Difference between revisions of "Vampire Chronicle for Matching Service"
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Characters move with {{left}} and {{right}} and dash with {{left}} {{left}} and {{right}} {{right}}. They jump upward with {{up}} and jump behind and ahead with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (light), {{Y}} (medium), and {{L}} (hard) and kicks are done with {{A}} (light), {{B}} (medium), and {{R}} (hard). Light attacks are faster and hard attacks deal more damage. Chain combos can be performed by linking attacks from lightest to hardest and from punches to kicks, canceling the recovery of a normal move by starting another. Special moves for each character are done by pairing specific directional combinations with an attack button. Projectile attacks move slowly through each other, with the stronger projectile dissipating the other (depending on the strength of the attack button used and which was launched first) rather than canceling each other out as in most fighting games (unless they were launched at the same time with the same strength). | Characters move with {{left}} and {{right}} and dash with {{left}} {{left}} and {{right}} {{right}}. They jump upward with {{up}} and jump behind and ahead with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (light), {{Y}} (medium), and {{L}} (hard) and kicks are done with {{A}} (light), {{B}} (medium), and {{R}} (hard). Light attacks are faster and hard attacks deal more damage. Chain combos can be performed by linking attacks from lightest to hardest and from punches to kicks, canceling the recovery of a normal move by starting another. Special moves for each character are done by pairing specific directional combinations with an attack button. Projectile attacks move slowly through each other, with the stronger projectile dissipating the other (depending on the strength of the attack button used and which was launched first) rather than canceling each other out as in most fighting games (unless they were launched at the same time with the same strength). | ||
− | Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and most characters can throw in midair. Characters can reduce the damage taken from a throw (except command throws) by pressing the medium or hard punch button after being thrown. Knocked down characters can recover and | + | Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and most characters can throw in midair. Characters can reduce the damage taken from a throw (except command throws) by pressing the medium or hard punch button after being thrown. Knocked down characters can recover and slide away by holding {{left}} or {{right}} and pressing any attack button. |
− | Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. While guarding, pressing the punch and kick buttons rapidly has a chance of pushing the other character away | + | Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. While guarding, pressing the punch and kick buttons rapidly has a chance of pushing the other character away. Most characters have one special move, called a guard cancel, that can be performed while guarding to cancel out of the block and immediately counterattack their opponent. |
The game features a Special meter, which fills as characters perform normal moves (except light attacks) and special moves or take damage. When it is full, characters can perform different types of special moves, depending on the mode selected: ES moves (enhanced versions of their special moves), EX moves (high-damage "super" moves), and Dark Force moves or Dark Force Power (special states that last for a limited duration). | The game features a Special meter, which fills as characters perform normal moves (except light attacks) and special moves or take damage. When it is full, characters can perform different types of special moves, depending on the mode selected: ES moves (enhanced versions of their special moves), EX moves (high-damage "super" moves), and Dark Force moves or Dark Force Power (special states that last for a limited duration). | ||
− | |||
− | |||
===Modes=== | ===Modes=== | ||
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*'''Training:''' A single-player mode where the player can practice playing a character against a non-hostile opponent. Both characters have vitality meters that stay fully replenished. The player can select some options with {{Start}}, such as enabling unlimited Special meters, deciding whether the opponent blocks attacks, or setting the opponent to stand, crouch, jump, attack, or be controlled manually (using a second control pad). | *'''Training:''' A single-player mode where the player can practice playing a character against a non-hostile opponent. Both characters have vitality meters that stay fully replenished. The player can select some options with {{Start}}, such as enabling unlimited Special meters, deciding whether the opponent blocks attacks, or setting the opponent to stand, crouch, jump, attack, or be controlled manually (using a second control pad). | ||
*'''Network:''' The game featured online play though Capcom's [[Matching Service]] dial-up matchmaking service. | *'''Network:''' The game featured online play though Capcom's [[Matching Service]] dial-up matchmaking service. | ||
+ | |||
+ | Players can choose between Normal and Turbo speed for battles. There are two playing styles that can be selected after choosing a character: Normal and Auto. The character automatically guards against a limited number of attacks in Auto mode and automatically performs chain combos when attacking with normal moves. | ||
===Mode select=== | ===Mode select=== | ||
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Matches are fought to the best of three rounds. All damage is permanent (no recoverable damage). | Matches are fought to the best of three rounds. All damage is permanent (no recoverable damage). | ||
− | The Special meter only has one level and slowly depletes if the character is not doing anything to increase it (such as a special move). When the Special meter is full, it starts to flash and begins to deplete rapidly. While it is flashing, all of the character's special moves are ES moves, and the character can perform an | + | The Special meter only has one level and slowly depletes if the character is not doing anything to increase it (such as a special move). When the Special meter is full, it starts to flash and begins to deplete rapidly. While it is flashing, all of the character's special moves are ES moves, and the character can perform an EX move (which fully depletes the meter). The Special meter is empty at the start of every round. |
In Arcade Mode, all opponents will use the Vampire type. | In Arcade Mode, all opponents will use the Vampire type. | ||
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===Type select=== | ===Type select=== | ||
{{ScreenThumb|Vampire Chronicle DC, Type Select.png|width=200|Type select}} | {{ScreenThumb|Vampire Chronicle DC, Type Select.png|width=200|Type select}} | ||
− | After selecting a character, the player is given a choice of four different types, again corresponding to the previous games in the series (with the two | + | After selecting a character, the player is given a choice of four different types, again corresponding to the previous games in the series (with the two arcade versions of ''[[Vampire Savior]]'' separated). This choice determines the moves available to the character. Every character can select from each of the four types, even if the character was not playable in that game. |
====Vampire==== | ====Vampire==== | ||
− | Modeled after the original ''Vampire''. Characters can perform chain combos by linking attacks of the same type from weakest to strongest (light punch to hard punch or light kick to hard kick). Characters cannot perform pursuit attacks or use Dark Force moves. | + | Modeled after the original ''Vampire''. Characters can perform chain combos by linking attacks of the same type from weakest to strongest (light punch to medium punch, then hard punch or light kick to medium kick, then hard kick). Characters cannot perform pursuit attacks or use Dark Force moves. |
