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Anarchy Reigns Multiplayer FAQ v1.03.1

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  1. .
  2. OO
  3. OO
  4. .OO
  5. OOOO.
  6. OOOOO
  7. .OOOOO
  8. .OOOOOO....
  9. OOOOOOOOOOOOOO,
  10. .OOOOOOOOOOOOOOOOOOOOOO.
  11. OOOOOOOOOOOOOOOOOOOOOOOOO,
  12. OOOOOOOOOOOOO .OOOOOOOOOOOOOO.
  13. OOOOOOOO OOOO. OOOOO .,OOOOOOOO .OO
  14. .OOOOOOO OOOO, ,OOOO. OOOOOOOOOOOOOOOOO
  15. OOOOOO OOOOO. .OOOOO OOOOOOOOOOOO
  16. .OOOOOO .OOOOO .OOOOO ..OOOOOOOOOOO.
  17. :OOOOO. .OOOO. .OOOOOOOOOOOOOOOO.
  18. .OOOOO. .OOOOO ,OOOOOOOOOOOO.,OOOO
  19. OOOOOO .OOOOOOOOOOOOOOOOOO.. .OOOO
  20. .OOOOO, ..OOOOOOOOOOOOOOOOOOO. OOOOO
  21. OOOOO .OOOOOOOOOOOOOO . OOOOO ,OOOO
  22. OOOOOOOOOOOOOOOO .OOOO. OOOOO
  23. OOOOOOOOOOOOOO OOOOO .OOOOO
  24. .OOOOOOOOOOOOOO: OOOOO..OOOOOO
  25. .OOOOOOOOO OOOOO .OOOOO OOOOO.
  26. OOOOO.OOOOOOOOOOO. .OOOOOOOOOO
  27. .. OOOOOOOOOO. OOOOOOOOO.
  28. OOOOOOOOO. .OOOOOO
  29. .OOOOOOOOOO, .OOOOOOOOO
  30. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.
  31. OOO OOOOOOOOOOOOOOOOOOOO.OOOO
  32. .OOO . .OOOOOOOOOOOO.. ,OOO
  33. .OO. OOO.
  34. .O, .O:
  35.  
  36.  
  37. -------------------------------------------------------------------------------
  38. -----------------------------ANARCHY REIGNS------------------------------------
  39. ------------------------------MAX ANARCHY--------------------------------------
  40. -------------------------------------------------------------------------------
  41. ==============================================
  42. Table of Contents
  43. ==============================================
  44.  
  45. ----------------------------------------------
  46. Character Strategy / Combo List.........[0000]
  47. Combo Key...............................[2222]
  48. Starting Out and Random information.....[q102]
  49. ----------------------------------------------
  50.  
  51. JACK.................................[a102]
  52. BARON................................[b102]
  53. MATHILDA.............................[c102]
  54. BIG BULL.............................[d102]
  55. LEO..................................[e102]
  56. NIKOLAI..............................[f102]
  57. SASHA................................[g102]
  58. ZERO.................................[h102]
  59. DURGA................................[i102]
  60. GARGOYLE / GARUDA....................[j102]
  61. OINKIE...............................[k102]
  62. DOUGLAS..............................[l102]
  63. RIN RIN / FEI / AI...................[m102]
  64. MAX..................................[o102]
  65. BAYONETTA............................[p102]
  66.  
  67. ----------------------------------------------
  68. Stage List and basic strategy...........[>102]
  69. ----------------------------------------------
  70. Altambra Central Square..............[3AB0]
  71. The Dive.............................[3AB1]
  72. Oil Rig..............................[3AB2]
  73. Oinkie's Casino......................[3AB3]
  74. Chaodiansi Temple Street.............[3AB4]
  75. Hong Long Downtown...................[3AB5]
  76. Bari Shur............................[3AB6]
  77. Abandoned Mine.......................[3AB7]
  78.  
  79. ----------------------------------------------
  80. Items and what they do..................[<102]
  81. ----------------------------------------------
  82. Sniper Rifle.........................[1337]
  83. Fire Grenade.........................[FIR3]
  84. Missile Launcher.....................[QU@D]
  85. Satellite Laser......................[B3@M]
  86. Supercharged Trap....................[LTRC]
  87. Shield...............................[DFNS]
  88. Stealth..............................[IVSI]
  89. Team Summit..........................[SAV3]
  90. Carpet Bombing.......................[B0MB]
  91. Mutants..............................[TMNT]
  92. Cage Match...........................[C@G3]
  93.  
  94. ----------------------------------------------
  95. Ability List............................[*102]
  96. ----------------------------------------------
  97. Destroyer............................[2AA1]
  98. Lean Extender........................[2AA2]
  99. Charge Attacker......................[2AA3]
  100. Berserker............................[2AA4]
  101. Spin Master..........................[2AA5]
  102. Guard Master.........................[2AA6]
  103. Auto-Guarder.........................[2AA7]
  104. Judo Master..........................[2AA8]
  105. Takedown Defense.....................[2AA9]
  106. Sprinter.............................[2AB0]
  107. Master Evader........................[2AB1]
  108. Rampage Marauder.....................[2AB2]
  109. Rampage Master.......................[2AB3]
  110. Herculean Effort.....................[2AB4]
  111. Hitman...............................[2AB5]
  112. Rifle Enthusiast.....................[2AB6]
  113. Cage Match Enthusiast................[2AB7]
  114. Stealth Master.......................[2AB8]
  115. Shield Master........................[2AB9]
  116. Mugger...............................[2AC0]
  117. Healing Factor.......................[2AC1]
  118. Hard Charger.........................[2AC2]
  119. Rapid Respawner......................[2AC3]
  120. Power Leveler........................[2AC4]
  121. Killjoy..............................[2AC5]
  122.  
  123. ----------------------------------------------
  124. Random Trigger Events...................[^102]
  125. ----------------------------------------------
  126. Chutulu..............................[5YU0]
  127. Kraken...............................[5YU1]
  128. Carpet Bombing.......................[5YU2]
  129. Black Hole...........................[5YU3]
  130. Rampaging Vehicle....................[5YU4]
  131. Microwave Satellite Array............[5YU5]
  132. Cargo Plane Crash....................[5YUZ]
  133. OA System............................[5YUF]
  134. Gunrunner............................[5YU#]
  135. SLBM Missile Launch..................[5YU6]
  136. Poison Gas...........................[5YU7]
  137. Helicopter Drone.....................[5YU$]
  138. Incoming Item........................[5DU1]
  139. Cybrid Joe...........................[5DU2]
  140. Killseeker Item Man..................[5YU8]
  141. Flying Platforms.....................[5YU9]
  142. Executioners.........................[5YT1]
  143. Mutants..............................[5YT2]
  144. Super Mutant.........................[5YT3]
  145. Berserker Mutant.....................[5YT4]
  146. Electrical Storm.....................[5YT5]
  147. Pandemic.............................[5YTX]
  148. Nanovirus............................[5YTZ]
  149. Bayside Bridge Bombing...............[5YT6]
  150. Jamming Drone........................[5YT7]
  151. Power Failure........................[5YT8]
  152. Enlightenment Array..................[5YT9]
  153. Dragon Flamethrower..................[5YT^]
  154. Landmass Reconfiguration.............[5YP1]
  155. Tornado..............................[5YP2]
  156. Quicksand............................[5YP3]
  157. Oil Rig Fire.........................[5YP@]
  158. Excavator............................[5YP&]
  159. The Drones...........................[5YP4]
  160. Assassination........................[RS39]
  161. Cargo Transport......................[RS49]
  162. ----------------------------------------------
  163.  
  164. ----------------------------------------------
  165. Credits..............................[r102]
  166. Legal Stuff..........................[s102]
  167.  
  168. ==============================================
  169. ==============================================
  170.  
  171. ____________________________________________________________________
  172. ====================================================================
  173. Some universal information you should know before starting! [q102]
  174. ====================================================================
  175.  
  176. - Press circle as soon as the grab animation starts you break grabs. DON'T
  177. PRESS ANYTHING ELSE WHILE YOU DO THIS! For EX: You can't R1+O to break grabs,
  178. if you are guarding and you get grabbed---immediately release guard and press
  179. circle!
  180.  
  181. - Everyone except bull can W-LKWx3 or 4. All it takes is a jab to open someone
  182. up, all new players should learn this first and go from there, learning to bait
  183. 360's with this basic tool.
  184.  
  185. - Never get up attack. If you get knocked on the ground from an enemies attack,
  186. immediately start pressing Guard to get-up quickly with your characters roll /
  187. dodge animation. This prevents your enemy from immediately following up with
  188. something. This is a very integral part of gameplay and new players should start
  189. doing this second nature immediately!
  190.  
  191. - Attacking a 360 with a light or heavy attack will stun you 100% of the time.
  192. Don't attack 360 hit-boxes. Very important. 360 attacks have priority equal to
  193. charge HKW's. It's a bit ridiculous but the only way to punish them properly
  194. is to wait until the hit-box is gone, and lay into them before they can do
  195. anything.
  196.  
  197. - Most Medium and Light characters have super armor on their HKW variations
  198. and their guard breaks (charge heavy). Standing has less than a charge, but can
  199. still eat a few jabs. Charge HKW's will eat a LOT of jabs. ANY type of heavy
  200. attack breaks ANY super armor.
  201.  
  202. - In big modes, keep an eye on the item slot machines. These are game changers
  203. and in a lot of cases, free kills if you know how to use them properly. The
  204. lighter shade the item slot, the closer it is to activating. So if you take a
  205. look really quick and you see that the picture is very dim, they won't be
  206. activating any time soon. If the pictures are bright, they are about to
  207. activate or are extremely close to activating. Stick close to grab an item!
  208.  
  209. - Heavy characters have super armor on just about everything. LKW's, HKW's,
  210. Dash animations, jabs, etc etc. This is why they get stunned more than any
  211. other character. This also makes them some of the most dangerous!
  212.  
  213. - Air attacks have the highest priority. They can't be stunned and in the
  214. actual event that you clash with someone, you have a very large window to
  215. follow up. The risk is there, though. You CAN get juggled when you start your
  216. jump. Be very careful jumping on whim unless you know you are safe. Never jump
  217. against someone with lean extender on. You will get juggled out of your jump
  218. before you can do anything.
  219.  
  220. - Glitch HKW'ing is performed by pressing air LKW (L2+Square or LT+X) and then
  221. immediately releasing it and holding triangle or (Y) for 360 players. Doesn't
  222. consume meter. Very obvious when done correctly.
  223.  
  224. - Basic jab sets (W-W-W-W) do guard damage. Most people don't realize this and
  225. often times won't dodge it. I tested it with Oinkie, against a Leo's Guard.
  226. TWO jab sets broke his guard. That's all it takes! Guards are actually very
  227. fragile things but the online plays tricks on the guard animations (hit confirm
  228. AND break) constantly. If you see an enemies guard shatter, but nothing
  229. happened, this is a common occurence and their guard DIDN'T ACTUALLY break.
  230. It was just lag.
  231.  
  232. - All HKW animations have a chance of glitching out in some small way, or a
  233. large way. Be it damage, character animation, etc etc. Sometimes it will appear
  234. that you didn't actually catch somebody with it.
  235.  
  236. - Everyones aHKW has a TON of lingering frame data, to the point where well
  237. after the move is in cool-down it will damage you and or stun you. If you want
  238. to punish these you need to either use a KW cinematic or a spaced KW of some
  239. sort. A regular jab or heavy will stun you 100% of the time. A punish that
  240. isn't done properly, will actually TRADE DAMAGE with the aHKW your opponent
  241. did. Punish with caution.
  242.  
  243. - All characters now share two loops that can be performed by twitch canceling,
  244. through jabs and through basic heavy launchers. I left bulls in there because
  245. he needs something to pretty up his section and give people ideas.
  246.  
  247. - For those who don't know, you can actually KW cancel jump and do other stuff
  248. besides AA cancel. It's much harder than basic canceling but once you get it
  249. down.. It's a lot of fun messing with. For instance, Oinkie can't usually jump
  250. out of a jab and into an aLKW. With this technique, he can. It's performed by
  251. doing the same input as an AA cancel, just pressing Square (X for 360)
  252. IMMEDIATELY after the AA cancel. Instead, you will do an air weak and you can
  253. follow up with whatever you want. W-W-W-(C)aW-aW-W-W-W(C)-aW-aW etc etc.
  254.  
  255. - All female characters and the Garbots can AA out of a lean without any extra
  256. button input. Just lean -> jumping heavy. Males have to use the AA cancel tech
  257. and bull can't do it at all for use in mid-combo.
  258.  
  259. - Some modes allow you to level up when you kill enemies. They are essentially
  260. kill streak rewards, leveling up is a key part of the online and can actually
  261. save you if you are about to die since it refills your HP completely. You start
  262. the match Lv1 and you reach Lv2 at a 2 kill streak and Lv3 (Max level) at a 5
  263. kill streak. At Lv3 you gain access to your characters ELEMENT. Your element
  264. becomes your best friend once you know how to use it properly. All LKW strings
  265. end in an elemental attack of that particular character, so. LKWx3 with Garuda,
  266. when the third LKW hits, will FREEZE your opponent since Garuda is ICE element.
  267. This forces them to mash out to try and survive the follow up. With power
  268. leveler, you reach Lv2 at 1 kill and Lv3 at 3 kills, one of the most powerful
  269. abilities hands down in the hands of a skilled player. Charge HKW (2)'s also
  270. afflict each characters specific element. Note: Cutscenes can't afflict your
  271. enemy with an element!
  272.  
  273. ===========================
  274. COMBO KEY [2222]
  275. ===========================
  276.  
  277. W = Weak attack
  278. H = Heavy attack
  279. aW = Air weak
  280. LKW = Weak killer weapon
  281. HKW = Heavy killer weapon
  282. aLKW(c) = Air weak killer weapon (cancel, very late input)
  283. aHKW = Air heavy killer weapon
  284. *W = Delayed Weak attack
  285. *H = Delayed heavy attack
  286. AA = Anti Air (rising heavy)
  287. DA = Dash Attack
  288. AAc= Anti Air Cancel
  289. TC = Twitch Cancel
  290. GC = Guard Cancel
  291. JC = Jump Cancel
  292.  
  293. =======================
  294. Jack Cayman (a102)
  295. =======================
  296. Combo List
  297. ==========
  298. H-W-W-*W-LKWx4
  299.  
  300. W-W-W-*W-LKWx4
  301.  
  302. H-H-AAc-aW-aW-H-H (LOOP)
  303.  
  304. H-aW-aW-aW-aW-aLKWx4
  305.  
  306. aW-LKWx2-aW-W-W-*W-AAc-aHKW
  307.  
  308. W-*W-AAc-aW-aW-W-AAc-aHKW
  309.  
  310. H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW
  311.  
  312. W-AAc-aHKW
  313.  
  314. W-AAc-aLKW-aLKW(c)-W-AAc-aHKW
  315.  
  316. ==============
  317. Guard Pressure
  318. ==============
  319. W-W(JC)-aLKWx2
  320.  
  321. W-*W(TC)-W-W-W-H (general mixup)
  322.  
  323. W-W-W-H (Safe on Guard)
  324.  
  325. W-*W-H (Safe on Guard, but very easy to see coming)
  326.  
  327. aLKW (generally safe on connect, hard to punish)
  328.  
  329. W-H (Unsafe if H misses)
  330.  
  331. W-W-W-*W(TC)-W-*W (very safe)
  332.  
  333. W-*W-LKW (Unsafe if LKW misses)
  334.  
  335. =========
  336. Playstyle
  337. =========
  338. Jack is all about his ground game and being able to efficiently juggle someone.
  339. He has a fantastic lean and has 3 KW cinematics in total. This gives him high
  340. damage combos with very short strings. If you aren't constantly doing something
  341. with jack, you're playing him wrong. You need to be all over your opponent,
  342. smacking their guard constantly. His delay weak is deceptive and fast. Focus on
  343. whittling them down and launch when you see an opening. I highly recommend the
  344. basic: H-AA-aW-aW-H-AA-aHKW for lots of quick damage. Very rarely will you have
  345. a connection where somebody gets out of his aHKW. If you do, LKWx4 instead.
  346. Bait 360's with W-W-W-LKWx2, 3rd LKW launches so they either have to break
  347. between first and second hit or eat the entire LKWx4. His guard break is
  348. terrible and slow but it DOES have some super armor. Mix up the timing of
  349. Jack's delay heavy to guard pressure all day long. Never mash it out--people
  350. will roll it and you won't get that desired guard damage.
  351.  
  352. All of his heavy combo enders are generally unsafe, especially delay heavy. It
  353. has range but it's really easy to see coming and dodge leaving you with the
  354. horrible cooldown.
  355.  
  356. ================
  357. Moveset Analysis
  358. ================
  359. Standing Jab - Nothing special here, but it comes out EXTREMELY fast.
  360.  
  361. Lean - One of the better leans in the game, lot's of range and it comes out
  362. really fast. Rivals barons, zero's, and oinkies lean attacks.
  363.  
  364. Wx4 - Standard jab set, final hit does decent guard damage but is
  365. punishable--use at your own risk. Actually a surprisingly good mix-up for
  366. guard pressure. Locks people down for guard break if their shield is heavily
  367. staggered.
  368.  
  369. W-H - Standard string, EXTREMELY unsafe but does guard damage.
  370.  
  371. Wx2-H - Possible team combo tool as the H bounces your enemy but isn't useful
  372. in 1v1 scenario. Can't follow up with anything.
  373.  
  374. Wx3-H - Pretty fast sweeping backhand. Safe on guard and adds extra hitstun on
  375. connect to HP bar. (Stagger effect)
  376.  
  377. W-*W-H - Delay into heavy shift, the *W is definitely the high point here as
  378. it hooks around and catches people off guard while being difficult to fight
  379. against and punish. The heavy finisher is extremely telegraphed and easy to
  380. punish because Jack pulls himself back and then steps forward for the hitbox
  381. to come out. On hit it sends your opponent flying with the possibility of
  382. them screwing up the tech roll since it's a "low knockback" move.
  383.  
  384. Guard Breaks - Jack kneels down and tackles upon releaase, really slow but has
  385. super armor so it's a good trap for more aggressive players who rely strictly
  386. on jabbing.
  387.  
  388. AA - One of the best anti airs, true i-frames and it comes out REALLY
  389. fast. Take advantage of the i-frames, going up this move is extremely safe,
  390. air jab on the way down for extra safety if you're empty AA'ing.
  391.  
  392. Falling H - Completely useless aside from team combo hard knockdowns.
  393.  
  394. H - Launching attack, sets up for combos of varying degree. Decent range
  395. and pretty fast coming out.
  396.  
  397. H-H - Forced hard knockdown with cancellable properties. Jack can anti air
  398. cancel out of it or cancel into leans for follow-ups. Strict timing.
  399.  
  400. H-W-H - Good mix-up if someone is playing defensive but be careful on the H
  401. as its highly punishable. Has good tracking to help the issue. H-W can also
  402. be cut short and stringed into other moves as seen in the combo section.
  403.  
  404. LKWx4 - Standard ground LKW string, 3rd hit launches. 3rd and 4th hits do the
  405. majority of damage. Jab into it for 360 baits or launch for combos.
  406.  
  407. Air LKWx4 - Standard air LKW's, combos into itself and can be canceled upon
  408. landing on the ground to follow up with a Lean. Large hitboxes and good guard
  409. damage as well. Good for stunning aggressive players.
  410.  
  411. Air HKW - Standard cutscene move, glitches out in lag for less damage.
  412.  
  413. Ground HKW - Standard ground cutscene, instant guard break and prone to glitch
  414. damage in lag.
  415.  
  416. Charge HKW's - Slow charge speeds with really mediocre range.
  417.  
  418. =====================
  419. Recommended Abilities
  420. =====================
  421. Lean Extender: This is jacks bread and butter ability. This affords him the
  422. mobility he needed so desperately. There are very few things faster than a
  423. Jack with Lean Extender so if you need to call a tactical retreat, Lean away!
  424.  
  425. Power Leveler: It works on everybody, added meter and life bar will help Jack
  426. but his element is neigh useless. Also loses the ability to chase with this.
  427.  
  428. =====
  429. Notes
  430. =====
  431. If you are fighting an overly aggressive player, start air jabbing. Start
  432. jumping and throwing a random aLKW. It has very high priority, like all air
  433. attacks. More often than not they will either 1. Eat Damage or 2. Get stunned
  434. for even more free damage. This comes with its own risk because you can be
  435. jabbed out of a jump. You need to have space in-between your opponent and
  436. yourself to attempt this. Don't just jump in front of them, you'll get
  437. punished for it.
