528. =====================
  1529. Combo List
  1530. ==========
  1531.  
  1532. W-aW-aW-W-LKWx4
  1533.  
  1534. H-*H-W-AAc-aW-W-AAc-aHKW
  1535.  
  1536. H-W-AA-aW-aW-H-*W-H-aLKWx2-aHKW
  1537.  
  1538. H-*W-H-AA-aHKW
  1539.  
  1540. W-*W-LKWx4-W-W-H-H
  1541.  
  1542. W-AA-aHKW
  1543.  
  1544. ==============
  1545. Guard Pressure
  1546. ==============
  1547.  
  1548. W(JC)-aW-aW-W
  1549.  
  1550. W-*W(TC)-W-*W(TC)-W-H-DA
  1551.  
  1552. W-W-DA
  1553.  
  1554. W-*W-H
  1555.  
  1556. W-W-H-H
  1557.  
  1558. W-LKWx1 or 2
  1559.  
  1560. =========
  1561. Playstyle
  1562. =========
  1563.  
  1564. Sasha has many useful tools at her disposal. First off she, like all the
  1565. female characters Gargoyle and Garuda, she can jump cancel off her lean attack.
  1566. Unlike Mathilda and the robots, Lean Extender doesn't take that ability away.
  1567. Which is why it's the ability of choice for Sasha. If you catch an opening with
  1568. a lean attack, there are a few options you can do. You can cancel the lean into
  1569. AA, then aKWH. You can cancel into aKWL x2 then aKWH. You can cancel into aW
  1570. then aKWH. Yet another option is too cancel the hit confirmed lean into AA then
  1571. follow with aW-aW then proceed with a BnB. Cancel the lean attack into aW, aW,
  1572. aW then as you land, continue with her weak jab string. If done correctly they
  1573. will be unable to escape string attack string and you can hammer them with
  1574. some KWs on the ground. Sasha's ground killer weapon string is one of the
  1575. weakest next to Durga's, however even though the last hit of her KW string
  1576. does very little damage, she makes up for that last weak hit by putting her
  1577. opponent in a hard knockdown state. Sasha is a very solid character though a
  1578. bit weak physically. She makes up for it by being a fast character with some
  1579. really good combos. She must be played smart and carefully.
  1580.  
  1581. ====================
  1582. Recommended Abilites
  1583. ====================
  1584.  
  1585. Lean Extender: Mobility with the addition of the option to naturally jump
  1586. cancel out of lean into more options makes this ability go-to for Sasha.
  1587.  
  1588. Power Leveler: Strictly because she is Ice element, which is the best hands
  1589. down because of it's uncommon affiliation + immediate combo potential.
  1590.  
  1591. =====
  1592. Notes
  1593. =====
  1594.  
  1595. Sasha's dash attack is very useful tool IF used correctly. The move itself
  1596. covers the least ground out of the all the dash attacks and has a lengthy
  1597. recover. But it is one of the fastest ones, up there with Nikolai's and
  1598. Douglas' though no where near as safe as Douglas'. The dash attack is fast
  1599. enough to be used to shut some pressure down and really good against delay
  1600. attacks. It is also good at breaking guards. Use sparingly though, as it
  1601. can be punished and your opponent WILL catch on.
  1602.  
  1603. Hard Knockdown on LKWx4 lets you follow up with jabs online, or even a W-AA to
  1604. start another combo.
  1605.  
  1606. Fully charged HKW can be steered if not targeting someone, useful for get-ups.
  1607.  
  1608. Ground HKW goes through walls and structures, good for sneak attacks.
  1609.  
  1610. Guard Break is useless.
  1611.  
  1612. Can't properly juggle LKWx4 unless against a wall because her LKW hits
  1613. multiple times.
  1614.  
  1615. Ice Element
  1616.  
  1617. =================
  1618. Zero (h102)
  1619. =================
  1620. Combo List
  1621. ==========
  1622.  
  1623. H-AA-aHKW
  1624.  
  1625. H-W-W-LKWx4
  1626.  
  1627. W-W-W-W-LKWx4
  1628.  
  1629. KWH-KWH
  1630.  
  1631. H-AA-aW-aW-H-AA-aW-aW-H-AA-aHKW
  1632.  
  1633. aLKWx3-aW-W-W-W-*W-H-AAc-aHKW (Req 3 bar of meter, not 4)
  1634.  
  1635. W-W-W-*W-H-LKWx4
  1636.  
  1637. DA-W-AAc-aKWH
  1638.  
  1639. W-AAc-aW-H-AA-aW-H-AA-aHKW
  1640.  
  1641. W-W-W-AAc-aW-W-*W-H-AAc-aW-W-*W-H-AAc-aLKWx2-aKWH glitch
  1642.  
  1643. ==============
  1644. Guard Pressure
  1645. ==============
  1646.  
  1647. W-*W-H-LKWx1
  1648.  
  1649. W-W-W-DA
  1650.  
  1651. LKWx2
  1652.  
  1653. W-*W-DA
  1654.  
  1655. W-H
  1656.  
  1657. aLKW
  1658.  
  1659. =========
  1660. Playstyle
  1661. =========
  1662.  