Characters who were in the original ''Vampire'' use their background music from that game. | Characters who were in the original ''Vampire'' use their background music from that game. | ||
====Hunter==== | ====Hunter==== | ||
− | Modeled after the second game in the series, ''[[Vampire Hunter]]''. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters have special pursuit moves where they can attack knocked down opponents by holding {{up}} and | + | Modeled after the second game in the series, ''[[Vampire Hunter]]''. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters have special pursuit moves where they can attack knocked down opponents by holding {{up}} and a kick button simultaneously. Characters cannot perform Dark Force moves. |
Characters who were in ''Vampire Hunter'' use their background music from that game. | Characters who were in ''Vampire Hunter'' use their background music from that game. | ||
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Modeled after the third game in the series, ''[[Vampire Savior]]''. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters can also perform aerial chain combos. Characters can perform a taunt with {{hold|{{A}}|{{Start}}}}, which is a short animation during which the character is vulnerable to attack. | Modeled after the third game in the series, ''[[Vampire Savior]]''. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters can also perform aerial chain combos. Characters can perform a taunt with {{hold|{{A}}|{{Start}}}}, which is a short animation during which the character is vulnerable to attack. | ||
− | Characters have special pursuit moves where they can attack knocked down opponents by holding {{up}} and any attack button simultaneously. | + | Characters have special pursuit moves where they can attack knocked down opponents by holding {{up}} and any attack button simultaneously. Pursuit attacks only do recoverable (white) damage, so they must be followed up with additional attacks to do permanent damage. |
− | Characters | + | Characters can perform Dark Force moves in ''Vampire Savior'' mode by holding a punch and a kick button of the same strength, which costs one level of the Special meter. Dark Force moves are character-specific abilities that temporarily boost the character's damage, defense, or mobility for a limited period. |
====Savior2==== | ====Savior2==== | ||
Modeled after ''Vampire Savior 2'', an update to original ''Vampire Savior''. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters cannot perform aerial chain combos. Characters can perform a taunt with {{hold|{{A}}|{{Start}}}}, which is a short animation during which the character is vulnerable to attack. | Modeled after ''Vampire Savior 2'', an update to original ''Vampire Savior''. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters cannot perform aerial chain combos. Characters can perform a taunt with {{hold|{{A}}|{{Start}}}}, which is a short animation during which the character is vulnerable to attack. | ||
− | Characters have special pursuit moves where they can attack knocked down opponents by holding {{up}} and any attack button simultaneously. | + | Characters have special pursuit moves where they can attack knocked down opponents by holding {{up}} and any attack button simultaneously. Pursuit attacks only do recoverable (white) damage, so they must be followed up with additional attacks to do permanent damage. |
− | Characters | + | Characters can activate Dark Force Power in ''Vampire Savior'' mode by holding a punch and a kick button of the same strength, which costs two levels of the Special meter. Dark Force Power boosts the attack power and defense of the character and also improves the damage of special moves, ES moves, and EX moves. Some EX moves have different animations and hit more times. Some characters retain their Dark Force moves from the Savior type but with different button combinations. |
===Characters=== | ===Characters=== | ||
− | + | {{MoveListNote|legend=StreetFighterAlpha}} | |
Most special moves can be performed as ES moves if two {{punch}} or {{kick}} buttons are used instead of one, depending on the type selected. | Most special moves can be performed as ES moves if two {{punch}} or {{kick}} buttons are used instead of one, depending on the type selected. | ||
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{{MoveListRow | Togame no Ana<br>(Savior, Savior2 only) | {{DPF}} {{kick}} after being knocked down | Anakaris splits his body into two parts after landing, revealing a portal that can suck in a nearby opponent and toss them back out at the top of the screen. | {{MoveListRow | Togame no Ana<br>(Savior, Savior2 only) | {{DPF}} {{kick}} after being knocked down | Anakaris splits his body into two parts after landing, revealing a portal that can suck in a nearby opponent and toss them back out at the top of the screen. | ||
{{ESMove | Anakaris performs a variant of the move where the portal stays open longer and the opponent is dropped twice.}}}} | {{ESMove | Anakaris performs a variant of the move where the portal stays open longer and the opponent is dropped twice.}}}} | ||
− | {{MoveListRow | Imashime no Bohi<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Anakaris drops over his opponent with the bottom of his body transformed into a pyramid. | + | {{MoveListRow | Imashime no Bohi<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Anakaris drops over his opponent with the bottom of his body transformed into a pyramid. |
{{ESMove | Anakaris performs a variant of the move where he catches a giant sarcophagus that drops onto him, driving the pyramid further into his opponent.}}}} | {{ESMove | Anakaris performs a variant of the move where he catches a giant sarcophagus that drops onto him, driving the pyramid further into his opponent.}}}} | ||
}} | }} | ||
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{{MoveListRow | Trick Fish<br>''(guard cancel in Savior, Savior2)'' | {{left}} {{left}} {{kick}} or {{DPF}} {{kick}} | Aulbath jumps diagonally into the air feet first from a retreating dash. | {{MoveListRow | Trick Fish<br>''(guard cancel in Savior, Savior2)'' | {{left}} {{left}} {{kick}} or {{DPF}} {{kick}} | Aulbath jumps diagonally into the air feet first from a retreating dash. | ||
{{ESMove | Aulbath performs a variant of the move that hits multiple times before knocking his opponent over.}}}} | {{ESMove | Aulbath performs a variant of the move that hits multiple times before knocking his opponent over.}}}} | ||
− | {{MoveListRow | Riverside Drop<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Aulbath rolls into a ball and bounces off his opponent. | + | {{MoveListRow | Riverside Drop<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Aulbath rolls into a ball and bounces off his opponent. |
{{ESMove | Aulbath performs a variant of the move where he bounces three times on his opponent.}}}} | {{ESMove | Aulbath performs a variant of the move where he bounces three times on his opponent.}}}} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=EX moves | | {{MoveListTable | desc=EX moves | | ||
− | {{MoveListRow | Aqua Spread | {{ | + | {{MoveListRow | Aqua Spread | {{QCFD}} + all three {{punch}} or {{kick}} simultaneously (Vampire)<br>{{QCFD}} + two {{punch}} or {{kick}} simultaneously (Hunter, Savior, Savior2) | Aulbath calls a burst of water from the ground in front of him. In Savior and Savior2, the burst is always the same distance in front of Aulbath when performed with {{punch}}; Aulbath tracks his opponent and calls forth the burst wherever they are when performed with {{kick}}.}} |
{{MoveListRow | Sea Rage<br>(Hunter, Savior, Savior2 only) | {{HCF}} + two {{punch}} simultaneously | Aulbath calls forth a flood.}} | {{MoveListRow | Sea Rage<br>(Hunter, Savior, Savior2 only) | {{HCF}} + two {{punch}} simultaneously | Aulbath calls forth a flood.}} | ||
