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FELICIA GUIDE FOR NIGHT WARRIORS: DARKSTALKERS' REVENGE
BY STASSY (ANASTASIA)
CONTENTS
1. About this guide
2. Bio
3. Ending
4. Win Quotes
5. Abreviations
6. Control
7. Colours
8. Abilities
9. Regular Moves
- Excellent Regular Attacks
- Two-in-ones
10. Throws
- Face Scratcher
- Rolling Throw
- Air Throw
11. Special/ESPECIAL Moves
- Rolling Rising Uppercut
- Litterbox Kick
- Delta Kick
- Rolling Scratch
12. Guard Reversal
13. Pursuit
14. EXSPECIAL Moves
- Rolling Fury
- Please Help Me
15. Combos
- Chain Combos
- Two-in-one Combos
16. General Strategy
17. Short Moves List
18. Last Words
**********************
*1. ABOUT THIS GUIDE *
**********************
Night Warriors is a great fighting game from Capcom. Gorgeous 2D
animation, good music, excellent control and nicely balanced
characters. It plays tight, like the Street Fighter games. But is
a bit looser. Thank God though, not as loose as X-Men: Children
of the Atom.
I actually wrote this guide to Felicia, because of the lack of
guides for Felicia. The lack of guides surprised me (I found zero
guides!): she is a very good character for both beginners and
advanced players. Mmmm... or does it mean that I can't surf the
web to safe my life?
So I started writing.... The main focus of this guide is strategy
for Felicia, not explaining the Night Warriors techniques (like
throw softening, reversals etc.). If you are new to Capcom
fighting, I suggest reading general FAQ's on Night Warriors.
Capcom RULEZ!!!!
*********
*2. BIO *
*********
'Teen Feline Dreamer'
Species : Catwoman
Birth Place: Las Vegas
Birth Date : 1967
Height : 5 ft. 6 in.
Weight : 128 lbs.
Felicia an exotic battle dancer. Being the youngest of the
DarkStalkers she wants to prove her strength to them all.
As a dancer she wants to hit the big time.
************
*3. ENDING *
************
After defeating Pyron...
A picture showing Felicia surrounded by reporters.
Reporters: Who are you? Where did you come from?
Agent (?): I don't care who you are or what you are, sign up with
me and I'll make you rich and famous beyond your
dreams!
Felicia : Sure, where do I sign? But I warn you now though, I
have big dreams!
Next, a picture of Felicia in a hot tub.
Text : Felicia, known as one of the Dark Stalkers made a
series of films detailing her adventures with them.
Felicia : Hope I can have Blanka as my leading man!
****************
*4. Win Quotes *
****************
After an easy win...
"You're not good enough to be my scratching post!"
After a tougher match...
"You've lost to the rest now you've lost to the best!"
After a hard fight...
"Not bad mouse, next time I'll have to make an effort!"
After a Felicia vs. Felicia match up...
"A cheap copy, and I do mean cheap, is no match for me!"
******************
*5. ABREVIATIONS *
******************
In this guide, I use a couple of abreviations. They're explained
here.
ES - Enhanced Special
EX - Extra Special
GR - Guard Reversal
RRU - Rolling Rising Uppercut
RS - Rolling Scratch
DK - Delta Kick
LBK - Litterbox Kick
RF - Rolling Fury
PHM - Please Help Me
J - Jumping
S - Standing
L - Low
*************
*6. CONTROL *
*************
KEY:
Directional Pad Attack Buttons
F - forward X - Jab Y - Strong Z - Fierce
B - back A - Short B - Forward C - Roundhouse
U - up Left Shoulder Button - All Kicks
D - down Right Shoulder Button - All Punches
AP - Any Punch AK - Any Kick
2P - Any Two Punches 2K - Any 2 Kicks
NOTE: All buttons can be reconfigured in the options screen
*************
*7. COLOURS *
*************
Different buttons choose different character colours
Button Hair Colour Clothing Tan Claws
Jab - cyan light beige dark brown/red
Strong - blond white pink red
Fierce - blue yellow sun tan orange
Short - red white pink blue
Forward - dark purple light beige dark purple
Roundhouse - blue white pink red
START - red/purple light beige dark purple
Hold Jab+Forward - light purple black white grey
***************
*8. ABILITIES *
***************
DASHING
Motion: F, F for a dash forward
Felicia makes a long jump.