  438.  
  439. Jack's defense is terrible. You have NO options once people get in your face
  440. and start pressuring you. The only thing you can hope for is for them to mess
  441. up and give you an opening to start your flurry. Watch your opponent carefully.
  442.  
  443. AA canceling and Twitch Canceling benefit Jack greatly. They allow him to AA
  444. out of a jab and into a juggle for massive damage. If you are an aspiring Jack
  445. main I strongly recommend learning advanced techniques. He doesn't get any
  446. fantastic H mixups like baron, zero, or durga but the ability to string weaks
  447. into more weaks and AAC / TC the few options he does have helps him immensely.
  448.  
  449. Jack's ground LKW string is very slow and flashy, NEVER attack someones shield
  450. with it. More often than not they will sidestep and jab / stun you. One
  451. noteworthy mention is the 2nd and 3rd hit have BACKWARD hitboxes, meaning if
  452. they roll behind you and jab, they will either get stunned or eat some damage.
  453. Useful for trickery. Not recommended fighting against skilled players, though.
  454.  
  455. One of the best Anti Airs that will eat through active aHKW frames--good for
  456. punishing people who like throwing random aHKW out of desperation.
  457.  
  458. Fire Element.
  459.  
  460. =======================
  461. Blacker Baron (b102)
  462. =======================
  463. Combo List
  464. ==========
  465. aW-aLKW
  466.  
  467. W-W-H-LKWx4
  468.  
  469. H-W-W-LKWx4
  470.  
  471. W-*W-LKWx4
  472.  
  473. W-AAc-aHKW
  474.  
  475. W-W-H-AAc-aW-aLKW
  476.  
  477. W-W-W-H(TC)-W-LKWx4
  478.  
  479. H-AA-aW-aLKW(c)-aLKW
  480.  
  481. W-W-H(TC)-W-W-H(TC) (LOOP)
  482.  
  483. W-W-W-H(TC)-W-W-W-H(TC)-W-H
  484.  
  485. W-*W(TC)-H-AA-aW-aLKW(c)-W-AAc-aHKW
  486.  
  487. W-*W-AAc-aW-aW-W-AAc-aW-aLKW(c)-aLKW
  488.  
  489. ==============
  490. Guard Pressure
  491. ==============
  492. W-W(JC)-aW-aLKW
  493.  
  494. W-*W(TC)-W-*W-H
  495.  
  496. W-W-H(TC)-W-W-H
  497.  
  498. aW x any number amount (extremely safe)
  499.  
  500. W-W-W-H(TC)-W-LKWx1
  501.  
  502. W-*W-H
  503.  
  504. W-W-W-*W-AAc-aWx3
  505.  
  506. W-H
  507.  
  508. aLKW
  509.  
  510. =========
  511. Playstyle
  512. =========
  513. Baron is a fantastic character with a lot of options. He relies on his delayed
  514. W for pressure and amazing tracking capabilities, make good use of it but don't
  515. OVER-USE it. People can break it during the flurry and you won't be able to
  516. guard in time. Use aLKW or aHKW for punishes on 360 attackers. Try and avoid
  517. 360'ing with baron as much as possible, it is very easy to punish. It comes
  518. out rather quickly but it has a LOT of cool-down. Use LKW pokes for quick
  519. damage and baiting. Baron is another character that excels in the air and at
  520. range. Once you start air jabbing he can actually land 5 jabs on HP and keep
  521. the combo going. Back dodge to put space between you and your opponent.
  522. aLKW back into your opponent for pressure, commence flurry of jabs, LKW poking.
  523. Baron has 2 cinematics in total, aHKW and HKW. Baron's guard break is actually
  524. a counter trap that regenerates a small amount of HP if your enemy hits you.
  525. It's a move worth incorporating into your playstyle to make people think
  526. before they start button mashing. It's completely safe aside cutscene HKW's
  527. and grabs. Grabs are a given but be careful over-using it. People will catch
  528. on.
  529.  
  530. Incorporating cancels baron has some of the best pressure in the game period
  531. with a massive amount of options. All of his heavy combo finishers have
  532. cancellable options and the potential to be infinitely useful and dangerous.
  533.  
  534. ================
  535. Moveset Analysis
  536. ================
  537. Lean - One of the best leans in the game with the highest priority. Rivaling
  538. zero's jab moveset easily.
  539.  
  540. W-H - Standard combo string here, H does guard damage. Can twitch into Leans
  541. and other combo strings for more extreme pressure options.
  542.  
  543. Wx2-H - Possibly barons most versatile ground combo, you can follow up with
  544. LKWx4, jump cancel, twitch cancel, anti air cancel, basically do anything out
  545. of this nifty little string. Decent tracking but without cancels it has a fair
  546. amount of cooldown.
  547.  
  548. Wx3-H - Launches your opponent. Under normal circumstances it's not useful.
  549. With cancels you can loop your opponent or Lean into an Anti Air cancel for a
  550. quick air HKW or more devious shenanigans.
  551.  
  552. W-*W-H - The giggity punch. One of the best moves anyone possesses. It's pure
  553. wall of hitbox and priority. Side-steppers be damned, here. Can cancel into
  554. more techniques or LKW's after the *W. H portion isn't follow-uppable but can
  555. combo on guard if it's staggered (where they are almost about to break).
  556.  
  557. H - Standard launcher, mediocre range.
  558.  
  559. H-H - Basic string with a finishing punch, good range but very unsafe.
  560.  
  561. H-W-H - Actually a surprisingly good guard pressure move, baron backflips to
  562. safety if the final H connects on guard. Otherwise he falls flat and is very
  563. open to punishment.
  564.  
  565. Anti Air - A little slow on startup but otherwise comes out with a fast hitbox
  566. to combo into anything of your choice. Seemingly moderate amount of i-frames.
  567.  
  568. Charge H - Baron curls up and activates a counter stance. If your opponent
  569. attacks baron restores health. A stronger attack restores MORE health to
  570. baron. Can't tank cutscenes attacks. (HKW, Grabs)
  571.  
  572. air W - Extremely safe, basic air jab.
  573.  
  574. Falling H - Extremely unsafe, advanced team combo utility.
  575.  
  576. LKwx4 - Basic ground string, 3rd hit causes stagger and is akin to starting a
  577. juggle state. They can't 360 after the 3rd hit so always do the 4th. 4th hit
  578. causes fire status at Lv3. Pretty useless though because of the knockback.
  579.  
  580. air LKW - Pretty basic dive here with moderate damage. Can be canceled at the
  581. right distance / falling position to follow up with lean / more shenanigans.
  582.  
  583. air HKW - Basic air cutscene, does less damage on almost any connection due to
  584. lag.
  585.  
  586. HKW - Ground cutscene, does extreme damage in even a little bit of lag.
  587.  
  588. Charge HKW's - Pretty basic charges, not much change, low damage. Not worth
  589. incorporating into Baron's playstyle.
  590.  
  591.  
  592. =====================
  593. Recommended Abilities
  594. =====================
  595. Charge Attacker: Baron gets the most unique use out of Charge Attacker. His
  596. moveset on his combo heavy finishers actually CHANGES. Most of the time they
  597. get an extra hit or a small variation in animation. Fantastic pressure
  598. addition to what he already has.
  599.  
  600. Lean Extender: The same reason Jack uses it, it affords Baron mobility and
  601. lets his lean really shine. Baron actually has one of the best Leans period,
  602. not for distance but for priority--you will very rarely beat a Baron at
  603. jabbing.
  604.  
  605. Power Leveler: This lets Baron burn meter like nothing--turns him into quite
  606. the dangerous opponent when he doesn't have to worry about having 4 full meter
  607. for a basic combo or wasting a meter for aLKW pressure. Very useful. You
  608. sacrifice mobility for survivability and offense with Power Leveler.
  609.  
  610. Killjoy: HKW cutscene will one-shot anyone at Lv2 or below thanks to added lag
  611. damage, and in extreme cases people at Lv3. If you don't feel like playing
  612. fair (lol the very idea of fair in anarchy is ridiculous to begin with) this
  613. ability is for you.
  614.  
  615. =====
  616. Notes
  617. =====
  618. aLKW can glitch out in extreme lag and do double the amount of damage.
  619.  
  620. Baron's charged HKW is underwhelming and should only be used against jab-happy
  621. opponents or for finishing someone off that is getting juggled by a team-mate.
  622.  
  623. Baron is one of the most feared characters in the game because of a glitch with
  624. the netcode and his ground HKW cinematic. In even a little bit of lag, this
  625. move will OHKO you, or nearly. Tires / poles are a baron's best friend. You
  626. have been warned.
  627.  
  628. His dash attack is terrible. It has no redeeming qualities whatsoever besides
  629. good guard damage. Even then, you will likely get punished for trying it. Guard
  630. pressure with a W-W-H-LKW poke if you need to eat away at a defensive player.
  631.  
  632. As listed above, baron has sexy combos. He doesn't need cancels but they do
  633. give him new options. That said, good barons are few in number. He gets a bad
  634. name for glitch abuse but is still an incredibly solid character without his
  635. ground HKW.
  636.  
  637. Some of the best Jab priority in the game, Baron does NOT get stunned easily
  638. using his jab attacks / flurries. In fact, out of my 1000+ AR hours I'd say
  639. not once have I ever been stunned through his delay. It CAN clash though. His
  640. delayed weak is just pure priority. People will start playing incredibly
  641. space-y if they find you pressuring them too difficult. They'll avoid the delay
  642. at any cost--including back dodging constantly to get them out of reach. If you
  643. find they are out of reach, just don't follow up with anything! I should note
  644. the tracking is also fan-freaking-tastic. Useful for pesky side-steppers who
  645. think you left an opening. Flurries one weakness is it can lose its tracking
  646. leaving you completely open. Back-dodges mess with the tracking ability so
  647. keep that in mind if you're fighting a light character.
  648.  
  649. Fire Element.
  650.  
  651. =====================
  652. Mathilda (c102)
  653. =====================
  654. Combo List
  655. ==========
  656. W-aW-aLKWx4
  657.  
  658. H-*W-LKWx1-HKW(1)
  659.  
  660. W-aW-aW-W-aW-aW (LOOP)
  661.  
  662. W-AA-aW-aW-W-AA-aLKWx4
  663.  
  664. H-*W-H-AA-aW-aW-H-*W-H-AA-aW-aW (LOOP)
  665.  
  666. (Holding Guard)W-H (REQ charge attacker, small charge, LOOP)
  667.  
  668. W-AA-aW-W-AA-aLKWx4
  669.  
  670. H-W(TC)-W-AA-aW-W-LKWx4
  671.  
  672. W-H-LKWx2-Charge HKW(1)
  673.  
  674. H-H(TC)-W-AA-aW-aW-H-*W-H-AA-aW-aW-W-LKWx4
  675.  
  676. ==============
  677. Guard Pressure
  678. ==============
  679. aLKW-aHKW glitch (has active hit box, just can't combo)
  680.  
  681. W-H
  682.  
  683. W-*W-H-LKWx1
  684.  
  685. W-*W-DA
  686.  
  687. W-W-W-W-W
  688.  
  689. Charge HKW shenanigans
  690.  
  691. =========
  692. Playstyle
  693. =========
  694. Mathilda has to rely on her jab game and the fact she has fantastic guard
  695. pressure. She should use scare tactics with her charge HKW, baiting people into
  696. jabs and releasing for massive damage if they fall for it. If they go on
  697. defense, just cancel and resume the skirmish. Her charge HKW is the fastest in
  698. the game hands down, she can actually legitimately combo into it. Add in
  699. natural jump cancel ability off lean attack--it makes for some deadly offense.
  700. She isn't an easy character to play by any means but she does have the tools
  701. to shine in a with the right mindset and a capable skillset. She's a lot like
  702. other characters with jab focused metas, she has to stay on the offensive. Her
  703. defense is absolutely horrid. Unlike Baron, Oinkie, and Jack, Mathilda has a
  704. weaker Guard, and less HP. She has to play better-smarter-faster than any your
  705. opponent to be successful. With that out of the way--her juggles really make
  706. her shine. She has many capable loops and is extremely dangerous once you
  707. really take the time to learn her.
  708.  
  709. =====================
  710. Recommended Abilities
  711. =====================
  712. Charge Attacker: Mathilda makes the best use of this hands down. She becomes
  713. extremely dangerous with it equipped. She can Juggle-Combo off a W-(c)H-LKWx4
  714. While it doesn't sound super amazing, it's novelty and reliability does not
  715. wear off-plain and simple. It is ALWAYS useful. Add in the fact she can start
  716. her ridiculous loops from it.
  717.  
  718. Power Leveler: Use this if you don't like charge attacker, you get your HP bar
  719. that females need so desparately and your element at Lv3.
  720.  
  721. Killjoy: Mathilda has the fastest HKW charge in the game. Killjoy likes that.
  722. Her ground KWH will 1-shot light characters with an active killjoy buff. Her
  723. ability doesn't lay in the fact she can one shot though, it's the fact she can
  724. put it to faster use--with more range than almost every other character with
  725. killjoy.
  726.  
  727. =====
  728. Notes
  729. =====
  730. Try not to LEAN too much, her standing jab is much more safe. Her lean is kind
  731. of slow and gets stunned often due to its hitbox not actually coming out until
  732. near the end of the attack.
  733.  
  734. Fastest Charge HKW's in the game--lot's of range and active super armor. V2 is
  735. a cutscene if you catch someone with it and they are close enough.
  736.  
  737. Some of the best / most versatile looping ability, this makes her extremely
  738. dangerous in the hands of a player capabable of such combos.
  739.  
  740. LKWx4 drops inside juggles in lag on the third hit, this has to do with the
  741. fact that it bounces them, and isn't actually another "launcher" hit. Nikolai
  742. has the same exact issue.
  743.  
  744. Decent guard break (2) that is fast and can be used for crossing the heliport
  745. in Altambra, lot's of cool down so it's not practical for normal fighting use.
  746.  
  747. Benefits greatly from twitch cancels, gives her a LOT of new options for guard
  748. pressure because it cuts the cooldown on all her heavies. Consider learning
  749. advanced techniques.
  750.  
  751.  
  752. =====================
  753. Big Bull (d102)
  754. =====================
  755. Combo List
  756. ==========
  757. AA-LKWx2(GC)-LKWx2(GC)-W-W-*W (Very strict window for LKWx2 after AA)
  758.  
  759. aW-W-W-DA
  760.  
  761. AA-W-W-H
  762.  
  763. H-W(TC)-W-W-H
  764.  
  765. LKWx2(gc)-W-W(TC)-W-W-DA
  766.  
  767. LKWx2(gc)-LKWx2(gc)-W-W-DA
  768.  
  769. H(TC)-H(TC) (LOOP)
  770.  
  771. W-W(TC)-W-W (LOOP)
  772.  
  773. LKWx3
  774.  
  775. ==============
  776. Guard Pressure
  777. ==============
  778. W-LKWx2-W-W-LKWx2
  779.  
  780. W-H
  781.  
  782. aW-W-DA
  783.  
  784. W-W-DA
  785.  
  786. LKWx2-W-W-DA
  787.  
  788. Guard Break
  789.  
  790. =========
  791. Playstyle
  792. =========
  793. Playing Bull is 50% being patient as you need to anticipate what your opponent
  794. will do and the other 50% is being as aggressive as possible. Remember you are
  795. a huge target, it's hard not to notice a giant mechanical bull running around,
  796. so most attacks, even if you think you dodged them will hit you anyway just
  797. because. Never be meter conservative while playing Bull, LKW cancels are his
  798. pressure BNB's. You need to be using them constantly. Bull's safest option is
  799. W-W hands down, you will spend the majority of any skirmish trying to get jabs
  800. off. Bull takes a risk everytime he does anything so you have to keep that in
  801. mind. Delayed W is good for creating space but it IS highly punishable if you
  802. miss the guard connect. LKWx2 is your lifeblood and your main source of damage
  803. outside of jab pokes and dash attacks. Learn to punish 360's with it and you
  804. are on your way to playing an excellent Bull. The main problem here is that
  805. Bull can't give anyone a reason to 360 off the bat. He can't do anything
  806. insane off jabs like the rest of the cast.
  807.  
  808. =====================
  809. Recommended Abilities
  810. =====================
  811. Lean Extender: This is THE bull ability, it gives him insane mobility and the
  812. room to actually punish people from distance.
  813.  
  814. Killjoy: Ability to 1-shot pesky light characters with charge HKW(1). Bull
  815. doesn't exactly NEED Lean Extenders mobility and entrance when you can just
  816. sneak up on people.
  817.  
  818. Stealth Master: Bull gets use out of this straight away because if he isn't
  819. being targeted, he's a massive threat. You have to play item-go-round but it's
  820. worth it to keep heat off yourself and support team-mates with his amazing
  821. LKW juggles, oh, and Super-Hammer kill stealing.
  822.  
  823. =====
  824. Notes
  825. =====
  826. Charge HKW(1) has a huge invisible hitbox that extends well in front of the
  827. initial move. Useful for catching people off guard and when paired with
  828. killjoy, the range you get is absolutely absurd.
  829.  
  830. Dive Kick and Dash Attack are your mobility options if you opt to not use
  831. Lean Extender, it's a little bit slower but you will still be able to outrun
  832. rampagers with EASE doing this.
  833.  
  834. LKWx3 is a juggle in itself, and can be canceled at the 1 or 2 stage, as SOON
  835. as your hammer connects press Guard and the cooldown will automatically cancel
  836. leaving you to juggle your opponent with a few weak attacks or dash attack.
  837.  
  838. Highly recommended learning Twitch Cancelling with bull, gives him the ability
  839. to force someone into a 360 attack and actually play him at a dangerous level
  840. outside of your opponents user error.
  841.  
  842. Big Bull's combos are all pro level and doing them online is near impossible
  843. consistently. Lag his is friend and sometimes gives him the H-W-LKWX2 set-up.
  844.  
  845. Unique Anti-Air that can start a juggle.
  846.  
  847. Fire Element
  848.  
  849.  
  850. ====================
  851. Leo (e102)
  852. ====================
  853. Combo List
  854. ==========
  855. H-W-W-LKWx4
  856.  
  857. W-W-AAc-aW-aW-W-AAc-aHKW
  858.  
  859. H-W-AA-aKWL(c)-H-W-AA-aHKW (LOOP)
  860.  
  861. *W-H-W-W-LKWx4
  862.  
  863. W-W-W-AAc-aW-aW-W-AAc-aHKW
  864.  
  865. W-AAc-aHKW
  866.  
  867. W-W-W-KWLx4
  868.  
  869. H-AA-aW-aW-H-AA-aHKW
  870.  
  871. ==============
  872. Guard Pressure
  873. ==============
  874. W-W-W-DA
  875.  
  876. W-H
  877.  
  878. W-*W-H-W-DA
  879.  
  880. W-*W-DA
  881.  
  882. DA
  883.  
  884. W-KWLx1
  885.  
  886. W-AAc-aWx2
  887.  
  888. =========
  889. Playstyle
  890. =========
  891. Leo is super juggle character with high damage BNB's. Delay weak mind-games all
  892. day long, use your fast jabs to advantage. Dash Attack does lots of guard
  893. damage. His heavy strings are less than optimal--only use them if you are are
  894. confident it will connect on guard for push-back. Otherwise they will punish
  895. you. Try and walk a fine line between being in your opponents face, and
  896. playing mind-games with your delay cancel / dash attacks. He has a fast LKW
  897. string that can combo straight off W-W-W to force 360's and give you
  898. opportunities for juggles, like most characters.
  899.  
  900. His four piece ground LKW launches on 3rd hit so they have to 360 break you
  901. somewhere inbetween the 1-2. He mainly relies on his BNB for chunks of good
  902. damage and killing people off. H-W-AA-aLKW(c)-H-W-AA-aHKW or
  903. H-W-AA-aW-aW-H-W-AA-aHKW work like a charm. The cancel takes practice, but it's
  904. worth implementing if you get good at it. Your guard will break like nothing--
  905. this is why you have a cartwheel. Use it to your utmost advantage. Light dodges
  906. are the BEST dodges. Don't let an opponent beat on your guard, if someone is
  907. pressuring you. Back flip away to get out of reach to try and find an opening.
  908.  