  1663. Zero is amazing. He excels at everything he does. Guard Breaking. High damage
  1664. combos. A reliable 360 attack. Delay heavy into LKWx4 all day long. People
  1665. catch on eventually, so use the heavy sparingly as it IS punishable. Get in
  1666. peoples face with dash attack and W-W-W-*W-DA mix-ups. If you see their guard
  1667. about to break, try and finish it off with something like W-H or W-W-W-H.
  1668.  
  1669. =====================
  1670. Recommended Abilities
  1671. =====================
  1672.  
  1673. Lean Extender: One of the few characters that can change direction in the
  1674. middle of their lean, with LE on you can basically do a full circle if you are
  1675. fast enough. This lets him turn corners very quickly, coupled with his Dash
  1676. Attack zero can cover distance faster than almost every other character.
  1677.  
  1678. Charge Attacker: A charged delay heavy mixup from Zero is extremely useful,
  1679. adding in charge variations from W-W-W-(CHARGE)DA or W-(CHARGE)H make charge
  1680. attacker really shine on Zero, guard masters will have trouble with a Zero
  1681. using this perk.
  1682.  
  1683. Power Leveler: Poison Ability and Zero's natural combo ability make PL an
  1684. obvious choice for any good Zero player!
  1685.  
  1686. Spin Master: Zero already rocks one of the most useful 360's in the game
  1687. because he goes upward when he does it, letting rampaging players or someone
  1688. who is trying to HKW you go under him.
  1689.  
  1690. =====
  1691. Notes
  1692. =====
  1693.  
  1694. KWH-KWH combos because of lag, it is possible to get out but more often than
  1695. not, you will get caught by it. Zero also boasts the air KWH glitch, and
  1696. another semi-unique glitch where you LKWx1 and mash triangle to get a ground
  1697. HKW immediately without any start-up.
  1698.  
  1699. Insane combo potential, only furthered by cancels and an amazing move-set.
  1700.  
  1701. Ridiculous guard break potential with insane lunge+reach on delay heavy and
  1702. dash attack.
  1703.  
  1704. Dash Attack combo's into W which and then in turn combo into AAc or LKWx4.
  1705.  
  1706. Poison Element
  1707.  
  1708. ===================
  1709. Durga (i102)
  1710. ===================
  1711. Combo List
  1712. ==========
  1713.  
  1714. W-*W-H-LKWx4
  1715.  
  1716. H-aW-aW-AA-aLKW-aHKW
  1717.  
  1718. W-*W-H(TC)-W-*W-AA-aLKW-aHKW
  1719.  
  1720. H-W-W-*W-H-LKWx4
  1721.  
  1722. H-W-W-*W-aW-aLKWx2
  1723.  
  1724. H-W-W-*W-AA-aW-LKWx4
  1725.  
  1726. W-W-W-*W-H-LKWx4 (b) until H
  1727.  
  1728. H-W-W-W-LKWx3-W-*W-AA-aLKW-aHKW
  1729.  
  1730. H-H-AA-aW-aW-H-H-AA-aLKW-aHKW
  1731.  
  1732. W-*W-H(TC)-W-*W-H(TC)-W-AAc-aLKW-aHKW
  1733.  
  1734. ==============
  1735. Guard Pressure
  1736. ==============
  1737.  
  1738. W-*W-H(TC)-W-*W-H(TC)
  1739.  
  1740. W-*W-DA
  1741.  
  1742. W-W-W-DA
  1743.  
  1744. W-*W-H-LKWx1
  1745.  
  1746. LKW pokes
  1747.  
  1748. W-H
  1749.  
  1750. W (non-lean)
  1751.  
  1752. =========
  1753. Playstyle
  1754. =========
  1755.  
  1756. Durga boasts one of the best killer weapons in the game simply because of the
  1757. fact it has range. You can play durga at range or up close. He excels at both.
  1758. You can play LKW games with people and try and stun someone closing in on you
  1759. with a dash attack or lean extender. Try not to waste all your meter though.
  1760. Durga's BNB relies on having 4 meter at your disposal. W-*W-H-LKWx4. High
  1761. damage, very fast. Delay heavy is a difficult move to deal with itself because
  1762. it has lingering frame data due to lag, if you jab you will either get stunned
  1763. or clash with it. If you see someones guard about to break , try and throw out
  1764. a LKW to keep it hurt and finish off with a heavy combo. If you manage to catch
  1765. someones 360 / stun / guard break someone throw out one of his high damage
  1766. juggles. I recommend H-AA-aW-aW-H-AA-aLKWx1-aHKW for simplicity factor but
  1767. more experienced players will find: H-H-AA-aW-aW-H-H-AA-aLKW-aHKW to their
  1768. liking. It does more, but it comes with a greater risk. Durga's lean is
  1769. fantastic and his standing jab is also superb, it comes out FASTER than his
  1770. lean so you are more likely to hit someone first if you are in a trade battle.
  1771. Keep that in mind. Durga has very low HP and Guard HP so it is recommended
  1772. playing as slippery as possible, don't let them hit your guard.
  1773.  