Motion: B, B for a dash backward
Felicia jumps backwards.
OFF THE WALL JUMP
Jump to the wall (the farsides of the screen), then jump in the
opposite direction.
STRATEGY ON ABILITIES
DASH
Felicia's dash is pretty useful. Her forward dash goes past
enemies. Great for confusing a blocking opponent. Attacking while
dashing produces a quick long reaching attack. It also doubles as
an overhead move, perform the dash and press any attack button.
Back-dashing should be avoided as it will leave you vulnerable.
Because you can't block while dashing and there's no way you can
hit your opponent as you are moving away. Use it with caution.
OFF THE WALL JUMP
Great move for catching your opponents off-guard. Use it to make
them think you're jumping away and then attack while jumping off
the wall. Off the wall jump-attacks are quicker than the regular
jump-ins as Felicia makes a further, but relatively lower jump.
*******************************
*9. REGULAR MOVES DESCRIPTION *
*******************************
STANDING FAR
Jab : Felicia does a mid-height tailwhip (1 hit)
Strong : She throws a nasty hook (1 hit)
Fierce : Double pawed triangle slash (3 hit)
Short : A quick high kick (1 hit)
Forward : Roundhouse kick at mid-level (1 hit)
Roundhouse : She uses her tail to perform a mid-drop kick (2 hit)
LOW
Jab : Low paw stab at toe-level (1 hit)
Strong : Two-pawed slash (2 hit)
Fierce : Spinning straight-up jumping slash (1 hit)
Short : Low kick at toe-level (1 hit)
Forward : Straight kick to the stomach (1 hit)
Roundhouse : Leg Sweep (1 hit)
JUMPING
Jab : Felicia jumps in with her paws (1 hit)
Strong : Like jab, but timing needed to hit opp. (1 hit)
Fierce : Big lunge with both claws (1 hit)
Short : She jumps in with her front leg straight (1 hit)
Forward : Jumps in with straight leg (1 hit)
Roundhouse : Jumps in upside-down with straight leg (1 hit)
STANDING UP-CLOSE
Jab : Paw slash (1 hit)
Strong : Over the top slash (1 hit)
Fierce : From down to up, uppercut (2 hit)
Short : Low kick (1 hit)
Forward : Knee to stomach (1 hit)
Roundhouse : High kick to the head (1 hit)
EXCELLENT REGULAR ATTACKS
-Standing Short-
An excellent air-defense move, perhaps the best
for Felicia. It has an extremely high priority. Very useful, but
it doesn't do a lot of damage.
-Standing Forward-
A quick kick at stomach level, very useful for poking your
opponent.
-Standing Roundhouse-
Has an excellent reach and recovers quickly. Use it to keep your
opponent at a distance to control the pace of the fight.
-Low Fierce-
Useful move for hitting opponents right above you.
-Jumping Jab and Short-
These moves have great priority. But do little damage.
-Standing Up-close Roundhouse-
Good air-defense, this move can be used like the Standing Short.
But if your opponent isn't close enough, you'll perform the
Standing Roundhouse and miss. And probably eat your opponent's
attack.
-Low Roundhouse-
It has good reach and it knocks down. It also
goes under certain projectiles. Like: Demitri's, Morrigan's
and others.
TWO-IN-ONES
Felicia's Jab, Strong, Short and Forward all two-in-one, except
for the far Forward. The Jab and Short aren't very useful for
her. The time to opponent is stunned by the Jab or Short is very
short. So short that the opponent almost always would already
have recovered before your special move will connect. Two-in-ones
from a weak attack do have a chance of succeeding, provided you
are up-close.
All two-in-one combos should be centred around the Strong and
Forward. They do pretty good damage and will stun the opponent
long enough for a special to follow-up.
It is not possible to two-in-one into either EXSPECIALS for
combos (Darn!).
*************
*10. THROWS *
*************
-FACE SCRATCHER-
Motion: B or F + Strong or Fierce
Felicia gets in your opponnent's face and scratches it.
-ROLLING THROW-
Motion: B or F + Forward or Roundhouse
A rolling throw.