  909. =====================
  910. Recommended Abilities
  911. =====================
  912. Lean Extender: Leo doesn't need much extra mobility but Lean Extender affords
  913. him extra offensive pressure from a distance he was sorely lacking. Leo rocks
  914. one of the fastest leans in the game as well. Very useful.
  915.  
  916. Power Leveler: Leo is a light character. His HP bar is horrid. Power Leveler
  917. fixes that if you are good enough to get 3 kills it also unlocks his element
  918. which isn't INSANELY useful, but can be put to good use with the right tools
  919. even against a character of the same element.
  920.  
  921. =====
  922. Notes
  923. =====
  924. Terrible Guard break
  925.  
  926. Charge HKW(1) is extremely unremarkable, so much that I feel the need to make
  927. a note about it. It's one saving grace is that it recovers rather quickly.
  928. Aspiring Leos: NEVER USE THIS. On the other hand, Charge HKW(2) does solid
  929. damage AND electrocutes if you are Lv3. Very useful. Lightning element is the
  930. most common, but it's free damage follow-up regardless.
  931.  
  932. Delayed weak has armor and will eat a few jabs. You CAN get stunned out of it
  933. though, anything KW related or heavy-attack related will also knock you out of
  934. it. Don't rely on it too much as people will start counter attacking as soon
  935. as they see you pull back for a cancel, or the full delay.
  936.  
  937. Lightning Element
  938.  
  939. =====================
  940. Nikolai (f102)
  941. =====================
  942. Combo List
  943. ==========
  944. H-W-W-LKWx4
  945.  
  946. W-W-W-*W-LKWx4
  947.  
  948. W-H(TC)-AA-aHKW
  949.  
  950. H-AA-aLKWx4
  951.  
  952. W-W-AAc-aW-aW-w-AAc-aHKW
  953.  
  954. H-W-W-AAc-LKW-LKW(c)-W-AAc-aHKW
  955.  
  956. H-AA-aW-aW-H-W-LKWx4
  957.  
  958. H-AA-aW-aW-H-W-W-AAc-aLKWx2-aHKW glitch
  959.  
  960. ==============
  961. Guard Pressure
  962. ==============
  963. W-H
  964.  
  965. W-W-W-DA
  966.  
  967. W-*W-DA
  968.  
  969. W-*W-LKWx1
  970.  
  971. aLKWx2
  972.  
  973. W-*W(GC)-DA
  974.  
  975. =========
  976. Playstyle
  977. =========
  978. Nikolai is basically a better version of Jack. You need to screw around with
  979. your opponents head. Nikolai needs to be in your face constantly. The
  980. difference between him and jack is Nikolai can put space between himself and
  981. his opponent very quickly via delay cancelling, and the fact Nikolai can
  982. shatter guards SO much easier. No other character can put as much distance
  983. between you and your opponent, off a jab, as fast as Nikolai. Delay cancel
  984. all day long and work your way back in with dash attack. Fantastic shield
  985. pressure. Don't do any heavy combo enders unless you are ready to break
  986. someones guard. They are very easily punishable. Play conservatively and
  987. punish 360's with ground HKW or juggles. Ground LKW string is very very slow
  988. and drops inside lag for absolutely no reason. Refrain from excessive use. He
  989. relies on high damage juggles for killing off opponents. Highly recommend
  990. learning H-AA-aW-aW-H-AA-aHKW. Same combo as Jack. This will be your lifeblood.
  991.  
  992. =====================
  993. Recommended Abilities
  994. =====================
  995. Lean Extender: Mobility plus battle ability = best ability for Nikolai. His
  996. lean is already fantastic and is one of the more stun-happy moves in the game.
  997.  
  998. Destroyer: Second best option after LE, destroyer benefits Nikolai quite a bit
  999. simply because his playstyle incorporates lots heavy-attack use. Which in then
  1000. reap destroyers combo bonus.
  1001.  
  1002. Charge Attacker: H-(c)H forces hard knockdown and can actually start a juggle
  1003. immediately, plus, a small charged dash attack will break a light characters
  1004. guard nearly instantly.
  1005.  
  1006. =====
  1007. Notes
  1008. =====
  1009. Nikolai is another medium-weight character that benefits greatly from canceling
  1010. techniques, the difference is Nikolai has trouble canceling into AA because
  1011. it's just plain slow. Still, highly recommended learning the techniques if you
  1012. want to play Nikolai at a high level, otherwise he won't be able to keep up
  1013. with characters like Douglas, Zero, or the Rin Sisters.
  1014.  
  1015. Nikolai has one of the fastest dash attacks in the game and it is actually
  1016. fantastic at breaking guards. (*W-DA)
  1017.  
  1018. Punish overly aggressive players with aLKWx2 when you delay cancel for room
  1019. and they rush back in with jabs.
  1020.  
  1021. Guard Break has excellent tracking and lingering frame data in lag.
  1022.  
  1023. Cinematic KW's glitch out consistently in 2- bars.
  1024. (aHKW, ground HKW, Charge HKW2)
  1025.  
  1026. Lightning Element
  1027.  
  1028. =====================
  1029. Sasha (g102)
  1030. =====================
  1031. Combo List
  1032. ==========
  1033. W-aW-aW-W-LKWx4
  1034.  
  1035. H-*H-W-AAc-aW-W-AAc-aHKW
  1036.  
  1037. H-W-AA-aW-aW-H-*W-H-aLKWx2-aHKW
  1038.  
  1039. H-*W-H-AA-aHKW
  1040.  
  1041. W-*W-LKWx4-W-W-H-H
  1042.  
  1043. W-AA-aHKW
  1044.  
  1045. ==============
  1046. Guard Pressure
  1047. ==============
  1048. W(JC)-aW-aW-W
  1049.  
  1050. W-*W(TC)-W-*W(TC)-W-H-DA
  1051.  
  1052. W-W-DA
  1053.  
  1054. W-*W-H
  1055.  
  1056. W-W-H-H
  1057.  
  1058. W-LKWx1 or 2
  1059.  
  1060. =========
  1061. Playstyle
  1062. =========
  1063. Sasha has many useful tools at her disposal. First off she, like all the
  1064. female characters Gargoyle and Garuda, she can jump cancel off her lean attack.
  1065. Unlike Mathilda and the robots, Lean Extender doesn't take that ability away.
  1066. Which is why it's the ability of choice for Sasha. If you catch an opening with
  1067. a lean attack, there are a few options you can do. You can cancel the lean into
  1068. AA, then aKWH. You can cancel into aKWL x2 then aKWH. You can cancel into aW
  1069. then aKWH. Yet another option is too cancel the hit confirmed lean into AA then
  1070. follow with aW-aW then proceed with a BnB. Cancel the lean attack into aW, aW,
  1071. aW then as you land, continue with her weak jab string. If done correctly they
  1072. will be unable to escape string attack string and you can hammer them with
  1073. some KWs on the ground. Sasha's ground killer weapon string is one of the
  1074. weakest next to Durga's, however even though the last hit of her KW string
  1075. does very little damage, she makes up for that last weak hit by putting her
  1076. opponent in a hard knockdown state. Sasha is a very solid character though a
  1077. bit weak physically. She makes up for it by being a fast character with some
  1078. really good combos. She must be played smart and carefully.
  1079.  
  1080. ====================
  1081. Recommended Abilites
  1082. ====================
  1083. Lean Extender: Mobility with the addition of the option to naturally jump
  1084. cancel out of lean into more options makes this ability go-to for Sasha.
  1085.  
  1086. Power Leveler: Strictly because she is Ice element, which is the best hands
  1087. down because of it's uncommon affiliation + immediate combo potential.
  1088.  
  1089. =====
  1090. Notes
  1091. =====
  1092. Sasha's dash attack is very useful tool IF used correctly. The move itself
  1093. covers the least ground out of the all the dash attacks and has a lengthy
  1094. recover. But it is one of the fastest ones, up there with Nikolai's and
  1095. Douglas' though no where near as safe as Douglas'. The dash attack is fast
  1096. enough to be used to shut some pressure down and really good against delay
  1097. attacks. It is also good at breaking guards. Use sparingly though, as it
  1098. can be punished and your opponent WILL catch on.
  1099.  
  1100. Hard Knockdown on LKWx4 lets you follow up with jabs online, or even a W-AA to
  1101. start another combo.
  1102.  
  1103. Fully charged HKW can be steered if not targeting someone, useful for get-ups.
  1104.  
  1105. Ground HKW goes through walls and structures, good for sneak attacks.
  1106.  
  1107. Guard Break is useless.
  1108.  
  1109. Can't properly juggle LKWx4 unless against a wall because her LKW hits
  1110. multiple times.
  1111.  
  1112. Ice Element
  1113.  
  1114. =================
  1115. Zero (h102)
  1116. =================
  1117. Combo List
  1118. ==========
  1119. H-AA-aHKW
  1120.  
  1121. H-W-W-LKWx4
  1122.  
  1123. W-W-W-W-LKWx4
  1124.  
  1125. KWH-KWH
  1126.  
  1127. H-AA-aW-aW-H-AA-aW-aW-H-AA-aHKW
  1128.  
  1129. aLKWx3-aW-W-W-W-*W-H-AAc-aHKW (Req 3 bar of meter, not 4)
  1130.  
  1131. W-W-W-*W-H-LKWx4
  1132.  
  1133. DA-W-AAc-aKWH
  1134.  
  1135. W-AAc-aW-H-AA-aW-H-AA-aHKW
  1136.  
  1137. W-W-W-AAc-aW-W-*W-H-AAc-aW-W-*W-H-AAc-aLKWx2-aKWH glitch
  1138.  
  1139. ==============
  1140. Guard Pressure
  1141. ==============
  1142. W-*W-H-LKWx1
  1143.  
  1144. W-W-W-DA
  1145.  
  1146. LKWx2
  1147.  
  1148. W-*W-DA
  1149.  
  1150. W-H
  1151.  
  1152. aLKW
  1153.  
  1154. =========
  1155. Playstyle
  1156. =========
  1157. Zero is amazing. He excels at everything he does. Guard Breaking. High damage
  1158. combos. A reliable 360 attack. Delay heavy into LKWx4 all day long. People
  1159. catch on eventually, so use the heavy sparingly as it IS punishable. Get in
  1160. peoples face with dash attack and W-W-W-*W-DA mix-ups. If you see their guard
  1161. about to break, try and finish it off with something like W-H or W-W-W-H.
  1162.  
  1163. =====================
  1164. Recommended Abilities
  1165. =====================
  1166. Lean Extender: One of the few characters that can change direction in the
  1167. middle of their lean, with LE on you can basically do a full circle if you are
  1168. fast enough. This lets him turn corners very quickly, coupled with his Dash
  1169. Attack zero can cover distance faster than almost every other character.
  1170.  
  1171. Charge Attacker: A charged delay heavy mixup from Zero is extremely useful,
  1172. adding in charge variations from W-W-W-(CHARGE)DA or W-(CHARGE)H make charge
  1173. attacker really shine on Zero, guard masters will have trouble with a Zero
  1174. using this perk.
  1175.  
  1176. Power Leveler: Poison Ability and Zero's natural combo ability make PL an
  1177. obvious choice for any good Zero player!
  1178.  
  1179. Spin Master: Zero already rocks one of the most useful 360's in the game
  1180. because he goes upward when he does it, letting rampaging players or someone
  1181. who is trying to HKW you go under him.
  1182.  
  1183. =====
  1184. Notes
  1185. =====
  1186. KWH-KWH combos because of lag, it is possible to get out but more often than
  1187. not, you will get caught by it. Zero also boasts the air KWH glitch, and
  1188. another semi-unique glitch where you LKWx1 and mash triangle to get a ground
  1189. HKW immediately without any start-up. You will probably get hate for using it
  1190. so, fair warning.
  1191.  
  1192. Insane combo potential, only furthered by cancels and an amazing move-set.
  1193.  
  1194. Ridiculous guard break potential with insane lunge+reach on delay heavy and
  1195. dash attack.
  1196.  
  1197. Dash Attack combo's into W which and then in turn combo into AAc or LKWx4.
  1198.  
  1199. Poison Element
  1200.  
  1201. ===================
  1202. Durga (i102)
  1203. ===================
  1204. Combo List
  1205. ==========
  1206. W-*W-H-LKWx4
  1207.  
  1208. H-aW-aW-AA-aLKW-aHKW
  1209.  
  1210. W-*W-H(TC)-W-*W-AA-aLKW-aHKW
  1211.  
  1212. H-W-W-*W-H-LKWx4
  1213.  
  1214. H-W-W-*W-aW-aLKWx2
  1215.  
  1216. H-W-W-*W-AA-aW-LKWx4
  1217.  
  1218. W-W-W-*W-H-LKWx4 (b) until H
  1219.  
  1220. H-W-W-W-LKWx3-W-*W-AA-aLKW-aHKW
  1221.  
  1222. H-H-AA-aW-aW-H-H-AA-aLKW-aHKW
  1223.  
  1224. W-*W-H(TC)-W-*W-H(TC)-W-AAc-aLKW-aHKW
  1225.  
  1226. H-H-aW-aW-H-H-aLKW-aHKW
  1227.  
  1228. ==============
  1229. Guard Pressure
  1230. ==============
  1231. W-*W-H(TC)-W-*W-H(TC)
  1232.  
  1233. W-*W-DA
  1234.  
  1235. W-W-W-DA
  1236.  
  1237. W-*W-H-LKWx1
  1238.  
  1239. LKW pokes
  1240.  
  1241. W-H
  1242.  
  1243. W (non-lean)
  1244.  
  1245. =========
  1246. Playstyle
  1247. =========
  1248. Durga boasts one of the best killer weapons in the game simply because of the
  1249. fact it has range. You can play durga at range or up close. He excels at both.
  1250. You can play LKW games with people and try and stun someone closing in on you
  1251. with a dash attack or lean extender. Try not to waste all your meter though.
  1252. Durga's BNB relies on having 4 meter at your disposal. W-*W-H-LKWx4. High
  1253. damage, very fast. Delay heavy is a difficult move to deal with itself because
  1254. it has lingering frame data due to lag, if you jab you will either get stunned
  1255. or clash with it. If you see someones guard about to break , try and throw out
  1256. a LKW to keep it hurt and finish off with a heavy combo. If you manage to catch
  1257. someones 360 / stun / guard break someone throw out one of his high damage
  1258. juggles. I recommend H-AA-aW-aW-H-AA-aLKWx1-aHKW for simplicity factor but
  1259. more experienced players will find: H-H-AA-aW-aW-H-H-AA-aLKW-aHKW to their
  1260. liking. It does more, but it comes with a greater risk. Durga's lean is
  1261. fantastic and his standing jab is also superb, it comes out FASTER than his
  1262. lean so you are more likely to hit someone first if you are in a trade battle.
  1263. Keep that in mind. Durga has very low HP and Guard HP so it is recommended
  1264. playing as slippery as possible, don't let them hit your guard.
  1265.  
  1266. =====================
  1267. Recommended Abilities
  1268. =====================
  1269. Destroyer: Amazing combo potential only gets even better with a damage bonus
  1270. backing it up.
  1271.  
  1272. Lean Extender: Super mobility.
  1273.  
  1274. Power Leveler: If you want Durga to take more hits, gain his element faster
  1275. and take advantage of a larger KW meter--this ability is for you. Increase
  1276. survivability and gives you more KW meter to play with. Durga needs access
  1277. to KW meter constantly.
  1278.  
  1279. =====
  1280. Notes
  1281. =====
  1282. Dash Attack has lingering frame data, if they try and jab from the front it
  1283. will likely stun your opponent.
  1284.  
  1285. Delay Heavy has extreme lag properties making normal punishing extremely
  1286. difficult. Never punch a Durga's delay heavy--you'll either get stunned
  1287. or get launched anyway. The move itself has a heavy "ghost" effect. If you
  1288. want to deal with this move, air LKW's work, as well as dives.
  1289.  
  1290. Durga doesn't need cancels but they can give him that extra OOMPH during his
  1291. combos. Not that he needs it with ridiculous combos like H-AA-aLKW-aHKW.
  1292. A 4 hit combo that does 60-65%. Almost as cruel as Bayonetta.
  1293.  
  1294. LKWx3 can combo into Lean at certain range, in lag, up close.
  1295.  
  1296. Don't dash attack too much, it is very punishable. Use it for guard breaking
  1297. if you see someones shield hurting already. EX: W-W-DA or W-*W-DA
  1298.  
  1299. Don't LKW in someones face, you might get stunned out of it.
  1300.  
  1301. Charge HKW's are good for sniping kills in big modes, however, 1v1 situations
  1302. they aren't useful at all.
  1303.  
  1304. LKW string does more damage up close as opposed to doing it from range. Last
  1305. hit (4th LKW) will hit multiple times up close resulting in significantly
  1306. more overall damage. (Around 10% extra at Lv1)
  1307.  
  1308. Fire Element
  1309.  
  1310. Unique property on first variation of charge HKW, first and second charges
  1311. both activate element at Lv3. Only character that it happens to.
  1312.  
  1313. ==========================
  1314. Garuda / Gargoyle (j102)
  1315. ==========================
  1316. Combo List
  1317. ==========
  1318. H-W-W-W-LKWx3
  1319.  
  1320. H-W-H-W-H-W-W-W-LKWx3
  1321.  
  1322. H-W-aW-aW-W-AA-aHKW
  1323.  
  1324. W-AA-aW-W-AA-aW-W-W-DA-W-AA-aHKW
  1325.  
  1326. W-AA-HKW (Lag with gargoyle, works with Garuda everytime)
  1327.  
  1328. DA-W-AA-aW-W-LKWx3
  1329.  
  1330. W-*W-LKWx3
  1331.  
  1332. W-W-H(TC)-W-LKWx3
  1333.  
  1334. W-W-*W(TC)-W-AA-aHKW
  1335.  
  1336. ==============
  1337. Guard Pressure
  1338. ==============
  1339. W-H
  1340.  
  1341. (Gargoyle) aLKW
  1342.  
  1343. DA
  1344.  
  1345. W-*W-LKWx1
  1346.  
  1347. W-W-DA
  1348.  
  1349. W-*W(TC)-W-H
  1350.  
  1351. =========
  1352. Playstyle
  1353. =========
  1354. Garuda and Gargoyle share the same basic move-set. The only differences lay in
  1355. their Killer Weapon attack variations. Basic play-style will be the same, with
  1356. minor differences in defense / amount of aggressive activity. Garuda has to
  1357. play more defensive and really bide his time compared to Gargoyle. They
  1358. should focus on their fantastic guard pressure options while still being very
  1359. wary of possible counter-attacks. They possess one of the best delay attacks in
  1360. the game simply because of how much they hook around and how much guard damage
  1361. it actually does on connect. They break guards, it's literally that simple.
  1362. Dash attack is their tool of choice--you can throw it out on whim and not worry
  1363. much about it being punished. Unless your opponent can see it coming-it's not
  1364. easily punishable. It combo's off itself too which is a HUGE bonus--it's
  1365. actually a very integral part of their game-play. Definitely the best DA in
  1366. the game hands down. Stay away from using their leans as it WILL get you
  1367. stunned against characters with faster jabs (almost everyone has faster jabs.)
  1368. Their heavy combo enders are decent if you can twitch cancel. W-W-H can combo
  1369. into LKWx3 if you TC the H. If you DO have to jab just make sure it's a proper
  1370. opening. Constantly relying on their super armor is a given. If your opponent
  1371. is button mash-y, use your H launcher frequently. It will eat their jabs and
  1372. start a launcher for a massive combo. If you find that you can't get room for
  1373. a launcher Dash Attack to create space between you and your opponent. Charge
  1374. grab or DA into crowds to catch people off guard for high damage.
  1375.  
  1376. =====================
  1377. Recommended Abilities
  1378. =====================
  1379. Power Leveler: Best ability for the Garbots hands down, they become uber-tanks
  1380. and get their element from which they have the ability to use VERY easily.
  1381. Garuda is probably the single most dangerous character a Lv3.
  1382.  
  1383. Charge Attacker: Charged dash attack is deceptive and will shatter guards
  1384. like nothing. Makes their already fantastic guard pressure---even better.
  1385.  
  1386. Killjoy(GARGOYLE): Killjoy shines on gargoyle as well. Dive will pack more
  1387. punch, your KWH will 1-shot light characters and charge KWH projectile will
  1388. do a LOT of damage. For a projectile and how safe you are when you use it
  1389. at a distance, it's a fantastic option. Doubles as an electrocution if Lv3.
  1390.  