  1774. =====================
  1775. Recommended Abilities
  1776. =====================
  1777.  
  1778. Destroyer: Amazing combo potential only gets even better with a damage bonus
  1779. backing it up.
  1780.  
  1781. Hard Charger: Durga needs 3-4 meter constantly to be effective, this helps
  1782. achieve that goal.
  1783.  
  1784. Guard Master: Durga's guard breaks like nothing, this ability fixes that.
  1785.  
  1786. =====
  1787. Notes
  1788. =====
  1789.  
  1790. Durga doesn't need cancels but they can give him that extra OOMPH during his
  1791. combos. Not that he needs it with ridiculous combos like H-AA-aLKW-aHKW.
  1792. A 4 hit combo that does 60-65%. Almost as cruel as Bayonetta.
  1793.  
  1794. LKWx3 can combo into Lean at certain range
  1795.  
  1796. Don't dash attack too much, it is very punishable. Use it for guard breaking
  1797. if you see someones shield hurting already. EX: W-W-DA or W-*W-DA
  1798.  
  1799. Don't LKW in someones face, you might get stunned out of it.
  1800.  
  1801. Charge HKW's are good for sniping kills in big modes, however, 1v1 situations
  1802. they aren't useful at all.
  1803.  
  1804. LKW string does more damage up close as opposed to doing it from range. Last
  1805. hit (4th LKW) will hit multiple times up close resulting in significantly
  1806. more overall damage. (Around 10% extra at Lv1)
  1807.  
  1808. Fire Element
  1809.  
  1810. ==========================
  1811. Garuda / Gargoyle (j102)
  1812. ==========================
  1813. Combo List
  1814. ==========
  1815.  
  1816. H-W-W-W-LKWx3
  1817.  
  1818. H-W-H-W-H-W-W-W-LKWx3
  1819.  
  1820. H-W-aW-aW-W-AA-aHKW
  1821.  
  1822. W-AA-aW-W-AA-aW-W-W-DA-W-AA-aHKW
  1823.  
  1824. W-AA-HKW (Lag with gargoyle, works with Garuda everytime)
  1825.  
  1826. DA-W-AA-aW-W-LKWx3
  1827.  
  1828. W-*W-LKWx3
  1829.  
  1830. W-W-H(TC)-W-LKWx3
  1831.  
  1832. W-W-*W(TC)-W-AA-aHKW
  1833.  
  1834. ==============
  1835. Guard Pressure
  1836. ==============
  1837.  
  1838. W-H
  1839.  
  1840. (Gargoyle) aLKW
  1841.  
  1842. DA
  1843.  
  1844. W-*W-LKWx1
  1845.  
  1846. W-W-DA
  1847.  
  1848. W-*W(TC)-W-H
  1849.  
  1850. =========
  1851. Playstyle
  1852. =========
  1853.  
  1854. Garuda and Gargoyle share the same basic move-set. The only differences lay in
  1855. their Killer Weapon attack variations. Basic play-style will be the same, with
  1856. minor differences in defense / amount of aggressive activity. Garuda has to
  1857. play more defensive and really bide his time compared to Gargoyle. They
  1858. should focus on their fantastic guard pressure options while still being very
  1859. wary of possible counter-attacks. They possess one of the best delay attacks in
  1860. the game simply because of how much they hook around and how much guard damage
  1861. it actually does on connect. They break guards, it's literally that simple.
  1862. Dash attack is their tool of choice--you can throw it out on whim and not worry
  1863. much about it being punished. Unless your opponent can see it coming-it's not
  1864. easily punishable. It combo's off itself too which is a HUGE bonus--it's
  1865. actually a very integral part of their game-play. Definitely the best DA in
  1866. the game hands down. Stay away from using their leans as it WILL get you
  1867. stunned against characters with faster jabs (almost everyone has faster jabs.)
  1868. Their heavy combo enders are decent if you can twitch cancel. W-W-H can combo
  1869. into LKWx3 if you TC the H. If you DO have to jab just make sure it's a proper
  1870. opening. Constantly relying on their super armor is a given. If your opponent
  1871. is button mash-y, use your H launcher frequently. It will eat their jabs and
  1872. start a launcher for a massive combo. If you find that you can't get room for
  1873. a launcher Dash Attack to create space between you and your opponent. Charge
  1874. grab or DA into crowds to catch people off guard for high damage.
  1875.  
  1876. =====================
  1877. Recommended Abilities
  1878. =====================
  1879.  
  1880. Power Leveler: Best ability for the Garbots hands down, they become uber-tanks
  1881. and get their element from which they have the ability to use VERY easily.
  1882. Garuda is probably the single most dangerous character a Lv3.
  1883.  
  1884. Charge Attacker: Charged dash attack is deceptive and will shatter guards
  1885. like nothing. Makes their already fantastic guard pressure---even better.
  1886.  
  1887. =====
  1888. Notes
  1889. =====
  1890.  
  1891. Like douglas, Garbots possess Super Armor on almost everything, including jabs.
  1892. The issue with their LEAN is it takes forever to come out--it gets stunned
  1893. VERY often. If you have to jab, use standing neutral and if you have to LEAN
  1894. make sure that there is an opening.
