------------------------------------------------------------------------------ Capcom Fighting Evolution FAQ/Move/Analysis Text (aka. Capcom Fighting Evolution Breakdown Text): VERSION 1.31 (Finished Version 1.18) -Created, Edited and Compiled by: Psychochronic of Shoryuken.com (Brettdude in Gamefaqs) -Pros and Cons by: Psychochronic and various others of Shoryuken.com -Various Character Matchups by: Psychochronic and various others of Shoryuken.com -Finalization Analysis by: Psychochronic and Jeron of Shoryuken.com MY FIRST FAQ! The biggest scripture in all of Psychochronic Literature! ------------------------------------------------------------------------------ Last Update: July 17, 2006 ------------------------------------------------------------------------------ Disclaimer: ------------------------------------------------------------------------------ The information provided of this FAQ have been personally analyzed and researched by myself and the others are points posted per character in the threads of Shoryuken.com. These are out of our analysis and research and should there be any mistake, I will gladly edit the text upon request. If you feel you have pitched in information (even one sentence!), I will edit the text to your request and credit you in the process. ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 1) This document is NOT a tier list (this was in January 2005 a tier list but now changed in July 2005 due to mass amounts of knowledge and information). This is a solid Breakdown of every characters Move List, Pros and Cons and Various Character Matchups in Capcom Fighting Evolution for Arcade (Imported only), PlayStation 2 and XBOX so don't expect anything answered like "Which character is top-tier?" and "What's the best team in the game?". If this is not the information you are looking for, please close this text now. 2a) This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. This document is for private and personal use only--it cannot be reprinted in part or inwhole or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. Although I am...the author in the majority of the text, please respect the other authors whose work I have included in this guide. 2b) This document cannot be hotlinked to any other forums/ sites other than Gamefaqs, Shoryuken and my Geocities webpage (link provided below on the Contact section). To kinda repeat point #2a, this guide cannot be referenced, altered, or used by anybody (including webmasters, publishers and magazine staff) without my express written permission. This guide is created and is owned by me, Brett "Psychochronic" Navarro (aka. "Brettdude" in Gamefaqs). Plagarizing is a crime and is punishable by law. *The ONLY sites outside to use THIS guide other than the sites seen in point #2a is Supercheats. 2c) I...Brett Navarro, have clearly wrote this guide to give back something for the new generation of the fighting game community and to also hone my creative writing skills. Everything here, I fully scoured the internet for various points and researched over 12gb of specific match footage so I can fully give out the latest and comprehensive guide possible. 3) This document is better read on Notepad with the Font set on "Times New Roman" on Regular setting, Size "10" and the screen resolution set on 1024x768. Use the Find feature (Ctrl + F) to find whatever term you're looking for easy mobility. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 1) Version Changes 2) Stage Descriptions -Myanmar -Japan -New York -Underworld -Ruins -Jungle -Hong Kong -Infinity Chamber -Infinity Chamber Remains -Training Zone 3) Legend ^Basics ^Controls ^US to Japanese Terminology Translations 4) Gauge Differentials -Street Fighter II -Street Fighter III -Street Fighter Alpha -DarkStalkers -Red Earth -Ingrid 5) The Breakdown List (Pyron and Shin Akuma not written) *Each character having the following: ^Biography ^Personal Information *Each characters Biography and Personal Information which is seen here is translated as it's originally found from the Capcom Fighting Jam site from Capcom Japan. ^Early Impressions *Each characters Early Impressions were studied by RenoROB on November 25, 2004. During that time, CFE was released to PlayStation 2 about 6-9 days before and there were limited of match videos players were able to retrieve on the internet. This sub-section is clearly based on his studies so don't go shooting on mne because I referenced a past archive. ^Command Normals *Doesn't include follow-up and dashing attacks. ^Damage Propertie ^Special Moves ^Super Combos/EX Moves/Super Arts/Mystic Breaks ^Pros and Cons ^Various Character Matchups *Didn't do Mirror Matchups, not worth my time. ^Endings -Anakaris -Demitri -Guile -Ryu -Kenji (Mukuro) -Rose -Jedah -M. Bison (Vega) -Alex -Zangief -Yun -Karin -Ingrid -Urien -Felicia -Leo -Guy -Hydron (Nool) -Hauzer -Sakura -Chun-Li *The reason I didn't do Pyron and Shin Akuma is because they can't be played in tournaments as they are banned due to their abilites. Flame me if you will but if you don't like it, that's the gospel truth and if you don't like it, talk to someone else. Whatever that cannot be brung to a competition is considered useless. Only console scrubs rely on boss characters for cheap victories. 6) Match Analysis Chart 7) The Stone Cold Truth from Jeron and Psychochronic 8) Random Notes from Jeron and Psychochronic 9) Final Analysis from Psychochronic 10) Contact 11) Credits ------------------------------------------------------------------------------ Version Changes: (+0.01 = Minor Update; Info on sections or sub-section added) (+0.10 = Major Update; New section added) ------------------------------------------------------------------------------ 1.31 - July 17, 2006: ^NEW SUB-SECTION: Early Impressions 1.30 - July 14, 2006: Added the following: ^NEW SUB-SECTIONS: Damage Properties, Endings Contemplating the following: *NOTE: None of these are even 1% in the works. This is what I may add in another update so I'm not confirming anything. -SUB-SECTION: Early Impressions: Basically, what everyone thought of each character one week after it's release on PlayStation 2. Studied by RenoROB and after reading a bit of it, I kinda put a thinking cap on of what he said "Jedah is not good enough; I rank him 7", "Karin's game is so easy but deals little damage; I rank her 12". and "Ryu can beat anyone if they're cornered as his pressure and footsies are top-tier". I kinda did find it retarded so I don't even know if I should put this in. Go ahead, flame me... -SUB-SECTION: Overall Impressions: A finalization of the character with a comparison of it's latest counterpart. A little bit of help from Cam347, FSGamer, Sano and Skankin Garbage. -SECTION: Popularity Chart: Comparing 3 major tournaments (Super Battle Opera 3, Texas Showdown 5 and The 6th Canadian Fighting Game Champion- ships) and splitting them into 2 regional sections (Canada and United States (combined as North America) and Japan), tallies a list of characters commonly used in high-level competition. 1.29 - June 11, 2006: Added the following: ^NEW SECTION: Match Analysis Chart 1.19 - April 28, 2006: Added the following: ^NEW SUB-SECTION: Controls 1.18 - April 13. 2006: Added the following: ^NEW SECTION: Command Normals -Command Normals: Alex, Anakaris, Chun-Li, Demitri, Felicia, Guile, Guy, Hauzer, Hydron, Ingrid, Karin, Kenji, Leo, M. Bison, Rose, Ryu, Sakura, Urien, Yun, Zangief -Matchups: Alex/Anakaris, Alex/Demitri, Anakaris/Chun-Li, Anakaris/Demitri, Chun-Li/Demitri, Chun-Li/Guy, Chun-Li/Leo, Chun-Li/Yun, Demitri/Felicia, Demitri/Leo, Guy/Yun, Leo/Rose *Alex Matchups COMPLETE *Anakaris Matchups COMPLETE *Chun-Li Matchups COMPLETE *Demitri Matchups COMPLETE *Felicia Matchups COMPLETE *Guy Matchups COMPLETE *Leo Matchups COMPLETE *Rose Matchups COMPLETE *Yun Matchups COMPLETE 1.08 - April 7, 2006: Added the following: ^NEW SUB-SECTIONS: The Stone Cold Truth from Jeron and Psychochronic, US to Japanese Terminology Translations -Cons: DarkStalkers (1), Jedah (1), Red Earth (1), Urien (2) -Matchups: Alex/Chun-Li, Alex/Guy, Alex/Leo, Alex/Ryu, Alex/Sakura, Alex/Urien, Anakaris/Felicia, Anakaris/Karin, Anakaris/Rose, Anakaris/Yun, Chun-Li/Hydron, Chun-Li/Ryu, Chun-Li/Urien, Chun-Li/Zangief, Demitri/Yun, Felicia/Sakura, Felicia/Urien, Felicia/Yun, Guy/Karin, Guy/Rose, Guy/Ryu, Guy/Sakura, Guy/Urien, Hydron/Rose, Hydron/Ryu, Hydron/Yun, Ingrid/Leo, Ingrid/Rose, Ingrid/Urien, Ingrid/Yun, Karin/Urien, Karin/Yun, Leo/Urien, Leo/Yun, Rose/Yun, Ryu/Sakura, Ryu/Urien, Ryu/Yun, Sakura/Urien, Sakura/Yun -Pros: Jedah (1) *Hydron Matchups COMPLETE *Ingrid Matchups COMPLETE *Karin Matchups COMPLETE *Rose Matchups COMPLETE *Ryu Matchups COMPLETE *Sakura Matchups COMPLETE *Urien Matchups COMPLETE *Zangief Matchups COMPLETE 1.07 - March 30, 2006: Added the following: -Cons: Felicia (2), Hauzer (1), Street Fighter Alpha (1) -Matchups: Alex/Zangief, Anakaris/Ingrid, Anakaris/M. Bison, Chun-Li/Kenji, Demitri/Ingrid, Demitri/Zangief, Felicia/Hydron, Guile/Guy, Guile/Ryu, Guile/Sakura, Guile/Yun, Guile/Zangief, Guy/M. Bison, Hauzer/Kenji, Hauzer/Leo, Hauzer/Rose, Hauzer/Yun, Hydron/Ingrid, Ingrid/Karin, Ingrid/Ryu, Ingrid/Zangief, Karin/Kenji, Karin/Leo, Kenji/Urien, Leo/Ryu, Leo/Zangief, M. Bison/Rose, Rose/Sakura, Ryu/Zangief, Urien/Yun, Urien/Zangief *Guile Matchups COMPLETE *Hauzer Matchups COMPLETE *Kenji Matchups COMPLETE *M. Bison Matchups COMPLETE 1.06 - March 24, 2006: Added the following: -Matchups: Alex/Hauzer, Alex/Jedah, Alex/Karin, Alex/Rose, Anakaris/Hauzer, Anakaris/Jedah, Chun-Li/Felicia, Chun-Li/Rose, Demitri/Guile, Demitri/Guy, Demitri/Hydron, Felicia/Jedah, Guile/Ingrid, Guy/Hauzer, Guy/Hydron, Hauzer/M. Bison, Hydron/Kenji, Hydron/M. Bison, Hydron/Urien, Ingrid/Jedah, Ingrid/Kenji, Jedah/Kenji, Karin/Ryu, Kenji/Ryu, M. Bison/Ryu, Sakura/Zangief *Jedah Matchups COMPLETE 1.05 - March 16, 2006: Added the following: -Credits: DarkDragon, Faight, Shocky II -Cons: Alex (1), Chun-Li (1), Ingrid (1), Kenji (1), Street Fighter Alpha (1), Urien (1), Yun (1) -Matchups: Alex/Felicia, Alex/Hydron, Chun-Li/Guile, Chun-Li/Karin, Chun-Li/Sakura, Demitri/Ryu, Felicia/Guy, Felicia/Karin, Kenji/Leo, Kenji/Sakura, Kenji/Yun, Leo/M. Bison, Leo/Sakura -Pros: Street Fighter Alpha (1) -Tentatives: Sakura (1) 1.04 - March 5, 2006: Added the following: -Matchups: Anakaris/Guy, Anakaris/Hydron, Chun-Li/Hauzer, Felicia/Zangief, Guile/Hauzer, Guile/Rose, Hauzer/Sakura, Hydron/Sakura, Jedah/Ryu, Karin/M. Bison, Karin/Zangief, Yun/Zangief 1.03 - February 25, 2006: Added the following: -Credits: Saga_Journeyman -Matchups: Anakaris/Zangief, Demitri/Hauzer, Guile/Karin, Hauzer/Ingrid, Hauzer/Ryu, M. Bison/Yun 1.02 - February 21, 2006: Added the following: -Gauge Differentials: Ingrid -Matchups: Alex/Guile -Movelists: Ingrid -Tentatives: Urien (1) *Gauge Differentials COMPLETE *Movelists COMPLETE 1.01 - February 18, 2006: Added the following: -Credits: Majestros, Vasili10 -Matchups: Alex/Kenji, Anakaris/Guile, Demitri/M. Bison, Felicia/Guile, Guy/Jedah, Hydron/Jedah, Jedah/M. Bison, Hydron/Karin, Karin/Rose -Movelists: Ryu, Sakura -Pros: Ingrid (1), Karin (2), Kenji (1), Leo (1) -Victims: Anakaris, Demitri, Felicia, Guy, Jedah, Hauzer, Hydron, Leo, Karin, Kenji, Rose, Sakura *Victims COMPLETED 1.00 - February 17, 2006: Studied months on this guide which has started on July 19, 2005 and submitted to Gamefaqs on February 17, 2006 for approval which offically deems the 1.00 mark. If approved, expect many updates to come as various sections are incomplete. ------------------------------------------------------------------------------ Stage Descriptions: ------------------------------------------------------------------------------ 1) Myanmar: Setting around mountains and valleys on a village. You'll see Adon practicing his normals on the mid-left side and Sagat who is constantly turning his head as he watches the fight. Dhalsim is on the right side mediating on a pedestal with a blue and red flag on it. You'll also see a stone face behind Sagat and the flags of the pedestal which looks similar to the Shadaloo base seen on the Street Fighter II movie. 2) Japan: Setting is on a local bus depot. You'll see Dan and Makoto watching the fight on the left side on a nearby bus and Maki on mid-screen on front of another bus. E. Honda and Ibuki are cheering on the fight as Ibuki is sitting on a sign which is next to a vendor shop. You'll also see which is quite possibly a painting or poster having Cammy and T. Hawk on it which is on a post which is between Makoto and Maki. 3) New York: Setting on a sidewalk at daytime. Sean and Birdie are in the middle as Ken and Charlie as mid-right beside a burger vendor. Beside the burger vendor on the right side is T. Hawk, Cody who is on SFA3 costume and a painting of Balrog on a garage-like door. Left side shows Hugo behind a wall, Dee Jay and Cammy who is wearing a jacket which is surrounding her ST costume and a painting of Sodom on a wall. You'll also see a shadow which resembles Q as it's standing on a rooftop beside a Deli sign. 4) Underworld: Setting is similar to the Destered Chateau in Scotland. Pretty much, a drawing of what is inside the mansion. Setting is like a warped stuck-in-time like environment with a picture of the moon behind the balcony. You'll see B.B. Hood on mid-screen between the windows looking back and forth, a portrait of Morrigan on mid-screen which is similar to her drawing seen from DarkStalkers 3 for PlayStation. Lord Rapter is on the mid-right side on top crawling on a curtain and Jon Talbain is on the left side crawling on a railing. Bats are flying beyond the second window and you'll also see a glimpse of Demitri's castle beyond the first window. 5) Ruins: Setting is like Hazuer's stage from Red Earth and a cross of Ancient Rome. The sun is reflecting upon the background as you'll see other structures and statues. You'll see a statue of Valdoll on the left side beside poles and stairs. On the right side beside a sphinx statue is a statue of Ravange. The tablet on the mid-left side is Gigi and the huge harpee lady tablet on the right side is Lavia. 6) Jungle: Possibly set in the setting depths of Brazil. Trees, leaves, branches and bushes block the view of a lake and little waterfall in which where you'll see Rikuo and Blanka dip in and see their fins. On the right side, you'll see Oro hanging from a tree sleeping. 7) Hong Kong: Setting is at night on the street near a canal. Skyscrapers, buildings and a canal on the right side are beyond the background as you'll see vendor shops outside behind the fight. Hsien-Ko is standing under a green umbrella while Yang is right beside a vendor shop beside his girlfirend and also Yun's girlfriend Hoimei. Fei-Long is seen on the right side as he's on a floating boat behind a railway on the canal. 8) Infinity Chamber: The setting where you'll fight Pyron. Kind of resembles Pyron's Hellstorm stage from Vampire Hunter. The middle pole is a shining time-clock artifact which is surrounded by polygons circling around it forming different shapes. Left side shows an ancient figure depicting the sun as the right side has the same for a moon. There is also an escalator going up, remotely going up the chamber further. 