-AIR TOSS - AIR THROW-
Motion: B or F + Strong or Fierce in air
Felicia tosses the opponent away.
STRATEGY ON THROWS
Use throws on opponents that block a lot. All these throws can be
recovered from.
When you are knocked down and the opponent is close to you,
always try to throw. Getting up from the floor gives you a bit
more priority.
The air-throw is very useful. When blocking an air-attack with
both characters in the air, quickly do the throw command. You
will almost always throw the opponent. An succesful air-throw and
rolling throw always guarantees (ES) Pursuit.
********************
*11. SPECIAL MOVES *
********************
NOTE:
- The strength of the attack-buttons used, controls the
distance of the attacks. Weak attacks (Jab and Short) are used
for close range, Medium Attacks (Strong and Forward) for medium
range and Hard Attacks for long range.
- All specials can be airblocked.
-ROLLING RISING PUNCH-
Regular Motion : D, DF, F + AP, P (3 HIT)
ESPECIAL Motion : D, DF, F + 2P, P (4 HIT)
DESCRIPTION
Performing the motion D, DF, F + P/2P starts the roll. Press P
again to come out the roll (1 hit) with a rising uppercut (2 or 3
hits).
STRATEGY ON ROLLING RISING PUNCH
Very useful move as it can be used in many situations. It is
great in combos. It is very quick, has excellent range (virtually
the whole screen) and can counter most fireball attacks and some
EXSPECIALS.
Also, it can be used as an aerial defense. Performing the motion
and pressing Punch twice quickly will result in a quick Rising
Uppercut. But since it is a special, it can be air-blocked, be
careful using it.
Use it to punish your opponent's mistakes, like: coming down from
a jump, dashing without attacking, missed moves with long
recovery time, etc.
-ROLLING SCRATCH-
Regular Motion : D, DB, B + AP, All P repeatedly (? HIT)
ESPECIAL Motion : D, DB, B + 2P, All P repeatedly (? HIT)
DESCRIPTION
Motion D, DB, B + P/2P makes Felicia bounce towards her opponent.
When you hit your opponent, tap all Punches repeatedly for extra
hits.
STRATEGY ON ROLLING SCRATCH
The RS consists of two parts: the advancing bounce and the
scratches.
The regular version bounce hits once and after the hit you can
tap all punches repeatedly for extra hits.
The enhanced version bounce can hit up to four times, providing
you do not press punch again before all hits have connected. The
scratches will hit for extra hits.
I don't know the exact method for getting maximum hits, as a
result I don't know how many hit you can get. My highest hit
totals are six and nine (regular and ESPECIAL versions
respectively). And I thought those numbers were the maximum. But
the other day the CPU pulled off seven hits with the regular
Rolling Scratch. So if some-one knows the exact method to get all
hits, mail me please!
-DELTA KICK-
Regular Motion : B, D, DB + AK (3 HIT)
ESPECIAL Motion : B, D, DB + 2K (7 HIT)
DESCRIPTION
Felicia jumps up and comes down diagonally to hit the opponent.
When performed up-close, the jump-up will hit as well.
STRATEGY ON DELTA KICK
Excellent countermove against mid-range fireballs. This move is
very useful as it is very quick. Thanks to the speed of this move
(and mid-range distance to the opponent), a good reaction will
virtually always counter fireballers.
-LITTERBOX KICK-
Regular Motion : D, DF, F + AK (1 HIT)
ESPECIAL Motion : D, DF, F + 2K (5 HIT)
DESCRIPTION
Felicia kicks up sand, different strength kicks control the
distance. This is as close to a projectile as Felicia will get.
STRATEGY ON LITTERBOX KICK
As mentioned before Felicia's (more or less) projectile. Be
careful when using it, because it has not a great range (half
screen max.) and can be easily jumped over. The Litterbox Kick
cancels an opponent's projectile and can still hit the opponent
provided he is close enough. A pretty useful move, even better in
combos.
-SCRATCHING POST - COMMAND THROW-
Regular Motion : F, DF, D, DB ,B + K (up-close)
ESPECIAL Motion : F, DF, D, DB ,B + 2K (up-close) (more damage)
DESCRIPTION
Felicia grabs the opponent and spins around him. The ES version
adds more spins and damage.