  1895.  
  1896. Natural Jump Cancel ability off lean, leading to their best BNB combos. Don't
  1897. go wild with this because people will start breaking you the moment you jab
  1898. them. No one wants that. Be smart about it's usage and you will be extremely
  1899. dangerous. Un-predictability is half the battle in Anarchy Reigns.
  1900.  
  1901. Both characters share a ground KWLx3 that does massive damage. There are a few
  1902. small differences between the seemingly similar moves. Garuda can hold backward
  1903. on his KWL's to prevent excessive lunge. This is good for tracking enemies and
  1904. is more safe than naturally just going KWL1-2-3. Garuda's KWL's also seem a bit
  1905. faster than gargoyles. Gargoyle wins this comparison hands down for one reason
  1906. though. After the 2nd KWL, gargoyle forces your opponent on the ground for a
  1907. stagger effect. This stagger effect is UNBREAKABLE!---meaning Gargoyle's
  1908. KWL1-(2-3) is not possible to get out of. You have to break him before KWL1 or
  1909. after KWL1.
  1910.  
  1911. Garuda's HKW is a guaranteed 10 hit combo bonus if you land it on something.
  1912. Useful for point modes where you can farm points off Chutulu, Kraken, or
  1913. Mutants. This also means that it hits multiple times on guard--often going
  1914. STRAIGHT THROUGH a guard and into your opponents HP bar. This move is also
  1915. extremely useful for team combo'ing as it's basically a 10 hit juggle in-place
  1916. so your team-mates can combo off it easily. Garuda's HKW can also be turned
  1917. in-place if you aren't locked on to someone. Can be useful for trickery.
  1918. Gargoyles HKW is just one solid hit with quite a bit of lunge for big damage.
  1919. Not as useful.
  1920.  
  1921. Garuda's aLKW is neigh useless. One notable thing about it is it CAN glitch
  1922. into aHKW and combo if you connect. Not recommended. On the other hand,
  1923. Gargoyle rocks one of the best aLKW's in the game. Literally the ONLY dive
  1924. that has tracking (will home in on your opponent.) Add in the fact it does
  1925. ludicrous amounts of guard damage-aLKW is gargoyle's pressure / punish staple.
  1926. If your opponent fails to see it coming, you will very likely get combo'd into
  1927. another aLKW since it forces a knockdown that happens VERY quickly. If you
  1928. get someone with it and see they didn't tech roll--do another aLKW immediately
  1929. it will connect. It's cruel, but efficient.
  1930.  
  1931. Garuda - Ice Element
  1932.  
  1933. Gargoyle - Lightning Element
  1934.  
  1935.  
  1936. ==================
  1937. Oinkie (k102)
  1938. ==================
  1939. Combo List
  1940. ==========
  1941.  
  1942. H-aW-aW-aW-aLKW
  1943.  
  1944. H-W-LKWx3
  1945.  
  1946. W-W-H(TC)-W-*W-AAc-W-W-H(TC)-W (LOOP)
  1947.  
  1948. H-W-AAc-W-*W-LKWx3
  1949.  
  1950. W-W-W-W-AAc-W-LKWx3
  1951.  
  1952. H-W-(JC)aHKW
  1953.  
  1954. H-W-W-W-W-*W(JC)-aW-aLKW
  1955.  
  1956. W-W-W-*W-LKWx3
  1957.  
  1958. W-W-W-*W-W (LOOP, don't hold guard)
  1959.  
  1960. W-*W-AAc-W-*W-H(TC)-W-LKWx3
  1961.  
  1962. H-W-W-*W-H(TC)-W-*W-H(TC) (LOOP)
  1963.  
  1964. W-*W-H(TC)-W-*W-H(TC) (LOOP)
  1965.  
  1966. ==============
  1967. Guard Pressure
  1968. ==============
  1969.  
  1970. W-*W(TC)-W-*W(TC)
  1971.  
  1972. W-*W-DA-W-H
  1973.  
  1974. W-W-W-W(TC)-W-W-W-W
  1975.  
  1976. aLKW
  1977.  
  1978. W-H
  1979.  
  1980. W-*W-H
  1981.  
  1982. =========
  1983. Playstyle
  1984. =========
  1985.  
  1986. Oinkie is a ground based character. He has no super juggles or easy-mode
  1987. combos like Durga or Zero. You have to play smarter than everybody. That being
  1988. said, he isn't BAD by any means, he just has less tools overall to work with.
  1989. Theoretically, the second oinkie touches an opponent, he can force someone to
  1990. 360 attack. The problem with that basic W-*W-... loop is that is doesn't
  1991. always work online. Lag comes into play, people will get their shield up. You
  1992. can't rely on it. Use his delay often as its one of the fastest in the game
  1993. and VERY hard to punish. Combo delay into LKWx2 or LKWx1 for 360 baiting. W-
  1994. into dash attacks for guard pressure. Don't use dash attack by itself, it has
  1995. too much start up. Always COMBO into it. It doubles as a space builder as well
  1996. if they dodge it, you get space in-between you and your opponent. Oinkie is
  1997. all mind-games and pokes. Punish 360's with either aLKW or ground HKW. Depends
  1998. on who you're fighting and what you have time for.