  1391. =====
  1392. Notes
  1393. =====
  1394. Killjoy doesn't work on garuda because all his KWH's are multi-hits and the
  1395. buff itself only adds to ONE of the hits. Barely a difference in damage. The
  1396. best usage with killjoy on Garuda is the grab and while it does pack a punch,
  1397. grabbing is extremely unreliable and as a whole--not worth abandoning power
  1398. leveler for.
  1399.  
  1400. Like douglas, Garbots possess Super Armor on almost everything, including jabs.
  1401. The issue with their LEAN is it takes forever to come out--it gets stunned
  1402. VERY often. If you have to jab, use standing neutral and if you have to LEAN
  1403. make sure that there is an opening.
  1404.  
  1405. Natural Jump Cancel ability off lean, leading to their best BNB combos. Don't
  1406. go wild with this because people will start breaking you the moment you jab
  1407. them. No one wants that. Be smart about it's usage and you will be extremely
  1408. dangerous. Un-predictability is half the battle in Anarchy Reigns.
  1409.  
  1410. Both characters share a ground KWLx3 that does massive damage. There are a few
  1411. small differences between the seemingly similar moves. Garuda can hold backward
  1412. on his KWL's to prevent excessive lunge. This is good for tracking enemies and
  1413. is more safe than naturally just going KWL1-2-3. Garuda's KWL's also seem a bit
  1414. faster than gargoyles. Gargoyle wins this comparison hands down for one reason
  1415. though. After the 2nd KWL, gargoyle forces your opponent on the ground for a
  1416. stagger effect. This stagger effect is UNBREAKABLE!---meaning Gargoyle's
  1417. KWL1-(2-3) is not possible to get out of. You have to break him before KWL1 or
  1418. after KWL1.
  1419.  
  1420. Garuda's HKW is a guaranteed 10 hit combo bonus if you land it on something.
  1421. Useful for point modes where you can farm points off Chutulu, Kraken, or
  1422. Mutants. This also means that it hits multiple times on guard--often going
  1423. STRAIGHT THROUGH a guard and into your opponents HP bar. This move is also
  1424. extremely useful for team combo'ing as it's basically a 10 hit juggle in-place
  1425. so your team-mates can combo off it easily. Garuda's HKW can also be turned
  1426. in-place if you aren't locked on to someone. Can be useful for trickery.
  1427. Gargoyles HKW is just one solid hit with quite a bit of lunge for big damage.
  1428. Not as useful.
  1429.  
  1430. Garuda's aLKW is neigh useless. One notable thing about it is it CAN glitch
  1431. into aHKW and combo if you connect. Not recommended. On the other hand,
  1432. Gargoyle rocks one of the best aLKW's in the game. Literally the ONLY dive
  1433. that has tracking (will home in on your opponent.) Add in the fact it does
  1434. ludicrous amounts of guard damage-aLKW is gargoyle's pressure / punish staple.
  1435. If your opponent fails to see it coming, you will very likely get combo'd into
  1436. another aLKW since it forces a knockdown that happens VERY quickly. If you
  1437. get someone with it and see they didn't tech roll--do another aLKW immediately
  1438. it will connect. It's cruel, but efficient.
  1439.  
  1440. Garuda - Ice Element
  1441.  
  1442. Gargoyle - Lightning Element
  1443.  
  1444. ==================
  1445. Oinkie (k102)
  1446. ==================
  1447. Combo List
  1448. ==========
  1449. H-aW-aW-aW-aLKW
  1450.  
  1451. H-W-LKWx3
  1452.  
  1453. W-W-H(TC)-W-*W-AAc-W-W-H(TC)-W (LOOP)
  1454.  
  1455. H-W-AAc-W-*W-LKWx3
  1456.  
  1457. W-W-W-W-AAc-W-LKWx3
  1458.  
  1459. H-W-(JC)aHKW
  1460.  
  1461. H-W-W-W-W-*W(JC)-aW-aLKW
  1462.  
  1463. W-W-W-*W-LKWx3
  1464.  
  1465. W-W-W-*W-W (LOOP, don't hold guard)
  1466.  
  1467. W-*W-AAc-W-*W-H(TC)-W-LKWx3
  1468.  
  1469. H-W-W-*W-H(TC)-W-*W-H(TC) (LOOP)
  1470.  
  1471. W-*W-H(TC)-W-*W-H(TC) (LOOP)
  1472.  
  1473. ==============
  1474. Guard Pressure
  1475. ==============
  1476. W-*W(TC)-W-*W(TC)
  1477.  
  1478. W-*W-DA-W-H
  1479.  
  1480. W-W-W-W(TC)-W-W-W-W
  1481.  
  1482. aLKW
  1483.  
  1484. W-H
  1485.  
  1486. W-*W-H
  1487.  
  1488. =========
  1489. Playstyle
  1490. =========
  1491. Oinkie is a ground based character. He has no super juggles or easy-mode
  1492. combos like Durga or Zero. You have to play smarter than everybody. That being
  1493. said, he isn't BAD by any means, he just has less tools overall to work with.
  1494. Theoretically, the second oinkie touches an opponent, he can force someone to
  1495. 360 attack. The problem with that basic W-*W-... loop is that is doesn't
  1496. always work online. Lag comes into play, people will get their shield up. You
  1497. can't rely on it. Use his delay often as its one of the fastest in the game
  1498. and VERY hard to punish. Combo delay into LKWx2 or LKWx1 for 360 baiting. W-
  1499. into dash attacks for guard pressure. Don't use dash attack by itself, it has
  1500. too much start up. Always COMBO into it. It doubles as a space builder as well
  1501. if they dodge it, you get space in-between you and your opponent. Oinkie is
  1502. all mind-games and pokes. Punish 360's with either aLKW or ground HKW. Depends
  1503. on who you're fighting and what you have time for.
  1504.  
  1505. =====================
  1506. Recommended Abilities
  1507. =====================
  1508. Destroyer: The amount of jabs he focuses on while getting into any given
  1509. skirmish makes this ability shine. His heavies are mostly terrible so boosting
  1510. his basic offense is a good idea for this character, but not the best choice.
  1511.  
  1512. Lean Extender: Mobility plus extra options for closing in on someone.
  1513.  
  1514. Power Leveler: Survivability and Poison Element off of your basic LKW-which is
  1515. deceptively fast. Very useful. EX: H-W-LKWx3-Hold L2 for KW run-KWH dash.
  1516. Alternatively the non cutscene version of charge V2 CAN poison, but you have
  1517. be pretty far away distance or hit your opponent while they were jumping.
  1518.  
  1519. Killjoy: Oinkie also makes fantastic use of Killjoy with the ability to one
  1520. shot all of the light cast with just a standard HKW. It's also worth noting
  1521. he is the only character in the game that can run with his KW out--it's
  1522. basically a mutant run and makes a fantastic combo when paired with this
  1523. ability. Very good for surprise attacks and blindsides, especially considering
  1524. the HKW tackle comes out EXTREMELY fast.
  1525.  
  1526. Stealth Master: Inivisible Oinkie is one of the more dangerous characters in
  1527. the game due to his incredible charge HKW's.
  1528.  
  1529. =====
  1530. Notes
  1531. =====
  1532. Oinkie benefits greatly from AA canceling and Twitch Canceling. It gives him
  1533. the ability to combo into anti air or basic heavy launcher, neither of which
  1534. he has without the techs. In turn, easier, more efficient ways for guaranteed
  1535. BNB damage. Not much else. Highly recommended learning cancel techniques to
  1536. play Oinkie at a high level.
  1537.  
  1538. Oinkie's heavies are mostly useless. His guard break(2) is terrible and has
  1539. too much cooldown. W-H is decent at finishing someones guard off as it's quick
  1540. and has reach. W-W-H has too much cooldown to follow up without twitch
  1541. canceling and W-W-W-H has too much cool-down period. Use delayed weak-heavy
  1542. VERY sparingly, it does incredible guard damage but it has a LOT of start up
  1543. and it's very easy to be stunned out of.
  1544.  
  1545. Unique Anti air that is unpunishable on guard, the only risk using this move is
  1546. jumping for the start-up.
  1547.  
  1548. Very fast LKW1-2
  1549.  
  1550. Scare tactics with Charge HKW is good for putting people on the defensive or
  1551. baiting them into jabs. Anything but jabs and air jabs will break your super
  1552. armor, still. Very useful. Treat it like a proper counter and it will be good
  1553. to you.
  1554.  
  1555. Poison Element
  1556.  
  1557.  
  1558. ================
  1559. Douglas (l102)
  1560. ================
  1561. Combo List
  1562. ==========
  1563. aW-aW-aW-aW-aW-aW (Ground LOOP, enemy must 360 break)
  1564.  
  1565. aW-aW-H-AA-aW-aLKW(c)-aLKW
  1566.  
  1567. H-W-LKWx3
  1568.  
  1569. H-W(TC)-H-W(TC)-H-W(TC)
  1570.  
  1571. W-W-H(TC)-W-W-H(TC)-W-DA
  1572.  
  1573. W-W-AAc-aW-aLKW(c)-aW-aLKW(c)-aLKW
  1574.  
  1575. H-AA-aW-aW-H-AA-W-aLKW(c)-aLKW
  1576.  
  1577. aHKW-aLKW-aLKW
  1578.  
  1579. W-W-H-LKWx3
  1580.  
  1581. W-W-AAc-aLKW
  1582.  
  1583. H-W(TC)-H-W(TC)-H-W-LKWx3 (LOOP just don't LKW)
  1584.  
  1585. *W-AAc-anything air wise.
  1586.  
  1587. W-W-H-AAc-anything air wise.
  1588.  
  1589. ==============
  1590. Guard Pressure
  1591. ==============
  1592. W-W-H-AAc-aW-aLKW-DA
  1593.  
  1594. W-W-H(TC)-W-W-DA
  1595.  
  1596. W-W(TC)-W-W-H
  1597.  
  1598. W-W-DA
  1599.  
  1600. aW-aLKW
  1601.  
  1602. W-*W-LKWx1
  1603.  
  1604. W-*W-DA (Will instantly break anyones guard if you catch them with *W and DA
  1605.  
  1606. =========
  1607. Playstyle
  1608. =========
  1609. Douglas excels at overwhelming offense and shutting people down, period. His
  1610. dash attack is one of the best in the game and it actually has legitimate
  1611. I-frames. Abuse it. Douglas breaks guards like nothing and has some of the
  1612. best combo potential in the game thanks to his aLKW being able to combo into
  1613. and out of itself. When you are grid-locked with someone, NEVER start jabbing
  1614. randomly. Douglas will get stunned out of his jabs, they are the only less than
  1615. average thing about him. When you have a clear opening--punish with W-W-H-LKWx3.
  1616. Experienced players will break you on W-W to avoid eating the massive damage
  1617. combo. Bait for it! This is one of the easiest douglas combo's but its
  1618. usefulness and reliability go unmatched. If you need to break someone's
  1619. guard, Dash Attack and make sure it connected--then W-H. This will break any
  1620. weight class' guard instantly. Be cautious throwing out heavies on whim though.
  1621.  
  1622. =====================
  1623. Recommended Abilities
  1624. =====================
  1625. Power Leveler: YOU BECOME UNSTOPPABLE.
  1626.  
  1627. Charge Attacker: Charged DA is the meanest non-KW attack in the game, not to
  1628. mention the mind games involved in super armor charge launchers. Very
  1629. dangerous.
  1630.  
  1631. Killjoy: With the HKW cinematic you can one shot light / medium characters who
  1632. are Lv1. Absolutely insane.
  1633.  
  1634. =====
  1635. Notes
  1636. =====
  1637. Dash Attack has actual I-frames in the middle of it, this move is incredibly
  1638. difficult to fight against. If someone won't stop jab pressuring you? Dash
  1639. attack. Dash Attack for pressure, dash attack for mix-ups. Dash attack into
  1640. dash attacks. This move is THE douglas move. It's the single safest thing he
  1641. can do.
  1642.  
  1643. Douglas has super armor on almost everything. Including jabs, his jabs are
  1644. highly unsafe and not recommended unless you spot a guaranteed connect.
  1645.  
  1646. Best aLKW in the game that recovers almost instantly, with the ability to
  1647. LOOP built into itself.
  1648.  
  1649. Incredible guard pressure with *W and DA follow-ups / mind-games.
  1650.  
  1651. LKW ground string that hits twice per move, so this makes super-long juggles
  1652. kind of difficult with Douglas since the game has a built in knock-back system
  1653. during juggles. Douglas excels at high damage, fast combos.
  1654.  
  1655. Fire Element
  1656.  
  1657. ===================================
  1658. Rin Rin / Fei Rin / Ai Rin (m102)
  1659. ===================================
  1660. Combo List
  1661. ==========
  1662. H-*W-LKWx4
  1663.  
  1664. H-H-aW-W-W-W-aLKW (x2 RR)
  1665.  
  1666. H-*H-aHKW (Rin Rin specific, guaranteed aHKW)
  1667.  
  1668. H-*H-H-*W-W-W-W-AA-aLKW
  1669.  
  1670. W-aLKW (x2 RR)
  1671.  
  1672. H-*W-W-W-AA-aLKW (x2 for Rin Rin)
  1673.  
  1674. W-W-W-AA-aHKW (Fei always, Rin Rin in lag)
  1675.  
  1676. H-*W(TC)-H-*W(TC) (LOOP)
  1677.  
  1678. W-aLKW
  1679.  
  1680. W-H-LKWx1-AA-aLKW (Ai Rin only)
  1681.  
  1682. W-H-aLKW
  1683.  
  1684. W-W-H-AA-aLKW
  1685.  
  1686. LKWx3-W-W-W-AA-aLKW (Ai Rin only)
  1687.  
  1688. H-*W-W-W-W-AA-aLKW
  1689.  
  1690. H-H-(TC)-W-H-(TC)-W-AAc-AA-aLKW
  1691.  
  1692. ==============
  1693. Guard Pressure
  1694. ==============
  1695.  
  1696. W-H-aW-W-H-AA-aLKW
  1697.  
  1698. W-*W-DA
  1699.  
  1700. W-aW-W-H-aLKW
  1701.  
  1702. W-W-W-aW
  1703.  
  1704. W-H(TC)-W-H(TC)
  1705.  
  1706. W-H-H
  1707.  
  1708. H-H-H
  1709.  
  1710. W-W-W-AAc-aW
  1711.  
  1712. W-H-LKWx1-AAc-aW (Ai Rin)
  1713.  
  1714. W-H-(TC)-H-H-LKWx1-AAc-aW (Ai Rin)
  1715.  
  1716. W-W-W-(TC)-H-H
  1717.  
  1718. =========
  1719. Playstyle
  1720. =========
  1721. Rin's dont meed much to succeed. Jabs and aLKW. Literally. Focus on pressuring
  1722. with jabs and dive kicks. If you see your opponents guard stumbling use a
  1723. heavy attack to try and finish it off. They are light characters so naturally
  1724. their HP and Guard HP are utter garbage. You can take maybe two good combos
  1725. and you're dead, and your guard can't take a beating. Rins are best played on
  1726. the offensive. They have a natural jump cancel ability (meaning they can jump
  1727. out of ANY of their basic ground jabs EX: W-W-W-(Jump)-aLKW). Think about that
  1728. for a second. Most of the cast has to use the Anti Air Cancel technique to
  1729. achieve this status. Jump Cancel into dive kicks for pressure, jump cancel
  1730. to jump cancel. It's completely safe on guard in 1v1 situations. Dive Kick has
  1731. an uncanny ability to stun people due to its absurd priority and even if you
  1732. clash, air attacks don't clash properly. Your opponent will be open for a
  1733. follow up.
  1734.  
  1735. =====================
  1736. Recommended Abilities
  1737. =====================
  1738. Power Leveler: Gives them more HP and meter to burn, which is an integral part
  1739. of their play-style. Harder to kill, more meter for crowd control.
  1740.  
  1741. Lean Extender: Lean into Dive Kick affords the rins even more incredible
  1742. mobility and makes them nearly impossible to catch once they start running.
  1743. Only a fellow LE would be able to keep up with you.
  1744.  
  1745. =====
  1746. Notes
  1747. =====
  1748. aLKW is extremely difficult to punish
  1749.  
  1750. Best 360 in the game
  1751.  
  1752. Ridiculous evasion ability.
  1753.  
  1754. Fei Rin is Ice Element, Ai Rin is Lightning, and Rin Rin is Fire. Besides
  1755. these small differences--they sure the exact same basic move set. Their big
  1756. difference lay in their KW variations and even those follow a few basic rules.
  1757. Each is 4 piece ground LKW, each has a dive, all three have terrible charge
  1758. HKW's.
  1759.  
  1760.  
  1761. ===============
  1762. Max (o102)
  1763. ===============
  1764. Combo List
  1765. ==========
  1766. H-W-LKWx4
  1767.  
  1768. H-AA-aW-aW-H-W-LKWx4
  1769.  
  1770. H-W-W-W-W-DA
  1771.  
  1772. W-AAc-aW-aLKW(c)-W(JC)-aW-aW-W-LKWx4
  1773.  
  1774. H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW
  1775.  
  1776. H-W-W-AAc-aW-aW-H-W-W-AAc-aHKW
  1777.  
  1778. H-W-(JC)aW-aW-aLKW(c)-W-W-W-DA
  1779.  
  1780. W-W-AAc-aW-aW-H-W-W-W-AAc-aHKW
  1781.  
  1782. W-AAc-aW-aW-H-W-LKWx3-HKW(1) (REQ 5 bars of meter, Lv2 minimum)
  1783.  
  1784. *W-H-H-AA-aW-aW-H-W-LKWx4
  1785.  
  1786. W-AAc-aW-W-AAc-aW-W-AAc-aHKW
  1787.  
  1788. H-AA-aHKW
  1789.  
  1790. Counter-W-LKWx4
  1791.  
  1792. ==============
  1793. Guard Pressure
  1794. ==============
  1795. W-W-W-H(TC)-W-W-W-H
  1796.  
  1797. W-W-W-*W-DA
  1798.  
  1799. *W-H-Counter
  1800.  
  1801. aLKW (very easy to punish though, use with massive caution)
  1802.  
  1803. W-W-W-DA
  1804.  
  1805. W-*W-H-W-*W-H
  1806.  
  1807. =========
  1808. Playstyle
  1809. =========
  1810. Max is one of the most versatile characters in the game. He boasts one of the
  1811. most impressive move-sets and this allows you to play him a number of ways,
  1812. extremely defensive, baiting people into your counter for free juggles or uber
  1813. offensive with delay cancels and constant jab pressure. If you land a counter--
  1814. start a combo. H-AA-aW-aW-H-AA-aHKW is my personal recommended BNB for most
  1815. average players. Very VERY high damage for how easy it actually is to pull off.
  1816. Pressure with lights and delay weaks, but don't get predictable as max's jabs
  1817. are actually punishable. His lean gets stunned rather easily, standing jab is
  1818. a much better option. Dash Attack has hit detection issues and will usually
  1819. only connect 1 of the 2 hits unless you are ON CENTER with your opponent. Only
  1820. use DA if you need to meter build EX: W-W-W-DA. Standing HKW is really flashy
  1821. and easy to see coming--avoid using it completely unless you spot a guaranteed
  1822. connect. Charge HKW(1) is super fast and has lots of range. Use wisely in 1v1
  1823. situations.
  1824.  
  1825. =====================
  1826. Recommended Abilities
  1827. =====================
  1828. Power Leveler: More precious meter to burn and pressure enemies plus your
  1829. element make this ability really shine on Max.
  1830.  
  1831. Lean Extender: He works really well with this as well with a really fast lean
  1832. that crosses a lot of distance. Lean into DA covers a LOT of distance very
  1833. fast.
  1834.  
  1835. Destroyer: Max excels at juggle combos and this boosts his damage output even
  1836. further. If you don't like PL or LE, this is the way to go.
  1837.  
  1838.  
  1839. =====
  1840. Notes
  1841. =====
  1842. Only character in the game with a proper Counter
  1843.  
  1844. Max can combo into his Charge HKW1 at Lv2. LKWx3-Charge HKW
  1845.  
  1846. Counter has super armor after it sits for a second but max won't do the
  1847. animation for about a full second after you sit there. Advanced players will
  1848. 360 break you if they see it coming. This turns into a mind-game in of itself.
  1849. It turns into more of a guaranteed 360 bait, so keep this in mind.
  1850.  
  1851. aLKW cancel is a reset and can be followed up with jabs and or LKWx4
  1852.  