STRATEGY ON SCRATCHING POST
Command-throws can not be countered or softened. The special
version does not do a lot of damage (a bit more than the regular
throws), the ESPECIAL one does. Use it on opponents that block a
lot. The range is pretty good, you do not have to be up-close to
pull it off.
*********************
*12. GUARD REVERSAL *
*********************
-LITTERBOX KICK-
Regular Motion : D, DF, F + AK (after blocking an attack) (1 hit)
ESPECIAL Motion: D, DF, F + 2K (after blocking an attack) (? hit)
This move looks the same as the special/ESPECIAL versions.
STRATEGY ON GUARD REVERSAL
Guard reversals are great retalitiation moves, but are difficult
to pull off (I mean insanely quick reflexes are called for!). The
motion has to be performed _right_ after you block your
opponent's attack.
Try to predict you opponent's attack. Even then, it's still hard
to do.
Guard reversals are most likely to pulled off during a blocked
chain combo, two-in-one combo or special/regular moves that hit
several times. So perform the Guard Reversal always during this
situation.
**************
*13. PURSUIT *
**************
Regular Motion : U + AK (opponent knocked-down) (1 hit)
ESPECIAL Motion: U + 2K (opponent knocked-down) (8 hit)
The regular pursuit makes Felicia bounce once of the downed
opponent. The enhanced version sees Felicia bounce and scratch
the crap out the opponent.
STRATEGY ON PURSUIT
When your opponent is knocked down, quickly press UP + K/2K. This
will make Felicia pounce on the enemy for extra hits. To make a
succesful pursuit, you have to react quickly to a knockdown. Also
do not perform the pursuit too early. Sometimes performing the
pounce too early you will miss. After some knockdowns, it is
impossible to pursuit.
**********************
*14. EXSPECIAL MOVES *
**********************
-ROLLING FURY-
Motion: F, D, DF + 2P (11 hit)
DESCRIPTION
Felicia rolls in with high speed and smacks the opponent for
eight hits and finishes with a three hit uppercut.
STRATEGY ON ROLLING FURY
The Rolling Fury (RF) can be used much like the Rolling Uppercut.
The Fury is very quick and goes through most fireball attacks.
Most projectile attacks have long recovery time for the user, so
a good reaction will almost always nail them.
Good anticipation is required to have a high success rate of
hitting an opponent with the Fury. Try to predict your opponent's
move and counter it.
If you are having difficulties performing the RF in the short
time that is required to counter opponent's move or do not know
when the situation arises to use it. Try this: perform F, D, DF
motions but do not press 2P right away. This way you will be able
to pull of an RF at will as you already have performed the
motion. Because it is possible to perform the RF even by pressing
the 2P a short time after the motion is performed. This will give
you a little bit more time to assess the situation and it gives
you the opportunity to wait a (small) bit longer for a mistake.
Practice this, it is a _very_ useful technique.
Be careful though, Felicia can be knocked out of the RF with a
well timed attack. It can be airblocked.
Use it against fireballs, missed moves and other mistakes.
-PLEASE HELP ME-
Motion: B, DB, D, DF, F + 2K (34 hit)
Felicia screams for help and another catwoman comes running to
help her. If the first catwoman hits, three others will come in
to clobber the opponent for 34 hits! When they are done, Felicia
jumps up happily and says something in Japanese. It means
something like: "Nice fighting ya!".
STRATEGY ON PLEASE HELP ME
Excellent move, but use it at distance, not up-close. Another
move that can be used like the Rolling Uppercut. But there is a
big difference. The Rolling Uppercut and the RF both send Felicia
racing towards the opponent. With Please Help Me, Felicia sends
others to do the job for her and stays at a relatively safe
distance. So when performing PHM in a situation using the Rolling
Fury in which she would be knocked out of, the PHM will always
connect. The only way for an opponent to counter it is hitting
Felicia herself before he is hit himself, but this is more
difficult as she is further away.
Be careful when using it against a fireballer as the fireball
usually hits before the first catwoman does. But when the PHM
connects, Felicia becomes invincible. All launched projectiles
will either be canceled or go through her.
As the feline team are invincible themselves, the PHM can counter
any attack (unlike the RF). This move can also be airblocked.
Use it against all attacks (except projectiles), missed moves and
other mistakes.