{{MoveListRow | Water Jail<br>(Hunter, Savior, Savior2 only) | {{DPF}} + two {{punch}} simultaneously | Aulbath creates a giant bubble that can capture his opponent.}} | {{MoveListRow | Water Jail<br>(Hunter, Savior, Savior2 only) | {{DPF}} + two {{punch}} simultaneously | Aulbath creates a giant bubble that can capture his opponent.}} | ||
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{{MoveListRow | Kien Zan<br>''(guard cancel in Hunter, Savior, Savior2)'' | {{DPF}} {{punch}} | Bishamon jumps high while uppercutting with his sword. This move can only be performed as a reversal or after landing from a jump. | {{MoveListRow | Kien Zan<br>''(guard cancel in Hunter, Savior, Savior2)'' | {{DPF}} {{punch}} | Bishamon jumps high while uppercutting with his sword. This move can only be performed as a reversal or after landing from a jump. | ||
{{ESMove | Bishamon performs a variant of the move that can hit multiple times.}}}} | {{ESMove | Bishamon performs a variant of the move that can hit multiple times.}}}} | ||
− | {{MoveListRow | Shikabanenui<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Bishamon somersaults into the air, then dives onto his opponent with a sword stab. | + | {{MoveListRow | Shikabanenui<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Bishamon somersaults into the air, then dives onto his opponent with a sword stab. |
{{ESMove | Bishamon performs a variant of the move where he stabs the opponent multiple times.}}}} | {{ESMove | Bishamon performs a variant of the move where he stabs the opponent multiple times.}}}} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Command throws | | {{MoveListTable | desc=Command throws | | ||
− | {{MoveListRow | Kirisute Gomen | {{ | + | {{MoveListRow | Kirisute Gomen | {{QCFD}} {{downleft}} {{downright}} {{punch}} (Vampire)<br>D-Pad in a 360° rotation, then {{MP}} or {{HP}} (close) (Hunter, Savior, Savior2) | Bishamon pulls his opponent toward him, then slashes upward with his sword. |
{{ESMove | Bishamon performs a variant of the move that hits more times.}}}} | {{ESMove | Bishamon performs a variant of the move that hits more times.}}}} | ||
}} | }} | ||
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{{ESMove | Bulleta performs a variant of the move that can hit multiple times.}}}} | {{ESMove | Bulleta performs a variant of the move that can hit multiple times.}}}} | ||
{{MoveListRow | Jealousy and Fake<br>''(guard cancel)'' | {{DPF}} {{kick}} while blocking | Bulleta replaces herself with a doll and reappears on the other side of her opponent.}} | {{MoveListRow | Jealousy and Fake<br>''(guard cancel)'' | {{DPF}} {{kick}} while blocking | Bulleta replaces herself with a doll and reappears on the other side of her opponent.}} | ||
− | {{MoveListRow | Law of the Bullet<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Bulleta somersaults onto her opponent, bouncing into the air, then blasts her submachine gun. | + | {{MoveListRow | Law of the Bullet<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Bulleta somersaults onto her opponent, bouncing into the air, then blasts her submachine gun. |
{{ESMove | Bulleta performs a variant of the move where shoots her opponent more.}}}} | {{ESMove | Bulleta performs a variant of the move where shoots her opponent more.}}}} | ||
}} | }} | ||
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{{MoveListRow | Bat Spin | {{QCB}} {{kick}} | Demitri vanishes, then reappears in the air and dives at a diagonal angle in a spiral, hitting multiple times. The distance that Demitri reappears depends on the strength of the button used. This move can be performed in midair. | {{MoveListRow | Bat Spin | {{QCB}} {{kick}} | Demitri vanishes, then reappears in the air and dives at a diagonal angle in a spiral, hitting multiple times. The distance that Demitri reappears depends on the strength of the button used. This move can be performed in midair. | ||
{{ESMove | Demitri performs a variant of the move that hits more times.}}}} | {{ESMove | Demitri performs a variant of the move that hits more times.}}}} | ||
− | {{MoveListRow | Hell Ride<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Demitri jumps onto his opponent with a dive kick. | + | {{MoveListRow | Hell Ride<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Demitri jumps onto his opponent with a dive kick. |
{{ESMove | Demitri follows up the dive kick by transforming into his monstrous true form and kicking his opponent more, then takes a bow.}}}} | {{ESMove | Demitri follows up the dive kick by transforming into his monstrous true form and kicking his opponent more, then takes a bow.}}}} | ||
}} | }} | ||
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{{MoveListRow | Lightning Sword | {{RDP}} {{punch}} | Donovan summons a lightning spirit, which shoots electricity in front of him. | {{MoveListRow | Lightning Sword | {{RDP}} {{punch}} | Donovan summons a lightning spirit, which shoots electricity in front of him. | ||
{{ESMove | The lightning spirit can hit more times.}}}} | {{ESMove | The lightning spirit can hit more times.}}}} | ||
− | {{MoveListRow | Foot Stab<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Donovan jumps onto his opponent with a foot stab. | + | {{MoveListRow | Foot Stab<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Donovan jumps onto his opponent with a foot stab. |
{{ESMove | Donovan follows up the foot stab with a diving palm strike.}}}} | {{ESMove | Donovan follows up the foot stab with a diving palm strike.}}}} | ||
}} | }} | ||
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| desc=Felicia is a catwoman who dreams of becoming a musical star. | | desc=Felicia is a catwoman who dreams of becoming a musical star. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Rolling Buckler | {{ | + | {{MoveListRow | Rolling Buckler | {{QCBD}} {{downright}} {{punch}} (Vampire)<br>{{QCF}} {{punch}} (Hunter, Savior, Savior2) | Felicia rolls along the ground in a ball. She damages and bounces off her opponent on collision. She can follow up this move with an uppercut by pressing {{punch}}. |
{{ESMove | Felicia continues rolling into her opponent rather than bouncing off. If followed up with {{punch}}, her uppercut hits more times.}}}} | {{ESMove | Felicia continues rolling into her opponent rather than bouncing off. If followed up with {{punch}}, her uppercut hits more times.}}}} | ||
− | {{MoveListRow | Rolling Scratch<br>(Vampire, Hunter only) | {{ | + | {{MoveListRow | Rolling Scratch<br>(Vampire, Hunter only) | {{QCFD}} {{downleft}} {{punch}} (Vampire)<br>{{QCB}} {{punch}} (Hunter, Savior, Savior2) | Felicia rolls into a ball and bounces on the ground while moving forward. She damages and bounces off her opponent on collision. If she lands on her opponent from above, she can follow up this move with scratches by pressing {{punch}}. |
{{ESMove | Felicia performs a variant of the move that continues rolling into her opponent rather than bouncing off.}}}} | {{ESMove | Felicia performs a variant of the move that continues rolling into her opponent rather than bouncing off.}}}} | ||
{{MoveListRow | Sand Splash<br>''(guard cancel in Vampire, Hunter)''<br>(Vampire, Hunter only) | {{QCF}} {{kick}} | Felicia kicks dirt off the ground at her opponent. | {{MoveListRow | Sand Splash<br>''(guard cancel in Vampire, Hunter)''<br>(Vampire, Hunter only) | {{QCF}} {{kick}} | Felicia kicks dirt off the ground at her opponent. | ||
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{{MoveListRow | Delta Kick<br>''(guard cancel in Savior, Savior2)'' | {{RDP}} {{kick}} (Vampire, Hunter)<br>{{DPF}} {{kick}} (Savior, Savior2) | Felicia jumps into the air, attacking with her knee, then dives diagonally downward with her clawed foot first. | {{MoveListRow | Delta Kick<br>''(guard cancel in Savior, Savior2)'' | {{RDP}} {{kick}} (Vampire, Hunter)<br>{{DPF}} {{kick}} (Savior, Savior2) | Felicia jumps into the air, attacking with her knee, then dives diagonally downward with her clawed foot first. | ||