  1853. W-W-W-H is Max's pressure BNB. It's very difficult to punish, max recovers
  1854. from his heavy nearly instantly. Very useful for guard pressure and baiting
  1855. people into a jab string. EX: W-W-W-H-(COUNTER)
  1856.  
  1857. Excelled HP regeneration (Only character with un-natural regen speed)
  1858.  
  1859. Lightning Element
  1860.  
  1861. ==================
  1862. Bayonetta (p102)
  1863. ==================
  1864. Combo List
  1865. ==========
  1866. W-W-H-H-LKWx4
  1867.  
  1868. W-W-H-KWH
  1869.  
  1870. H-*W-W-W-H-H-KWLx4
  1871.  
  1872. H-H-AA-aKWLx2 or KW Glitch
  1873.  
  1874. W-*W-KWLx4
  1875.  
  1876. H-*W-AA-aL-W-W-H-KWH (KWH will sometimes miss in laggy conditions)
  1877.  
  1878. H-*W-AAc-aKWH
  1879.  
  1880. W-*W(TC)-W-W-H-AA-aKWLx2 or KW Glitch
  1881.  
  1882. W-W-H-AA-aW-W-W-H-AA-aW (LOOP, can drop in lag)
  1883.  
  1884. W-W-W-W(TC)-W-W-W-W(TC) (Twitch cancel pressure loop.)
  1885.  
  1886. ==============
  1887. Guard Pressure
  1888. ==============
  1889. H-H-H
  1890.  
  1891. W-W-W-W-H
  1892.  
  1893. W-W-H-DA
  1894.  
  1895. W-W-W-W-DA
  1896.  
  1897. aL-aL-aL
  1898.  
  1899. aLKWx2
  1900.  
  1901. W-aKWLx2
  1902.  
  1903. W-*W-H (Unsafe, use very willingly--if they dodge. You're punished!)
  1904.  
  1905. KWH (Unsafe. It breaks normal guards but can be easily dodged.)
  1906.  
  1907. =========
  1908. Playstyle
  1909. =========
  1910. Bayonetta can be summed up in two words. "Big Damage". She is a character
  1911. that struggles to open people up and force them to make mistakes. Partly
  1912. because everyone is so used to fighting her--everyone should know her
  1913. tricks. She more than makes it for it by having a set of extremely
  1914. dangerous KW attacks. Her defense is very poor, possessing the usual low
  1915. health the rest of the women have. Her 360 attack is slow on start-up AND
  1916. recovery. It should only be used in the most dire situation, period. Bayo
  1917. players shouldn't be afraid to get aggressive but should also keep in mind
  1918. it's very easy for her to be overwhelmed. Especially if she's fighting the
  1919. Rins, Zero, Gargoyle, or is caught by herself in a team mode.
  1920.  
  1921. ==================
  1922. Recommended Skills
  1923. ==================
  1924. Charge Attacker: Bayonetta and CA just go together, mostly because of her
  1925. multi-hit combo enders. All of these little bursts of damage get buffed by
  1926. charge attacker. Fully Charged, these guarantee a guard break on connect and
  1927. will actually continue doing damage depending on the stage of the attack. She
  1928. has an online glitch with this perk, similar to Baron's OHKO where the game
  1929. repeteadly tries to register hits from said attack. Most noticable on
  1930. H-H-(CHARGE!)H. Eats through guard master if you can connect good enough.
  1931.  
  1932. Lean Extender: A bayonetta with LE can be lethal. Not only can she use it as
  1933. a traveling device, she can also use it to poke people from far away and start
  1934. one of those extreme combos, even on block, she can jump cancel into an array
  1935. of options such as air weak's or air LKW's for guard pressure / safety.
  1936.  
  1937. Power Leveler: This ability does well on everyone, but it's notable on Bayo
  1938. for a few different reasons. It gives her that coveted Lv2 / 3 HP bar.
  1939. Survivability and your Element are reasons to use Power Leveler on her.
  1940. She is one of the THREE(3) characters to have poison element, and has a
  1941. rather easy way to start a combo into her LKWx4 string. (W-*W-LKWx4). After
  1942. the knockback on the 4th hit, you can run them down and possibly LKWx2 or KWH.
  1943. Very, very dangerous.
  1944.  
  1945. =====
  1946. Notes
  1947. =====
  1948. Bayonetta is very notorious for the damage she gets off of her KW glitch. Since
  1949. she can use it in combos better than anyone else in the game. The drawback from
  1950. having this luxury is that the glitch is VERY unsafe. Her aLKWx2 is still
  1951. damaging and is safer than the glitch. The glitch should only be used to finish
  1952. people off or set up tech traps, as she can be hit out of the attack at any
  1953. time before she comes down, and can even be punished after she comes down
  1954. by anyone's KWH, or another Bayonetta doing the glitch right after you finish.
  1955. Some players prefer not to use it and don't like players who do. So be prepared
  1956. to catch some flack if you use it. Also very useful for crowd control and multi
  1957. kills.
  1958.  
  1959. She has three types of follow ups after KW glitching, KWH, or her throws.
  1960. These solely depend on who you're fighting against and how they get up off the
  1961. ground.
  1962.  
  1963. Fully charged H should never be used in combat situations. Only use it if you
  1964. need to travel across a rooftop on certain maps.
  1965.  
  1966. Fast Charge HKW(1) with lot's of range, Charge HKW(2) can poison at Lv3 but
  1967. people seem to fall out of it randomly because it's a "two-hit" move. Lag is
  1968. your enemy here.
  1969.  
  1970. Poison Element
  1971.  
  1972. ------------------------------------------------------------------------------
  1973. ======================================
  1974. Stage List and Basic Strategy [>102]
  1975. ======================================
  1976. This section will list each stage and each of their unique quirks that are
  1977. sometimes VITAL to surviving online in Anarchy Reigns. Learning stages in
  1978. large modes is very important so... Let's begin, shall we?
  1979.  
  1980. ======================================
  1981. Altambra Central Square [3AB0]
  1982. ======================================
  1983. This is one of two city stages available to play in Anarchy Reigns. It's
  1984. actually fairly large and has a lot going for it. There are lot's of good
  1985. battle-areas to take advantage of and not many places to camp / escape if
  1986. the need arises. They do exist, but we'll get to that a bit later. The lower
  1987. section of the stage features three ruined buildings, two of have accessible
  1988. roof-tops for gameplay. There's a fan-lift for one of the roofs and a stair
  1989. case + alternate path combination for the other rooftop. This path is pretty
  1990. important because it leads to the top of the skyscraper, which I will dub
  1991. "mini-heliport". It's not recommended fighting large / extended battles on top
  1992. of this roof. You will get knocked off and some characters have much better
  1993. options to throw themselves at a distance into the air and escape more
  1994. efficiently. Use for traversing purposes / stalling if need be. There's a
  1995. bridge that can be knocked down on the opposite roof-tops if you want to
  1996. create a new path immediately--bring a fire barrel or tire to throw at it.
  1997. Some characters can also easily get across. There's also a lift in the
  1998. bottom section of the level leading up to the upper section--into the main
  1999. killing floor.
  2000.  
  2001. The upper half of the level features a partially ruined underground subway
  2002. and a HUGE killing floor on the farside of the map. Inbetween, there are two
  2003. lifts that lead up to more sky-scraper rooftops. There's a drop off to the
  2004. lower section opposite the two lifts leading upward. The rest is flat
  2005. land geometry for maximum anarchy.
  2006.  
  2007. ===================
  2008. Item Slot Locations
  2009. ===================
  2010. On top of the roof of the bar in a corner
  2011. On top of the dual lift skyscrapers to the left
  2012. In a corner of the massive killing-floor on the far side of the map
  2013.  
  2014. ===================
  2015. Basic Strategy
  2016. ===================
  2017. There are lots of good areas in this stage to take advantage of. The lower
  2018. portion of the stage can be a pretty good all-out-brawl fighting ground.
  2019. There aren't many environmental items to get in the way and the stage geometry
  2020. will very rarely get in the way of anything you are bound to do. There are a
  2021. few spots down here that you should be aware of though. The fan-lift can be
  2022. used to camp and regain HP rather easily. Unless you have a team waiting for
  2023. them to shoot up you won't be able to do anything about this. Best move on
  2024. and re-group. There's also the dreaded stair-case while innocent in nature can
  2025. actually let your opponent get a MASSIVE head-start to escape and stall for
  2026. back-up. The mini heliport is also an escape haven, if someone gets away--
  2027. prepare for them to jump back down to the ground immediately to stall for
  2028. time and regain HP. There's ONE tire in the bottom half of the level.
  2029.  
  2030. The upper half of the stage features one of the nastiest camping spots in the
  2031. game. The double lift section can be camped on endlessly to completely avoid
  2032. anyone that might be after you. The bottom portion of the upper half is also
  2033. pretty solid ground to fight on. There are two poles and a car that spawns
  2034. here so watch out for them during combat.
  2035.  
  2036. When you're in something like a TDM, try and avoid heavy combat near the lift
  2037. sections to minimize the chances of your enemy getting to one and completely
  2038. nullifying the work you just did.
  2039.  
  2040. Always stick with your team, in a level like this with not a lot of places to
  2041. fall back on when you get ambushed--you need to be aware of your surroundings
  2042. constantly--That said. They do exist, like I detailed. Just be cautious.
  2043. Getting gang-banged is practically an AR-staple and it's not always fun.
  2044. Leading you to lash out at your team. "WHERE WERE YOU GUYS?" I've heard that
  2045. one many times. Everyone needs to make an effort to stick with each-other. Not
  2046. just one person or two people. EVERYONE.
  2047.  
  2048.  
  2049. =======================
  2050. The Dive [3AB1]
  2051. =======================
  2052. This is the other city stage and while it seems visually familiar there are
  2053. quite a few small changes that make it play quite differently from its brother
  2054. ATC. First off, the bottom half of the stage get's a LOT of new playing field.
  2055. It basically becomes ATC's upper half. Most of your fighting will take place
  2056. spread out all over the place down here. The foundry area opens up with lava
  2057. pit, molten pourer and all. Across from the foundry you have your basic
  2058. killing floor that is also in ATC, and from there you get another new area
  2059. with fuel tanks that can explode on rag-doll contact. You get a new path
  2060. leading from the foundry to a rooftop as well, up some stairs and a few
  2061. jumps.
  2062.  
  2063. Back to the opposite side of the level, there is no longer a fence blocking
  2064. off this roof-top and the warp pads to the mini heli-port are gone. The lift
  2065. on the bottom half is also closed off. What this gets replaced by, is a
  2066. lift-fan leading to the upper half of the level. Quick and painless. The upper
  2067. half of the level features multiple changes as well. The upper lifts are gone
  2068. and replaced by one, short lift. There's a hole in the ground leading to the
  2069. lift station and the expanded subway system, which is also a new addition.
  2070.  
  2071. ===================
  2072. Item Slot Locations
  2073. ===================
  2074. Near the mini-lift with the upper portion of the level
  2075. In a dead end adjacent foundry's exhaust fans
  2076. On top of the bar roof (same local as one in ATC)
  2077.  
  2078. ===================
  2079. Basic Strategy
  2080. ===================
  2081. The Dive can get real messy, real fast. There are LOTS of environmental
  2082. things that can mess you up and turn the tide. First off, there's foundry. I
  2083. don't recommend duking it out with anybody here--ever. Once in a while you
  2084. will get forced here because of Poison Gas and it becomes a nightmare. If you
  2085. fall in the lava and you aren't a Fire Element character-expect to die. Best
  2086. case scenario you escape barely. Then there is the fuel tank yard with ever
  2087. lasting fire explosions. Seriously. If a tank explodes, this fire burns
  2088. FOREVER. This area is a huge cluster. Try and avoid it at all costs.
  2089.  
  2090. Outside of those two you have a few basic killing floors, with two tires total
  2091. being spawned in the bottom half of the level. One in the same exact spot as
  2092. ATC, and one in the fuel tank area. Be careful down here. Leading to the upper
  2093. half of the level is the underground subway system-with another tire in the
  2094. immediate vicinity. Be cautious if you are approaching this area with enemy
  2095. team inside. They likely have control of the tire. Exiting into the upper
  2096. portion, is possibly the second worst place to try and go on the offensive.
  2097. There's a lift to camp on and a pole + car combo to take advantage of if need
  2098. be. The lift on top of the roof in the lower half, that leads to the upper
  2099. half of the level is also a beloved camping spot for many players. If you are
  2100. near this area expect people to run there. Try and ambush them if necessary.
  2101. A good method of choice is to catch them while they are still in the air.
  2102. EX: Wait for them to take lift, immediately aHKW so they fall into it.
  2103.  
  2104.  
  2105. ===================
  2106. Oil Rig [3AB2]
  2107. ===================
  2108. Oil Rig can be summed up rather easily. A bunch of small sections tied into
  2109. eachother with lifts, ropes, walkways and speed pads. This map is always more
  2110. on the eventful side, ripe for anarchy. The first section is basically a jet
  2111. parking lot with one entrance, and two exits. There's a lift to take you to
  2112. the complete opposite side of the map and there is another lift to the right
  2113. of that to launch you to the top of a building. Let's go there first.
  2114.  
  2115. The top of this building is pretty basic, there's two exits and two entrances
  2116. if you want to get here. An elevator leading up and the lift you just took.
  2117. If you want to leave quickly, jumping off the side will bring you to just
  2118. outside the oil rig. There's also a zipline if you want to fly over to the
  2119. Excavator area. This area leads into the oil rig with a collapsable bridge and
  2120. there's a lift if you want to get back to the Jet-Landing strip. The Oil Rig
  2121. itself is pretty basic. It's basically a square with a pole in the middle of
  2122. it for decoration. There's a small room to the right which, I have no idea
  2123. what is for and after that there is another open area with a usable turret.
  2124. After that is the switch speed pad to get back into the Excavator area.
  2125.  
  2126. ===================
  2127. Item Slot Locations
  2128. ===================
  2129. One is in the far corner of the Jet-Landing Zone past the high-lift.
  2130. On top of the oil rig command center, in a corner near a fence.
  2131. In the open area with a turret, just outside the actual Oil-Rig in a corner.
  2132.  
  2133. ==============
  2134. Basic Strategy
  2135. ==============
  2136. Oil Rig isn't a very flowing level. It's easy to put it simple, your enemies
  2137. WILL get away from you here. There are no two ways about it. Let's start with
  2138. the Jet-Landing zone. This is a decent fighting area but there are ways for
  2139. you and your opponent to escape if need be, elevator camping, or lift hijinks.
  2140. Tough luck if you play a slow character and don't have an ability that boosts
  2141. some sort of speed / attack attribute. There is one lifeguard ring to make
  2142. note of here--at the far end of the area behind one of the lifts to the right.
  2143. I actually like this placement as you really have to go out of your way if you
  2144. want to use it. Precious time wasted, or gained depending on the situation.
  2145.  
  2146. Heading to the top tower we have a basic flat area with a few items worth
  2147. mentioning. There's a forklift, a ring, and a cryo tank that respawns
  2148. everytime it gets used. NEVER approach a team here. It's suicide. The actual
  2149. Oil Rig area has a pole that can be ripped from the ground, another cryo
  2150. tank that can be used an infinite amount of times and finally another forklift
  2151. on the far side of the area. Heading outside into the turret's playground you
  2152. have another pole that can be ripped up from the floor and the turret itself--
  2153. which can raise all sorts of hell if someone isn't paying attention. Half your
  2154. health bar gone before you can realize what is happening. If a team is
  2155. controlling the turret section there isn't much you can do to be honest. Try
  2156. to force them to come to you or try and find a pole to free-throw at the
  2157. person whos controlling the turret. Free-throwing would be manual aiming and
  2158. it allows for longer distance sticking if you arc it correctly, think like
  2159. you're throwing a javelin.
  2160.  
  2161. From the turret area there's the excavator area which has a forklift and
  2162. ANOTHER cryo tank that respawns endlessly. Your main killing floors will
  2163. most likely be the inside of oil-rig, the jet-landing zone and the turret /
  2164. exacavtor areas. Be VERY careful in the turret area, some people will get
  2165. on it and just stay there and camp on it. It's crude, but effective.
  2166. Especially if the enemy team is supporting them, making 3 of them plus bullets
  2167. flying at you from a distance. It's possible to break this basic defense but
  2168. no matter how good you are this will be a challenge. Sniper Rifle thwarts the
  2169. turret camping immediately as well so keep that in mind.
  2170.  
  2171. ==========================
  2172. Oinkie's Casino [3AB3]
  2173. ==========================
  2174. Oinkie's Casino is a really large level broken up into a few different pieces.
  2175. The middle portion of the level is extremely large, with a total of three
  2176. entrances and exits. You get mostly flat geometry in the middle portion with
  2177. the occasional slope that might mess up some plans / objects you wanted to
  2178. throw at someone. There's a fence separating the two halves for no apparent
  2179. reason other than being decorative. The first exit from this area is in
  2180. the corner over a roofed in section of the map. This leads to the jet-landing
  2181. zone area of Oinkie's Casino. From here, you can exit two ways, a zipline
  2182. leading back toward where you literally just were or a launch pad that places
  2183. you roughly opposite where you exited. Straight ahead is another fan-lift that
  2184. can be taken up to Oinkie's throne room area for another decent little section
  2185. of map. You can exit by jumping down or by taking another lift from the back
  2186. section leading to the jet-area.
  2187.  
  2188. The final area of the map is underground and can only be accessed through
  2189. falling into a broken piece of building. From here, there are two exits. To
  2190. the left the warp pads will take you up to Oinkie's Throne and the right pads
  2191. will warp you to the roofed section of the main killing floor.
  2192.  
  2193. ===================
  2194. Item Slot Locations
  2195. ===================
  2196. On the jet-landing zone near a wall
  2197. Outside of Oinkie's Throne waterfall in a corner
  2198. In the underground section to the left of the warp pads on the right
  2199.  
  2200. ==============
  2201. Basic Strategy
  2202. ==============
  2203. This is a pretty solid level with good geometry, most of the time teams will
  2204. be fighting it out in the big middle portion of the stage. There's not much
  2205. to get in the way here and the few items that there are, a forklift, a tire
  2206. and a cryo tank usually get used straight away. The cryo tank DOES respawn
  2207. though so watch for it if people are in the area or you're re-entering the
  2208. fight from dying. There's a few escape routes if need be, up the air lift
  2209. to Oinkie's throne room and back down again just to stall for HP--be careful
  2210. though because if they are RIGHT behind you they will just land on you and
  2211. stop your HP regeneration. Characters with dives can get away easier as they
  2212. can dive outward and put distance between you and your enemy. The other option
  2213. for people to escape would be the far side under the roofed section, and in
  2214. the middle area--falling into the underground section. This route isn't highly
  2215. recommended because they can catch up to you rather easily. There's also a
  2216. ring and a cryo tank in this area, watch out if you are approaching people
  2217. here.
  2218.  
  2219. The jet area is not a very good area to have any sort of elongated skirmishes
  2220. in simply because it's REALLY easy to get away here. Over to the wire zipline
  2221. or up the lift, take your pick. There's also a ring and cryo tank that reside
  2222. in the area, the cryo tank is near the zipline and the ring is near the item
  2223. slot machine.
  2224.  
  2225. Up in oinkie's throne room, this area can either be a blessing or a curse--if
  2226. you find you and your team have moved to this battle location and the other
  2227. team have followed suit-expect some unholy mess to ensue. The waterfall
  2228. severely hampers vision if you're inside it and there are plenty of items in
  2229. the immediate vicinity of the throne itself for people to abuse. If you find
  2230. yourself low on HP here and you can't make it to an edge safely. Camp by
  2231. the lift and see if anyone aggros you-Try and bait them onto the lift so they
  2232. get sent flying.
  2233.  
  2234. There's a section behind the lift where you can also camp and regain HP if
  2235. the situation calls for it. If someone tries to attack they usually get sent
  2236. into the lift. Usually. You may get knocked in as well so use this spot with
  2237. caution.
  2238.  
  2239.  
  2240. =================================
  2241. Chaodiansi Temple Street [3AB4]
  2242. =================================
  2243.  
  2244. This level is divided into a few large sections and a few small sections.
  2245. You have your basic middle section with the dragon head fountain and two
  2246. paths from there. One path leads to the abandoned bus / turret combination
  2247. and the other leads to the tesla coil garden with the temple itself. There's
  2248. a lift that will launch you over to the Tower on the right hand side and
  2249. a lift in the corner of the garden that will bring you to a new section I will
  2250. fittingly dub the "rooftops". A zipline leading back to the middle portion of
  2251. the level on the left and a path leading to a more secure, fenced in, rooftop.