  1999.  
  2000. =====================
  2001. Recommended Abilities
  2002. =====================
  2003.  
  2004. Destroyer: Destroyer is hands down Oinkies' best ability. The amount of jabs
  2005. he focuses on while getting into any given skirmish--since his heavies are
  2006. almost all completely useless makes this ability really shine.
  2007.  
  2008. Lean Extender: Mobility plus extra options for closing in on someone.
  2009.  
  2010. Power Leveler: Survivability and Poison Element off of your basic LKW-which is
  2011. deceptively fast. Very useful. EX: H-W-LKWx3-Hold L2 for KW run-KWH dash.
  2012. Alternatively the non cutscene version of charge V2 CAN poison, but you have
  2013. be pretty far away distance or hit your opponent while they were jumping.
  2014.  
  2015. Killjoy: Oinkie also makes fantastic use of Killjoy with the ability to one
  2016. shot all of the light cast with just a standard HKW. It's also worth noting
  2017. he is the only character in the game that can run with his KW out--it's
  2018. basically a mutant run and makes a fantastic combo when paired with this
  2019. ability. Very good for surprise attacks and blindsides, especially considering
  2020. the HKW tackle comes out EXTREMELY fast.
  2021.  
  2022. =====
  2023. Notes
  2024. =====
  2025.  
  2026. Oinkie benefits greatly from AA canceling and Twitch Canceling. It gives him
  2027. the ability to combo into anti air or basic heavy launcher, neither of which
  2028. he has without the techs. In turn, easier, more efficient ways for guaranteed
  2029. BNB damage. Not much else. Highly recommended learning cancel techniques to
  2030. play Oinkie at a high level.
  2031.  
  2032. Oinkie's heavies are mostly useless. His guard break(2) is terrible and has
  2033. too much cooldown. W-H is decent at finishing someones guard off as it's quick
  2034. and has reach. W-W-H has too much cooldown to follow up without twitch
  2035. canceling and W-W-W-H has too much cool-down period. Use delayed weak-heavy
  2036. VERY sparingly, it does incredible guard damage but it has a LOT of start up
  2037. and it's very easy to be stunned out of.
  2038.  
  2039. Unique Anti air that is unpunishable on guard, the only risk using this move is
  2040. jumping for the start-up.
  2041.  
  2042. Very fast LKW1-2
  2043.  
  2044. Scare tactics with Charge HKW is good for putting people on the defensive or
  2045. baiting them into jabs. Anything but jabs and air jabs will break your super
  2046. armor, still. Very useful. Treat it like a proper counter and it will be good
  2047. to you.
  2048.  
  2049. Poison Element
  2050.  
  2051. ================
  2052. Douglas (l102)
  2053. ================
  2054. Combo List
  2055. ==========
  2056.  
  2057. aW-aW-H-AA-aW-aLKW(c)-aLKW
  2058.  
  2059. H-W-LKWx3
  2060.  
  2061. H-W(TC)-H-W(TC)-H-W(TC)
  2062.  
  2063. W-W-H(TC)-W-W-H(TC)-W-DA
  2064.  
  2065. W-W-AAc-aW-aLKW(c)-aW-aLKW(c)-aLKW
  2066.  
  2067. H-AA-aW-aW-H-AA-W-aLKW(c)-aLKW
  2068.  
  2069. aHKW-aLKW-aLKW
  2070.  
  2071. W-W-H-LKWx3
  2072.  
  2073. W-W-AAc-aLKW
  2074.  
  2075. H-W-(tc)H-W-(tc)H-W-LKWx3 (LOOP just don't LKW)
  2076.  
  2077. *W-AAc-anything air wise.
  2078.  
  2079. W-W-H-AAc-anything air wise.
  2080.  
  2081. ==============
  2082. Guard Pressure
  2083. ==============
  2084.  
  2085. W-W(TC)-W-W-H
  2086.  
  2087. W-W-DA
  2088.  
  2089. aW-aLKW
  2090.  
  2091. W-*W-LKWx1
  2092.  
  2093. W-*W-DA (Will instantly break anyones guard if you catch them with *W and DA
  2094.  
  2095. =========
  2096. Playstyle
  2097. =========
  2098.  
  2099. Douglas excels at overwhelming offense and shutting people down, period. His
  2100. dash attack is one of the best in the game and it actually has legitimate
  2101. I-frames. Abuse it. Douglas breaks guards like nothing and has some of the
  2102. best combo potential in the game thanks to his aLKW being able to combo into
  2103. and out of itself. When you are grid-locked with someone, NEVER start jabbing
  2104. randomly. Douglas will get stunned out of his jabs, they are the only less than
  2105. average thing about him. When you have a clear opening--punish with W-W-H-LKWx3.
  2106. Experienced players will break you on W-W to avoid eating the massive damage
  2107. combo. Bait for it! This is one of the easiest douglas combo's but its
  2108. usefulness and reliability go unmatched. If you need to break someone's
  2109. guard, Dash Attack and make sure it connected--then W-H. This will break any
  2110. weight class' guard instantly. Be cautious throwing out heavies on whim though.