9) Infinity Chamber Remains: This is the setting on where you'll fight Shin Akuma. The setting is where the roof and sides are demolished and the rubble for all-around goes up to the sky on the dark night. You'll also see a mausoleum on the left side as it's built onto a cliff near an ocean behind the ruined stage and a blackhole/moon-type drawing on the top. 10) Training Zone: A checkered environment set in an unknown location. You'll see various blocks and poles on the background as it gets darker beyond the vicinity. On an interesting note on the XBOX version, it's drawn a bit differently as it focuses on ground level as on the PlayStation 2 version, it's drawn on a slight angle. ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ Basics: U = Up UF = Up-Forward F = Forward DF = Down-Forward D = Down DB = Down-Back B = Back UB = Back QCF = Quarter-Circle Forward QCB = Quarter-Circle Back HCF = Half-Circle Forward HCB = Half-Circle Backward 360 = 360 Degree Motion 720 = 720 Degree Motion P = Punch LP = Light Punch "Jab" MP = Medium Punch "Strong" FP/HP = Hard Punch "Fierce" K = Kick LK = Light Kick "Short" MK = Medium Kick "Forward" FK/HK = Hard Kick "Roundhouse" Victim (Mummy): Character's transformation when Anakaris hits his Royal Judgement to the opponent. Also known as "Sabaki" in Japan. Victim (Vampire): Character's transformation when Demitri connects his Midnight Bliss to the opponent. Controls: PlayStation 2 Button Mapping: Square: Light Punch Triangle: Medium Punch R1: Hard Punch X: Light Kick Circle: Medium Kick R2: Hard Kick L1: Punchx3 L2: Kickx3 XBOX Button Mapping: X: Light Punch Y: Medium Punch White: Hard Punch A: Light Kick B: Medium Kick Black: Hard Kick L: Punchx3 R: Kickx3 US to Japanese Terminology Translations: US -> Japan: Alpha Counter = Zero Counter Capcom Fighting Evolution = Capcom Fighting Jam Counter Attack = Guard Cancel Custom Combo = Original Combo DarkStalkers = Vampire Hydron = Nool Kenji = Mukuro M. Bison = Vega Mummy Victim = Sabaki Parrying = Blocking Red Earth = Warzard Street Fighter Alpha = Street Fighter Zero ------------------------------------------------------------------------------ Gauge Differentials: (+): Pro (Positive note) (?): Unknown (Tentative note) (-): Con (Negative note) --------------------------------------------------------------------------------- 1) Street Fighter II (Ryu, Guile, M. Bison, Zangief): 1 Super Meter, Rapid-Fire Chain, Rapid-Fire Chain Lockout and Tactical Recovery; your basic old-school right here! *Rapid-Fire Chain: LP or LK rapidly: Rapid-Fire chains allow any SFII character to cancel certain LP and LK attacks into one another. You can keep going with these attacksuntil your opponent is out of range or to be ready to do a special move. This is an easy way to lock in some damage or even have the potential to stun. This type of attack is a great option, even for a charge character, even if you don't have a special move charged and ready to go. Rapid fire attacks can also be chained in any combination starting from punches or kicks and mixing 'kicks-to-punches' or 'punches-to-kicks'. *Rapid-Fire Chain Lockout: After doing 2+ Rapid-Fire Chain hits, the Lockout occurs: In CFE, the SFII characters are not allowed to use Rapid-Fire attacks and cancel them to a Special Move or Super Combo. This could be done in ST though. The good thing here is that there is a way to get around this "lockout" effect. This only goes on to multiple hits of the Rapid-Fire attack. Switching between standing and crouching and/or LP and LK hits removes the limitation. *Super Meter: One Gauge: Goes basic old-school and back to ST; One simple meter. You can only fill the meter once using attacks and Special Moves and thus, can't be filled more after it's reached it's max limitation. The downside to this meter is that you if you miss your Super Combo, you're back to zero and you have to build it all the way up again. The upside to it is several things. One is that it can take out a lot of damage, about 40% minimum to be exact. Two is that it can be easily built. So what if you miss your Super in Round 1, it can be brought over to Round 2 where you can build it again. Third and Final is that each character has two Super Combos at their move list instead of one just like in ST. This gives the player extra options to dish out and also devise multiple game plans to do it. *Tactical Recovery: While grounded, hold Px2: Also seen in CvS2 under the following 3 Grooves (C, P, S). Tactical Recovery gives the player the option to get up regularly or to delay the wakeup of the character after being knocked down. Great to confuse opponents if they'll attempt a mixup or a crossup and to dish out a great wakeup reversal after recovery but not good to Follow-Up attacks. Use this ability wisely. Pros and Cons: (+): Lots of power! (+): 1 easy meter! (+): Easy to stun opponents. (+): Fair defense. (+): Can punish air blockers easily. (-): Lack of speed. (-): Lack of other Sub-Systems. (-): Can get rushed easily. (-): Tactical Recovery not good to Follow-Up attacks. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 2) Street Fighter III (Yun, Chun-Li, Alex, Urien): 2 Super Meters, Leap Attack to break their crouching guard, Dashing to rush opponents down, Quick Standing to get right back up, Parrying to build meter and turn the match around, Super Jump, Super Cancels to cancel a special move into a Super Art and EX Special Moves to create uggle your own juggle combos. *Dashing: Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Leap Attack: MP + MK: An overhead attack which must only be blocked standing. Great for mix-ups and to attack opponents who use crouch excessively in their gameplan. Has a very quick startup but hits later down the animation and is extremely difficult to link an attack after. *Parrying: -High: Tap F before a high attack hits -Low: Tap D before a high attack hits -Air: While jumping, tap F before an attack hits The known sub-system which made 3S famous around the world and seen in CvS2 playing under the P-Groove. Parrying is another form of blocking which enables to react from a regular block and attack instantly. The opponent freezes for a split-second which makes the player to freely strike in that opportunity. Instead of losing damage, a parry gains meter in return. This effects all forms of attacks, whether it's normals, projectiles and even supers. As it's past counterpart, parrying is for the risky-type players, allowing to have sorts of blind guesses of the opponents attack patterns throughout the match. Parries are also vulnerable to throws, making it more harder at a close-range game so use it strategically as it's one of the most risky sub-systems out there. *EX Moves: Any Special Move using Multiple Buttons instead of one: Uses 50% of 1 gauge, this enables to extend the damage and hits of the move, similar to ES moves for the DS cast. Some EX moves can juggle which can leading to long combos and some characters' moves don't have it EX classified so watch the timing and the move as it costs meter. *Quick Standing: Tap D as you touch the ground before getting knocked down: Seen in the SFIII series and uses the CvS2 Safe Fall sub- system. This ability allows the player to simply bounce back from a knockdown attack before hitting the floor. A quicker way to get right back up, a defensive purpose and to avoid follow-up attacks. Be careful as each character has their own animation frames for this ability. *Super Cancel: Doing a Super Art after a Special Move: SFIII characters have the ability to do a Super Art right after a Special Move and it works exactly like a normal attack cancel. Even EX moves can be cancelled too. *Super Meter: 2 Gauges: SFIII characters has 2 gauges as their meter. When the meter reaches "1/2", it indicates that they are available to execute a Super Art. Each character has 2-3 Super Arts in their move list, which gives multiple options to strike. The ability to have 2 gauges gives the opportunity should that one attempt misses, you're safe to attempt another one and few characters having to use the whole meter in one combo. *Super Jump: D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempts and increasing the chances of avoiding projectiles. Pros and Cons: (+): Parrying is now quicker as you can easily attack in the nearly the same frame right after. (+): Ability to Super Cancel. (+): Ability to Super Jump (Jumping slighty higher). (+): Dashing to add speed to your game. (+): Quick Standing great to avoid Follow-Up attacks. (+): Balanced offense and defense. (+): Easy juggling after an EX Move. (+): Leaping Attacks great to hop-and-attack quickly while they do a crouching attack. (?): Parrying similar to CvS2 P-Groove. (?): Super Cancel is kinda like the XBOX version of CvS2. (?): No Red Parries. (?): No Stun Bar. (-): Takes a bit of time to build meter. (-): Parrying does little meter. (-): EX Move costs half a meter. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 3) Street Fighter Alpha (Sakura, Guy, Rose, Karin): Create your own Combo with the Custom Combo system, Air Block, Ukemi (Safe Fall) to roll out of a knockdown and the Alpha Counter; the ability to Counter-Attack after blocking. *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be taken in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Alpha Counter: While Blocking, reverse QCB + P/K: Known in Japan as the "Zero Counter". Also seen in CvS2 under the following Grooves: (C, A, S, N). This skill costs 50% of your meter which makes your status possible to cancel the remaining guard stun on a blocked attack into a simple counter-attack. It does a small amount of damage and guarantees a knockdown making it useful to turn the tables around or to simply give you a bit of space. Each character here has two Alpha Counters, one of each, a punch and a kick. Both types are good for countering specific attacks, whether it's air, ground, crouch, special or even super so switch between the two accordingly, depending on who you're fighting and the situation. Also going back to it's SFA3 counterpart, the Alpha Counter can kill, so watch out! *Custom-Combo: HP + HK when your Gauge is over 50%: Known greatly as "V-Ism" in SFA3 and "A-Groove" in CvS2. Once activated, your character can simply chain in any normal and special attacks which can be done in a repeated process. The meter now dates in to SFA3 where you can simply activate at 50%. The meter now also dates in to CvS2 as you can activate at 100% and finish off with a Super Combo to dish out some big damage. As an expert would know that there is a large reduction of damage applied to each consecutive hit within. After the first 9 hits, each other hit does a single pixel of damage so beware ofthat effect. This ability is also good because if the opponent blocks, then you have time to switch your attacks and gameplan more quickly before the time runs out. Also during activation, the screen will darken and freeze for a slight second and you'll gain an invincibility frame which is useful to avoid attacks and projectiles freely! Activation with 50%, you'll be invincible 6 frames before and 4 frames after and activation with 100%, you'll be invincible 6 frames before and 14 frames after. Within the 50%-99% range, the higher the percentage, the longer the invinciblity frames kick in. The bad part about the Custom Combo system is that you can't block after activation and should you get attacked, your meter goes back to 0% instead of depeleting 50% of it just like in SFA3 and CvS2. Use this wisely as you're rushing like hell with no shield on you. *Super Combo: Using your characters' designated command, gauge calculated by percentile: One also also taken from CvS2 A-Groove and that's the ability to do a Super Combo. This tactic costs 50% of meter and can be done in Custom Combo when activated at 100%. Very useful if your characters' customs are weak and need to use this for some damage. *Ukemi "Safe Fall": Before touching the ground, hold Px3. You can extend the roll by simply holding F: Also known as the "Safe Fall" and it's been seen in SFA3 and CvS2 under the following 3 Grooves (A, N, K). This is not the CvS2 version of it where you jump a bit back having a tiny bit of invincibility frames at it, this version is nearly exact as it was from SFA3, except it's a little slower. The Ukemi allows the character to roll towards the opponent just as you touch the ground. This ability can be useful for avoiding projectiles, confusing your foes' wakeup strats and any other attacks with heavy recovery. The first 17 frames of the full 43 frames are invincible but the last 26 frames of it are completely vulnerable to attack. This means you're not safe and completely defenseless making this tactic very risky to use. Ukemi must be used with extreme caution. Pros and Cons: (+): Meter similar to SFA3 V-Ism and CvS2 A-Groove. (+): Can activate meter at 50%. (+): Alpha Counter costs 50% of meter but can kill! (+): Alpha Counter comes out instantly like in CvS2 here. In SFA3, the character taunts then does the Alpha Counter. (+): Super Combo costs 50%. (+): Super Combos are near Level 2 priority. (+): Custom Combos are brain-dead easy to execute! (+): Can Super Combo during a Custom Combo just like CvS2 A-Groove but at activation at 100%. (+): You can extend your Ukemi by holding forward. (+): Takes good of time to build meter. (+): Air Block ready for your aerial defenses. (+): Balanced offense and defense. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (?): Gets 11 invinciblity frames after activating to Custom Combo but only at 100%. (?): No Guard Bar. (-): Lack of speed. (-): Air-block doesn't apply to ground attacks. (-): No pause hits (after a Counter hit) just like in SFA3. (-): Getting hit after activating Custom Combo resets the meter back to 0% instead of depeleting 50% of it like in SFA3. (-): Finishing the match using a Custom Combo resets the meter back to 0% just like in CvS2, not stopping the meter to the percentile like in SFA3. (-): Ukemi maybe useful but it takes some time to recover out of the roll and you can still get hit or supered while at it. (-): Ukemi is too slow compared to its SFA3 counterpart. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 4) DarkStalkers (Demitri, Felicia, Jedah, Anakaris): Holding 3 Super Gauges (9 was the Limit in Vampire Savior!), use Chain Combos to create your own combo in the ground, air or crouch, Follow-Up attack to hit oppoents while they're knocked down Guard Cancel to strike back with a special move right after guarding, Roll Wakeup and Dash to rush opponents down. *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Chain-Combo: LP, MP, HP, LK, MK, HK in a successional order: Another thing known from the DS franchise. Pressing them quickly in a certain order (LP, MP, HP), will build your meter quick and also damage too. You can even mixup attacks with few examples such as: (Jedah (air): LP, LK, MK, HK. Demitri (ground): LP, LK, MK, HP, HK. Anakaris (crouch): LK, LP, MP, HK). This is the basic stuff here if you don't have and an important factor to build some fast meter. *Counter-Attack "Guard Cancel": Using your characters' designated guard move while blocking: Just like in DS again! Almost similar to a counter-attack but uses no meter and takes strict and fast timing to execute. You can only perform this ability if you're in the block animation frame. Each DS character has it's own counter (Anakaris: Cobra Blow, Demitri: Demon Cradle, Felicia: Delta Kick, Jedah: Spreegio). At this time, you can use your guard cancel to break free from a normal, combo or super and knock your opponent back a bit. You can even do ES cancels too and that costs 1 meter. Another bad point is don't abuse that because your opponent can react fast and decide to attack or throw you afterwards. *Dashing: Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. Each dash differs upon the character: Jedah dashes up, Demitri will be off-screen for a slight second and Felicia can hop while at it. The opponent has to be fast to react so majority of it, it's in your favor. Some characters' normals and specials get added to the dash: Felicia and Anakaris can attack and start a chain-combo while dashing and Demitri's Demon Cradle will attack upwards in a forward movement (45- degree angle) instead of straight up as normal. *ES Moves: Any Special Move using Multiple Buttons instead of one: ES is a short term for "Extra Special". It costs 1 meter and it's a great way to do extra damage when it's needed. ES Moves are usually just extended versions of a special move or a Follow-Up attack and oftenly just add more hits and damage in the process. Some ES moves are also to cause little, some or long block stun or do massive chip damage, or both! Use this to your gameplan if needed! *EX Super: Using your character's designated command: EX is a short term for "Extra". It costs 1 meter (for some EX Moves) and it's also a great way to do extra damage. This is not a ES move, it's pretty much the characters' personal special, a finisher if you wanna call it. Some EX's are Jedah where he can summon the Underworld, Anakaris can use powers of the Pharaoh and so on...each describing the characters' way to add more damage! The downside to it is the execution; Jedah's EX's are unblockable but can be avoided by jumping, Felicia's can be blocked and she is not safe if blocked, Demitri's are grab-only which adds that it can be avoided many ways and Anakaris' have a slow startup. Be consciencious to do this ability as it has its downsides to it. *Follow-Up Attack: U + MK/HK when opponent is grounded: Another thing from the DS franchise that couldn't be forgotten and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. There is an ES version of it too as it costs 1 meter and it does multiple hits but somewhat low damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. Super Meter: 3 gauges: Now holding 3 gauges instead of the limit in Vampire Savior which was 9. Gauges can be simply built due to normals, Special Moves and Follow-Up attacks. It can be built fairly fast via chain-combos or converting using the round switches (1 Full SFII meter = 3 Full DS meter). Meters can be used for ES Moves, ES Follow-Ups and EX Supers to serve your opponents greatly. Ultimate guessing game if ES or EX will be used during the match. Pros and Cons: (+): Chain Combos are your friend. (+): Dashing to add speed to your game! (+): Air Block ready for your aerial defenses. (+): Follow-Up attacks to extend damage and your combos! (+): Roll Wakeup for wakeup purposes. (+): Easiest group of characters to mixup combos! (+): ES Moves useful for chip damage and combo setups. (?): ES Follow-Ups great for damage desperation and little damage for knockouts but too much for a meter. (?): EX Super damage properties vary on character. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (?): Counter Attack (ES also) may cost no meter (unless it's ES) but takes strict timing to execute, even less time than Alpha Counter. (?): No Dark Force. (-): Follow-up attacks cannot hit the opponent during their roll wakeup like in Vampire Savior. (-): Can't heal little bits of vitality just like in Vampire Savior. (-): Weak defense. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 5) Red Earth (Leo, Hauzer, Kenji, Hydron): Levelling up the power gems is the ability to Max out up to6 Levels, heal some vital and boost your attack power, Dashing to rush opponents down, Super Jump, Ultimate Guard can block anything (except throws!), Ultimate Counter to Counter Attack after an Ultimate Guard, Roll Wakeup and Follow-Up attack to hit opponents while they're down. *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Dashing: Pressing Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Follow-Up Attack: U + MK/HK when opponent is grounded: Taken from the DS franchise and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. *Super Meter "Gems": 2 Gems max, able to max up to 6 Levels: In the beginning of the match, you start off as a Level 1. Every time you meters range goes up, you'll recieve one gem having two gems maximum. Gems are used for two purposes; One is to press MP + MK to level up the character, which increases damage properties (formula explained below), gain nearly 10% of vitality back and gets closer to a stronger Mystic Break as some supers are to be done only on Level 2 or 3. You can only max up 5 times (Level 6) so use that point in case levelling up to survive is your gameplan. The other purpose is to use Level 1 Mystic Breaks only, which is a viable and passable option. When you level up, the character does a taunt which lasts 20 frames and is invincible for the first 19 of them, making it useful to go through attacks and supers. -Red Earth Formula for the damage increase the character does for each consecutive level up: Notice how it increases then decreases? Use your gems wisely and options are always available. --Level 2: 5.5% --Level 3: 5.25% --Level 4: 5% --Level 5: 4.75% --Level 6: 4.50% *Super Jump: Press D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempt and increasing the chances of avoiding projectiles. *Ultimate Guard: Press HP + HK: Pressing this motion commands the characters to go into a defensive stance. During this process, it will block any incoming high or low attack whether it's a normal, special, projecile or super and will receive no guard damage. This ability is very useful to avoid a super and great to execute when you have slivers of vitality remaining. Unfortunately, it has large recovery time and is completely open to throws which can't be effected while still on the stance. *Ultimate Counter: While blocking an attacking using Ultimate Guard, reverse QCB + P/K: An instant reversal attack that can only be executed after the Ultimate Guard ability. It's generally slow on startup and they can be used to punish blocked attacks with some big recovery. Each characters' Ultimate Counter has a different startup period but they all become vulnerable on the second frame of the animation before it connects. Just to note, Hydron and Hauzer don't have a K Ultimate Counter. Pros and Cons: (+): Roll Wakeup for wakeup purposes. (+): Slight Running to add speed to your game. (+): Air Block ready for your aerial defenses. (+): Levelling up gives opportunities for higher level Mystic Breaks, increases damage power and be able to heal bits of vitality. (+): Ultimate Guard blocks all attacks, even supers! (+): Ultimate Counter is your Counter Attack. (+): Good defense. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (-): Follow-up attacks cannot hit the opponent during their roll wakeup like in Red Earth. (-): Ultimate Guard can't guard throws (Obviously!). (-): Ultimate Counter is just a regular attack and doesn't justify it as a full counter-attack. (-): Weak damage properties (That's why you need to Level up to increase your hit points). (-): Takes a bit of time to build meter. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 6) Ingrid: Having 3 Supers for 3 different levels of Super Combos, she can Roll (just like in CvS2), Air Block, Dash forward and back, Counter Roll, Super Jump and Roll Wakeup. *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Counter Roll: Press B or F + MP + MK: Also known better as Counter Movement in CvS2 from the N-Groove. This ability allows Ingrid to do a roll forwards or backwards instantly after a block during the guard animation. This is useful for getting out of corners or various supers such as Leo's Hercules Rush. This ability costs Ingrid 1 level of meter to do. *Dashing: Pressing Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Roll: MP + MK: Used in CvS2 under the following Grooves C, A, N and known here as "Wrap Around" in this game. Ingrid simply does an invincible roll which has vulnerability in the end part. Rolling is a great way to avoid projectiles and a good way to advance to the opponent more quicker. The bad thing is that it's spammable which can get very annoying and there is Roll Cancel just like in CvS2 but the thing is that the standard attack to be invulnerable for 0.4 seconds are not rewarded. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. *Super Meter: 3 levels: Meter is similar to C-Groove from CvS2. Thins thing is that Ingrid has 3 supers and each one contains a different level of each and 1 level can be used for Counter Roll. Somewhat relatively fair time to build meter. *Super Jump: D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempts and increasing the chances of avoiding projectiles. Pros and Cons: (+): Meter like a modified CvS2 C-Groove. (+): Dashing to add speed to your game. (+): Counter Attack costs 1 Level. (+): Counter Roll (aka. Counter Movement) costs 1 Level and is like CvS2 N-Groove. (+): Air Block for your aerial defenses. (+): Roll Wakeup for wakeup purposes. (?): Different Roll Cancel. (?): Can air-block normals from SFA/Red Earth/Ingrid and projectiles from all but not normals from SFII/SFIII characters. (-): 3 different Super Combos for 3 Levels. ------------------------------------------------------------------------------ The Breakdown List: (+): Pro (Positive note) (?): Unknown (Tentative note) (-): Con (Negative note) ---------------------------------------------------------------------------------- 1) Anakaris: Place of Birth: Egypt Race: Mummy Year of Birth: 2664 B.C. Height: 270 cm Weight: 500 g - 500 kg Previously the king of a glorious proud millenial empire, after death the nation fell to ruin. With time passing, he revived with acquired supernatural abilities. With miraculous techniques he worms through the spirits of his opponents. First Appearance: DarkStalkers: The Night Warriors Beneficial Changes: None...exactly the same sprite used in the previous games with nothing new. Roll Wakeup Data (Forward and Backward, including invincibility): 44 frames Dashing: -Forward: 24 frames -Backward: 24 frames Stun Points: 60 Victim: -Mummy: A tablet with Heiroglyphics. -Vampire (1): Female Egyptian Goddess Hathor. -Vampire (2): More feminine version of Anakaris. Known players to use Anakaris: -Chikyuu (Japan) -D44Bas (Japan) -Iyo (Japan) -Mago (Japan) -Ratio1BeatDown (Canada) -Sage (United States) Best Matchups: Guile, Zangief Worst Matchups: Leo, M. Bison Command Normals: Seija no Ayumi: F + MK: *Damage: 600 Anakaris does an axe-kick that has limited anti-air uses and has overhead in it. Chi no Gekirin: F + HK: *Damage: 1200 Anakaris does a floating kick while he's in his casket position. Good to avoid crouching attacks and very effective for a footsie and ground game. Seinaru Bohi: D + K (only in air): *Damage: 700 Anakaris' feet turns into a pyramid and lunge down to the opponent. Good to build easy meter and does a great overhead. Ooinaru Bohi: DF + K (only in air): *Damage: 500 Nearly the same description as Seinaru Bohi, except Anakaris' feet turns into a pyramid and lunge down- forward to the opponent. Good to start off a chain- combo as it's his triangle-jump. Special Moves: Coffin Drop (can be done in air): Dx2 + P/K: *Damage: 1400/1600 (ES) Anakaris simply summons his hand down and a coffin drops down from the air. Each button corresponds to the buttons and follows and from shortest to farthest distances: LP, LK, MP, MK, HP, HK. Great for keep-away games and cheap hits. The ES version sends a bunch of coffins going down to your opponent. Cobra Blow: B, F + P: *Damage: 1200 (LP)/2070 (MP)/2325 (HP)/2790 (ES) Where Anakaris extends his arms near full-screen like a modified HP. Also a great move to punish missed attacks by an opponent and is Anakaris' Guard Cancel. Bad note is that it only hits standing and can be crouched by most characters. The properties can change on this blow as it can hit in the middle of the start and can catch crouching opponents so be sure to time that blow right. When close, the ES version will connect from all but the farthest distance. Royal Judgement (in air only): QCF + P: *Damage: 600/400 (ES) This is where Anakaris pops his face out a bit and throws a curse at the opponent. The opponent turns into a cursed version of themselves, varying upon character and it makes them defenseless and unable to block for about 3-5 seconds as all they can do is move across and jump. A great chance to nail a few pokes while this is still in effect. The ES version curses the opponent for 5-7 seconds. A good way to stall an opponents gameplan. Mummy Drop: QCF + P: *Damage: 1803/1987 (ES) The only throw that Anakaris has as he pops his hands farther and mummifies the opponent then slams them to the ground. An unblockable and it can connect from 3/4 of the screen. All 3 punch versions do the same amount of damage, the only difference is the distance ofthe grab (LP goes short, MP goes medium and HP goes 3/4). Mummy Drop is also good as you can successully grab an opponent after they throw a projectile, they can get caughtand you're completely safe. The ES Version is really useful as the hands shoot forward very slowly grabbing the opponent in sight. EX Supers: Pharaoh Magic (can be done in air): MK, LP, D, LK, MP: *Damage: 6000 A modified version of Royal Judgement as Anakaris curses the opponent. The opponent gets stunned as he throws out more curses; one fire, one ice, one lightning then drops a very big coffin to finish it off. It's very slow on startup but does do some good damage when it connects. This EX move's main purpose is to show off or get a hoot and a holler as you have better uses for your super meter. Only use this move if your timing and confidence is just right. Hole of Hell (2 meters): HCF + Kx2: *Damage: 2400 Another unblockable super in the game and it can catch opponents in the air. Very good move but has two conditions. One is that it takes 2 meters to do and should you miss, you just wasted 2/3 of a full meter. Two is that the range is close only and extremely small. This move is only good to catch and trap opponents when they're stuck in the corner. Pros and Cons: (+): Is definitely great; it's hard to counter-character him, when he's got so many mixups in his rushdown... (+): He can run, or rush...because he HAS knockdown moves! (+): Corner Teleport to avoid corner game. (+): Pressing up will make him float which is good for wakeup games. (+): Mummy Drop good for range. (+): Mummy Drop is unblockable. (+): Royal Judgement and Coffin Drop excellent for keep- away game. (+): Character can be used for rushers or turtlers. (+): Great ground/ground-to-air chain combos! (+): Pharaoh Magic can take away 20% if connected. (?): Sometimes, if you attempt to use crouching FP as anti-air against crossups (say Sakura walks in, pokes and jumps over for the crossup), you will be punished even if you hit them. Since standing FP has such slow recovery, quickly chaining it to standing FK "should" make it safe. (?): Doesn't have Pharaoh Split and Pharaoh Decoration as in Vampire Savior. (?): Hole of Hell is a waste of 2 gauges but it's an unblockable and can catch opponents, even in the air. (?): BROKEN! (-): Mummy Drop is his only throw. (-): Floating may leave as open target. (-): Pharaoh Magic is extremely slow on startup. (-): Doesn't have a regular throw. He can still tech-throw as usual as every other character. (-): Doesn't have a special move which is a decent anti-air. Early Impressions (studied by RenoROB): The very best in CFE and people are calling him Magneto of CFE but I call him TOO F'N GOOD! Yes he might not have a normal throw but that’s all I can say that is negative about him. He rushes down like a fiend, he has amazing keep-away game, his standing HP is like Sagat's standing HP with anti- air capability, his crouching HP has amazing anti-air ability even beats out crossups, his chain can even go into over- head and on top of all that, he can avoid corner pressures by teleporting to the opposite side of the screen (WOW!). During beta i heard he was broken...and with all the supposed BS fixed, he is still the best. (scared to picture him in beta). Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Anakaris due to the rushdown. Anakaris must keep his distance because if he goes up close, he'll suffer from a poke that's as damaging as Chun-Li's, Power Bomb or Flash Chop. Triangle-jump chains own Alex to the extent that if he's cornered, Alex loses the match. Alex's Air Knee Grapple is maybe his good anti-air is Anakaris doesn't block as his Dashing Elbow being okay for a rushing attack. Anakaris' has crouching FP for his anti-air, Royal Judgement and Coffin Drop for keep-away game and Mummy Drop for corner game other than chain-combos. For meter, Hyper Bomb dishes it out greatly and Boomerang Raid is great on distance and random siutations with both Super Arts doing big damage. Anakaris builds his meter fast due to his chains and normals, ES Coffin Drop for corner game, Hole of Hell is also passable and ES Royal Judgement for keep-away game. ES Cobra Blow is also good for ending a combo. Bottom line is that Anakaris wins this due to his chains and abilities but if he gets too close, Alex can lock in a command grab which can become a difference maker due to his high offense dealing to Anakaris' low defense. vs. Chun-Li (studied by Psychochronic): Chun-Li gets rushed down here but has her quick pokes and fast damage to make up for it. Anakaris has his easy tri-jmup combos which make it a complexed guessing game for Chun-Li to react for parrying, otherwise she'll be suffering the chain-combo. Anakaris can also air- block any normal or a Kikoken coming to him, where as Chun-Li must parry what's coming to her. Coffin Drop and Royal Judgement are always there for keep-away games and for Chun-Li, Hazan Shu is good for footsies and Kikou-Shou can chip like hell. Anakaris' meter builds faster due to his rushing game so an ES Royal Judgement is always passable, ES Mummy Drop and Hole of Hell for tick and corner game is effective. In conclusion, Anakaris wins this due to his rushdown but Chun-Li's pokes have stun potential to any DS character due to their low defense and good supers which make up for it. vs. Demitri (studied by Psychochronic): Favors Anakaris 60-40. Demitri does a good job of playing keep-away by using Chaos Flares, Bat Spins and teleport dashes to avoid the startup of Anakaris' chain-combos. Anakaris can't get cornered that easy since he has that corner teleport of his which is effective. Anakaris has his Coffin Drop and Royal Judgement for keep-away game and Mummy Drop for a far-distance game. Demitri must get Anakaris by surprise and some of that is by after the teleport dash where he has viable options; ES Demon Cradle, ES Chaos Flare, Midnight Pressure and Midnight Bliss. Both can build meter well due to their chain-combos as both can start from the air as also after a dash or on the ground. Bottom line is that Anakaris can keep-away Demitri and has the most chance to corner him with Demitri having good chances to play his keep-away game for him to snag the victory using surprise attacks. Meter is very important so time those ES'. vs. Felicia (studied by Psychochronic): Favors Anakaris due to the rushdown. In Vampire Savior, Felicia would've took this match but in CFE, Anakaris' abilities are increased a lot better, making his rushdown and attacks near godlike here. Anakaris has the standard triangle-jump setup chain-combo game to pressure Felicia good, leaving her no mercy for a comeback due to her low defense. Anakaris also has Royal Judgment and Coffin Drop in case he wants to play a keep-away game. Felicia can attempt on the ground using her dashing normals linked to her chains and standing HK for that distance. Rolling Buckler is okay for surprise game and Delta Kick and also crouching HP is good for anti-air. Anakaris has various normals, including crouching HP as anti-air and remember, both can air-block each others attacks. For meters, a tick ES Mummy Drop is good for corner traps and ES Royal Judgement is a good and safe choice. ES follow-up attack is good for Anakaris to finish the match. Felicia's meter can be used for ES Rolling Buckler, ES Hellcat for that tick-throw game and Dancing Flash for surprise game. Bottom line is that Anakaris' abilities rushdown Felicia for free and due to her low vital, the chances of it done is sooner than later. vs. Guile (studied by Psychochronic): Favors Anakaris due to keep-away game and also his chain-combos. Anakaris can simply defend by going on air using Royal Judgement and Coffin Drop because Guile can do his standard Sonic Boom game or jump-in for an attempt of the rushdown. Mummy Drop is also good to use on distance and can punish Sonic Booms too. Anak's anti-air is crouching FP which runs Guile's jump-ins and give Anakaris the chance to go forward for a chain-combo (don't forget to tri-jump!). Guile's rushdown game is nearly all crouch so do that to your disposal as it effects Anakaris' defense, especially his Cobra Blow which is his Guard Cancel. Bottom line is that Anakaris wins this but if he screws up, Guile's poweful normals and easy rushdown can take this which is a rare-but-seen situation. vs, Guy (studied by Psychochronic): Guy gets rushed down for free right here. Anakaris has to balance out his stuff and excel oftenly to hold it, I'd say 70% offense and 30% defense if you ask me. Everything in this match for Anakaris relates to either a poke or a chain-combo and that's his objective here. Simple tri-jump then poke, poke, poke, sweep, follow- up. Guy pretty can't hold it here, his only source of meter use is either a super combo or any form of the Alpha counter depending on where Anakaris will strike first. Since Guy can't roll-wakeup and Ukemi is horrible in this situation, he can be cornered easily which gives Anakaris the chance to do the Hole of Hell. The simple Anakaris can take the match down. vs. Hauzer (studied by Psychochronic): Anakaris wins this one, it's not even funny. Exactly to Anakaris vs. Hydron, Hauzer pressures Anakaris greatly due to long-range pokes and his great anti- air which is Tempest Fall. Both can air-block is aerial situations and both can build fair meter (Anakaris still builds faster though). Anak's standard tri-jump chains are to factor of this match, even an Ultimate Guard must be put mandatory in this situation. Coffin Drop and Royal Judgement pressure Hauzer in terms of defensive game. Meter is important, so for Hauzer, levelling up is highly recommended. For Anakaris, options are spreaded out so be creative. This match favors Anakaris due to the sub-systems and his chain- combos but Hauzer can stand due to long-range pokes defense, fair meter build and the use of Gust Flame. vs. Hydron (studied by Psychochronic): Anakaris wins this due to the rushdown it's just plain ridiculous. Anakaris can just do his standard tri-jump chains no matter what. It's even faster than Hydron can do an Ultimate Guard. If it does happen, Anakaris can simply just do Mummy Drop which beats any Red Earth's Ultimate Guard and defensive game. Hydron's keep-away attempts are the standard Tornado Mist/ Tadpole Spawn spams but it doesn't match to Anak's keep-away game. Anakaris can simply float, double- jump and spam in the air Coffin Drops and Royal Judgements which beats Hydron's like easy. Meter is important, so for Hydron, levelling up is highly recommended. For Anakaris, options are spreaded out so be creative. This match favors Anakaris due to the sub-systems and his chain-combos. vs. Ingrid (studied by Psychochronic): Ingird takes this as she counters whatever coming to her unless she screws up which her chances are viable. Anakaris' tri-jump and standing combos can be easily countered by Ingrid's Sunupper (crouching combos by Sunlower) then an easy Sunburst to dish it out. Ingrid's anti-air is her Sunshot which can keep-away Anakaris for a temporary amount of time. What he can do attempt a corner teleport and continue to rush-game from there. Another attempt is play a keep-away game too using Coffin Drops and Royal Judgements to keep Ingrid from rushing in. Mummy Drops (ES also) can be used to break the footsie game, although timing is risky. Ingrid can respond greatly by her abusing FP's which can pressure Anakaris greatly too. Ingrid wins this one due to her FP and her abilities which counters Anakaris but he can stand up in the fight because Ingrid's defense and stun is extremely low. vs. Jedah (studied by Psychochronic): The most dominant characters in the game battle it out right here and both have their say. Jedah has the air-dash, the chain-combos (air and ground), floating and stalled projectile. Anakaris has floating, chain-combos (ground), tri-jump and two different projectiles but Jedah has the fastest meter built and a regular throw. Both can hold it downand defense can become a key to ease it a bit. Too much offense can mean a quick victory or a quick choke because of both characters' comeback factors. Both have an equal defense and both can be creative with their chain- combos. Both can use ES moves to dhis out even more but for EX moves, it favors Jedah due to the ground. Anakaris has a good EX (Hole of Hell) but lots can say that 2 gauges isn't worth it and Pharaoh Magic is also considered a waste. In conclusion, it's 50-50 and both have their equal ways to bring it. It's hard to say in specific though. vs. Karin (studied by Psychochronic): Karin gets rushed down here and has little to bring in the match. Simple rushing and tri-jump combos owns Karin and her only response is her Yasha Gaeshi's but has to guess high or low which is like a dice-roll game because Anakaris' can simply do a combo from another setup or do Mummy Drop to bring it if Karin is cornered. Karin's game is her crossup game linked to her Gurens and her whiffing game may not take it here. Both have crouching HP's as their anti-airs and nearly have the same meter build. Anakaris can use ES Mummy Drop for corner game and ES follow-up attack is good if you use chain-combos the entire match. Karin's meter is good for customs but must be timed right if you wanna take advantage of those invincibility frames on startup, otherwise she gets hit and it's a waste. Bottom line is that Anakaris rushes down Karin easily and she has little to respond and bring in the match. vs. Kenji (studied by Randomcelestial): Favors Kenji 65-35. Kenji's main tool, jumping HP, is the single most important move in this matchup. Anakaris' tall body makes his advances terribly slow, and coffins only will hit once before Kenji starts mixing in standing HP and knives. Anakaris has tough times getting in, and once he gets in, he has difficulty staying in. He can't run either: both the pillar of flame super and the chain keep him honest.Anakaris can use dashing MP to catch Kenji in the air, bring him to the ground, and begin high-low mixups. It's important to get in as much damage in every skirmish. Right now I've been using EX pursuit every chance possible. Standing LP is your friend and can keep Kenji locked down for a little bit, but once he slips away it's trouble. vs. Leo (studied by Jeron): Anakaris literally has no options against Leo. No air to air, no air game period. Jump down FK with Leo (one of the best jump-ins in the game beats all of Anak's anti-airs). Chronos/Achilles Rushes completely destroys Anakaris since he has no counter and has to guess the high, low, grab game conclusion from it. If he guesses right it really doesnt matter since the patter will repeat itself. Rush is in no way effective against Leo since tri- dives can be Ultimate guarded or if timed right Anti-Air. Leo outprioritizes Anakaris and that is why this match is bad. vs. M. Bison (studied by Psychochronic): Favors Bison due to power and his insane fast recovery time on his moves. Anakaris can do his Coffin Drop and Royal Judgement spam in the air for keep-away game but Bison can clearly rush through after he's blocked one of those projectiles which leaves Anakaris open in the air with the air-block thrown out the window due to Bison's non-projectile moves, Anakaris clearly suffers from that. One would think that his tri-jump chain-combo game can work but that strategy can screw up easily due to Bison's recovery time and agility. Moves such as Psycho Crusher, Head Stomp and Devil Reverse kill Anakaris due to it's power and the fact that it can't be air-blocked. Meter favors Bison as whatever super can chase down badly. Mega Psycho Crusher is punishment in this match. Anakaris meter is better used for ES Royal Judgement, ES Coffin Drop or ES Mummy Drop. It's too risky to do something like Hole of Hell due to easy evasion and two gauges, Bottom line is that Bison owns this match with Anakaris being too slow to respond, Bison is just way too fast here. vs. Rose (studied by Psychochronic): Favors Anakaris due to the rushdown. Both can air-block each others attacks and projectiles, Rose's anti-air can be Soul Throw but must be timed right as Anakaris' pokes can nail during her startup. Anakaris' anti-air is crouching HP them immediately cancelled into crouching HK then he's ready to dash in for a chain-combo. Rose doesn't have a dash which makes it harder for her to get in but her pokes make up for it. Coffin Drop is always good for that keep-away game, Royal Judgement is good also. For meter, Rose has her P Alpha Counter linked combo that I've explained too much in this guide and Anakaris can use Hole of Hell while she's in the corner. ES