{{ESMove | Felicia performs a variant of the move that can hit more times.}}}} | {{ESMove | Felicia performs a variant of the move that can hit more times.}}}} | ||
− | {{MoveListRow | Toy Touch<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Felicia rolls into a ball and bounces off her opponent. | + | {{MoveListRow | Toy Touch<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Felicia rolls into a ball and bounces off her opponent. |
{{ESMove | Felicia follows up the bounce attack with multiple claw scratches.}}}} | {{ESMove | Felicia follows up the bounce attack with multiple claw scratches.}}}} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=EX moves | | {{MoveListTable | desc=EX moves | | ||
− | {{MoveListRow | Dancing Flash | {{QCF}} {{ | + | {{MoveListRow | Dancing Flash | {{QCF}} {{QCBD}} + all three {{punch}} simultaneously (Vampire)<br>{{DPF}} + two {{punch}} simultaneously (Hunter)<br>{{HCF}} + two {{punch}} simultaneously (Savior, Savior2) | Felicia rolls forward and then pummels her opponent with a series of slashes and kicks.}} |
{{MoveListRow | Please Help Me!<br>(Hunter, Savior, Savior2 only) | {{HCF}} + two {{kick}} simultaneously | Felicia cries for help, and a group of other catwomen pounce her opponent.}} | {{MoveListRow | Please Help Me!<br>(Hunter, Savior, Savior2 only) | {{HCF}} + two {{kick}} simultaneously | Felicia cries for help, and a group of other catwomen pounce her opponent.}} | ||
{{MoveListRow | Kitty's Helper<br>(Savior, Savior2 only) | Any {{punch}} and {{kick}} of the same strength (Savior)<br>{{RDP}} + two {{kick}} simultaneously | Felicia is followed by Alto, a young catwoman, who attacks with her for a duration.}} | {{MoveListRow | Kitty's Helper<br>(Savior, Savior2 only) | Any {{punch}} and {{kick}} of the same strength (Savior)<br>{{RDP}} + two {{kick}} simultaneously | Felicia is followed by Alto, a young catwoman, who attacks with her for a duration.}} | ||
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{{MoveListRow | Beast Rush (rising)<br>''(guard cancel)''<br>(Vampire only) | {{DPF}} {{punch}} | Gallon shoots himself through the air diagonally upward. | {{MoveListRow | Beast Rush (rising)<br>''(guard cancel)''<br>(Vampire only) | {{DPF}} {{punch}} | Gallon shoots himself through the air diagonally upward. | ||
{{ESMove | Gallon performs a variant of the move that hits more times.}}}} | {{ESMove | Gallon performs a variant of the move that hits more times.}}}} | ||
− | {{MoveListRow | Beast Rush (diving)<br>''(guard cancel)''<br>(Vampire only) | {{ | + | {{MoveListRow | Beast Rush (diving)<br>''(guard cancel)''<br>(Vampire only) | {{QCFD}} {{punch}} in midair | Gallon shoots himself diagonally downward from the air. |
{{ESMove | Gallon performs a variant of the move that hits more times.}}}} | {{ESMove | Gallon performs a variant of the move that hits more times.}}}} | ||
{{MoveListRow | Beast Cannon (forward)<br>(Hunter, Savior, Savior2 only) | {{QCF}} {{punch}} | Gallon shoots himself through the air straight ahead. He can shoot himself a second time by holding any direction while pressing {{punch}}. In Savior and Savior2, he can perform the move in midair, in which case he dives diagonally downward. | {{MoveListRow | Beast Cannon (forward)<br>(Hunter, Savior, Savior2 only) | {{QCF}} {{punch}} | Gallon shoots himself through the air straight ahead. He can shoot himself a second time by holding any direction while pressing {{punch}}. In Savior and Savior2, he can perform the move in midair, in which case he dives diagonally downward. | ||
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{{MoveListRow | Million Flicker<br>(Hunter, Savior, Savior2 only) | {{RDP}} {{punch}} | Gallon quickly swipes a set of nunchaku multiple times. | {{MoveListRow | Million Flicker<br>(Hunter, Savior, Savior2 only) | {{RDP}} {{punch}} | Gallon quickly swipes a set of nunchaku multiple times. | ||
{{ESMove | Gallon swings his nunchaku more times.}}}} | {{ESMove | Gallon swings his nunchaku more times.}}}} | ||
− | {{MoveListRow | Strike Wolf<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Gallon dives onto his opponent with a vicious bite. | + | {{MoveListRow | Strike Wolf<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Gallon dives onto his opponent with a vicious bite. |
{{ESMove | Gallon follows up the bite with an additional strike.}}}} | {{ESMove | Gallon follows up the bite with an additional strike.}}}} | ||
}} | }} | ||
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{{MoveListRow | Beast Cannon (forward)<br>(Vampire only) | {{HCF}} + two {{punch}} simultaneously | Gallon shoots himself through the air straight ahead. He can shoot himself a second time by holding any direction while pressing {{punch}}.}} | {{MoveListRow | Beast Cannon (forward)<br>(Vampire only) | {{HCF}} + two {{punch}} simultaneously | Gallon shoots himself through the air straight ahead. He can shoot himself a second time by holding any direction while pressing {{punch}}.}} | ||
{{MoveListRow | Beast Cannon (rising)<br>(Vampire only) | {{QCB}} {{upleft}} {{up}} {{upright}} + two {{punch}} simultaneously | Gallon shoots himself through the air diagonally upward. He can shoot himself a second time by holding any direction while pressing {{punch}}.}} | {{MoveListRow | Beast Cannon (rising)<br>(Vampire only) | {{QCB}} {{upleft}} {{up}} {{upright}} + two {{punch}} simultaneously | Gallon shoots himself through the air diagonally upward. He can shoot himself a second time by holding any direction while pressing {{punch}}.}} | ||
− | {{MoveListRow | Beast Cannon (diving)<br>''(guard cancel)''<br>(Vampire only) | {{upleft}} {{ | + | {{MoveListRow | Beast Cannon (diving)<br>''(guard cancel)''<br>(Vampire only) | {{upleft}} {{QCBD}} {{downright}} + two {{punch}} simultaneously in midair | Gallon shoots himself diagonally downward from the air. He can shoot himself a second time by holding any direction while pressing {{punch}}.}} |
{{MoveListRow | Dragon Cannon<br>(Hunter, Savior, Savior2 only) | {{HCB}} + two {{punch}} simultaneously (Hunter)<br>{{HCF}} + two {{kick}} simultaneously (Savior, Savior2) | Gallon summons a large fire dragon (in Hunter) or several fire dragons (in Savior and Savior2) to rush across the screen.}} | {{MoveListRow | Dragon Cannon<br>(Hunter, Savior, Savior2 only) | {{HCB}} + two {{punch}} simultaneously (Hunter)<br>{{HCF}} + two {{kick}} simultaneously (Savior, Savior2) | Gallon summons a large fire dragon (in Hunter) or several fire dragons (in Savior and Savior2) to rush across the screen.}} | ||
{{MoveListRow | Mirage Body<br>(Hunter, Savior, Savior2 only) | {{HCF}} + two {{kick}} simultaneously (Hunter, Savior2)<br>Any {{punch}} and {{kick}} of the same strength (Savior) | Gallon howls and temporarily moves faster.}} | {{MoveListRow | Mirage Body<br>(Hunter, Savior, Savior2 only) | {{HCF}} + two {{kick}} simultaneously (Hunter, Savior2)<br>Any {{punch}} and {{kick}} of the same strength (Savior) | Gallon howls and temporarily moves faster.}} | ||
Line 431: | Line 431: | ||
{{MoveListRow | Spregio<br>''(guard cancel)'' | {{DPF}} {{punch}} | Jedah decapitates himself, pushing his opponent away with a gush of blood. In Vampire, Hunter, and Savior, this move can only be performed as a reversal. In Savior2, this move can be used at any time. | {{MoveListRow | Spregio<br>''(guard cancel)'' | {{DPF}} {{punch}} | Jedah decapitates himself, pushing his opponent away with a gush of blood. In Vampire, Hunter, and Savior, this move can only be performed as a reversal. In Savior2, this move can be used at any time. | ||
{{ESMove | Jedah performs a variant of the move that can hit more times.}}}} | {{ESMove | Jedah performs a variant of the move that can hit more times.}}}} | ||
− | {{MoveListRow | Rasare Sega<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Jedah dives onto his opponent while spinning like a sawblade with his wings. | + | {{MoveListRow | Rasare Sega<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Jedah dives onto his opponent while spinning like a sawblade with his wings. |