  2252.  
  2253. From here, there's only one area left to navigate. The lift up into the tower.
  2254. Not much to see here, there's a way back down into the turret area by jumping
  2255. over the edge. There's also a lift from the bus / turret section up to the
  2256. rooftops.
  2257.  
  2258. ===================
  2259. Item Slot Locations
  2260. ===================
  2261.  
  2262. Inside the Tesla Garden next to the lift to the Tower
  2263. In a corner of the rooftop near the Turret Section
  2264. In the turret section wedged in a corner
  2265.  
  2266. =================
  2267. Basic Strategy
  2268. =================
  2269.  
  2270. Most of the action takes place on one half of the roof-tops and in the turret
  2271. section of the level. Try and be wary of the turret because it WILL hurt the
  2272. team if any of you forget about it and someone gets on it and stays there.
  2273. Starting in the turret section, there is a pole, a tire, and a taxi in
  2274. the immediate vicinity. Approaching a team fortified here-turret and all. Is
  2275. plain suicide.
  2276.  
  2277. Moving down into the fountain area, there's a cryo tank and a 2 taxi things.
  2278. This area is actually a pretty good killingfloor--providing one of the enemy
  2279. team doesn't make their way to the turret and start sniping people. Going even
  2280. further we have the Tesla Garden which is also a fantastic killing floor in
  2281. it's own right. It forces you to not play wreckless because if you touch one
  2282. of the poles--you'll get stunned for a short duration. Very tricky. There's
  2283. a tire and a taxi to be used here as well. It IS possible to get away here if
  2284. necessary through the lift to the tower. It buys you a LOT of time. The open
  2285. section of the rooftops is not a very good place to bring the fight either.
  2286. People can stall for time by repeatedly jumping into the water and there's
  2287. a lot of ways to escape / stall in general nearby. The zipline, lift to the
  2288. tower, both lifts to the rooftops. It's just a nightmare up here. There's a
  2289. fire barrel on one rooftop and a tire on the roof without a fence. Use them
  2290. to your advantage if necessary.
  2291.  
  2292. The tower area is a decent place to fight, but alas, also a good place for
  2293. enemies to stall if need be. Off the side of the edge, dive kicking onto
  2294. a rooftop. You name it. The only reliable section of this map--if you're
  2295. fighting skilled players. Is the outermost turret area and the middle area
  2296. and MAYBE a section of the tesla garden. There's just too many places to
  2297. run and stall here. You've been warned. Take advantage of the items around
  2298. the map and you should have no problem finishing people off.
  2299.  
  2300. =============================
  2301. Hong Long Downtown [3AB5]
  2302. =============================
  2303. This is the other chinese city-scape level with quite a differences to make
  2304. note of. They basically "opened" the other half of the level and closed off
  2305. the other portion. (The other portion being temple street). Anyways, this
  2306. level is pretty basic. You have your bus / turret area which is also featured
  2307. in CTS and from there you have a lift taking you to a rooftop or another path
  2308. leading into a few directions. Let's go up the lift first. Here, we have some
  2309. signs and an air-vent that leads to the tower (also in CTS, just different
  2310. access route this time). From the rooftop you can jump down into the district
  2311. themed part of the level which is pretty flat and straightforward. There's a
  2312. blockade at the end of this part and a couple paths leading indoors.
  2313.  
  2314. Going downward leads you into the freezer and going up leads you into a store
  2315. of some kind with a fishtank. You can jump on the fishtank, there's another
  2316. air vent leading up to the tower and another entrance to the freezer below
  2317. that. From the store section you can run onto a bus for another usable turret,
  2318. and from there another lift back to the rooftop section.
  2319.  
  2320. ===================
  2321. Item Slot Locations
  2322. ===================
  2323. In a corner section atop the Tower
  2324. In a corner in the district area near an entrance to the freezer
  2325. On top of the rooftop in a corner
  2326.  
  2327. ==============
  2328. Basic Strategy
  2329. ==============
  2330. This map has a lot of issues. There are two active turrets for use at any
  2331. given time. You CANNOT forget about these if you are on any part of the
  2332. ground section. The middle turret has coverage for almost 60-70% of the level.
  2333. Extremely dangerous. The bus section is a decent area to fight in, there's
  2334. a tire and a pole here to take note of. The rooftop has one tire, and it's
  2335. neon signs can be used for electrocuting your enemy briefly. Be careful of
  2336. these as well. The roof isn't exactly a good area to fight in either because
  2337. there is a vent-lift and two elevators in the immediate vicinity. The roof
  2338. is kind of like a HUB to every other section of the level.
  2339.  
  2340. Going down to the district area there is a pole, a cryo tank, a tire, and two
  2341. taxi things in the immediate vicinity. This area is very dangerous, the middle
  2342. turret can be used here as well to weed out any pests. Going into the freezer
  2343. there is a tire and a cryo tank. Also a dangerous area. Up in the tower there
  2344. is a lone cryo tank for use. Most of the fighting will take place on top
  2345. of the roof and on top of the tower or in the district area / roofs. The usual
  2346. escape routes are available. Lot's of wonky geometry make excessive chasing /
  2347. pressuring of the enemy difficult and with lots of lifts and shortcuts to make
  2348. use of this level is not the best fighting ground, period.
  2349.  
  2350. =============================
  2351. Bari Shur Ghost Town [3AB6]
  2352. =============================
  2353. This is one of two desert stages. Most of the level consist of sand and
  2354. ruined coliseums. There's a "ghost town" as well, with a turret that can be
  2355. used. Near the turret is a lift up to the rooftop. Jump down to the right
  2356. to land in the town courtyard and go through the tunnel to reach the water
  2357. area. Not much to see here, pretty basic area. There's a lift leading to
  2358. the other side of the map near a shack. Once you land there is another
  2359. open area with some stairs leading up to a zipline. This takes you back
  2360. to the area you were just in. The opposite direction leads to the upper
  2361. half of the ruined coliseum, with a lift leading to the town square. There's
  2362. also a slope to the lower half of the coliseum if you don't want to take that
  2363. particular route. From the lower half of the coliseum you can run back into
  2364. the town courtyard or run onto the other half of the town's roof section
  2365. and take a lift back to the opposite section of the map. Fairly simple
  2366. level design.
  2367.  
  2368. ===================
  2369. Item Slot Locations
  2370. ===================
  2371. Take the lift near the turret and you'll see it in front of you.
  2372. In the lower coliseum tucked away in a corner.
  2373. The opposite side of the map in the other open area up some stairs near the
  2374. zipline to the lower coliseum / courtyard.
  2375.  
  2376. ==============
  2377. Basic Strategy
  2378. ==============
  2379. This level can be a huge pain. Since it's so big, if you die in a mode like
  2380. Team Deathmatch, expect your team to be crippled severely. Unless they are
  2381. good (good enough to handle 4v3 with items thrown in the mix) you will likely
  2382. lose the advantage immediately. Let's start off with the turret / ghost town
  2383. section. This turret, is the bane of your existance. Do not forget it exists.
  2384. You have to respect the fact this badboy exists at all times or you WILL get
  2385. gun-mauled. Just in the courtyard itself, there's a motorcycle that respawns,
  2386. a tire, a pole, and a fire barrel. Freaking ridiculous. Adding in the turret,
  2387. this area is a deathtrap and if a team is camping here for upper ground
  2388. expect to never break their defenses unless they decide to move or your team
  2389. gets items. Moving on to the coliseum area, this part of the map activates
  2390. quicksand if there is a lot of action going on. There's a cryo tank, pole, and
  2391. a motorcycle for use here, so be careful. Decent killing floor. Heading into
  2392. the upper half of the coliseum is probably the most tame section of the map.
  2393. There's one pole and one fire barrel, expect enemies to ditch through the
  2394. lift if they get nervous. Heading down into the open area, there's multiple
  2395. poles and a motorcycle. Not a good area to be in--but thankfully action
  2396. rarely focuses itself here. If you play a character with good mobility this
  2397. map will make you unkillable, BECAUSE it's so big and there are so many
  2398. lifts and shortcuts to gain a few second advantage. It's all you need. I feel
  2399. obligated to make a note of the horrific frame rate on this map as well,
  2400. tornado, carpet bombing, and quicksand really turn this map into a hellhole so
  2401. be prepared for it.
  2402.  
  2403.  
  2404. ========================
  2405. Abandoned Mine [3AB7]
  2406. ========================
  2407. The other part of the desert. This level is basically a bunch of small parts
  2408. connecting into a larger coliseum and base of operations area. Let's start
  2409. with the coliseum area. Pretty basic geometry here and it makes a pretty good
  2410. fighting ground. Going down the ramp is another open area with some stairs
  2411. leading up to a usable turret. From here, you can go into the cargo plane
  2412. area with another basic fighting area. Flat geometry and a slide down to
  2413. the "cave". Going even further is a walkway leading into the excavation area
  2414. and from that, the 2nd entrance to the cave area. There's an elevator leading
  2415. up and a walkway to jump off from. From the cave area, there's a lift leading
  2416. into the coliseum area. Pretty basic map, just lots of twists and turns in
  2417. the small portions to take advantage of.
  2418.  
  2419. ===================
  2420. Item Slot Locations
  2421. ===================
  2422. Excavation Pit in a corner
  2423. Far side of coliseum near a wall
  2424. In a corner near the turret
  2425.  
  2426. ==============
  2427. Basic Strategy
  2428. ==============
  2429. This map can be pretty frustrating, for a few reasons. It has a frame rate
  2430. issue on a consistent basis and the annoying RTE's don't help things. Try and
  2431. focus the battle in the turret / coliseum area. Most of the time, it will be
  2432. moved away from this area though--for a few reasons. Coliseum + Turret area
  2433. are LITTERED with poles and motorcycles, not to mention the turret itself. If
  2434. your team has the position here, don't squander it. It's a HUGE advantage.
  2435. Most of the battling will likely take place near the cave, cargo plane and
  2436. sometimes in the coliseum. The Cave is a good place to stall for HP because
  2437. of the elevator. Most of the other areas are not easy to get away in. The
  2438. coliseum has the slide that can lead to the excavator area which can be used
  2439. if you have a few second head start but otherwise, not much else to make use
  2440. of. There's two poles on the raised platform between the two staircases and
  2441. theres two motorcycles in the area itself. Always keep an eye out for the
  2442. turret. People love to use it and if you get caught off guard-it hurts. Going
  2443. from this area into the Cargo Plane crash area, there's ALWAYS a tire and a
  2444. fire barrel here to make use of. The excavator area has a motorcycle and a
  2445. fire barrel as well. The cave has a cryo tank, a motorcycle, and a fire
  2446. barrel. Be careful here. Coliseum itself has 2 poles and a fire barrel.
  2447.  
  2448. _____________________________
  2449. =============================
  2450. Items and their use [<102]
  2451. =============================
  2452. You can get items from many different sources inside the game. Gunrunner drops
  2453. or even incoming item event, slot machines, mutants, drones, enemies all have
  2454. a possible chance to drop a random item of some kind. You can hold two at once
  2455. and they will instantly assign themselves to the left or right D-pad buttons.
  2456. You can see what you have by looking at the bottom left of your HUD. You can
  2457. only equip one at a time and while you have said item equipped--it disables
  2458. your killer weapon! Be careful! One more important thing is there is no
  2459. friendly fire so feel free to chuck those grenades and missiles to save your
  2460. team mates!
  2461.  
  2462. ======================
  2463. Sniper Rifle [1337]
  2464. ======================
  2465. This sniper rifle is a scary weapon used properly, it packs one hell of a
  2466. punch. Pre-loaded with a 5 round magazine. Each shot does around 50-60% of a
  2467. health bar at Lv1. That is an easy 2 kills if you are accurate--which you
  2468. should try your best to be. Opportunistic is the best way to describe the
  2469. weapon as the easiest way to land hits on someone is if they are not expecting
  2470. it, or in a stun / juggle. This is mainly because the shot is really very tiny
  2471. and the little dot in the middle of the aimer is about the lee-way granted to
  2472. you. Naturally, big characters have a massive disadvantage going up against
  2473. this weapon. Adding in the "bullet fly" distance and an enemies movement--you
  2474. almost have to predict where they are going to be. Not where they are. Lag and
  2475. the bad hit detection on it don't help things either. Also, even though this
  2476. is a sniper rifle and you have been brainwashed with the knowledge that
  2477. headshot=more damage, this is not the case in anarchy reigns against players.
  2478. Aim for center mass and try to pick off any larger characters on the enemy
  2479. team. If an enemy spots you with the rifle equipped prepare to be dodge'd
  2480. toward so they can close ground and fight you mano-a-mano. This is a pretty
  2481. decent strategy and hitting someone AWARE with a sniper rifle is nearly
  2482. impossible.
  2483.  
  2484. =====================
  2485. Fire Grenade [FIR3]
  2486. =====================
  2487. This is a pretty good item and should be used on unsuspecting players. It
  2488. doesn't have as large a blast radius as you might think, really aim to hit
  2489. them dead on with the blast. The grenade explodes dealing instantaneous damage
  2490. and lights them on fire for a short duration of time. Done properly you can
  2491. basically combo the two grenades for massive damage, this is an instant kill
  2492. against any Lv1 opponents and massive damage against enemies otherwise. If
  2493. your ally is locked in combat with an opponent a single grenade will turn the
  2494. tide instantly and secure a kill easily. Of course, double grenades into a
  2495. tight group is always a good idea. Always aim at the ground!
  2496.  
  2497. =======================
  2498. Satellite Laser [B3@M]
  2499. =======================
  2500. Firing the satellite laser only takes a few seconds, at the time of pressing
  2501. the button the highest scoring player on the enemy team will be the target.
  2502. Most people know by now how to avoid the OHKO laser so it is best to fire it
  2503. when they are being pressured or harrassed simultaneously. It will cause them
  2504. to slip up and die from the laser or leave themself open to attacks. The two
  2505. main ways to avoid the laser beams are to dodge just before it fires or to 360
  2506. attack to nullify it completely. Dodge'ing is trickier and requires timing,
  2507. right before it goes off it will start beeping. Wait for the third beep and
  2508. dodge to avoid it completely. Using a 360 attacker is more of a guaranteed
  2509. escape but if there are opponents around you it will get you juggled. Most
  2510. people will fire both laser blasts straight away so you have to dodge one and
  2511. then dodge another, or dodge the first and then 360 the second. There's a few
  2512. ways to guarantee a satellite laser on somebody--you can't dodge if you're on
  2513. a lift / vent and trapping someone in a tire / pole / stun / juggle will also
  2514. do the trick. Satellite lasers also effect any players around you so if you
  2515. see yourself being targeted. Back Off! Don't get your team mates killed out of
  2516. neglect.
  2517.  
  2518. ========================
  2519. Missile Launcher [QU@D]
  2520. ========================
  2521. The missile launcher fires fairly slow, large homing missiles that explode on
  2522. impact and have a small blast radius. When aiming you can choose to either
  2523. shoot a straight missile with no homing capabilities (I'd recommend this if
  2524. there is a huge crowd of people nearby, otherwise use the lock-on) or you can
  2525. hover the aiming reticle over someone and lock on to an enemy, or multiple
  2526. enemies. Up to 3 targets can be acquired. Also a handy way to see how much lag
  2527. you have with someone, if you are having trouble locking on you probably
  2528. shouldn't be playing with them. Missiles do a good chunk of damage but are not
  2529. a huge threat and they are best used on unaware opponents. If you try to use
  2530. this weapon in a 1v1 fight it will prove completely useless as your opponent
  2531. can simply grab when they are near the missile and catch it / throw it back
  2532. at you.
  2533.  
  2534. ==========================
  2535. Supercharged Traps [LTRC]
  2536. ==========================
  2537. Thrown like a grenade, only with a lot less range. The SC trap will sit and
  2538. wait on the ground for an enemy to come into range. Once that happens a pair
  2539. of electric jaws will snap shut on your opponent, electrifying them in a
  2540. similar manner to a thrown motorcycle. It's strength lies not in the damage
  2541. the item itself does but the status effect it causes. Completely locking your
  2542. opponents rampage and immobilizing them. Lightning based characters will break
  2543. free faster from the traps as well. If you're by yourself with this item your
  2544. best strategy is to set one up at a choke point and use the second near your
  2545. enemy to try and catch them with it. Use a non KW cutscene to deal massive
  2546. damage as fast as you can and then grab before they break out of the stun. If
  2547. you're in pairs or with a team member--this item really shines. Your partner
  2548. can take full advantage as their KW isn't locked from the equipped item.
  2549. Electrified opponents cannot be launched and are rooted to the spot unless hit
  2550. with a cutscene animation. Very few people treat the trap as an actual trap
  2551. and use it more as an electric grenade. Try being creative next time you get
  2552. ahold of these badboys and set one down at the end of a zipline or lift, or
  2553. at a teleporter exit. The blast radius can catch more than one person and
  2554. unless you capitalize on the stun--this item is completely useless. The trap
  2555. itself is active on the ground for about 15 seconds and then they stop working
  2556. so you really have to predict and be smart about using them.
  2557.  
  2558. ================
  2559. Shield [DFNS]
  2560. ================
  2561. This shield is a great item. It's a one-use item and while active you don't
  2562. take any damage and nothing will put you into hitstun. It can't take a severe
  2563. beating (Most peoples aLKW will 1-shot it or turn it into red damage status)
  2564. but it does its job well enough. It can be used to go on the offense in 1v1
  2565. situations and your opponent will be near helpless. Be as aggressive as you
  2566. can to make the most out of it. However, a far more intelligent use of the
  2567. shield is a combo breaker to save yourself. It can be activated to save you
  2568. from a massive juggle and hits that were meant to finish you off or keep you
  2569. inside the juggle will simply hit the shield once it activates. If you see an
  2570. enemy with a shield, try and sneak attack to get rid of it otherwise you are
  2571. going to have a hard time. Shields will last the duration of the match as long
  2572. as they aren't broken by anything.
  2573.  
  2574. ==================
  2575. Stealth [IVSI]
  2576. ==================
  2577. Unlike most invisibility items in games, this item actually does make you hard
  2578. to spot. You pretty much take on a grayish dark color and are extremely hard
  2579. to deal with. However, this is not the real advantage to this item. The real
  2580. reason this is effective is because whoever is using it cannot be locked on by
  2581. anyone and it lasts a decent amount of time. Fighting someone invisible is a
  2582. nightmare and a complete uphill battle. You shouldn't attempt fighting an
  2583. invisible player by any means unless you are confident you can stall for the
  2584. duration of time. Their camo will crackle with an electricity effect to warn
  2585. you and other players that the camo is about to run out.
  2586.  
  2587. ====================
  2588. Team Summit [SAV3]
  2589. ====================
  2590. A simple item with a few good uses. The instant you activate it your team is
  2591. transported to your immediate vicinity, no matter the situation they were in.
  2592. (Being in dying state is an exception, won't transport your timer). Not only
  2593. will your team mates come to your aid to prevent you from getting killed but
  2594. you will most likely out number the enemy and get a kill or two. At the very
  2595. least--even the playing field for a 4v4. or 2v2. Try to analyze the situation
  2596. you and your team mates are in as best you can because it can be a game
  2597. changer. Summoning them out of poison gas, or a microwave array. This item
  2598. basically plants a thought into everyones minds-or it should. "We need to
  2599. stick together". Less useful in 2v2.
  2600.  
  2601. ====================================
  2602. Carpet Bombing (TEAM BATTLE!) [B0MB]
  2603. ====================================
  2604. This item is basically an on-demand version of the carpet bombing seen inside
  2605. other modes. Call it in during a big fight for an advantage. Your team will be
  2606. immune to the bombs and the enemy team will be falling over and trying to flee
  2607. the area. Target the leader if he is caught in a blast!
  2608.  
  2609. =============================
  2610. Mutants (TEAM BATTLE!) [TMNT]
  2611. =============================
  2612. As soon as you use this item a gang of super mutants sporting your team color
  2613. will spawn and begin to attack the other team. This creates a catch 22
  2614. situation for the enemy. They can't fight you without being interrupted and
  2615. hurt by the mutants, and they cant turn on the super mutants without you
  2616. picking them off or hunting their leader. If you are on the opposite end of
  2617. this item, regroup and run away to try and pick off the mutants. Always let
  2618. your Team Leader execute mutants as it gives you a huge rampage bonus! If you
  2619. are greedy and execute them yourself--your team gets nothing! There is also
  2620. one major issue to using this item besides basically feeding the enemy team
  2621. rampage meter. They can steal your leader kills. You have been warned!