Royal Judgement is also good too if you wanna use one stock instead of two. The bottom line is that Anakaris' chain- combos deal the damage and push Rose back, which is hard for her to jump-in and do a combo attempt. Triangle- jumps pressure her too and the Ukemi is not safe also. Rose gets rushed down for free. vs. Ryu (studied by Psychochronic): Favors Anakaris due to rushdown. This is a little similar but worse than Anakaris vs. Sakura as Ryu may have power and quick meter, but not air-block, speed, dashing and counters. Coffin Drop is an automatic knockdown which breaks Ryu's standard Hadoken game there. Anakaris has control of the ground so use chain-combos (especially crouching and cornering) for damage. Ryu has some control of the air as Shoryuken's are mad blows against DS' characters. Be sure to time your Tatsumaki Senpuu-Kyaku's also in case Anakaris is crouching/ landing, it can also be used to build meter fast. Ryu may have the power and the meter but Anakaris has the mobilityand combos and lack of sub-systems means lacks of chances to win. The mummy gets this one. vs. Sakura (studied by Psychochronic): Favors Anakaris due to viable options (especially chain- combos). What Anakaris can do to keep Sakura away is Royal Judgements and Coffin Drops because Sakura's normals can do some damage, especially to a DS character. Offensive options can be dashing FP and various chain- combos (especially if it's started after a triangle-jump!). When Sakura is cornered, try to execute more chains to build meter and use the Hole of Hell when necessary. Sakura can ground herself by Hadoken's but be sure to evade when needed because Anakaris has Mummy Drop and that does nearly twice as a Hadoken. Due to this, Sakura can't beat Anakaris due to rushdown, combos and evade-game. vs. Urien (studied by Psychochronic): Anakaris takes it but Urien has chances. I'd say 55-45. This match is similar to Jedah vs. Urien except that pokes is more of a factor and Anakaris' projectiles don't stall. In this situation, Anakaris can use his standard keep- away Coffin Drop game easily converting to rushdown chains fast. Since Anak's chains are too fast (faster than Jedah's), the parrying is way more precise or Urien will be suffering for it. Urien's pokes do some good damage and a good way to chase Anakaris is the air. I'm saying this because MP Metallic Spheres keep Anakaris from upwards and Urien's normals are faster to come out comparing to Anakaris' normals. Quick Standing is great to get up quickly and avoid follow-up attacks but don't do it too often, especially when cornered because a Hole of Hell can come by (which is anybody's weakness when stuck in the corner). Anakaris takes this due to keep-away game and chains but Urien has chances of stopping it. vs. Yun (studied by Psychochronic): Favors Anakaris due to his abilities. Similar to Anakaris vs. Urien, the chances for Yun to takes it are very slim. Anakaris can simply nail his crouching HP when he hits Yun after he does his divekicking abuse then simply cancels it into a crouching HK then continues on his rushing game. Yun has to time his parries right or else a chain-combo is what's coming to him. Yun's meter is useful for some damage like You-Hou but for Anakaris personally, it doesn't juggle him fully which is bad. Anakaris' meter can be used for Royal Judgements, Coffin Drops or Mummy Drops. Bottom line is that Anakaris pressures Yun good unless the player has extremely good guessing skills and has crucial timing for parrying. vs. Zangief (studied by Psychochronic): Obviously favors Anakaris due to his abilites. This match is pretty much the same as Anakaris vs. Sakura with also the combination of Anakaris vs. Ryu; same blood, same mud. The worse part is that Zangief's meter takes hella time to build and his only useful attack is Lariats. Another example on why DS' own SFII characters for free. Ending: A satellite orbiting space has picked up a large image of Anakaris' face on the surface of a planet or the desert. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 2) Demitri: Place of Birth: Romania Race: Vampire Year of Birth: 1483 Height: 197 cm Weight: 101 kg Alias "Torturous nobleman of the Demon Realm (Makai)." Dwells in the courteous manner toward the true nature of Demons. Possesses the ability of prominence over even the Demon Realm. First Appearance: DarkStalkers: The Night Warriors Beneficial Changes: -Face seems to be redrawn. -His win pose where his aura fades out and capes his body during victory, the 3 women don't come out and kneel to him just as in Vampire Savior. Pretty much the same pose as in Vampire Hunter. -His win pose when his aura extends out and slowly evolves to a demon, the demon has been redrawn as you see much of the demon mouth rather than Demitri's face. Roll Wakeup Data (Forward and Backward, including invincibility): 28 frames Dashing: -Forward: 41 frames -Backward: 41 frames Stun Points: 60 Victim: -Mummy: A bat. -Vampire (1): Schoolgirl with bats circling around her. Schoolgirl with bats circling around her. Looks like an older/taller Anita from DarkStalkers. -Vampire (2): A Sacrificial Virgin. Known players to use Demitri: -Combofiend (United States) -Haitani (Japan) -Knit (Japan) -Kymah (Canada) -Y.F. (Japan) Best Matchups: Hauzer, Guile Worst Matchups: Karin, Rose Command Normals: None... Special Moves: Chaos Flare (also in air): QCF + P: *Damage: 800 (LP)/900 (MP)/1000 (HP)/2958 (ES) The Vampire Hunter version Demitri's projectile attack. The flame travels fast and the damage is decent. This can hold back the opponent game to get around to Demitri and make an attempt topunish. The ES version is a faster and wider projectile and does three hits. Good for air and surprise attacks. Demon Cradle (also in dashing): F, D, DF + P: *Damage (Normal): 1600 (LP)/1800 (MP)/2000 (HP)/3185 (ES) *Damage (Dashing): 1600 (LP)/1800 (MP/HP)/2000 (ES) Demitri's version of the Shoryuken as he twrils around in the air slowly and knocks the opponent out of the air. Also his Guard Cancel, it's also a great anti-air to stop the characters from getting in.The ES version does more damage and does seven hits maximum. The dashing version enables Demitri to spin forward on a 45-degree angle towards the opponent. If timed right, the move can move through an opponent's projectile on reaction. Bat Spin (also in air): QCBx2 + K: *Damage: 1775/2136 (ES) Demitri teleports up into the air as he has his cape around this feet in a sharp formation drilling the opponent which is great for trickery tactics such as mind-games and corner escapes. Their is however long recovery as Demitri can bounce back if blocked. The ES version can be used on the ground with safety in the end. It does seven hits before Demitri hits the floor which gives thequick opportunity to do a chain-combo or special to do more damage. Negative Stolen: 360 + P: *Damage: 2400 Demitri simply does his modified throw as elevates a bit higher and spins the opponent towardsthe ground. It's good to break the opponents game and does good damage. Also good for corner game or after a dash. There is no ES version of this move. EX Supers: Midnight Pressure: LP, MP, F, MKx2: *Damage: 3700 Also known as "Midnight Pleasure". First introduced in Vampire Hunter, Demitri slowly dashes towards the opponent and when it connects, he unleashes a barrage of bites and ending with aseries of normals. One of two unblockables, this EX is great to do up close, especially after a dash. Mdnight Bliss: QCF + Px2: *Damage: 3000 First introduced in Vampire Savior and another unblockable in Demitri's move list. Demitri simplymoves in towards the opponent and when it connects, it changes the graphic of the opponent (usually a female version of the character). It's changed here as in Vampire Savior, Demitri grabs the opponent as he drains their life slowly, then they explode. In CFE, he uses his cape to cover the opponent as the screen goes dark and the opponent in their female version screams. Conditions are the same as Midnight Pressure except it does less damage and is great to do in a comical situation. Demon Billion: QCF + Kx2: *Damage: 4600 Also introduced in Vampire Savior and labelled here as "Demon Blast" except it's modified here. In Vampire Savior, Demitri turns into bats and rushes towards the opponent. In CFE, Demitri goes into his Vampire form and throws out bats from is body. This is a great substitute for ES Chaos Flare as it does damage, a great anti-air and a projectile that's nearly full-screen which makes it tough to avoid. It also has goodinvincibility on startup meaning it's good to punish the opponents jump-in or wakeup attempt. A neutral note is that it can't fade out another projectile as Demitri can get hit in the process but in return, the bats still lunge forward in full-force. Pros and Cons: (+): A slight combination of his Vampire Hunter and Vampire Savior styles of gameplay. (+): Excellent ground chain-combos. (+): Teleport Dash is useful. (+): Chaos Flare version is from Vampire Hunter, which comes out more faster and rangeful. (+): Demon Billion now creates demon bats and goes like a full-screen projectile; it doesn't change Demitri into bats then dash-in a bit like Vampire Savior. (+): Demon Billion seems to have invincibility before the bats come out. Maybe use this super to punish wakeup/ jump-in attempts? I'm sure there's a few applications for this super. (+): Midnight Pressure (even though it's a grab and you need to set it up) and ES Chaos Flare are Demitri's best supers. (+): Midnight Pressure costs 1 gauge as supposed to 2 gauges like in Vampire Savior. Now that's good! (+): Characters who cannot crouch under Demitri's Chaos Flare: Ryu, Guile, Zangief, M. Bison, Demitri, Felicia, Anakaris, Jedah, Urien, Alex, Kenji and Hauzer. (?): Demon Billion can be avoided. Depends how much risk the opponent is willing to take (Parries, jumps, etc...). (?): Demon Billion does have start-up invincibility but it also has a long startup so, you have to time it perfectly otherwise you’ll probably trade hits with the opponent. Also, (in a lot of perspectives) this super is easy to block on reaction. (?): Doesn't have Darkside Master as in Vampire Savior 2. (-): Characters who can crouch under Demitri's Chaos Flare: Ingrid, Yun, Chun-Li, Leo, Karin, Rose, Guy and Sakura. (-): Has the lowest Roll Wakeup of 28 frames (Anakaris has 44, Jedah has 40, Felicia has 63, Leo has 32, Kenji has 46 and Hydron has 40). Same thing for Hauzer too as he has 28 frames. (-): Midnight Bliss takes away 10%-20% which is not good for an EX Super. (-): Demitri can float (which is bad and open as target) if his Bat Spin is blocked. (-): Negative Stolen is not that useful. Maybe only after dashing but he's got chain-combos and moves which can lead to better damage. Early Impressions (Studied by RenoROB): Second best isn’t bad. He is everything you ever wanted in a character and he is the ultimate super user. His setups for his raging Midnight Pressure is ridiculous...down right cheap. He does have some drawbacks...(i.e. SFA characters and Leo can crouch under Demitri's Chaos Flare) but it far outweighs his benefits. I have yet to see a move that counter's his HP Demon Cradle. He is a monster in every scenes of the word... Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex due to power with Demitri playing a keep- away game here. Alex is too powerful in this match and doing a normal dishes it out. Demitri's chains nearly do little damage due to Alex's okay defense and with Alex being able to parry, he can react with a meaty normal right after that. Close moves like Flash Chop and Power Bomb dish it out nicely. Air Knee Grapple is a good anti-air unless it gets air-blocked or Demitri uses Bat Spin to take it out at least. Chaos Flare can be easily parried, Demon Cradle is a good anti-air and his chains may do little but gives him fast meter build due to that. Alex's meter is built up through parrying and attacks. His normals dish it out and his Super Arts bring out more in the match. Hyper Bomb for jump-ins, random or wakeup game is good and Boomerang Raid for far- distance game. Demitri has surprise game as moves such as ES Chaos Flare, ES Demon Cradle, Midnight Pressure and Midnight Bliss dishes it out good after a teleport dash. Bottom line is that Alex's strength clearly dominated Demitri's defense and he's good to play a keep-away surprise game due to his tactics and abilities. vs. Anakaris (studied by Psychochronic): Favors Anakaris 60-40. Demitri does a good job of playing keep-away by using Chaos Flares, Bat Spins and teleport dashes to avoid the startup of Anakaris' chain-combos. Anakaris can't get cornered that easy since he has that corner teleport of his which is effective. Anakaris has his Coffin Drop and Royal Judgement for keep-away game and Mummy Drop for a far-distance game. Demitri must get Anakaris by surprise and some of that is by after the teleport dash where he has viable options; ES Demon Cradle, ES Chaos Flare, Midnight Pressure and Midnight Bliss. Both can build meter well due to their chain-combos as both can start from the air as also after a dash or on the ground. Bottom line is that Anakaris can keep-away Demitri and has the most chance to corner him with Demitri having good chances to play his keep-away game for him to snag the victory using surprise attacks. Meter is very important so time those ES'. vs. Chun-Li (studied by Psychochronic): Can go either way in this match. Chun-Li's pokes can damage severely due to Demitri's weak defense. Some of Demitri's moves such as Bat Spin and Demon Cradle are not safe on block, meaning Chun-Li can poke and it adds up eventually. The fireball war goes to Chun-Li as she can parry the Chaos Flares easily coming to her. Chain-combos are also important when Demitri's rushing as it adds up meter, damage and a quick finish in the match. Demitri's teleport dash is kinda 50-50 as Chun-Li can easily attack if the timing is right. If Demitri's timing is right, he can do ES Chaos Flare, ES Demon Cradle, Midnight Pressure or Midnight Bliss which brings the pain to Chun-Li. For Chun-Li, her jumps is good to which Demitri can try to poke using Demon Cradle or a timed Bat Spin. For supers, Hoyoku-Sen can be easily Guard Cancelled anytime or at the end, punishing her good. Kikou-Shou is good for chip damage as always. In conclusion, it can go either way due to their abilities. vs. Felicia (studied by Psychochronic): Favors Demitri due to his abilities. Demitri has the Chaos Flare which can keep Felicia away and his teleport dash and Bat Spin to also keep himself away. Felicia has her dashing normals which are very fast and effective and her pokes are also good too. Both have good Guard Cancels which is their anti-airs but Demitri here builds the fast meter and has the best offensive properties and since Felicia has weak defense, it's already a sign there. Chain-combos clearly eat it up and Demitri's teleport dash has options: A simple chain-combo or a Demon Cradle. An ES Chaos Flare, ES Demon Cradle, Midnight Pressure or Bliss is good for surprise attacks if you have the meter which dish out it greatly. Rolling Buckler