{{ESMove | Jedah performs a variant of the move that hits more times.}}}} | {{ESMove | Jedah performs a variant of the move that hits more times.}}}} | ||
}} | }} | ||
Line 461: | Line 461: | ||
{{MoveListRow | Senpuu Bu<br>''(guard cancel in Savior, Savior2)'' | {{DPF}} {{punch}} | Lei-Lei swings while suspended from a chain, acting as a spinning blade. | {{MoveListRow | Senpuu Bu<br>''(guard cancel in Savior, Savior2)'' | {{DPF}} {{punch}} | Lei-Lei swings while suspended from a chain, acting as a spinning blade. | ||
{{ESMove | Lei-Lei performs a variant of the move that hits more times.}}}} | {{ESMove | Lei-Lei performs a variant of the move that hits more times.}}}} | ||
− | {{MoveListRow | Zanpa<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Lei-Lei spins around on her opponent, dicing them with her claws. | + | {{MoveListRow | Zanpa<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Lei-Lei spins around on her opponent, dicing them with her claws. |
{{ESMove | Lei-Lei performs a variant of the move that hits more times.}}}} | {{ESMove | Lei-Lei performs a variant of the move that hits more times.}}}} | ||
}} | }} | ||
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{{MoveListRow | Merry Turn | {{QCB}} {{kick}} | Lilith spins forward through the air while using her wings as blades, which knocks down her opponent on impact. In Hunter, this move can be performed in midair, with the angle and distance traveled determined by the trajectory of the jump. In Savior2, this move can be performed in midair, with the same angle and distance as the grounded version. | {{MoveListRow | Merry Turn | {{QCB}} {{kick}} | Lilith spins forward through the air while using her wings as blades, which knocks down her opponent on impact. In Hunter, this move can be performed in midair, with the angle and distance traveled determined by the trajectory of the jump. In Savior2, this move can be performed in midair, with the same angle and distance as the grounded version. | ||
{{ESMove | Lilith performs a variant of the move that hits multiple times before knocking her opponent over.}}}} | {{ESMove | Lilith performs a variant of the move that hits multiple times before knocking her opponent over.}}}} | ||
− | {{MoveListRow | Toe Pierce<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Lilith jumps onto her opponent with a stomp. | + | {{MoveListRow | Toe Pierce<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Lilith jumps onto her opponent with a stomp. |
{{ESMove | Lilith performs a variant of the move where she stomps three times.}}}} | {{ESMove | Lilith performs a variant of the move where she stomps three times.}}}} | ||
}} | }} | ||
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{{ESMove | Morrigan performs a variant of the move that hits multiple times before knocking her opponent over.}}}} | {{ESMove | Morrigan performs a variant of the move that hits multiple times before knocking her opponent over.}}}} | ||
{{MoveListRow | Shell Kick<br>''(guard cancel in Vampire)''<br>(Vampire, Hunter, Savior2 only) | {{QCB}} {{kick}} in midair (Vampire)<br>{{down}}+{{kick}} in midair (Hunter, Savior2) | Morrigan falls prone while her wings wrap around her legs in a pointed cone. In Savior2, she can only perform the move after attacking in midair first.}} | {{MoveListRow | Shell Kick<br>''(guard cancel in Vampire)''<br>(Vampire, Hunter, Savior2 only) | {{QCB}} {{kick}} in midair (Vampire)<br>{{down}}+{{kick}} in midair (Hunter, Savior2) | Morrigan falls prone while her wings wrap around her legs in a pointed cone. In Savior2, she can only perform the move after attacking in midair first.}} | ||
− | {{MoveListRow | Shell Pierce<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Morrigan dives straight down onto her opponent with her wings wrapped around her legs in a pointed cone. | + | {{MoveListRow | Shell Pierce<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Morrigan dives straight down onto her opponent with her wings wrapped around her legs in a pointed cone. |
{{ESMove | Morrigan performs a variant of the move that hits more times.}}}} | {{ESMove | Morrigan performs a variant of the move that hits more times.}}}} | ||
}} | }} | ||
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{{ESMove | Phobos drops two mines that do more damage. The opponent can be knocked from one into the other.}}}} | {{ESMove | Phobos drops two mines that do more damage. The opponent can be knocked from one into the other.}}}} | ||
{{MoveListRow | Reflect Wall<br>''(guard cancel)'' | {{DPF}} {{punch}} while blocking | Phobos generates a barrier to shield him, then pushes it (and the opponent with it) away from him. This move can be performed in midair.}} | {{MoveListRow | Reflect Wall<br>''(guard cancel)'' | {{DPF}} {{punch}} while blocking | Phobos generates a barrier to shield him, then pushes it (and the opponent with it) away from him. This move can be performed in midair.}} | ||
− | {{MoveListRow | Drill Dive<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | In Hunter, Phobos stomps its opponent with two bladed legs. In Savior and Savior2, Phobos transforms the bottom of its body into a large drill and dives onto its opponent. | + | {{MoveListRow | Drill Dive<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | In Hunter, Phobos stomps its opponent with two bladed legs. In Savior and Savior2, Phobos transforms the bottom of its body into a large drill and dives onto its opponent. |
{{ESMove | Phobos performs a variant of the move where he dives from higher and hits more times.}}}} | {{ESMove | Phobos performs a variant of the move where he dives from higher and hits more times.}}}} | ||
}} | }} | ||
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{{MoveListRow | Galaxy Trip (air) | {{RDP}} {{punch}} | Pyron disappears and reappears in the air. His horizontal location depends on the button used: {{LP}} for the left side of the screen, {{MP}} for the middle, and {{HP}} for the right side of the screen.}} | {{MoveListRow | Galaxy Trip (air) | {{RDP}} {{punch}} | Pyron disappears and reappears in the air. His horizontal location depends on the button used: {{LP}} for the left side of the screen, {{MP}} for the middle, and {{HP}} for the right side of the screen.}} | ||
{{MoveListRow | Galaxy Trip (ground) | {{RDP}} {{kick}} | Pyron disappears and reappears on the ground. His horizontal location depends on the button used: {{LK}} for the left side of the screen, {{MK}} for the middle, and {{HK}} for the right side of the screen.}} | {{MoveListRow | Galaxy Trip (ground) | {{RDP}} {{kick}} | Pyron disappears and reappears on the ground. His horizontal location depends on the button used: {{LK}} for the left side of the screen, {{MK}} for the middle, and {{HK}} for the right side of the screen.}} | ||
− | {{MoveListRow | Flame Cone<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Pyron falls onto his opponent in a statuesque pose with his body wrapped in pointed flames. | + | {{MoveListRow | Flame Cone<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Pyron falls onto his opponent in a statuesque pose with his body wrapped in pointed flames. |
{{ESMove | Pyron performs a variant of the move that hits more times.}}}} | {{ESMove | Pyron performs a variant of the move that hits more times.}}}} | ||
}} | }} | ||
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{{MoveListRow | R.M.<br>''(guard cancel)'' | {{DPF}} {{kick}} while blocking | Q-Bee turns around and stretches her legs, pushing her opponent back with her stinger. | {{MoveListRow | R.M.<br>''(guard cancel)'' | {{DPF}} {{kick}} while blocking | Q-Bee turns around and stretches her legs, pushing her opponent back with her stinger. | ||
{{ESMove | Q-Bee performs a variant of this move that does more damage.}}}} | {{ESMove | Q-Bee performs a variant of this move that does more damage.}}}} | ||
− | {{MoveListRow | SU<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Q-Bee hops onto her opponent with her stinger. | + | {{MoveListRow | SU<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Q-Bee hops onto her opponent with her stinger. |