  2622.  
  2623. ===================
  2624. Cage Match [C@G3]
  2625. ===================
  2626. This item is specific to Battle Royale and CTF modes, it's pretty basic. Once
  2627. activated you have a marker around yourself. The next person you attack will
  2628. be transported inside a cage match fight for 99 seconds, you get extra points
  2629. for winning one of these and they play out almost identical to actual cage
  2630. matches. The venue is a little different and your HP bar isn't automatically
  2631. buffed like it is in cage match. In the event of neither player getting KO'd,
  2632. the time will run to 0 and the match will essentially go into overtime--
  2633. eventually the game will boot both players and no one will get points.
  2634.  
  2635.  
  2636. _________________________________________
  2637. =========================================
  2638. Abilities and their uses (*102)
  2639. =========================================
  2640. This section details each ability for use in multi-player and their basic
  2641. incorporated use. BEGIN THE EXPERIMENT!
  2642.  
  2643. =====================
  2644. Destroyer [2AA1]
  2645. =====================
  2646. "Increases all regular combo damage by 20%."
  2647.  
  2648. This ability is pretty average in it's basic usefulness. It shines on big
  2649. characters because they have a boosted damage % stat to begin with, and it
  2650. shines on characters that are very jab centric. EX: Oinkie, Jack, Nikolai,
  2651. Baron. Not an easy ability to use to begin with because it requires you
  2652. to actually hit and combo your opponent to start, and unless you are doing
  2653. long fancy combos, it doesn't make much of a difference. There are better
  2654. options, but there are also worse abilities. Overall, destroyer is a good buff
  2655. ability that doesn't take anything away, but doesn't add much either.
  2656.  
  2657. =======================
  2658. Lean Extender [2AA2]
  2659. =======================
  2660. "Increases reach for initial lean attacks." (Forward+Jab)
  2661.  
  2662. One of the best abilities in the game hands down. This incorporates practical
  2663. use, speed, and mindgames all into one neat little package. It shines on a
  2664. select few while still being incredibly viable with the rest of the cast.
  2665.  
  2666. =======================
  2667. Charge Attacker [2AA3]
  2668. =======================
  2669. "Allows heavy attacks within regular combos to be charged; charged attack
  2670. damage increases 100%."
  2671.  
  2672. Charge Attacker. What is there to say, while severely underrated this ability
  2673. is also not NEARLY as good as it should've initially been. Super Armor during
  2674. heavies, extra tracking, more damage, more guard break potential. All sounds
  2675. good on paper but it's not nearly as good when you actually incorporate it
  2676. against a human being. It's very obvious when you start charging something and
  2677. all your opponent has to do is be a little patient and sidestep you. There are
  2678. however a few select characters that really make fantastic use out of it, I
  2679. detailed them in their respective sections.
  2680.  
  2681. =================
  2682. Berserker [2AA4]
  2683. =================
  2684. "All attacks deal double damage when Vitality Gauge is red."
  2685.  
  2686. Berserker is situational at best, while extremely powerful, doesn't have much
  2687. use as HP regeneration kicks in really fast and negates the ability. Not even
  2688. the most hardcore anarchist will dare rock this ability and try to make it
  2689. work. If there had to be one character it might work on, big bulls LKWx3 while
  2690. under berserk's buff will instantly kill everyone at Lv1.
  2691.  
  2692. ====================
  2693. Spin Master [2AA5]
  2694. ====================
  2695. "Eliminates damage from executing 360 attacks."
  2696.  
  2697. While this ability seems incredibly useful, all it will accomplish is forcing
  2698. your opponent to immediately adapt. 360's are NOT safe and when you achieve
  2699. the no damage mentality this ability provides, it just gets you killed 100x
  2700. faster. Not recommended for most characters, Rins and Zero possibly get the
  2701. only true use out of it because their 360's are so fantastic.
  2702.  
  2703. =====================
  2704. Guard Master [2AA6]
  2705. =====================
  2706. "500% increase to guard durability. Incredibly effective against Rampages."
  2707.  
  2708. One of the best abilities in the game, guard master turns you into a highly
  2709. inpenetrable fortress. In 1v1 scenarios, your opponent won't be able to break
  2710. your defense--period. Even if you are getting double teamed, it is very
  2711. unlikely. Guard Master's worst enemy are poles / tires / random stuff that can
  2712. knock you out of the safe zone. Recommended for light characters and new
  2713. players. Or players that just don't like their guard being broken, ever.
  2714.  
  2715. =====================
  2716. Auto-Guarder [2AA7]
  2717. =====================
  2718. "Allows for automatic guarding, except when attacking or receiving damage."
  2719.  
  2720. While innocent in nature, this ability has a few uses not many people know
  2721. about. This PUTS UP A GUARD during your 360 attack. If your opponent can't
  2722. immediately one shot your shield, this ability makes 360 attacks safe. Pretty
  2723. neat. While it isn't game breaking, it could be put to good use with a few
  2724. characters that have less than stellar 360 attacks. EX: Oinkie, Bull, Bayo
  2725.  
  2726. ===================
  2727. Judo Master [2AA8]
  2728. ===================
  2729. "Increases both grab range and grab attack power by 20%."
  2730.  
  2731. Also another buff ability that seems good on paper but when put to actual use
  2732. inside matches--doesn't make much of a difference. It's far too easy to tech
  2733. grabs and while the extra range could be good for locking down people who like
  2734. to run away and regenerate HP--there are better abilities to keep up with
  2735. people and / or buff yourself. Works best when paired with big characters.
  2736.  
  2737. ========================
  2738. Takedown Defense [2AA9]
  2739. ========================
  2740. "Allows for automatic grab escapes in any situation."
  2741.  
  2742. This ability isn't good for much, it does one thing and it does it perfect.
  2743. If you can't tech grabs, this ability is for you. Good for newbies.
  2744.  
  2745. ================
  2746. Sprinter [2AB0]
  2747. ================
  2748. "Increase dash speed and jumping ability."
  2749.  
  2750. The dash boost is good for slower characters but even then--there is always
  2751. a better option to pick over this. Including Lead Extender, which accomplishes
  2752. the same basic thing---only with initial repeated lean attacks minus the
  2753. extra jump height.
  2754.  
  2755. ======================
  2756. Master Evader [2AB1]
  2757. ======================
  2758. "Boosts evasion distance and increases number of consecutive evasions from
  2759. three to six."
  2760.  
  2761. A lot better than it should have been, this practically makes you un-touchable
  2762. in many different situations. Extra I-frames during your roll, tons of extra
  2763. distance and while it doesn't completely negate the roll counter, all you have
  2764. to do is walk half a step to reset it. A few back rolls accomplishes enough
  2765. space to do that safely immediately. One of the best abilities if not THE
  2766. best.
  2767.  
  2768. =========================
  2769. Rampage Marauder [2AB2]
  2770. =========================
  2771. "Provides assistance during head-to-head Rampage battles."
  2772.  
  2773. This ability does exactly what it says, helps you win rampage battles. I've
  2774. personally never lost a rampage clash with this on so if you are already good
  2775. at mashing this ability is EXTREMELY dangerous in large modes like Battle
  2776. Royale where rampaging enemies are extremely commonplace. Useful but not the
  2777. best ability out there. Also shines in Tag Battle.
  2778.  
  2779. ========================
  2780. Rampage Master [2AB3]
  2781. ========================
  2782. "Increases length of Rampages by 20%."
  2783.  
  2784. This is one of the least used abilities and for good reason, rampage isn't
  2785. super dangerous to begin with unless you catch people off guard. Not
  2786. recommended for any style of play, complete "dead weight" ability. Might be
  2787. funny to troll people with it though. Official troll ability.
  2788.  
  2789. ==========================
  2790. Herculean Effort [2AB4]
  2791. ==========================
  2792. "Increases speed while carrying objects and increases damage from item attacks
  2793. by 50%."
  2794.  
  2795. This ability was practically made for capture the flag, where the goal is to
  2796. run with the flag (it's considered an item) from an enemies base into yours or
  2797. from the spawn point to yours. Pretty useful but still not the best ability
  2798. even in the mode it was designed for.
  2799.  
  2800. =================
  2801. Hitman [2AB5]
  2802. =================
  2803. "Increases points earned by eliminating enemies by 50%."
  2804.  
  2805. Only viable in modes like Battle Royale and Tag Battle, this ability boosts
  2806. point gain from killing NPC enemies. Killseekers, Kraken, Mutants, all that
  2807. good stuff. Not recommended for anyone. Official troll ability.
  2808.  
  2809. =========================
  2810. Rifle Enthusiast [2AB6]
  2811. =========================
  2812. "Begin matches with a rifle and one extra bullet. Also increase rifle attack
  2813. power by 20%."
  2814.  
  2815. An extremely powerful, but situational, ability. This requires you to be on
  2816. top of item slots and killseeker item spawns constantly. If you are consistent
  2817. with a sniper rifle and like having a free 2-3 kills at spawn? Here you go. I
  2818. personally find that the sniper rifles hit detection is plain awful and even
  2819. when I hit people dead on-it won't do damage. Other times when I blatantly
  2820. missed I get the damage. It's just a silly weapon. Tire someone and then shoot
  2821. the rifle off at point blank. How many will hit? Not recommended for new
  2822. players or players who don't want to rely on items.
  2823.  
  2824. ================================
  2825. Cage Match Enthusiast [2AB7]
  2826. ================================
  2827. "Triple bonus points awarded for winning a duel."
  2828.  
  2829. This ability requires you get dueled by someone to begin with, and duels don't
  2830. exist in TDM or Deathball, the most popular 4v4 games. Battle Royale and the
  2831. CTF modes have duel items--CTF isn't point based and BR has a large amount
  2832. of players to begin with. Not practical. This ability doesn't change a thing.
  2833. Official troll ability.
  2834.  
  2835. =======================
  2836. Stealth Master [2AB8]
  2837. =======================
  2838. "Begin matches with a stealth item. Increases stealth duration by 50%."
  2839.  
  2840. The best item ability hands down, the 50% duration increase feels more like a
  2841. 200% increase. Stealth items last forever when you have this ability on.
  2842. Extremely dangerous and practical for any team / free for all mode. A lot like
  2843. rifle enthusiast, this ability requires you to be on top of item slots and
  2844. item spawns. Otherwise it's just dead weight. You have to morph it into your
  2845. play-style or you can't make the most of it.
  2846.  
  2847. =======================
  2848. Shield Master [2AB9]
  2849. =======================
  2850. "Begin matches with a Shield item. Increase shield durability by 100%."
  2851.  
  2852. This ability is arguably the worst of the 3 spawn-with item usables. This
  2853. requires you to make the most of each shield. Again, it requires you to be an
  2854. item enthusiast-literally. Never pass up anything. This includes abandoning
  2855. things you are currently doing, people you are fighting, a team you are
  2856. helping. Situational at best.
  2857.  
  2858. ================
  2859. Mugger [2AC0]
  2860. ================
  2861. "Causes stunned enemies to drop items they are carrying."
  2862.  
  2863. Completely useless. Official troll ability.
  2864.  
  2865. ======================
  2866. Healing Factor [2AC1]
  2867. ======================
  2868. "Increases vitality gauge recovery rate by 20%."
  2869.  
  2870. While it looks good on paper, HP regeneration is already extremely fast. This
  2871. ability just makes it faster. There are better abilities but there are also
  2872. worse things you could pick and conform to your play-style. This cuts down
  2873. the time you would need to retreat and regenerate your HP in a big mode.
  2874.  
  2875. =======================
  2876. Hard Charger [2AC2]
  2877. =======================
  2878. "Increases Killer Weapon Gauge recovery time by 20%."
  2879.  
  2880. Should've been a lot better than it actually is. This ability does exactly
  2881. what it says it does. Faster meter regeneration, the thing is meter is almost
  2882. never an issue to begin with because of the defensive nature of the game. You
  2883. almost always have option to build meter on something. A mini-boss, a spawned
  2884. drone, a mutant, etc. Only useful on a select few and even then, there are
  2885. better options.
  2886.  
  2887. ==========================
  2888. Rapid Respawner [2AC3]
  2889. ==========================
  2890. "Reduces respawn wait time to zero."
  2891.  
  2892. Another ability that seems like it could be useful, but is actually extremely
  2893. counter-productive. In a mode like TDM--you get killed and you immediately
  2894. spawn again in front of the enemy team and get mauled. The respawn timer is
  2895. there for a reason in most big modes, and the two modes where it is useful--
  2896. 3 team CTF and CTF, there are still better abilities to pick.
  2897.  
  2898. ======================
  2899. Power Leveler [2AC4]
  2900. ======================
  2901. "Increases level up efficiency. Level 2 requires only a single kill, Level 3
  2902. requires a three kill streak."
  2903.  
  2904. One of the most dangerous abilities in the hands of good player. This ability
  2905. incorporates a few very important things. It increases your HP bar and your
  2906. KW meter gauge the first time you get a kill. A full bar of HP on level up and
  2907. more meter to burn is one of the many reasons this ability is a personal
  2908. favorite for many. When you hit that coveted Lv3--you gain your characters
  2909. element. Also an extremely powerful tool. That said, this ability does have
  2910. a few downsides. You sacrifice defense, you sacrifice mobility. It's only as
  2911. good as its user and if you can't secure kills by yourself (especially with
  2912. how rampant kill stealing is in AR) this ability is not for you.
  2913.  
  2914. ================
  2915. Killjoy [2AC5]
  2916. ================
  2917. "Increases power 80% for one attack following a taunt. Effect wears off after
  2918. a short amount of time."
  2919.  
  2920. One important thing this ability description doesn't mention--if you are hit
  2921. with the buff active it completely disappears. Anyway, this ability is amazing
  2922. in the right hands. It lasts for about 8 seconds so it gives you plenty of time
  2923. but you also have to be ready to do something, cutscene KW's make the most of
  2924. this since the entire move gets buffed--not just one section of it. If you are
  2925. good at being sneaky this ability is for you. Lot's of characters have the
  2926. ability to do around 90% in one HKW cinematic and some characters have the
  2927. ability to one shot others immediately (Oinkie and Douglas for starters). With
  2928. Killjoy you have to let your ability do the talking. When you use something
  2929. like PL or LE, those are backburner abilities. They don't effect your overall
  2930. playstyle. Killjoy needs to be embraced or you won't be able to let it shine.
  2931. "One does not simply Killjoy and get away with it" Using this ability is like
  2932. a fine art and once you get the hang of it you become an absolute monster.
  2933. Tired of people running away from you? Tired of EVERY light characters? Pick
  2934. Killjoy and celebrate the fact you can now one-shot the entire light cast
  2935. easily.
  2936.  
  2937. _______________________________
  2938. ===============================
  2939. Random Trigger Events [^102]
  2940. ===============================
  2941. This section details all the random crap that can happen in any given large
  2942. mode of play. How to utilize, get to safety and basically make the most of any
  2943. given situation--or try to. Other people will try to stop you and get in your
  2944. way!
  2945.  
  2946. ==================
  2947. Chutulu [5YU0]
  2948. ==================
  2949. Chutulu spawns at random, very commonly I might add--in most large modes. This
  2950. super robot is a lot more dangerous than he is in story mode and should not be
  2951. trifled with. If you are on of the 3 top scoring players in the match he will
  2952. send out a teleportation drone to warp you there for a fight. This can get
  2953. extremely dentrimental to basic gameplay and overall fun. Most of the time he
  2954. is better off ignored but if you can gather your team and gang up on him you
  2955. can make quick work of this annoying robot and send him to the trash can. He's
  2956. got a few attacks to make note of:
  2957.  
  2958. Spinny Lasers of Doom: Chutulu turtles up and starts spinning his lasers in a
  2959. massive radius going outward. Only safe tactic is to run away or rampage to
  2960. avoid it, dodging through it does not work and will likely get you combo'd to
  2961. death.
  2962.  
  2963. Mega-Laser: Chutulu charges up and unleashes a gigantic OHKO laser. Very
  2964. obvious.
  2965.  
  2966. Claw Swipe: Chutulu has a 1-2 melee that can break your guard rather easily.
  2967. Be careful.
  2968.  
  2969. The Grab: Chutulu slides across the ground and is able to grab a group of
  2970. players, forcing you to mash buttons to escape.
  2971.  
  2972. Jet Flamethrowers: One of the more annoying attacks at his disposal, he lifts
  2973. up and will fly over you spewing down flames in a huge area of effect. Can
  2974. combo you to death easily. Be careful.
  2975.  
  2976. Other Notes:
  2977.  
  2978. Doesn't spawn in CTF / 3 Team CTF
  2979.  
  2980. Has a massive shield before you can actually damage its HP bar
  2981.  
  2982. In point modes, most people will gang up on him for the huge execution bonus.
  2983. Be aware of kill-steals. Be wary if their HP is getting low and try and grab
  2984. the kill for yourself, it doesn't matter that you did the work, there is no
  2985. honor in Anarchy Reigns.
  2986.  
  2987. Spawns in all the "Big 8" levels.
  2988.  
  2989. Good for point farming if you play a character with multi-hit moves. For EX:
  2990. Baron's rolling punches, Garuda's HKW, Bayonetta's Air Weaks.
  2991.  
  2992. ===================
  2993. Kraken [5YU1]
  2994. ===================
  2995. This is the other super enemy that is commonly found playing large modes. Not
  2996. nearly as annoying and dangerous as Chutulu, this big guy is basically free
  2997. points if you find the time to deal with him. He's got tentacles that can be
  2998. destroyed with very obvious (Blue soft spot) weakpoints. Attack these first
  2999. and he will usually slam them down and you can jump onto and climb up to
  3000. beat on his core for boosted damage. After the tentacles are destroyed this is
  3001. actually the only way to damage the Kraken. He's got a few annoying attacks to
  3002. make note of, and in some levels can really screw things up HARD with the
  3003. amount of screen-shake that gets produced.
  3004.  
  3005. Electric Wave: Chutulu slams the ground that produces an electric shockwave
  3006. that electrocutes you for a short period of time the moment it touches you.
  3007. This can either be a blessing or a curse, it's not hard to avoid but with a
  3008. lot of action going on you can capitalize--roll through the wave and punish
  3009. your opponent. You can also jump over it but it's not recommended. Rolling
  3010. is much easier.
  3011.  
  3012. Ink Blob: Kraken fires ink blobs that blurs your vision almost completely.
  3013. Very annoying.
  3014.  
  3015. Core Shockwave: A "get-off-me" move that he only uses when people are beating
  3016. on his core. Not avoidable, even in rampage, or 360 attack.
  3017.  
  3018. Other Notes:
  3019.  
  3020. Free points in point mode, usually doesn't stick around as long as Chutulu.
  3021.  
  3022. Can only spawn in 4 levels, Oil Rig, Bari Shur, Abandoned Mine, and Oinkie's
  3023. Casino.
  3024.  
  3025. 50,000 points for getting the finishing blow.
  3026.  
  3027. To a lesser extent, good for point farming on weak spots.
  3028.  
  3029. =======================
  3030. Carpet Bombing [5YU2]
  3031. =======================
  3032. This event is really just annoying bullcrap personified into an actual thing.
  3033. There are a few things to note about this cringe worthy addition to the game
  3034. that people need to be aware about to get to safety or make the most out of
  3035. the actual bombings.
  3036.  
  3037. First off, this is one of the more common RTE's in the game and you will
  3038. probably see it 2-3 times a match playing modes like TDM. It can get very
  3039. annoying--especially considering that it feels they never end. If you
  3040. play a fire character you have an advantage from this ATE over someone who
  3041. doesn't. You recover from the fire ignition faster and can capitalize--that is
  3042. if you don't get bombed again straight away. I don't recommend trying to fight
  3043. through a carpet bombing. Try and get to a corner or a hallway of some sort.
  3044. The bombings themselves happen in the exact same spots time after time so if
  3045. you know where to stand you can completely avoid this ATE and make good use
  3046. of the distraction. Outer walls of any given area are usually safe, most
  3047. roofed in sections are also safe.
  3048.  
  3049.  