and Dancing Flash goes under Chaos Flare for that advancing game but it can be risky if blocked as she's open to get hit and even if it hits, it doesn't compare to Demitri's ES' and EX's. Bottom line is that Demitri's abilities can take out Felicia easy due to her weak properties and Demitri can excel in both offense or defense in any or all part of the match. vs. Guile (studied by Psychochronic): Favors Demitri due to mobility. Fireball wars can start off the match with Demitri winning that one because it's not a charge move which can pressure Guile, forcing him to play defense. Demitri has the air-block which can only to effect on Sonic Booms, not anything else. Guile's anti-air is Somersault Kick which take off a huge chunk of bar. Demitri's anti-air can Chaos Flare and Demon Cradle. The fact that Guile can't air-block is the weak point in his systems. Bat Spin can be used for chip damage, evasion purposes or confusion game, yet watch out the Somersault Kick. Speed favors Demitri obviously because Guile can't dash. Fast meter favors Demitri (Guile is favored for strong meter) because he can easily dish out an ES Chaos Flare by surprise or do teleport dash to Midnight Pressure which is the brain-dead easy tactic in the game; tough but effective. Demitri is favored due to dashing, meter build and the DS system which overpowers Guile. vs. Guy (studied by Psychochronic): Similar to Guy vs. Jedah, Guy takes this one due to his agility, pokes and speed. Guy can simply outsmart Demitri by his simple jump/rush-in game right after Demitri does his Chaos Flare or a missed Demon Cradle. Hayagake's rule the ground, Bushin Flips access a blow or throw in the air and his interchangle X-Ism/A-Ism combos punish Demitri in such a degree that due to his low defense, it can damage well and has stun potential. Demitri has to keep out in this match. ES Chaos Flare are good for surprises in case Guy does a rush-in attempt, Demitri can teleport dash and do Midnight Pressure as usual for his rish-in attempts and Bat Spins can be used for evasion and tricky games. Guy's meter can be used for P Alpha Counters or his Bushin Hasso Ken. Custom aren't necessary here but can be affected in case Demitri does his Guard Cancel. Bottom line is that Guy is too fast to strike Demitri which gives the victory to Guy. Guy's pokes are too punishing here, especially for a DS character to inflict it, is very bad due to weak defense and getting stunned right after. Demitri can hang but must play more defense than offense here. vs. Hauzer (studied by Psychochronic/Saga_Journeyman): His Bat Spin can crossup. If you hit him, his fireballs disappear, so feel free to use jumping HP if he starts a fireball war. Don't get too close if he's down with lots of meter as he has grab supers that will catch you quickly. If he releases his Demon Billion, don't try to knock him out of it. Turn on Ultimate Guard and Ultimate Counter at the very end. His crouching HK can be blocked standing. vs. Hydron (studied by Psychochronic): Favors Demitri due to the rushdown and another match on how Hydron can get rushed down for free. Demitri's teleport dash is the factor of his game. Just dash by a Tornado Mist or Tadpole Spawn and strike a Demon Cradle right after. Hydron is mainly a defensive player here and Demitri's game clearly rushes it down. Moves like Bat Spin and Chaos Flare give Hydron the pressure, great agility and speed on air and ground, Midnight Bliss and Midnight Pressure are great rushes for a surprise attack and the fact that Demitri builds faster meter than Hydron clearly favors that point. Hydron has no choice but to level up and Ultimate Guard when a random or precise moment comes in. Hydron has good anti-airs (his Mystic Breaks to be specific) but Demitri can air- block which is not a good sign. Demitri wins for free here but it's not one of Hydron's bad matchups. vs. Ingrid (studied by Psychochronic): Favors Demitri due to his abilities. Both have the near-same defensive properties, both can air-block and both have moves that leave them open if blocked; Demitri having Demon Cradle and Bat Spin and Ingrid having Sun Arch and Sunrize. Ingrid's anti-air would be Sunshots to keep Demitri away from the air, so it's good to use that move in case Demitri does a teleport dash which can result as a hit. Demitri can use Chaos Flares to play his keep-away game then rush-in for a Dashing Demon Cradle. Ingrid can abuse her FP's like hell in any case possible and Demitri can evade using his teleport dash or Bat Spin to get out of Ingrid's close vicinity. Both can build meter fairly well and have positives in their meters. Ingrid's Sunburst's explodes int he damage and it's great to do it after an easy Sunupper. Demitri's meter has many uses; ES Chaos Flare and Midnight Pressure to bring out the pain. Bottom line is that Demitri wins this due to his abilities, multiple uses of meter, chain-combos and Ingrid's low defensive properties. Ingrid has the power to stop it and the chances are fair. vs. Jedah (studied by Psychochronic): One of my favourite matches everytime I fight Kymah (Canada's top CFE player; uses Demitri/Guile). I say it can go either way depending on experience but Jedah takes it but Demitri can hold it and has lots of chances. Demitri can throw Chaos Flares both on ground and on air and Jedah can just throw Dio-Cega's but can rush faster in the fireball war. Jedah's air chains are too-quick (especially his FK) to which Demitri can't counter-attack from due to the FK's quickness and thus is put on defense and continues to suffer a Jedah rushdown. Quick timing, ES Chaos Flares, ES Demon Cradles (using dashing ones too to try to get closer) and timed Bat Spins (which are only useful for countering) can go to Demitri (don't forget Midnight Pressure!). Don't forget about air chains then go mixups from there up close. Easy mixups from the ground and ES Dio-Cega's can win this easily for Jedah. vs. Karin (studied by Psychochronic): Demitri becomes guano in this match. This is like Jedah vs. Karin except Karin doesn't need to be worried about any of the Jedah tactics. Demitri doesn't have a stalled projectile, reliable air-to-ground chain-combos, constant mix-ups, distanceful unblockables and an air-dash. Karin can simply crouch under a Chaos Flare, air block a Chaos Flare, has excellent pokes and can Guren combo to dish out. Don't forget about the Custom Combos as they can serve damage! Karin's footsie game can easily avoid doing Dashing Demon Cradle, Midnight Pressure and Midnight Bliss. If the Batspin doesn't get countered and gets blocked instead, Demitri suffers a poke while in the air. With all that there, Karin wins hands down. vs. Kenji (studied by DarksydePhil): This is actually a really interesting battle, because it's one of the rare times Kenji is forced to stop playing keep- away and actually attack. Throwing daggers is ineffective because Demitri can just throw fireballs all day, and jumping back doesn't work since Demitri can just throw air fireballs. Kenji is forced to on the offensive, which is something he really doesn't do often, and the results can be mixed. However, if Demitri can stay away long enough and just throw fireballs, he controls this match. The bottom lines are Demitri's air fireballs force Kenji to stay out of the air more often than not and go on the offensive, where he isn't so hot. Capitalize on this with HK sweeps and chains to win. vs. Leo (studied by Psychochonic): Favors Leo due to his long poke-range and defensive properties which can handle Demitri's offense game. Demitri's teleport dash has slow recovery unless he does a Demon Cradle right after because Leo can easily do a poke which is still in it's animation until he lands on ground. Even though Leo is probably a mid-heavy character, he can still crouch under the Chaos Flare which can enable him to sweep Demitri right after. Mars Slash is good for anti-air and Gaia Driver is always good for tick-throws. Demitri's teleport dash is the surprising factor which can let him to do ES Chaos Flare, ES Dashing Demon Cradle, Midnight Pressure or Midnight Bliss which can do damage but Leo can avoid and hit out of it due to his poke-range. Level up is a great factor due his offense grows and can dish it out due to DS characters. Hercules Rush can chip damage unless Demitri does a Guard Cancel and Gaia Driver dishes it out nicely. Bottom line is that Leo's abilities can dish it out nicely to Demitri and can play an excelled game. Demitri however, must play defense and keep- away as his Bat Spin, Chaos Flare in the air and his Demon Billion are his only moves for Leo not to get any closer. vs. M. Bison (studied by Shine): Bison seems to have a hard time against Demitri. His vertical DP (Chaos Flare) makes it so that you can't jump over and fake him out as easily as the normal "forward moving" dragon punches like Ryu's. It hits Head Press and you can even ES Chaos Flare if you are awake enough. Also, Bison in general seems to have major problems if you knock him down because he doesn't have a dependable reversal on get up. Demitri's jump- in chains can put repeated pressure on Bison as they will hit out of both Psycho Crusher and Knee Press and the supers won't hit for damage. vs. Rose (studied by Psychochronic): Exactly similar to Demitri vs. Karin. In this one, Rose can absorb for her meter and reflect the Chaos Flares and her Soul Throw is a good Anti-Air. Rose's Aura Soul Spark and Aura Soul Throw defeats Demitri's Midnight Pressure and Midnight Bliss which is oh so good! Don't forget about her pokes and her low combos to Soul Drill. The Super Combos would be more reliable as they can take out as much as 18% so you don't need to Custom Combo anyways. Nothing else to say but Demitri has to excel offense and defense constantly in order to take Rose down, otherwise Rose wins by a long shot. vs. Ryu (studied by Psychochronic): Favors Ryu due to power and easy meter. Every video I've seen eventually becomes a fireball war and one has to crack out of it. Ryu is favored for this due to Hadoken recovery and the fact it builds his meter way faster than Demitri's. Ryu can also crack out of it by timing his Shinkuu Hadoken for big damage. Demitri can crack out of it by either doing a Bat Spin, ES Chaos Flare (if he has meter) or Dashing Demon Cradle. His main objective is to get close for a chain combo but it's kinda tough to get in there. I say that because Ryu's Shoryuken is a very strong anti-air which can take out as much as 14% and his crouching MK is a distanceful poke (which also beats out Midnight Pressure and Midnight Bliss). Demitri can hold it in the fight and has a lot of chances but truth of the matter, Ryu takes it the most. vs. Sakura (studied by Psychochronic): Another easy match for Demitri. Demitri automatically wins the fireball war and can get in closerin more than ways Sakura but she's the fast one to build meter. Moves such as Teleport Dash, Bat Spin and even a jumping normal to a chain are the keys as Sakura doesn't have a passable anti-air (crouching FP is good and useful) when Demitri comes from above. Demitri also takes the air due because he can shoot Chaos Flares which forces Sakura to stay on ground or air-block in that matter. Midnight Pressure as always is his best super and it's great to do it on situation such as if Bat Spin nails up close, it's a perfect time to hit it. Beware Sakura's meter though as her "Sho-Sho-Sho" Custom can take away as much as 60% (that's without the Super finish).Other than that, Demitri wins hands down and Sakura's chances of surviving is quite slim. vs. Urien (studied by DarksydePhil): At first sight, you might think that Urien would win this match, but what you have to realize is that Demitri never has to actually go offensive, he can go either way. The best way to win this is to stay away from Urien and just keep Metallic Spheres. Urien will eventually tire of blocking and parrying and be forced to come after you and this is where the advantage lies. Demitri's Demon Cradle beats anything Urien can use to jump in, including the Knee Drop; just be careful that Urien doesn't parry because it's only a one-hit Demon Cradle. Demitri's jumping FK actually trades with Urien's crouching HP the majority of the time and does more damage, so you should have no fear of juggles here. Urien's Metallic Sphere shooting upwards is useless since Demitri can air block, and can actually bait the anti-air Sphere and then do an ES Batspin for a big combo. Also remember that Demitri can dash through fireballs, so wait for a normal one and then do a Dashing ES Demon Cradle for big damage. Demitri can use his crouching hk for zoning on the ground, and also when Urien jumps in as an anti-air sweep. The bottom line here is, Urien really has very little to do besides attack and his attacks are not very effective at all against Demitri. Meanwhile, Demitri can run away all day, throw fireballs, try to bait attacks and then counter with ES Batspin, ES Dashing Demon Cradle and sweep through lots of Urien's attacks, or especially after a blocked Chariot Tackle. Bottom line is Demitri controls this match because he can keep Urien away and go whenever he wants.Urien has little he can do to Demitri since his fireballs are neutralized, his knee is easily blocked and his Chariot Tackle can be swept if blocked. vs. Yun (studied by Psychochronic): Favors Demitri with Yun having some chances in the match, I'd say 60-40. Divekicking is always the thing for Yun's rush game and it can go either way off that. One must be fast to nail their chain-combos but even before that happens, Demitri can Guard Cancel out of it which is his Demon Cradle. Another alternative after the blocked divekick, Demitri can easily teleport dash to avoid it. Yun's pokes make up for it here as DS' characters have low defense. Chaos Flare can be easily parried and Bat Spin is still good for evasion, it's just not safe on block, leaving him to suffer from a super art or chain-combo. ES Chaos Flare is good for surprise games and Midnight Pressure is always his best EX move. Bottom line is that due to Yun's agility, he can try to rushdown Demitri with his meter building good and doing damage due to his pokes. Demitri can simply evade and pressure in using his chains but has low defense and fair meter build. vs. Zangief (studied by Psychochronic): Favors Demitri due to his sub-systems. Demitri can throw out Chaos Flares all day long with Zangief having no choice to jump over or Lariat. In case of a Lariat, Demitri is free to rush down, using Dashing Demon Cradle or Bat Spin to deliver some hits. Moves such as Spinning Fist or Lariat are some attempts for Zangief to move a bit closer but Demitri can clearly run or rush away due to the teleport dash. It's an surprise, guessing and pressure game if so as right after, Demitri can lock a Midnight Pressure, Chaos Flare or Dashing Demon Cradle (ES if you have meter). I recommend the ES Dashing Demon Cradle because it's kind of a guessing game if Zangief will do a Lariat or a Spinning Pile Driver locked in, Zangief brings it out that it's not even funny. Demitri wins this if he excels and uses projectiles to play a good offense, defense or excelled game (I forgot to add Demon Billion). Zangief can take it if he locks his command grabs at open situations but must play offense. Ending: Demitri enters the Deserted Chateau as he wakes up a sleeping Morrigan who's laughing as Demitri quickly does an attack on her. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 3) Guile: Place of Birth: United States Birthday: December 23 3 Sizes: B125 W83 H89 Blood Type: O Fighting Style: Military Training At the post of the American Air Force. Skilled in handling the Martial Arts. A unique hairstyle and a silent wrath admirable by impressive discernment. First Appearance: Street Fighter II: The World Warrior Beneficial Changes: None...exactly the same sprite drawn for SFA3. Tactical Recovery Data: -Standard Wakeup Time: 79 frames -Delayed Wakeup Time: 94 frames Stun Points: 60 Victim: -Mummy: A hand puppet, an obvious reference of the Muppet Bert from the TV Show Sesame Street. -Vampire: Blonde woman wearing the American flag as a bikini, looks like Pamela Anderson from the TV show Baywatch. Known players to use Guile: -Combofiend (United States) -Daigo Umehara (Japan) -Jeron Grayson (United States) -Kymah (Canada) -LaToucheF7 (France) -Ratio1BeatDown (Canada) -Toma (Japan) Best Matchups: Zangief, Chun-Li Worst Matchups: Jedah, Kenji Command Normals: Spinning Backfist: F + HP: *Damage: 1500 Guile's default FP in WW. Great for mid-range game and does some good damage for a poke. Knee Bazooka: B/F + LK: *Damage: 400 First introduced in CE, Guile extends his knee up as he hops forward. Good for mobility and can move forward while having his charge stored and since it's different from his CvS2 version, it extends a bit up in height. It has a big recovery period so avoid it using as a random or conventional hit. Reverse Spin Kick: B/F + HK (close only): *Damage: 1400 Guile does an upside-down kick up close which can hover over low attacks. A very slow move to serve as a primary attack against opponents who have quick reaction time. Only good to use to catch opponents off guard. Special Moves: Sonic Boom: Charge B, F + P: *Damage: 800 Famous projectile ever since WW. Two good things is that first, the projectile is wide, making the opponent somewhat hard to jump over. Two is, there is ZERO recovery time after it's thrown. After one is done, another can be lunged out immediately! Also it can easily be combo off after it connects. Somersault Kick: Charge D, U + K: *Damage: 1800 (LK)/2000 (MK)/2200 (HK) Also known as "Flash Kick" and "Shield Kick". The ultimate move to put the opponent down from the sky and is Guile's best anti-air. It's also mobile, so you can charge DB and change your option if you want to instead throw a Sonic Boom. Super Combos: Total Wipeout: Charge B, F, B, F + P: *Damage: 6000 Also known as "Guilty Justice" or "Crossfire Blitz". Guile does his Level 3 version oft he Super as it was first introduced in CvS1. Guile goes forward with a barrage of normals, ending it with an F.FP. The super can move through projectiles, starts up instantly, has great recovery time and makes Guile safe when blocked so that gives an opportunity to execute a blow before the opponent moves. Somersault Strike: Charge DB, DF, DB, DF + K: *Damage: 6400 Also known as "Somersault Justice". Guile does two LK Somersault Kicks and finishes off with an HK Somersault Kick. Great for an anti-air but won't each hit won't connect but still dishes out damage. Be sure not to mess up with this super as the opponent can strike after Guile lands. Pros and Cons: (+): Can build the fastest meter AND dishes out damage without using that meter (since his 2 supers have limited uses...besides punishing meaty attacks...)...is DEFINITELY the best battery... (+): Somersault Kick is back to GOD status!, even hitting his head counts! (Full Damage regardless hitting his head or the flash of the kick.) (+): Knee Bazooka (b/f. LK) comes in further and more upwards. (+): Crouching MK is still a great poke and is still a great counterattack. (+): Sonic Booms (as always) have low recovery. (+): Total Wipeout is safe on block and has great recovery time. (-): Does not have Sonic Hurricane, just Somersault Strike and Total Wipeout. (-): Lacks speed on ground level. (-): This fool can't handle fireballs; people like Ryu, Urien, Demitri and Kenji just to name a few who can get him to move forward unsafely. He can't last long on a fireball war. (-): Guile is nothing all but priority. His biggest problem is that he has zero comeback factor. That and his lack of mobility makes it very hard for him to get in. Guile can pace a match very slowly, but all and all 9-10 times once he loses his lead its gameover for him. Solid defensive character but horribly at offense. Remember that there is no guard bar in this game. Early Impressions (studied by RenoROB): The best non-DS character in the game. His pokes are amazing, incredible range and his charge time I think is faster than CvS2. He is (in my opinion) the best battery character in the game as he does not need meter to be to beat you down. His Somersault Kick has amazing priority; it even hits you in the back of the head. Various Character Matchups: vs. Alex (studied by Psychochronic): Guile wins this due to power and easy meter. If you ever heard the point where people said "Guile is strong but facing 3S people, he'll have to get defensive". it's actually a true fact. How Guile takes it is using his standard keep- away game because Alex can parry. Crouching MK's and slower Sonic Booms stall out Alex then Guile can jump-in using a jumping normal. Guile builds fast meter, so a simple crouching LK to Total Wipeout is a viable answer. Alex has to deal the near same properties as he's fighting Bison. Parrying is important because of the slow Sonic Booms, so no random jumping strikes. Hyper Bomb is useful so do that up close if you can. Bottom line is that Guile is too quick and powerful to match Alex. Alex has chances but is considered a mid-heavy character in this match. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to keep-away game and also his chain-combos. Anakaris can simply defend by going on air using Royal Judgement and Coffin Drop because Guile can do his standard Sonic Boom game or jump-in for an attempt of the rushdown. Mummy Drop is also good to use on distance and can punish Sonic Booms too. Anak's anti-air is crouching FP which runs Guile's jump-ins and give Anakaris the chance to go forward for a chain-combo (don't forget to tri-jump!). Guile's rushdown game is nearly all crouch so do that to your disposal as it effects Anakaris' defense, especially his Cobra Blow which is his Guard Cancel. Bottom line is that Anakaris wins this but if he screws up, Guile's poweful normals and easy rushdown can take this which is a rare-but-seen situation. vs. Chun-Li (studied by Psychochronic): Similar to Guile vs. Alex and Guile vs. Felicia, Chun-Li does not have the exact attack properties and stun potential but she has speed, agility and somewhat fair meter. Guile can do his standard Sonic Boom game and Chun-Li could rush-in due to the parrying which can be a 50-50. Guile's attack power is very dominant and has the stun potential here. Chun-Li's attack properties is another somewhat fair but her stun potential is a thumbs down. For meter, favors Guile here because it's easy to build as for Chun-Li, it takes a fair amount of time. Guile doesn't even need meter due to his dominance but a good way to use it is simply poke, poke, poke to Total Wipeout. Chun-Li is not safe after Hoyoku-Sen is blocked and it does very little damage (regular and chip wise) comapred to Kikou-Shou. Guile takes this hands down. Chun-Li must play rush-away to least put up with it. Parrying is a key remember. vs. Demitri (studied by Psychochronic): Favors Demitri due to mobility. Fireball wars can start off the match with Demitri winning that one because it's not a charge move which can pressure Guile, forcing him to play defense. Demitri has the air-block which can only to effect on Sonic Booms, not anything else. Guile's anti-air is Somersault Kick which take off a huge chunk of bar. Demitri's anti-air can Chaos Flare and Demon Cradle. The fact that Guile can't air-block is the weak point in his systems. Bat Spin can be used for chip damage, evasion purposes or confusion game, yet watch out the Somersault Kick. Speed favors Demitri obviously because Guile can't dash. Fast meter favors Demitri (Guile is favored for strong meter) because he can easily dish out an ES Chaos Flare by surprise or do teleport dash to Midnight Pressure which is the brain-dead easy tactic in the game; tough but effective. Demitri is favored due to dashing, meter build and the DS system which overpowers Guile. vs. Felicia (studied by Psychochronic): Favors Guile obviously. Somersault Kick is great anti- air and can take out at least 12%! The strength of his normals are big damage which results in Felicia's chances of even rushing as extremely low! Guile can switch his style, one point is defense and Sonic Booms and the other is jump-in and poke/combo. The most Felicia can do is chain and sweep which results into a follow-up attack. Guile wins due to power...'nuff said. vs. Guy (studied by Psychochronic): Favors Guile due to power. Somersault is a great anti- air can take out 10% and that move ruins any of Guy's jump-in tactics. Sonic Boom can still be air-blocked and that move can build up meter fast. Guy must use his Hayagake's and Bushin Flips to mixup Guile on ground. Bushin Senpuu-Kyaku is okay for anti-airs. Worst case is that both can get hit but Guy suffering more from it due to Guile's heavy normals. Guy must also use his interchangeable X-Ism/A-Ism combos when up close and to setup for a super. Setting up for a custom can be risky though. Guile's Total Wipeout can out as much as 65% so watch out if that's linked up. Bottom line is that Guile takes this due to power and Guy must play offense in order to get some hits in. Guile can play both due to easy projectile, anti-air, meter and his offensive properties. vs. Hauzer (studied by Psychochronic): Jurassic Park taking it to G.I. Joe in translation which means Hauzer wins this with Guile holding it down. Guile's simple Sonic Boom game then poke rushdown can pressure the dinosaur. Simple pokes can pressure Guile though; the range of his FP/FK's, Volcano Breath is an okay projectile and his pokes have the potential to stun quick. Meter here is a factor, once Guile does his super, Hauzer can clearly Ultimate Guard than P Ultimate Counter easily which is a bad sign for SFII vs. Red Earth here. Hauzer can level up and do crouching LK to Deluge Assault ending with a follow-up attack or use Gust Flame when Guile is in the air to wipe him out clean. Deluge Assualt is also good for chip damage but he is automatically open if blocked obviously. Favors Hazuer due to the Red Earth system, his pokes that have the potential to stun and levelling up but Guile can hold it down in this fight. vs. Hydron (studied by Psychochronic): This can favor both sides but I'd go for Hydron on this one. All Hydron can do is play defense on this one as Tornado Mists and Tadpole Spawns can put Guile out. When far, Hydron can far-sweep as a projectile comes in so that limits Guile's options out.With Guile having no dash and no run, all he can do is jump in and attack close range as the classic Sonic Boom spam won't work on this one. Simple close attacks and throws can punish but watch out for Ultimate Guard and Ultimate Counter too. Don't forget Hydron levels up and also Strangling Spark is a great Anti-Air and can take out as much as 60% of Guile's bar which answers that Hydron is favored. vs. Ingrid (studied by Psychochronic): Another good footsie game. Similar to Ingrid vs. Bison, Ingrid takes this due to her Sunshots and defense game. Surely, Ingrid's defensive properties equal Felicia's and most think that this is a bad match for Ingrid...wrong. This is a bad match for Guile if you think about it unless Ingrid messes up in this one which can be very common. Ingrid's crouching FP can go right under the Sonic Boom and her Sunshots are her anti-air with Guile not having the air-block ability. Guile has the fast meter and must lock a super in fast time, otherwise Ingrid can do a Counter Roll for easy evasion. Sunuppers are great for coutners and linking a Sunburst dishes out more damage. Ingrid wins this due to her abusive defense game and with Guile not having the ability to do other stuff such as air-block, dash, counter and all that other stuff, this is a bad match for Guile. Lack of sub-systems is the weak point in Guile. vs. Jedah (studied by DarksydePhil): If Jedah plays this match as purely run-away, he can't win. Jedah can hover above sonic booms easily, and then zone Guile with blades to chip and keep him away. Guile is eventually forced to try to attack, which usually goes pretty miserably since all of his air attacks besides jumping hk get owned by Jedah's jumping attacks. And really the only way to win with jumping hk is 1; there is no blade out and 2; you hit it early enough to hit Jedah before his attack comes out. Guile can't turtle and so is in a position he doesn't like to be in. As long as Jedah stays in the air and runs away the majority of the time, and effectively zones and chips with blades, he'll never give Guile a real opportunity to hit him. This is another match where Guile is forced to attack, which he doesn't do so well. His "throw sonic booms all day" strategy doesn't work since Jedah can just hover above them, and never really gives him a chance for anything. A properly zoning Jedah owns Guile for free. vs. Karin (studied by Psychochronic): Another neutral sided match. Guile can do his standard Sonic Boom game for his defensive purposes. One thing to get his reaction off is Karin's Ressen Ha which can punish it very quickly. Basic rushdowns like Gurens can give Guile a hard time. Guile can build meter fast and when he misses his super, it's okay for him to gain it back; a random super wouldn't hurt. Karin's custom can bring the pain. I say, just activate at 50-60% and you'll be fine as it'll come back faster than later. Guile's keep- away and projectiles are his keys. Karin's Guren's, rushing normals and Customs are her keys. vs. Kenji (studied by DarksydePhil): This is a really hard match for Guile, because Kenji has the ability to double-jump and has all kinds of options in the air. Just when you think it's safe to anti-air flash kick, Kenji double jumps and then punishes you. Kenji can also be really annoying with repeated ground daggers that will force you to block or throw booms to counter. Since Kenji can stay in the air for so long, the strategy of throwing booms all day is nullified. Kenji can also keep Guile effectively zoned using the jump back air chain attack and the standing FP. Sometimes Guile can beat the jump back chain with a jumping RH, but the risk/ reward factor is definitely in Kenji's favor. This is a battle that Kenji can win if he just keeps away and throws daggers. If Guile tries to attack, zone him with more daggers and jump