{{ESMove | Q-Bee performs a variant of the move that hits more times.}}}} | {{ESMove | Q-Bee performs a variant of the move that hits more times.}}}} | ||
}} | }} | ||
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{{MoveListRow | Big Typhoon<br>''(guard cancel)'' | {{DPF}} {{kick}} | Sasquatch kicks ahead with his foot, which twists around and grows in size. | {{MoveListRow | Big Typhoon<br>''(guard cancel)'' | {{DPF}} {{kick}} | Sasquatch kicks ahead with his foot, which twists around and grows in size. | ||
{{ESMove | Sasquatch kicks ahead with his foot, which spins like a cyclone.}}}} | {{ESMove | Sasquatch kicks ahead with his foot, which spins like a cyclone.}}}} | ||
− | {{MoveListRow | Big Wheel<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Sasquatch rolls into a ball and bounces off his opponent. | + | {{MoveListRow | Big Wheel<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Sasquatch rolls into a ball and bounces off his opponent. |
{{ESMove | Sasquatch follows up the bounce by falling and sitting on his opponent.}}}} | {{ESMove | Sasquatch follows up the bounce by falling and sitting on his opponent.}}}} | ||
}} | }} | ||
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{{MoveListRow | Giga Burn<br>''(guard cancel)'' | {{QCB}} {{kick}} (Vampire, Hunter)<br>{{DPF}} {{kick}} (Savior, Savior2) | Victor jumps diagonally in the air with his knee out, knocking down his opponent on impact. | {{MoveListRow | Giga Burn<br>''(guard cancel)'' | {{QCB}} {{kick}} (Vampire, Hunter)<br>{{DPF}} {{kick}} (Savior, Savior2) | Victor jumps diagonally in the air with his knee out, knocking down his opponent on impact. | ||
{{ESMove | Victor performs a variant of the move that hits multiple times. The ES version is only available in Hunter, Savior, and Savior2.}}}} | {{ESMove | Victor performs a variant of the move that hits multiple times. The ES version is only available in Hunter, Savior, and Savior2.}}}} | ||
− | {{MoveListRow | Victor Finger<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{punch}} or {{kick}} near downed opponent | Victor punches down at his opponent with two enlarged hands. | + | {{MoveListRow | Victor Finger<br>''(pursuit)''<br>(Hunter, Savior, Savior2 only) | {{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Victor punches down at his opponent with two enlarged hands. |
{{ESMove | Victor punches twice with his enlarged hands.}}}} | {{ESMove | Victor punches twice with his enlarged hands.}}}} | ||
}} | }} | ||
− | {{MoveListTable | desc=Command | + | {{MoveListTable | desc=Command normals | |
{{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Victor dashes backwards or forwards.}} | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Victor dashes backwards or forwards.}} | ||
{{MoveListRow | Minimum Step<br>(Savior, Savior2 only) | {{down}} {{down}} + all three {{kick}} simultaneously | Victor hops forward.}} | {{MoveListRow | Minimum Step<br>(Savior, Savior2 only) | {{down}} {{down}} + all three {{kick}} simultaneously | Victor hops forward.}} | ||
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{{MoveListRow | Death Phrase<br>''(guard cancel in Savior, Savior2)''<br>(Savior, Savior2 only) | {{DPF}} {{kick}} while blocking | Zabel Zarock plays his guitar, repelling his opponent with its sound waves. | {{MoveListRow | Death Phrase<br>''(guard cancel in Savior, Savior2)''<br>(Savior, Savior2 only) | {{DPF}} {{kick}} while blocking | Zabel Zarock plays his guitar, repelling his opponent with its sound waves. | ||
{{ESMove | Zabel Zarock performs a variant of the move that hits an additional time.}}}} | {{ESMove | Zabel Zarock performs a variant of the move that hits an additional time.}}}} | ||
− | {{MoveListRow | Skull Javelin<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Zabel Zarock dances on top of his opponent with a few kicks. | + | {{MoveListRow | Skull Javelin<br>''(pursuit)'' | {{down}} {{up}}+{{kick}} near downed opponent (Vampire)<br>{{up}}+{{kick}} near downed opponent (Hunter)<br>{{up}}+{{punch}} or {{kick}} near downed opponent (Savior, Savior2) | Zabel Zarock dances on top of his opponent with a few kicks. |
{{ESMove | Zabel Zarock performs a variant of the move that hits more times.}}}} | {{ESMove | Zabel Zarock performs a variant of the move that hits more times.}}}} | ||
}} | }} | ||
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{{MoveListRow | Ultimate Undead<br>(Savior, Savior2 only) | Any {{punch}} and {{kick}} of the same strength (Savior)<br>{{RDP}} + two {{kick}} simultaneously (Savior2) | Zabel Zarock uses Le Malta to enhance his attacks. All of his normal moves are changed to chainsaw attacks that can hit multiple times. He cannot use special moves or throws, and his dash is changed to a leap. His guard cancel uses a different animation but works the same.}} | {{MoveListRow | Ultimate Undead<br>(Savior, Savior2 only) | Any {{punch}} and {{kick}} of the same strength (Savior)<br>{{RDP}} + two {{kick}} simultaneously (Savior2) | Zabel Zarock uses Le Malta to enhance his attacks. All of his normal moves are changed to chainsaw attacks that can hit multiple times. He cannot use special moves or throws, and his dash is changed to a leap. His guard cancel uses a different animation but works the same.}} | ||
}} | }} | ||
+ | }} | ||
+ | }} | ||
+ | ====Hidden==== | ||
+ | {{mainArticle|{{PAGENAME}}/Hidden content}} | ||
+ | {{InfoTable| | ||
+ | {{InfoRow| | ||
+ | | title=Oboro Bishamon | ||
+ | | sprite={{sprite | Vampire Savior, Sprites, Oboro Bishamon.gif}} | ||
+ | | desc=Oboro Bishamon is a version of Bishamon who has conquered and learned to control the evil spirits that possessed his armor. He appears as a hidden final boss and also as a hidden playable character. Oboro always uses the Savior2 type. | ||
+ | {{MoveListTable | desc=Special moves | | ||
+ | {{MoveListRow | Iaigiri | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | Bishamon swings his sword in a wide slash. He swings high with {{punch}} and low with {{kick}}. | ||
+ | {{ESMove | Bishamon swings his sword back and forth, hitting more times.}}}} | ||
+ | {{MoveListRow | Onibi Tabane | {{DPF}} {{kick}} | Bishamon dashes forward while holding his possessed sword in front of him. | ||
+ | {{ESMove | Bishamon performs a variant of the move that hits more times.}}}} | ||
+ | {{MoveListRow | Kien Zan<br>''(guard cancel)'' | {{DPF}} {{punch}} | Bishamon jumps high while uppercutting with his sword. | ||
+ | {{ESMove | Bishamon performs a variant of the move that hits more times.}}}} | ||
+ | {{MoveListRow | Nu Kien Zan | {{HCF}} {{punch}} | Bishamon charges forward with a sword slash, then jumps high while uppercutting with his sword. | ||
+ | {{ESMove | Bishamon performs a variant of the move that hits more times.}}}} | ||
+ | {{MoveListRow | Oni Naburi | {{QCF}} {{upright}} {{up}} {{punch}} | Bishamon somersaults forward, then slashes his opponent with his sword. If he falls close to the opponent, he uppercuts into the air with his sword. | ||
+ | {{ESMove | Bishamon performs a variant of the move that travels farther and hits more times.}}}} | ||
+ | {{MoveListRow | Shikabanenui<br>''(pursuit)'' | {{up}}+{{punch}} or {{kick}} near downed opponent | Bishamon somersaults into the air, then dives onto his opponent with a sword stab. | ||
+ | {{ESMove | Bishamon performs a variant of the move where he stabs the opponent multiple times.}}}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals | | ||
+ | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Bishamon hops back or dashes ahead.}} | ||
+ | {{MoveListRow | Alternate Attacks | {{right}}+{{punch}} or {{kick}} | All of Bishamon's standing punches and kicks have alternate forms with longer reach when combined with {{right}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command throws | | ||
+ | {{MoveListRow | Kirisute Gomen | D-Pad in a 360° rotation, then {{MP}} or {{HP}} (close) | Bishamon pulls his opponent toward him, then slashes upward with his sword. | ||