  2111.  
  2112. =====================
  2113. Recommended Abilities
  2114. =====================
  2115.  
  2116. Power Leveler: YOU BECOME UNSTOPPABLE.
  2117.  
  2118. Charge Attacker: Charged DA is the meanest non-KW attack in the game, not to
  2119. mention the mind games involved in super armor charge launchers. Very
  2120. dangerous.
  2121.  
  2122. Killjoy: With the HKW cinematicyou can one shot light / medium characters who
  2123. are Lv1. Absolutely insane.
  2124.  
  2125. =====
  2126. Notes
  2127. =====
  2128.  
  2129. Dash Attack has actual I-frames in the middle of it, this move is incredibly
  2130. difficult to fight against. If someone won't stop jab pressuring you? Dash
  2131. attack. Dash Attack for pressure, dash attack for mix-ups. Dash attack into
  2132. dash attacks. This move is THE douglas move. It's the single safest thing he
  2133. can do.
  2134.  
  2135. Douglas has super armor on almost everything. Including jabs, his jabs are
  2136. highly unsafe and not recommended unless you spot a guaranteed connect.
  2137.  
  2138. Best aLKW in the game that recovers almost instantly, with the ability to
  2139. LOOP built into itself.
  2140.  
  2141. Incredible guard pressure with *W and DA follow-ups / mind-games.
  2142.  
  2143. LKW ground string that hits twice per move, so this makes super-long juggles
  2144. kind of difficult with Douglas since the game has a built in knock-back system
  2145. during juggles. Douglas excels at high damage, fast combos.
  2146.  
  2147. Fire Element
  2148.  
  2149. ===========================
  2150. Rin Rin / Fei Rin (m102)
  2151. ===========================
  2152. Combo List
  2153. ==========
  2154.  
  2155. H-*W-LKWx4
  2156.  
  2157. H-H-aW-W-W-W-aLKW (x2 RR)
  2158.  
  2159. H-*H-aHKW (Rin Rin specific, guaranteed aHKW)
  2160.  
  2161. H-*H-H-*W-W-W-W-AA-aLKW
  2162.  
  2163. W-aLKW (x2 RR)
  2164.  
  2165. H-*W-W-W-AA-aLKW (x2 for Rin Rin)
  2166.  
  2167. W-W-W-AA-aHKW (Fei always, Rin Rin in lag)
  2168.  
  2169. H-*W(TC)-H-*W(TC) (LOOP)
  2170.  
  2171. W-aLKW
  2172.  
  2173. ==============
  2174. Guard Pressure
  2175. ==============
  2176.  
  2177. W-H-aW-W-H-AA-aLKW
  2178.  
  2179. W-*W-DA
  2180.  
  2181. W-aW-W-H-aLKW
  2182.  
  2183. W-W-W-aW
  2184.  
  2185. W-H(TC)-W-H(TC)
  2186.  
  2187. =========
  2188. Playstyle
  2189. =========
  2190.  
  2191. =====
  2192. Notes
  2193. =====
  2194.  
  2195.  
  2196.  
  2197. ==================
  2198. Ai Rin (n102)
  2199. ==================
  2200. Combo List
  2201. ==========
  2202.  
  2203. W-H-LKWx1-AA-aLKW
  2204.  
  2205. W-H-aLKW
  2206.  
  2207. W-W-H-AA-aLKW
  2208.  
  2209. W (x1-4)-AAc-aLKW
  2210.  
  2211. LKWx3-W-W-W-AA-aLKW
  2212.  
  2213. H-*W-W-W-W-AA-aLKW
  2214.  
  2215. H-H-(TC)-W-H-(TC)-W-AAc-AA-aLKW
  2216.  
  2217. ==============
  2218. Guard Pressure
  2219. ==============
  2220.  
  2221. W-H-H
  2222.  
  2223. H-H-H
  2224.  
  2225. W-W-W-AAc-aW
  2226.  
  2227. W-H-LKWx1-AAc-aW
  2228.  
  2229. W-H-(TC)-H-H-LKWx1-AAc-aW
  2230.  
  2231. W-W-W-(TC)-H-H
  2232.  
  2233. =========
  2234. Playstyle
  2235. =========
  2236.  
  2237. =====
  2238. Notes
  2239. =====
  2240.  
  2241.  
  2242.  
  2243. ===============
  2244. Max (o102)
  2245. ===============
  2246. Combo List
  2247. ==========
  2248.  
  2249. H-W-LKWx4
  2250.  
  2251. H-AA-aW-aW-H-W-LKWx4
  2252.  
  2253. H-W-W-W-W-DA
  2254.  
  2255. W-AAc-aW-aLKW(c)-W(JC)-aW-aW-W-LKWx4
  2256.  
  2257. H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW
  2258.  
  2259. H-W-W-AAc-aW-aW-H-W-W-AAc-aHKW
  2260.  
  2261. H-W-(JC)aW-aW-aLKW(c)-W-W-W-DA
  2262.  
  2263. W-W-AAc-aW-aW-H-W-W-W-AAc-aHKW
  2264.  