back chains. If Guile tries to wait it out and flash kick, double jump and punish him. vs. Leo (studied by Psychochronic): Leo has his bowl of super-charged Frosted Flakes as this is a tough match for Guile as Leo wins due to sub- systems and poke-range. Guile can do his Sonic Boom game all round and Leo can go forward with pokes in the air. Leo can also air- block so that's another disadvantage to Guile. Guile can do his pokes (MP, MK, FK) while going forward in attempts to hit Leo but Ultimate Guard is also a factor, even though it's questionable to do in this match. I'm saying that is because Guile builds meter fast and that's Leo defensive tactic in the situation. Mars Slashes are great to break Guile's crouch game and levelling up is important too as the Gigas Driver does good damage. In conclusion, Leo can evade and poke like hell as Guile is forced to go up close and due to that, Leo wins the match. vs. M. Bison (studied by Psychochronic): Favors Guile in this one. Think of this as an updated CvS1/ST match with more moves and less speed. Remember to keep charge buffering as Sonic Booms keep Bison back and Flash Kick is great for anti-air, even if Bison goes a bit too far of the jump and hits Guile's head doing the move, it still gives the full damage! Try to crossup when you have the chance and use crouching MK to keep Bison away when he comes closer. What Bison can do when he gets closer is repeatedly poke for pressure game and Knee Presses for some chip damage. Time the Head Press' and Devil Reverses or it's an anti-air to your face. Bottom line is Guile wins this due to favorable attacks and also the range of his normals. vs. Rose (studied by Psychochronic): Similar to Rose vs. Ryu but Guile can stand. Both have a great anti-air and have top-tier pokes. A differential is that Rose can build easy meter or project it back using Soul Absorb or Soul Reflect. Rose can use the standard P Alpha Counter than combo into Soul Drill. Another differential is that Guile can build easy meter no matter what. Customs are a problem if blocked. Remember that there is no guard bar which is very bad. You're better off doing P Alpha Counters and Super Combos. Guile's super have both a negative effect in the end, that's why he has to link them. Guile is not safe in the end of Total Wipeout and he's completely open in the air in the end of Somersault Strike. Favors Rose because to the sub- systems but Guile can put up a fight. I'd say 55-45. vs. Ryu (studied by Psychochronic): Just like a CvS1 match without roll or dash, Ryu takes this one due to his pressure game. Basic Hadokens win in the fireball war because of Guile's projectile being a charge motion and with Guile attempting to jump over, Ryu can simply do a Shoryuken as anti-air. Ryu builds fast meter due to Thurst Fierces and LK Tatsumaki Senpuu-Kyaku's when Guile is knocked down. Guile's Somersault Kick is good for anti-air and wakeup. Both characters can't air-block each others projectiles which also makes it some sort of anti-air. with Guile not having his Sonic Hurricane, his best use for super is his Total Wipeout so link that very quick. Ryu has Shinkuu- Hadoken to eat out any incoming Sonic Booms and can use Shin-Shoryuken for a correctly timed Guile jump- in or a correctly timed move from Guile that involves a ell of a lot of recovery time. Bottom line is that Ryu wins this because his moves pressure Guile and the fact he can build meter faster. Guile can stand though if Ryu screws up which is uncommon. vs. Sakura (studied by Psychochronic): Favors Guile in a 60-40 situation. Guile clearly loses the fireball war due to Sakura's not being a charge move. Sakura can air-block a Sonic Boom but Guile can't air- block a Hadoken. Power favors Guile due to the fact that his normals are are top-tier and has stun potential, even to Sakura's low defense. Meter can favor any side as Guile has a full meter to bring out the pain in its only use which is a Super Combo but Sakura having 3 uses for hers once it's over 50%. Sakura can Alpha Counter when needed, do a Super such as Shinkuu-Hadoken or Haru-Ichiban on wakeup, random or desperation and her "Sho-Sho-Sho" Custom chips like hell giving her the advantage. There is no guard bar in this game so that kinda sucks though. Guile's Somersault Kick is his anti-air and Sakura can't air-block which is bad on her side, Sakura's is Hadokens. Bottom line is that Guile wins this due to power and the fact his normals throw Sakura's anti-air out the window. Fact of the matter is that once Sakura comes up close and has that meter ready for activation, the tables can turn and the outcome can change in that moment. vs. Urien (studied by DarksydePhil): Okay, you can argue all day that Guile is the damage leader here and he can just turtle and run away all day. But you'd be wrong. You forget that Urien can parry and can easily get out of whatever anti-air Guile throws at him. Urien can jump at Guile all day and if he tries a crouching HP or flash kick, Urien can easily parry and punish afterwards, because it's only one hit. Guile can sit back and throw sonic booms, but Urien can just parry them all day. Guile is majorly effective when he can chip with booms and get a lead, then turtle, but he can't turtle vs. a parry character effectively. What ends up happening is Guile has to go on the offensive, and this is where Urien takes advantage of the situation. Urien can anti-air fireball or use the Knee Drop to take Guile out of the sky, and unfortunately most of Guile's attacks are easily parried. Urien dominates this match because Guile can't play his best, which is a turtle strategy. Play this match a few times, learn the parry timing and you win for free. Bottom line is Urien beats Guile because Guile can't turtle vs. a parry character. His sonic boom, crouching HP and flash kick are all easily parryable, which allows Urien to punish him. Guile is forced to go on the offensive and Urien takes advantage of this. vs. Yun (studied by Psychochronic): Similar to Guile vs. Urien, Guile takes this on a 55-45 ratio. Yun can easily parry and get out fo whatever Guile throws at him and Yun clearly punish that because it's one hit. Simple combo into You-Hou dishes it out nicely but meter takes a sum amount of time to build, especially when Yun isn't parrying. The only thing yun must be careful of is abusing his divekicks. Guile can simply use crouching HP or Somersault Kick to punish it greatly. Yun has a lot of combos, tactics and setups to pressure Guile as Yun has more mobility. Bottom line is that Guile is favored due to power but is not mobile enough. Yun has speed, combos, 2 gauges for meter to dish it out but has weak defense. vs. Zangief (studied by Psychochronic): Guile owns this one due to Sonic Booms, easy meter and turtling. Similar to Hydron vs. Zangief, Guile can just spam different speeds of Sonic Booms which gives Zangief three different options. One is attmpt a jump-in, ready to strike but may get hit. Two is to Lariat yet leaving Zangief getting hit with crouching MK's. Three is to do a Spinning Fist in order to gain meter and get closer. Guile's anti-airs can be crouching HP or Somersault Kick that ruins any of Zangief's jump-in attempts. Zangief can respond by has insane tick- ranged Spinning Pile Driver which pressures Guile badly. Bottom line is that Guile can play either offense or defense and win and Zangief must play offense no matter what and since he lacks speed, agility and doesn't throw projectiles is a clear weakness of his game. Ending: Guile is on a podium in front of the White House as his wife Jane and their daughter are behind him as recieves a medal as confetti explodes in the background as people are cheering his name. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 4) Ryu: Place of Birth: Japan Birthday: July 21 3 Sizes: B112 W81 H85 Blood Type: O Fighting Style: Shotokan Karate Aiming at the "true fighting style," a young man who trains constantly day in and day out. He journeys throughout the world searching for opponents to battle. First Appearance: Street Fighter Beneficial Changes: None...exactly the same sprite drawn for CvS1. Tactical Recovery Data: -Standard Wakeup Time: 79 frames -Delayed Wakeup Time: 94 frames Stun Points: 60 Victim: -Mummy: Ryu's duffle bag seen in 3S with a cat tail hanging out of it. -Vampire: Becomes the little girl he meets in Calcutta, India in the Street Fighter II Movie. Known players to use Ryu: -CCL (France) -Dan (Japan) -LaToucheF7 (France) -Sanford Kelly (United States) Best Matchups: Demitri, Hauzer Worst Matchups: Jedah, Kenji Command Normals: Thurst Strong: F + MP: *Damage: 600 first hit, 400 second hit First introduced in ST, Ryu does an overhead that does two hits which is great to keep the opponent guessing and a good normal to start off for a combo. Thurst Fierce: F + HP: *Damage: 600 first hit, 400 second hit First introduced in ST, an advancing move where Ryu fastly punches to the opponent. Very good speed, increases offensive and pressure game and builds meter very good. Special Moves: Hadoken: QCF + P: *Damage: 1000 (LP)/1100 (MP)/1200 (HP) The most famous fireball known throughout the world. Ryu simply does an open palm stance and throws a blue projectile. This move has fast time on startup, decent damage and great recovery time than its past games. Shakunetsu Hadoken: HCF + P: *Damage: 1100 A flaming red version of the move first introduced in NC. It has a little bit of slow startup time but automatically knocks the opponent down if up close which is great for wakeups and crossups. Shoryuken: F, D, DF + P: *Damage: 1800 (LP)/2000 (MP)/2200 (HP) An ultimate rising fist attack that acts as an anti-air and does a knockdown. Can be comboed from nearly any normal ajnd is a key move is Ryu's trap game. If blocked depending on the strength, Ryu is clearly open to get hit due to the recovery time. Tatsumaki Senpuu-Kyaku (also in air): QCB + K: *Damage: 1600 Known as "Hurricane Kick". Ryu does a spinning kick in the air resulting the opponent to get knocked down. This move is great to build meter, crossup attacks and opponent wakeups. Super Combos: Shinkuu-Hadoken: QCFx2 + P: *Damage: 5000 First introduced in ST, a combination of five Hadoken's put together, ready to launch to your opponent. Works well as a projectile eater and has some quick startup time which enables Ryu to pass the opponent's move. Shin-Shoryuken: QCFx2 + K: *Damage: 7600 Another strong super in this game where Ryu does a monsterous Shoryuken. Great to use as a finisher when the opponent is dizzy and a close anti-air when the opponent is going to do a jump in. Pros and Cons: (+): Footsie game is great and has monsterous Hadoken/ Shoryuken recovery. (+): Has Shin-Shoryuken as it's Super Combo. (+): Hadoken much faster than his CvS2 version. (+): Can build easy meter. (+): If you're familiar with any of his CvS2 combos, they'll work here. (+): Thurst Fierce is now faster. (+): Thrust Fierce from about 1/3 screen away it whiffs even though you can clearly see Ryu’s hand in the opponent’s belly. Oay throw setups and besides being fast, it has frame advantage. (?): Missing his vacuum FK. (-): Doesn't have the Shinpuu-Tatsumaki Senpuu-Kyaku Super Combo. (-): Doesn't have his hopkick (f.MK). (-): Hurricane Kick priority is shot to hell. (-): The ability not to dash or run tones his speed greatly. Use Thrust Fierce or LK Tatsumaki Senpuu-Kyaku as a way to get closer. Early Impressions (studied by RenoROB): The shoto himself...what can you say? Ryu has got it all. Super-fast Hadoken, he's able to get in really fast (Thurst Fierce) and with ST meter, he builds meter insanely fast... although his Shoryuken isn’t perfect, his footsie game is top-tier and if he gets you in the corner, good luck getting out with being punished first. Various Character Matchups: vs. Alex (studied by Psychochronic): Can go either way. Alex has probably more power in his attack properties than Ryu, he just has bad jump-ins and lack of agility. Air Knee Grapple is Alex's good anti-air which can be air-blocked. Ryu has his Shoryuken but it can be parried. Air Dive is good for nailing Ryu when he's crouching but it has long recovery time, putting Ryu to easily strike. Alex's normal throw is as the same as his Power Bomb as it nearly does the same damage to any SFII character which is about 8%. Hyper Bomb is still good, whether if it's after a random jump-in, wakeup or after a Flash Chop. Boomerang Raid is good after a Dashing Elbow and Stun Gun Head Butt is pretty easy to avoid if done at random. Ryu's can easily use his Shin-Shoryuken as anti-air and Shinkuu-Hadoken can be easily parried or jumped over. Bottom line is that both characters have nearly the exact same properties and would fight in a draw. Footsies are always there and one must outsmart the other to win. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to rushdown. This is a little similar but worse than Anakaris vs. Sakura as Ryu may have power and quick meter, but not air-block, speed, dashing and counters. Coffin Drop is an automatic knockdown which breaks Ryu's standard Hadoken game there. Anakaris has control of the ground so use chain-combos (especially crouching and cornering) for damage. Ryu has some control of the air as Shoryuken's are mad blows against DS' characters. Be sure to time your Tatsumaki Senpuu-Kyaku's also in case Anakaris is crouching/ landing, it can also be used to build meter fast. Ryu may have the power and the meter but Anakaris has the mobilityand combos and lack of sub-systems means lacks of chances to win. The mummy gets this one. vs. Chun-Li (studied by Psychochronic): Favors Chun-Li due to her fast, abusing and strong attacks which have stun potential and can dish it out during the battle. HP's and HK's pressure Ryu good and break the footsie game. Parrying incoming aerial attacks and Hadokens dish it out with Ryu having no chance to respond after it's parried. Chun-Li builds a fair amount of meter due to her attacks (not including parrying) and it's pretty good compared to Ryu's fast meter build up. Hoyoku-Sen does jack when hit or blocked and she's not safe if blocked because she'll be paying for it greatly if Ryu has a full meter, he can easily do Shinkuu-Hadoken. Kikou-Shou is good because if chips like hell, she's safe if blocked and does more damage than Hoyoku-Sen. Chun-Li has the fastest grab-frames, so a dash and a random-throw would be good. Ryu's ground game can consist of crouching MK, Tatsumaki Senpuu-Kyaku, Hadoken and an LP Shoryuken. Some of Ryu's moves have fast recovery so watch out if Chun-Li is gonna do a random poke because Ryu is ready to strike after. Bottom line is that Chun-Li pressures Ryu due to her footsies, agility and good-reach pokes. It can favor Ryu if Chun-Li screws up like an unsafe move on block or a quickly executed move done on random or desperation, Ryu can quickly strike. vs. Demitri (studied by Psychochronic): Favors Ryu due to power and easy meter. Every video I've seen eventually becomes a fireball war and one has to crack out of it. Ryu is favored for this due to Hadoken recovery and the fact it builds his meter way faster than