+ | {{ESMove | Bishamon performs a variant of the move that hits more times.}}}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=EX moves | | ||
+ | {{MoveListRow | Oni Kubi Hineri | {{HCB}} + two {{punch}} simultaneously (close) | Bishamon releases a giant hand from his chest that grabs and squeezes his opponent.}} | ||
+ | {{MoveListRow | Enma Ishi | {{HCF}} + two {{kick}} simultaneously | Bishamon creates a wooden mat and slides it across the floor. If it hits his opponent, they are crushed on top of it by three falling stone blocks.}} | ||
+ | {{MoveListRow | Togakubi Sarashi | {{down}} {{down}} + two {{punch}} simultaneously (close) | Bishamon slices his opponent in half with his sword.}} | ||
+ | {{MoveListRow | Kimen Kudaki | {{RDP}} + two {{punch}} simultaneously | Bishamon shoots a flying fist across the screen from his armor.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoRow| | ||
+ | | title=Marionette | ||
+ | | sprite={{sprite | Vampire Chronicle, Sprites, Marionette.gif}} | ||
+ | | desc=Marionette is an otherworldly puppet. At the beginning of each match, a collapsed double of her opponent appears on the ground beneath her, and she possesses him or her. This makes her effectively a mirror match mode, letting the player always play as the same character as the opponent. | ||
+ | }} | ||
+ | {{InfoRow| | ||
+ | | title=Shadow | ||
+ | | sprite={{sprite | Vampire Chronicle, Sprites, Shadow.gif}} | ||
+ | | desc=Shadow is an apparition. At the end of each match, it possesses the defeated opponent. This allows the player to play through the game as a different character (the previously fought character) each match. | ||
}} | }} | ||
}} | }} | ||
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==Technical information== | ==Technical information== | ||
{{mainArticle|{{PAGENAME}}/Technical information}} | {{mainArticle|{{PAGENAME}}/Technical information}} | ||
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==External links== | ==External links== |
Latest revision as of 06:17, 12 November 2024
Vampire Chronicle for Matching Service | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
System(s): Sega Dreamcast | ||||||||||
Publisher: Capcom | ||||||||||
Developer: Capcom | ||||||||||
Peripherals supported: Dreamcast Arcade Stick, Jump Pack, Dreamcast Keyboard, Dreamcast Modem, Visual Memory Unit, Dreamcast VGA Box | ||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2], Action[3] | ||||||||||
Number of players: 1-2 | ||||||||||
|
Vampire Chronicle for Matching Service (ヴァンパイア クロニクル フォー マッチングサービス) is a Sega Dreamcast fighting game in the Vampire franchise (Darkstalkers in the West) that combines the playstyles and mechanics from all of the previous entries. It takes advantage of Capcom's Matching Service online system.
Contents
Gameplay
The game is a fighting game. It contains all of the characters from the other games in the series. Players can select between different modes replicating the mechanics from any of the prior games (Vampire, Vampire Hunter, and Vampire Savior), and each character has selectable types that replicate his or her moves from each entry (including new types for characters who were not in every game).
Characters move with and and dash with and . They jump upward with and jump behind and ahead with and . They crouch with . Punches are done with (light), (medium), and (hard) and kicks are done with (light), (medium), and (hard). Light attacks are faster and hard attacks deal more damage. Chain combos can be performed by linking attacks from lightest to hardest and from punches to kicks, canceling the recovery of a normal move by starting another. Special moves for each character are done by pairing specific directional combinations with an attack button. Projectile attacks move slowly through each other, with the stronger projectile dissipating the other (depending on the strength of the attack button used and which was launched first) rather than canceling each other out as in most fighting games (unless they were launched at the same time with the same strength).
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and most characters can throw in midair. Characters can reduce the damage taken from a throw (except command throws) by pressing the medium or hard punch button after being thrown. Knocked down characters can recover and slide away by holding or and pressing any attack button.
Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. While guarding, pressing the punch and kick buttons rapidly has a chance of pushing the other character away. Most characters have one special move, called a guard cancel, that can be performed while guarding to cancel out of the block and immediately counterattack their opponent.
The game features a Special meter, which fills as characters perform normal moves (except light attacks) and special moves or take damage. When it is full, characters can perform different types of special moves, depending on the mode selected: ES moves (enhanced versions of their special moves), EX moves (high-damage "super" moves), and Dark Force moves or Dark Force Power (special states that last for a limited duration).
Modes
The game has the following modes:
- Arcade: A single-player mode where the player fights seven matches against randomly chosen computer-controlled opponents. Jedah is always the last opponent, and there are only two possible endings (one for completing the game with Jedah and one for completing the game with any other character). A second player can enter at any time to challenge the first by pressing START , with the victor continuing in the tournament. There are eight different difficulty levels for computer-controlled opponents.
- Versus: A dedicated two-player mode where players can choose a character, a handicap, and any stage to play.
- Training: A single-player mode where the player can practice playing a character against a non-hostile opponent. Both characters have vitality meters that stay fully replenished. The player can select some options with START , such as enabling unlimited Special meters, deciding whether the opponent blocks attacks, or setting the opponent to stand, crouch, jump, attack, or be controlled manually (using a second control pad).
- Network: The game featured online play though Capcom's Matching Service dial-up matchmaking service.
Players can choose between Normal and Turbo speed for battles. There are two playing styles that can be selected after choosing a character: Normal and Auto. The character automatically guards against a limited number of attacks in Auto mode and automatically performs chain combos when attacking with normal moves.
Mode select
After selecting a game mode, the player must choose a mode based on one of the previous games in the series. This choice determines some of the basic mechanics of the game.
Vampire
Matches are fought to the best of three rounds. All damage is permanent (no recoverable damage).
The Special meter only has one level and slowly depletes if the character is not doing anything to increase it (such as a special move). When the Special meter is full, it starts to flash and begins to deplete rapidly. While it is flashing, all of the character's special moves are ES moves, and the character can perform an EX move (which fully depletes the meter). The Special meter is empty at the start of every round.
In Arcade Mode, all opponents will use the Vampire type.
Vampire Hunter
Matches are fought to the best of three rounds. All damage is permanent (no recoverable damage).
The Special meter can hold up to 99 levels, gaining a new level each time it fills, and does not deplete if not used. Characters can perform ES and EX moves when the meter has at least one full level, which costs a level of meter per move. ES moves are performed by pressing the same button inputs as a special move but holding two attack buttons of the same type (punches or kicks) instead of only one. The Special meter levels are retained between rounds but not battles.
In Arcade Mode, all opponents will use the Hunter type.