  2265. W-AAc-aW-aW-H-W-LKWx3-HKW(1) (REQ 5 bars of meter, Lv2 minimum)
  2266.  
  2267. *W-H-H-AA-aW-aW-H-W-LKWx4
  2268.  
  2269. W-AAc-aW-W-AAc-aW-W-AAc-aHKW
  2270.  
  2271. H-AA-aHKW
  2272.  
  2273. Counter-W-LKWx4
  2274.  
  2275. ==============
  2276. Guard Pressure
  2277. ==============
  2278.  
  2279. W-W-W-H(TC)-W-W-W-H
  2280.  
  2281. W-W-W-*W-DA
  2282.  
  2283. *W-H-Counter
  2284.  
  2285. aLKW (very easy to punish though, use with massive caution)
  2286.  
  2287. W-W-W-DA
  2288.  
  2289. W-*W-H-W-*W-H
  2290.  
  2291. =========
  2292. Playstyle
  2293. =========
  2294.  
  2295. Max is one of the most versatile characters in the game. He boasts one of the
  2296. most impressive move-sets and this allows you to play him a number of ways,
  2297. extremely defensive, baiting people into your counter for free juggles or uber
  2298. offensive with delay cancels and constant jab pressure. If you land a counter--
  2299. start a combo. H-AA-aW-aW-H-AA-aHKW is my personal recommended BNB for most
  2300. average players. Very VERY high damage for how easy it actually is to pull off.
  2301. Pressure with lights and delay weaks, but don't get predictable as max's jabs
  2302. are actually punishable. His lean gets stunned rather easily, standing jab is
  2303. a much better option. Dash Attack has hit detection issues and will usually
  2304. only connect 1 of the 2 hits unless you are ON CENTER with your opponent. Only
  2305. use DA if you need to meter build EX: W-W-W-DA. Standing HKW is really flashy
  2306. and easy to see coming--avoid using it completely unless you spot a guaranteed
  2307. connect. Charge HKW(1) is super fast and has lots of range. Use wisely in 1v1
  2308. situations.
  2309.  
  2310. =====================
  2311. Recommended Abilities
  2312. =====================
  2313.  
  2314. Power Leveler: More precious meter to burn, and element.
  2315.  
  2316.  
  2317. =====
  2318. Notes
  2319. =====
  2320.  
  2321. Only character in the game with a proper Counter
  2322.  
  2323. Max can combo into his Charge HKW1 at Lv2. LKWx3-Charge HKW
  2324.  
  2325. Counter has super armor after it sits for a second but max won't do the
  2326. animation for about a full second after you sit there. Advanced players will
  2327. 360 break you if they see it coming. This turns into a mind-game in of itself.
  2328. It turns into more of a guaranteed 360 bait, so keep this in mind.
  2329.  
  2330. aLKW cancel is a reset and can be followed up with jabs and or LKWx4
  2331.  
  2332. W-W-W-H is Max's pressure BNB. It's very difficult to punish, max recovers
  2333. from his heavy nearly instantly. Very useful for guard pressure and baiting
  2334. people into a jab string. EX: W-W-W-H-(COUNTER)
  2335.  
  2336. Excelled HP regeneration (Only character with un-natural regen speed)
  2337.  
  2338. Lightning Element
  2339.  
  2340. ==================
  2341. Bayonetta (p102)
  2342. ==================
  2343. Combo List
  2344. ==========
  2345.  
  2346. W-W-H-H-LKWx4
  2347.  
  2348. W-W-H-KWH
  2349.  
  2350. H-*W-W-W-H-H-KWLx4
  2351.  
  2352. H-H-AA-aKWLx2 or KW Glitch
  2353.  
  2354. W-*W-KWLx4
  2355.  
  2356. H-*W-AA-aL-W-W-H-KWH (KWH will sometimes miss in laggy conditions)
  2357.  
  2358. H-*W-AAc-aKWH
  2359.  
  2360. W-*W(TC)-W-W-H-AA-aKWLx2 or KW Glitch
  2361.  
  2362. W-W-H-AA-aW-W-W-H-AA-aW (LOOP, can drop in lag)
  2363.  
  2364. W-W-W-W(TC)-W-W-W-W(TC) (Twitch cancel pressure loop.)
  2365.  
  2366. ==============
  2367. Guard Pressure
  2368. ==============
  2369.  
  2370. H-H-H
  2371.  
  2372. W-W-W-W-H
  2373.  
  2374. W-W-H-DA
  2375.  
  2376. W-W-W-W-DA
  2377.  
  2378. aL-aL-aL
  2379.  
  2380. aLKWx2
  2381.  
  2382. W-aKWLx2
  2383.  
  2384. W-*W-H (Unsafe, use very willingly--if they dodge. You're punished!)
  2385.  
  2386. KWH (Unsafe. It breaks normal guards but can be easily dodged.)
  2387.  
  2388. =========
  2389. Playstyle
  2390. =========
  2391.  