*************
*15. COMBOS *
*************
-CHAIN COMBOS-
You can basically do anything you want with chains, as they are
pretty versatile. I recommend, though, to keep things simple.
It's still easy to mess chains up. So, what I'm trying to say is,
find your own favourite chain combos. If anyone cares, these are
my favourite chains:
LONG CHAIN
Jab, Short, Strong, Forward, Roundhouse (5 hit)
USEFUL, QUICK KNOCK-DOWN CHAIN COMBO
Low Jab, Low Roundhouse (2 hit)
DISTANT POKING CHAIN
Standing/Low Forward, *Standing/Low Roundhouse (2 hit)
If you are close enough and using the Standing Roundhouse, you
will get 3 hits.
STRATEGY ON CHAIN COMBOS
Practice chaining, once you have got hang of it, it becomes an
invaluable weapon. Invaluable as it is easier to do than two-in-
ones and it does good damage. Another advantage is that a blocked
chain combo doesn't leave you wide open for a counter-attack,
unlike most two-in-one combos.
Important: if an opponent blocks the first hit of your chain
combo, don't continue it. You will be open to Guard Reversals.
Long chains do less damage per next hit.
-TWO-IN-ONE COMBOS-
This is how two-in-ones work: hit your opponent with a regular
move (Strong and Forward are most useful), during your attack
quickly perform (or buffer) a special (ESPECIAL) move to complete
the two-in-one.
I prefer to two-in-one of the low Forward, but standing or low
Strong can be used with the same effect.
-ROLLING RISING UPPERCUT COMBOS-
J Roundhouse, L Forward into Strong/Fierce RRU (5 hit)
J Roundhouse, L Forward into Jab RRU, Pursuit (5+1 hit)
J Roundhouse, L Forward into Jab RRU, ES Pursuit (5+8 hit)
J Roundhouse, L Forward into ES RRU (6 hit)
REMARKS
- It's important not to press Punch too quickly after performing
the RRU. If you press before the roll hits, you will only get 2
of the 3 hits and less damage.
- Using the Jab RRU always guarantees a Pursuit. But, the Pursuit
doesn't count as a combo. Note though, it is a bit harder to
connect with the Jab RRU as it is slower than the Strong or
Fierce version.
- The best combo is the ES RRU combo. It does -mega- damage, use
whenever you can. Playing against CPU on level 8, it takes off
almost half the energybar!
-LITTERBOX KICK COMBOS-
J Roundhouse, L Forward into LBK (3 hit)
J Roundhouse, L Forward into ES LBK (7 hit)
REMARKS
- When two-in-oneing into the Litterbox Kick always use the
Short or Forward version. The Roundhouse version is slower and
harder to connect with.
- If you're really hard and want to connect with the Roundhouse
version, you have to perform the two-in-one -very- quickly.
- The ES Litterbox Kick is also hard to connect with. But it does
awesome damage! Like the Roundhouse version: perform a very
quick two-in-one.
-DELTA KICK COMBOS-
L Short into Short DK (4 hit)
L Short into ES DK (8 hit)
J Short, L Short into ES DK (9 hit)
REMARKS
- The Delta Kick isn't very useful in combos. Two-in-oneing off
Strong or Forward pushes you and your opponent too far away for
all the hits to connect as a combo.
- To get all the hits, these combos have to be performed very
close to the opponent.
- Jump-in combos with an attack stronger than Jab or Short will
push the opponent too far away for the rest of the hits to
connect.
- The jump-in ESPECIAL combo (9 hit) seems to be the only jump-in
combo that works with the Delta Kick. This combo is very hard
to get, jump in as deep as possible and perform the
two-in-one very quickly. Otherwise you won't get all the
hits.
- Shorts can be replaced with Jabs, ofcourse.
-ROLLING SCRATCH COMBOS-
L Forward into RS (2+ hit)
L Forward into ES RS (5+ hit)
J Forward, L Short into RS (3+ hit)
J Forward, L Short into ES RS (6+ hit)
REMARKS
- When you connect with the Rolling Scratch press all punches to
get more hits.
- Like the Delta Kick, the Rolling Scratch also isn't very useful
in combos.
- To get all the hits, every combo has to be performed really
close.
- The ES jump-in combo is very hard to pull off, jump in deep and
perform the two-in-one very fast.