  3050. =====================
  3051. Black Hole [5YU3]
  3052. =====================
  3053. One of the more tame events, all this event does is transport people into a
  3054. completely different area, the landing points are all set so you can basically
  3055. roll the dice if it warps you to an area next to the hole itself. Try not to
  3056. let it separate the team. It can be used for escapes if need be, getting
  3057. sucked into a hole will get you out of anything--ANYTHING. Cutscenes, grabs,
  3058. etc. Most common in CTF modes.
  3059.  
  3060. ============================
  3061. Rampaging Vehicle [5YU4]
  3062. ============================
  3063. Rampaging Vehicles take place where the action is, otherwise they won't happen
  3064. so if 6/8 players is on top of the altambra towers, a rampaging vehicle will
  3065. find its way up there and run through.
  3066.  
  3067. It's got a few things to watch out for. The front of the vehicle has a grinder
  3068. which does a LOT of damage and the back / fuel tank area of the vehicle can
  3069. light you on fire and do a bit of damage. The explosion itself will set you
  3070. on fire and do damage. The grinder part CAN combo you mulitple times so avoid
  3071. it at all costs. Accurs in almost every big mode and can happen in every big
  3072. map.
  3073.  
  3074. ====================================
  3075. Microwave Satellite Array [5YU5]
  3076. ====================================
  3077. This event is an instant death reigned upon the entire map with the exception
  3078. one safe spot in any given map, and a few things you can do to avoid it. Safe
  3079. points are as follows:
  3080.  
  3081. Altambra Central Square: Underground subway area
  3082.  
  3083. The Dive: Underground Subway Area
  3084.  
  3085. Oil Rig: Oil Rig area, 3/4 gates close within the first 10 seconds and the
  3086. final gate is the turret section, stays open until 1-2 seconds left.
  3087.  
  3088. Oinkie's Casino: Underground Area
  3089.  
  3090. Hong Long Downtown: Freezer Area
  3091.  
  3092. Abandoned Mine: Cave area.
  3093.  
  3094. Array doesn't happen in Temple Street and Bari Shur, there are no underground
  3095. and or sheltered areas to take cover in. An active shield item will also eat
  3096. the array and keep you alive, completely destroying your shield. Rampage mode
  3097. also nullifies the array. Use it as a last resort if you don't want to die.
  3098.  
  3099. ==========================
  3100. Cargo Plane Crash [5YUZ]
  3101. ==========================
  3102. This is another "populated combat zone" event that the game throws at you to
  3103. try and muck things up. It's simple. A giant cargo plane crashes into a
  3104. designated area--giving you 30 seconds warning in advance to clear out or get
  3105. to a safe spot. Rampage has immunity.
  3106.  
  3107. ==================
  3108. OA System [5YUF]
  3109. ==================
  3110. Simple event that happens multiple times a match--3 pre designated spots are
  3111. chosen around the map and a healing bubble is launched from somewhere to aid
  3112. players. Very difficult to kill someone with these active. In point modes if
  3113. there are a lot of players bundled, attacking people inside the bubble will
  3114. give you points. They are safe from your attacks but the game still counts it
  3115. as a connected hit thus giving you the points. Use to your advantage in BR and
  3116. Tag Battle. After a designated amount of usage and or time has passed, the
  3117. bubble will disappear and the core will glow red and explode shortly after,
  3118. dealing damage to anyone around it. Be careful! I should also note that you
  3119. can be tire / pole'd while you're in these and people can try to push you out
  3120. of the bubble by physically walking into you. Fair warning, even safe zones
  3121. can be a hazard in anarchy.
  3122.  
  3123. =================
  3124. Gunrunner [5YU#]
  3125. =================
  3126. One of the more common events, you see this multiple times a game on average.
  3127. The game randomly selects a piece of land to drop 4 item boxes in a row on.
  3128. If you want the items you have to drop everything and head there immediately-
  3129. there are like minded people that want them just as much. Sometimes its just
  3130. not realistic. Items are completely worth it though, they can turn the tides
  3131. extremely fast if you know how to utilize each specific item.
  3132.  
  3133. ==============================
  3134. SLBM Missile Launch [5YU6]
  3135. ==============================
  3136. Timed area of effect instant death event, only happens in Oil Rig and Oinkie's
  3137. Casino. Safe area's are designated by blue person symbols. Look for them and
  3138. head toward safety zone accordingly. Rampage saves you. Being in the middle of
  3139. a lift section will not. It counts for some reason.
  3140.  
  3141. ======================
  3142. Poison Gas [5YU7]
  3143. ======================
  3144. Poison Gas encompasses the entire level except for one designated safe zone
  3145. for each level. Very fast HP drain effect. Safe zones are as follows:
  3146.  
  3147. Altambra Central Square: Atop any of the 3 towers.
  3148.  
  3149. The Dive: Inside the Foundry.
  3150.  
  3151. Oil Rig: Command Center tower.
  3152.  
  3153. Oinkie's Casino: Oinkie's Throne Room.
  3154.  
  3155. Chaodiansi Temple Street: The Tower.
  3156.  
  3157. Hong Long Downtown: The Tower.
  3158.  
  3159. Poison Gas doesn't occur in the two desert levels. There's a few things to
  3160. make note of to make the most of this event. It can either be your best friend
  3161. or your worst enemy. If you have a shield--you're completely safe! Hurrah!
  3162. Catching people who have been sitting in the gas with rampage is also a good
  3163. idea as chip damage exists and all you have to do is touch them once
  3164. legitimately and they are dead. If none of these options (Rampage, Shield) are
  3165. available get to the safe zone ASAP or you will be picked off inside the
  3166. poison.
  3167.  
  3168. =========================
  3169. Helicopter Drone [5YU$]
  3170. =========================
  3171. Pretty simple small event, random helicopter spawns around the map that can
  3172. be damage by any means necessary for a chance to hijack it and take control.
  3173. Very powerful if you catch people off guard with it and it lasts a VERY long
  3174. time if your opponents don't manage to hit you with anything. If you get hit,
  3175. you'll fall off immediately with a chance to re-hijack the helicopter. If the
  3176. heli is damaged enough it will spin out and explode.
  3177.  
  3178. =====================
  3179. Incoming Item [5DU1]
  3180. =====================
  3181. Random item added automatically to your inventory. Semi-rare event.
  3182.  
  3183. ==================
  3184. Cybrid Joe [5DU2]
  3185. ==================
  3186. Lone CJ spawns, lot's of health. Big point bonus for landing the killing blow.
  3187. Most common in Battle Royale. Has a large, unique, move-set. Same as story
  3188. mode. They should be able to be pole / tire'd though. Take advantage of it if
  3189. necessary.
  3190.  
  3191. ============================
  3192. Killseeker Item Man [5YU8]
  3193. ============================
  3194. Random spawn in every level, a lone killseeker runs around with an item box
  3195. ripe for the taking. Keep an eye out for the item marker! Only happens in
  3196. large modes.
  3197.  
  3198. ==========================
  3199. Flying Platforms [5YU9]
  3200. ==========================
  3201. These spawn in twos everytime in any large mode. Very dangerous small event
  3202. that can turn the tide of any match extremely quickly. Afflict a set amount
  3203. of damage to the platform so the killseeker falls off and you get the prompt
  3204. to "HIJACK". Platform has its own basic moveset which is as follows:
  3205.  
  3206. Flamethrower (Square or X)
  3207. Dash Attack (Triangle or Y)
  3208. Throw (R2 or RT)
  3209.  
  3210. If you manage to get on a platform, try and make the most of it. Your platform
  3211. has an invisible HP bar and will explode if it takes too much damage. Basic
  3212. strategy is as follows: Ignite opponent with flamethrower and then line up a
  3213. dash attack for an instant kill. Extremely dangerous, never let go of your
  3214. guard if you see someone on one of these. Don't get lit on fire!
  3215.  
  3216. =====================
  3217. Executioners [5YT1]
  3218. =====================
  3219. Pretty basic small event that spawns a few executioners on the map. Can be
  3220. killed for points and points toward the Executioner Killer emblem. There are
  3221. two types of executioners. Basic ones and the car-hammer ones. The car guys
  3222. can prove to be annoying as they can combo with their spinny hammer of doom
  3223. and really destroy your HP bar. Otherwise, farm for KW meter, points, and
  3224. rampage meter.
  3225.  
  3226. ================
  3227. Mutants [5YT2]
  3228. ================
  3229. Mutants are a pretty nifty small event that can be utilized in a few different
  3230. ways. They spawn in a set of two and if you damage them enough you get an
  3231. exeuction prompt for a considerable amount of rampage meter and a point boost.
  3232. Try not to steal an execution from someone if your rampage meter is already
  3233. full. It's only 5000 extra points for an execution. Be considerate of your
  3234. team-mates.
  3235.  
  3236. ====================
  3237. Super Mutant [5YT3]
  3238. ====================
  3239. A super version of the mutant seen in story mode, they are faster, do more
  3240. damage and have a much larger HP bar. Can be executed for the same bonuses
  3241. that apply to basic mutants. More of an un-common spawn compared to basic
  3242. mutants.
  3243.  
  3244. =========================
  3245. Berserker Mutant [5YT4]
  3246. =========================
  3247. The single most rare event in Anarchy Reigns, seeing one of these is a real
  3248. treat and a huge pain all in the same time. Mostly because everyone usually
  3249. fights it leading to it getting killed and nobody gets to control him. That
  3250. said, if you manage to destroy a leg it will fall over and you can actually
  3251. control one--exactly like the mission in single player. You have access to
  3252. the same moveset as far as I know and become extremely dangerous. Berserker
  3253. are most common in Battle Royale but they CAN spawn in Team Deathmatch. Basic
  3254. execution is a 50,000 point bonus. It's unknown if there is a set amount of
  3255. circumstance to force one to spawn or not.
  3256.  
  3257. If you manage to cut off a leg (focus damage on one specific leg) the mutant
  3258. will fall over and you'll get a "Press circle to RIDE" prompt. This very
  3259. rarely happens because most people just gangbang the thing to death--no one
  3260. ends up getting to ride big red.
  3261.  
  3262. ==========================
  3263. Electrical Storm [5YT5]
  3264. ==========================
  3265. This event is specific to Battle Royale itself and it's literally just what it
  3266. sounds like. An electrical storm. If it strikes you, you get electrocuted.
  3267. Only occurs in the following levels:
  3268.  
  3269. Altambra Central Square
  3270. The Dive
  3271. Oil Rig
  3272. Oinkie's Casino
  3273.  
  3274. ==================
  3275. Pandemic [5YTX]
  3276. ==================
  3277. A Battle Royale specific event where everyone but a select few (3-4 players)
  3278. gets poisoned by sickness and has their HP drained rapidly. The few lucky
  3279. players that don't get the sickness have the ability to heal players via
  3280. physical contact. A jab, anything. If you are poisoned try and let someone
  3281. with the cure jab you immediately, otherwise your HP bar is going to get
  3282. sapped and you only have Rampage / Running Away as an option. Shield does NOT
  3283. stop the sickness. Very dangerous event, if you have rampage and you see a lot
  3284. of low HP people. Give it a shot for chip damage kills. There are always like
  3285. minded people so be careful of rampage duels as well. The people with a cure
  3286. is designated by a needle next to their HP bar / name and the people with
  3287. sickness have a glowing purple mist around them.
  3288.  
  3289. OA system will prevent the sickness from draining HP as well, but as soon as
  3290. the bubble fades--if the sickness is still active it will resume draining.
  3291.  
  3292. =================
  3293. Nanovirus [5YTZ]
  3294. =================
  3295. This is a slight variation to the Pandemic event in which only a few selected
  3296. players are poisoned and basically becames a game of poison-hot-potato. You
  3297. need to land a hit on an opponent to transfer the virus to them, and then get
  3298. the hell out of there so they don't pass it back to you. Virus drains HP
  3299. rapidly.
  3300.  
  3301. ===============================
  3302. Bayside Bridge Bombing [5YT6]
  3303. ===============================
  3304. Another section-specific event. This only happens in the two city-scape levels
  3305. when all the action is taking place in the lower halves of each respective
  3306. level. This event CAN be annoying if you are trying to fight inside it but
  3307. otherwise its fairly simple to avoid letting it get the better of you. Sit
  3308. inside your guard. That's all.
  3309.  
  3310. =====================
  3311. Jamming Drone [5YT7]
  3312. =====================
  3313.  
  3314. Another Battle Royale specific mini-event. Random jamming drone (little ball
  3315. thingy) will spawn over your head and prevent use of your Killer Weapon
  3316. completely. Land a successful hit on someone else to transfer the drone.
  3317. Basically a miniature game of hot potato, drone explodes and kills the last
  3318. person it's active on.
  3319.  
  3320. =====================
  3321. Power Failure [5YT8]
  3322. =====================
  3323. Temple Street / Hong Long area specific. This event shuts the power off in the
  3324. entire city and disables long-distance lock on making it extremely difficult
  3325. to fight ANYONE or ANYTHING. Not recommended trying to seriously take anyone
  3326. out with this active. Missile Launcher should still lock-on during this. Top
  3327. scoring players are highlighted with beams of light viewable from anywhere
  3328. around the map.
  3329.  
  3330. ===========================
  3331. Enlightenment Array [5YT9]
  3332. ===========================
  3333. Another area specific event. This only activates if there is a lot of action
  3334. taking place in the middle section / tesla garden section of temple street.
  3335. Large OHKO laser beam fires directly down the middle of temple street. Easy to
  3336. avoid. Not seen commonly. Specific to temple street.
  3337.  
  3338. ===========================
  3339. Dragon Flamethrower [5YT^]
  3340. ===========================
  3341. Another area specific event. This only activates if there is a lot of action
  3342. taking place in the middle section of temple street, the fountain activates
  3343. and the dragon heads turn and spew fire. Not seen commonly. Specific to temple
  3344. street. Good for Fire characters as they recover from the status a lot quicker
  3345. than poison / ice / lightning.
  3346.  
  3347. =================================
  3348. Landmass Reconfiguration [5YP1]
  3349. =================================
  3350. Uncommon event where a large portion of the level gets changed. New paths open
  3351. and lifts lead to different sections of the map. Specific to Altambra Central
  3352. Square and The Dive. Unsure if there is a specific set of events to force it
  3353. but the level mutations are a huge treat and should be made the most of /
  3354. enjoyed to the fullest. Only occurs with cutscenes set to "default" or "all."
  3355.  
  3356. ===============
  3357. Tornado [5YP2]
  3358. ===============
  3359. Desert level specific event where a tornado rips through the main sections of
  3360. the map and transport you to an entirely different section of the map, with
  3361. the complete minimum amount of HP left. There are a few ways to get around the
  3362. actual tornado, it has a suction effect but all you need to do is stand near
  3363. the outer edges of the section of level you are in and you will be safe. Try
  3364. not to get sucked in at any cost. Rampaging enemies won't be sucked in. Try
  3365. and capitalize if you see people getting hit by it--especially in a big mode
  3366. like battle royale. Rampage for free kills.
  3367.  
  3368. ==================
  3369. Quicksand [5YP3]
  3370. ==================
  3371. A map-section specific event. This only happens when there is a lot of action
  3372. taking place in the lower coliseum area. Large quicksand hole appears and will
  3373. try to absorb players. Slow characters will have difficulty running out so
  3374. keep your movement options in mind if you find yourself down. Rampage also
  3375. completely negates the damage effect but the quicksand will likely get them
  3376. before you can. De-activates itself after it eats someone or if a large amount
  3377. of time passes.
  3378.  
  3379. ====================
  3380. Oil Rig Fire [5YP@]
  3381. ====================
  3382. A map-section specific event. This only happens when there is a lot of action
  3383. taking place inside the oil-rig itself. Red Alarms will go off and after a
  3384. short amount of time the oil rig will explode and the inside will be engulfed
  3385. in flames for a really long period of time.
  3386.  
  3387. ==================
  3388. Excavator [5YP&]
  3389. ==================
  3390. Another map-section specific event, only occurs when there is a lot of action
  3391. taking place near a buzz-saw. Giant saw will activate and OHKO anyone it
  3392. comes into contact with. Rampagers are safe. Good event if you want to commit
  3393. suicide and prevent enemy team / opponent from getting a kill. Specific to
  3394. Oil Rig and Abandoned Mine.
  3395.  
  3396. =====================
  3397. The Drones [5YP4]
  3398. =====================
  3399. These are pretty common occurences throughout any given mode. I'll come right
  3400. out and say it. They can be huge pains in the butts. Shooting you while you
  3401. are trying to fight, laser-beaming you. Just generally being pests. There are
  3402. a few reasons why you should pay these pesky little guys immediate attention
  3403. though. THEY HAVE A CHANCE TO DROP YOU ITEMS! It's easier to deal with them
  3404. immediately than to have them possibly screw up a kill, or mess up something
  3405. you were trying to do.
  3406.  
  3407. Standard Drone: Basic drone with a semi-automatic rifle, will shoot and dodge
  3408. around. Low HP. Easily dealt with.
  3409.  
  3410. Barrier Drone: Better version of standard drone, has a large barrier in place
  3411. that can be broken with enough damage. Easier to grab them to death. Can be
  3412. extremely pesky. Medium HP.
  3413.  
  3414. Flying Drone: Basic flying drone with semi-automatic rifle, extremely pesky.
  3415. Use anti airs or throw-able objects to deal with them. These guys love to kill
  3416. steal and stun-lock you. Also throw grenades that explode, ignores guard.
  3417.  
  3418. Ninja Drone: This drone is more unique, he uses sword swipes and is really not
  3419. as aggressive as the previous 3 drones. Can turn invisible, High HP and has
  3420. a dodge that employs I-frames.
  3421.  
  3422. Laser Drone: The ultimate drone. This guy is your worst enemy or your best
  3423. friend. If you see one, beat it down until its glowing so you can carry him
  3424. like an item. If thrown or slammed to the ground it causes a mini nuclear
  3425. explosion dealing massive damage in a large radius around point of contact.
  3426. Left alone, they will use their laser cannons and raise some hell. Try not to
  3427. ignore them. High HP and fast dodges. Avoid using grabs to deal damage as you
  3428. might pre-maturely detonate him and waste a potential asset.
  3429.  
  3430. ======================
  3431. Assassination [RS39]
  3432. ======================
  3433. Random player is selected for assassination mission, whoever defeats him gets
  3434. a point bonus and if you go the full 1:30 (One minute thirty seconds) without
  3435. being defeated, you get a 10,000 point bonus. Battle Royale specific.
  3436.  
  3437. ===========================
  3438. Smuggling Operation [RS49]
  3439. ===========================
  3440. Announcer notifies everyone of smuggling operation taking place in the area,
  3441. player who grabs the suitcase and delivers it to the marked destination
  3442. receives a point bonus. Battle Royale specific.
  3443.  
  3444. ------------------------------------------------------------------------------
  3445. ------------------------------------------------------------------------------
  3446. ------------------------------------------------------------------------------
  3447. ------------------------------------------------------------------------------
  3448.  
  3449.  
  3450.  
  3451. =================
  3452. Credits (r102)
  3453. =================
  3454. This section is a big thank you to those who contributed to the guide over the
  3455. course of the past month and a half and to this very day!
  3456.  
  3457. VagrantSun
  3458. Razor / TimberFalls
  3459. MunozScyther AKA The General
  3460. Pandaking / Swillo
  3461. DeezeeKujaku
  3462. Dr_Noah_Body
  3463. Pterodactyl
  3464. aWeirdGuy
  3465. SheildFailure
  3466. CrashtestWeegee
  3467.  
  3468. THANK YOU VERY MUCH! You're all awesome in my book.
  3469.  
  3470. And most of all, thank YOU for checking out my guide. If there was no interest
  3471. I would've never done anything like this.
  3472.  
  3473. =============================================
  3474. Legal Stuff (s102)
  3475. =============================================
  3476.  
  3477. Copyright (c) 2013 Jared Gardner / TunnelingEffect
  3478.  
  3479. This may be not be reproduced under any circumstances except for personal,
  3480. private use. It may not be placed on any web site or otherwise distributed
  3481. publicly without advance written permission. Use of this guide on any other
  3482. web site or as a part of any public display is strictly prohibited, and a
  3483. violation of copyright.
  3484.  
  3485. Web-sites with permission: Neoseeker.com, GameFAQS.com
  3486.  
  3487. If you have suggestions, or additions. I started this wanting everyone to
  3488. contribute so if you feel like something should be added feel free and E-mail
  3489. me at "[email protected]" without the quotations. Everyone who helped will get
  3490. credit if I see fit to add your information.
  3491.  
  3492.  
  3493. /End
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