  2392. Bayonetta can be summed up in two words. "Big Damage". She is a character
  2393. that struggles to open people up and force them to make mistakes. Partly
  2394. because everyone is so used to fighting her--everyone should know her
  2395. tricks. She more than makes it for it by having a set of extremely
  2396. dangerous KW attacks. Her defense is very poor, possessing the usual low
  2397. health the rest of the women have. Her 360 attack is slow on start-up AND
  2398. recovery. It should only be used in the most dire situation, period. Bayo
  2399. players shouldn't be afraid to get aggressive but should also keep in mind
  2400. it's very easy for her to be overwhelmed. Especially if she's fighting the
  2401. Rins, Zero, Gargoyle, or is caught by herself in a team mode.
  2402.  
  2403. ==================
  2404. Recommended Skills
  2405. ==================
  2406.  
  2407. Charge Attacker: Bayonetta and CA just go together, mostly because of her
  2408. multi-hit combo enders. All of these little bursts of damage get buffed by
  2409. charge attacker. Fully Charged, these guarantee a guard break on connect and
  2410. will actually continue doing damage depending on the stage of the attack. She
  2411. has an online glitch with this perk, similar to Baron's OHKO where the game
  2412. repeteadly tries to register hits from said attack. Most noticable on
  2413. H-H-(CHARGE!)H. Eats through guard master if you can connect good enough.
  2414.  
  2415. Lean Extender: A bayonetta with LE can be lethal. Not only can she use it as
  2416. a traveling device, she can also use it to poke people from far away and start
  2417. one of those extreme combos, even on block, she can jump cancel into an array
  2418. of options such as air weak's or air LKW's for guard pressure / safety.
  2419.  
  2420. Power Leveler: This ability does well on everyone, but it's notable on Bayo
  2421. for a few different reasons. It gives her that coveted Lv2 / 3 HP bar.
  2422. Survivability and your Element are reasons to use Power Leveler on her.
  2423. She is one of the THREE(3) characters to have poison element, and has a
  2424. rather easy way to start a combo into her LKWx4 string. (W-*W-LKWx4). After
  2425. the knockback on the 4th hit, you can run them down and possibly LKWx2 or KWH.
  2426. Very, very dangerous.
  2427.  
  2428. =====
  2429. Notes
  2430. =====
  2431.  
  2432. Bayonetta is very notorious for the damage she gets off of her KW glitch. Since
  2433. she can use it in combos better than anyone else in the game. The drawback from
  2434. having this luxury is that the glitch is VERY unsafe. Her aLKWx2 is still
  2435. damaging and is safer than the glitch. The glitch should only be used to finish
  2436. people off or set up tech traps, as she can be hit out of the attack at any
  2437. time before she comes down, and can even be punished after she comes down
  2438. by anyone's KWH, or another Bayonetta doing the glitch right after you finish.
  2439. Some players prefer not to use it and don't like players who do. So be prepared
  2440. to catch some flack if you use it. Also very useful for crowd control and multi
  2441. kills.
  2442.  
  2443. She has three types of follow ups after KW glitching, KWH, or her throws.
  2444. These solely depend on who you're fighting against and how they get up off the
  2445. ground.
  2446.  
  2447. Fully charged H should never be used in combat situations. Only use it if you
  2448. need to travel across a rooftop on certain maps.
  2449.  
  2450. Fast Charge HKW(1) with lot's of range, Charge HKW(2) can poison at Lv3 but
  2451. people seem to fall out of it randomly because it's a "two-hit" move. Lag is
  2452. your enemy here.
  2453.  
  2454. Poison Element
  2455.  
  2456. ------------------------------------------------------------------------------
  2457. ------------------------------------------------------------------------------
  2458. ------------------------------------------------------------------------------
  2459. ------------------------------------------------------------------------------
  2460.  
  2461.  
  2462.  
  2463.  
  2464. =================
  2465. Credits (r102)
  2466. =================
  2467. This section is a big thank you to those who contributed to the guide over the
  2468. course of the past month and a half and to this very day!
  2469.  
  2470. VagrantSun
  2471. Razor / TimberFalls
  2472. MunozScyther AKA The General
  2473. Pandaking / Swillo
  2474. DeezeeKujaku
  2475. Dr_Noah_Body
  2476. Pterodactyl
  2477. aWeirdGuy
  2478.  
  2479. THANK YOU VERY MUCH! You're all awesome in my book.
  2480.  
  2481. And most of all, thank YOU for checking out my guide. If there was no interest
  2482. I would've never done anything like this.
  2483.  
  2484. =============================================
  2485. Legal Stuff (s102)
  2486. =============================================
  2487.  
  2488. Copyright (c) 2013 Jared Gardner
  2489.  
  2490. This may be not be reproduced under any circumstances except for personal,
  2491. private use. It may not be placed on any web site or otherwise distributed
  2492. publicly without advance written permission. Use of this guide on any other
  2493. web site or as a part of any public display is strictly prohibited, and a
  2494. violation of copyright.
  2495.  
  2496. Web-sites with permission: Neoseeker.com, GameFAQS.com
  2497.  
  2498. If you have suggestions, or additions. I started this wanting everyone to
  2499. contribute so if you feel like something should be added feel free and E-mail
  2500. me at "[email protected]" without the quotations. Everyone who helped will get
  2501. credit if I see fit to add your information.
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