- After jumping in with the Forward, use a light attack to two-
in-one off. I you don't, the Rolling Scratch is likely not to
connect due to the recoil.
- The reason behind the +'s is that I don't know the maximum of
hits possible.
- Once again, Short can be replaced with Jab.
STRATEGY ON TWO-IN-ONE COMBOS
Two-in-one combos do great damage. Use them to punish mistakes
heavily.
Missing with the RRU is deadly, use it only when you are sure of
connecting with it.
When in doubt, whether the combo can be continued or your jump in
blocked, two-in-one into the LBK. The LBK pushes the opponent
away to a safe distance, making sure the opponent can't retaliate
immediately.
Like chain combos, a blocked two-in-one combo is open for guard
reversals.
**********************************
*16. GENERAL STRATEGY ON FELICIA *
**********************************
Felicia is a very versatile character: she can be played both
offensively and defensively. Her speed is amongst the best in the
game. I believe her strength is her speed. Use her speed to get
in close after an opponent's mistake and punish them with her
many combo's.
Her EXSPECIALS are very useful, almost any mistake can be
punished with them. I personally only feel at ease with a couple
of special meters filled, so I can punish opponents for (small)
mistakes and keep them out of my face.
Two-in-one combos with a jump-in do the most damage for Felicia,
so use these combos when the opportunity arises.
When in doubt whether your two-in-one or chain combo can be
continued or not, use a move that pushes you to a safe distance
(e.g. Litterbox Kick or Standing Roundhouse). Ofcourse, you still
are open for a Guard Reversal.
Chain combos should be used when you have got a surprise chance
for comboing.
For example:
You jump-in with an attack and your opponent blocks it. But he
doesn't block your next move (e.g. a low Short), so he is open
for the next chain move.
When someone blocks your jump-in, it is likely for the next hit
to be blocked as well. Which leaves you open for easy Guard
Reversals. If the next hit does connect it is difficult to
two-in-one off it, because of the surprise chance. You would need
very quick reflexes to perform the combo. Chains on the other
hand are easier to pull off and great (the only?) alternative.
Chains are most useful for poking, generally controlling the pace
of the match.
Use chains to build up special bars.
When you are losing a round, don't give up! If you are gonna
lose, make it as tough as possible for your opponent to win. This
way, you will build up your special meter. This will help you in
later rounds.
***********************
*17. SHORT MOVES LIST *
***********************
ABILITIES
Forward Dash : F, F
Backward Dash : B, B
Wall Jump : Jump into a wall, jump into opposite direction
THROWS
Face Scratcher : F or B + Strong/Fierce
Rolling Throw : F or B + Forward/Roundhouse
Air Throw : F or B + Strong/Fierce
SPECIALS
Rolling Rising Punch : D, DF, F + P (ES)
Rolling Scratch : D, DB, B + P (ES)
Delta Kick : D, B, DB + K (ES)
Litterbox Kick : D, DF, F + K (ES/GR)
Scratching Post(Throw): F, DF, D, DB, B + K (ES)
EXSPECIALS
Rolling Fury : F, D, DF + 2P
Please Help Me : B, DB, D, DF, F + 2K
*****************
*18. LAST WORDS *
*****************
Well, I hope you find this guide useful. If you find stuff that
isn't true or things that just don't make any sense, say so!
I mean: we're all human beings, we all make mistakes. That's a
cliché and the lamest of excuses, I know.
Night Warriors is one of my favourite games ever, and I play it
regularly. So if I find more stuff on Felicia, I'll update this
guide. All input, negative or positive, is welcome!
Thanx to:
Capcom, for making this game. Excellent, dudes!
Sega, for making the Saturn. 2D-Monster!!
My brother, for lending me his Sega Saturn. Nice one!
You, for reading this one!!!
NO THANKS TO:
Our local arcades, these schmucks don't have _any_ Capcom games.
If I wanna play a Capcom fighting game, I have to go to Amsterdam
(1 hour trainride). This can't be right.
The arcade owners also don't check whether the controls work or
not. Ask them, and they'll say: "We will take look.". Which
basically means: I am going to play the game once (to check it),
button mash the crap out of it and do zilch about it!!
E-mail: lhman@globalxs.nl