Vampire Savior
Instead of having rounds, each fighter has two life bars and two corresponding life markers. When one fighter loses a life marker after the life bar is emptied, the fighters reset their positions as if starting a new round, but the victorious fighter retains their remaining life bar and the timer does not reset. When the player is attacked, some of the health lost is displayed in white, which can be recovered if the player does not take any more damage within a short duration (health does not recover while blocking).
The Special meter can hold up to 99 levels, gaining a new level each time it fills, and does not deplete if not used. Characters can perform ES moves and EX moves when the meter has at least one full level, which costs a level of meter per move. ES moves are performed by pressing the same button inputs as a special move but holding two attack buttons of the same type (punches or kicks) instead of only one. Characters using the Savior type can perform Dark Force moves by holding a punch and a kick button of the same strength, which costs one level of meter. Characters using the Savior2 type can activate Dark Force Power by holding a punch and a kick button of the same strength, which costs two levels of meter. The Special meter levels are retained for the entire match.
In Arcade Mode, all opponents will use the Savior or Savior2 types.
Type select
After selecting a character, the player is given a choice of four different types, again corresponding to the previous games in the series (with the two arcade versions of Vampire Savior separated). This choice determines the moves available to the character. Every character can select from each of the four types, even if the character was not playable in that game.
Vampire
Modeled after the original Vampire. Characters can perform chain combos by linking attacks of the same type from weakest to strongest (light punch to medium punch, then hard punch or light kick to medium kick, then hard kick). Characters cannot perform pursuit attacks or use Dark Force moves.
Characters who were in the original Vampire use their background music from that game.
Hunter
Modeled after the second game in the series, Vampire Hunter. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters have special pursuit moves where they can attack knocked down opponents by holding and a kick button simultaneously. Characters cannot perform Dark Force moves.
Characters who were in Vampire Hunter use their background music from that game.
Savior
Modeled after the third game in the series, Vampire Savior. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters can also perform aerial chain combos. Characters can perform a taunt with HOLD START , which is a short animation during which the character is vulnerable to attack.
Characters have special pursuit moves where they can attack knocked down opponents by holding and any attack button simultaneously. Pursuit attacks only do recoverable (white) damage, so they must be followed up with additional attacks to do permanent damage.
Characters can perform Dark Force moves in Vampire Savior mode by holding a punch and a kick button of the same strength, which costs one level of the Special meter. Dark Force moves are character-specific abilities that temporarily boost the character's damage, defense, or mobility for a limited period.
Savior2
Modeled after Vampire Savior 2, an update to original Vampire Savior. Characters can perform chain combos by linking attacks from weakest to strongest and from punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Characters cannot perform aerial chain combos. Characters can perform a taunt with HOLD START , which is a short animation during which the character is vulnerable to attack.
Characters have special pursuit moves where they can attack knocked down opponents by holding and any attack button simultaneously. Pursuit attacks only do recoverable (white) damage, so they must be followed up with additional attacks to do permanent damage.
Characters can activate Dark Force Power in Vampire Savior mode by holding a punch and a kick button of the same strength, which costs two levels of the Special meter. Dark Force Power boosts the attack power and defense of the character and also improves the damage of special moves, ES moves, and EX moves. Some EX moves have different animations and hit more times. Some characters retain their Dark Force moves from the Savior type but with different button combinations.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
MP | Medium punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
MK | Medium kick |
HK | Hard kick |
TAUNT | Taunt |
Most special moves can be performed as ES moves if two P or K buttons are used instead of one, depending on the type selected.
Every character is playable using every mode and every type, even characters who were not introduced until later entries.
Players can choose from eight different color schemes for each character: six corresponding to the six attack buttons, plus two additional color schemes available by selecting the character with two P buttons or two K buttons simultaneously.
Hidden
- Main article: Vampire Chronicle for Matching Service/Hidden content.
Oboro Bishamon | |||||||||||||||||||||||||||||||||||||||||||||||||||
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Oboro Bishamon is a version of Bishamon who has conquered and learned to control the evil spirits that possessed his armor. He appears as a hidden final boss and also as a hidden playable character. Oboro always uses the Savior2 type.
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Marionette | |||||||||||||||||||||||||||||||||||||||||||||||||||
Marionette is an otherworldly puppet. At the beginning of each match, a collapsed double of her opponent appears on the ground beneath her, and she possesses him or her. This makes her effectively a mirror match mode, letting the player always play as the same character as the opponent. | |||||||||||||||||||||||||||||||||||||||||||||||||||
Shadow | |||||||||||||||||||||||||||||||||||||||||||||||||||
Shadow is an apparition. At the end of each match, it possesses the defeated opponent. This allows the player to play through the game as a different character (the previously fought character) each match. |
Stages
The game uses the stages from Vampire Savior 2. Characters have particular stages where their matches are hosted in the single-player mode. Some characters share a stage, and some characters use multiple stages. The stage can be manually chosen in the two-player mode.
In the two-player mode, the Vampire Savior version of the stage, with an alternate color scheme, can be chosen by holding START while selecting the stage.
History
Legacy
The game was ported to the PlayStation Portable in 2004. This version was released in North America and Europe as Darkstalkers Chronicle: The Chaos Tower in 2005. It includes all of the features from the original Dreamcast game, as well as a new single-player "Chaos Tower" mode.
Production credits
- Program Design: Nobuaki Minomiya, Hisashi Kuramoto
- Scroll Design: Sawatch
- Music: Tetsuya Shibata, Yuko Takehara
- Sound: Hiroaki "X68K" Kondo, (Moe・T) Takeshi Kitamura
- Planner: Buruma (Kojimax), Oni-Suzuki
- Title Design: Shoei
- Instruction Card Design: Mizuho Toyonaga
- Opening Movie: Naoto Satou, Takuji Mishima
- Network: Kaz Yunde, Kentaro Kaneko, Mineyuki Noda, Net Man, Shin., Tomohiro Ueno, Kohei Akiyama
- Test Player: Kobashu, Mukaism, Masapi, T‑Ono, Ume‑Zono, Izumi, Nipanda
- Special Thanks: Cham, Meijin, Senor, Hyper Shinchan, Haruo Murata
- Director: Hideaki Itsuno
- Producer: Yoshihiro Sudou
- General Producer: Noritaka Funamizu
- Executive Producer: Yoshiki Okamoto
- and Capcom All Staff
- Presented by: Capcom
Magazine articles
- Main article: Vampire Chronicle for Matching Service/Magazine articles.
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||
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79 | |
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Based on 9 reviews |
Technical information
- Main article: Vampire Chronicle for Matching Service/Technical information.
External links
- Sega of Japan catalogue pages (Japanese): Dreamcast
- Sega.com Asia webpage: Dreamcast
- Sega.com Asia webpage (Chinese): Dreamcast
References
- ↑ File:VCfMS DC JP Box Back.jpg
- ↑ 2.0 2.1 2.2 http://sega.jp/dc/000811/ (Wayback Machine: 2015-01-14 22:07)
- ↑ https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
- ↑ File:Vampire Chronicle DC credits.pdf
- ↑ Consoles +, "Novembre 2000" (FR; 2000-1x-xx), page 113
- ↑ Dreamcast Magazine, "2000-27 (2000-08-18)" (JP; 2000-08-04), page 26
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
- ↑ Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 288
- ↑ Famitsu, "2000-08-18,25" (JP; 2000-08-04), page 32
- ↑ Fun Generation, "12/2000" (DE; 2000-11-22), page 77
- ↑ Gamers' Republic, "October 2000" (US; 2000-xx-xx), page 94
- ↑ Playmag, "Octobre 2000" (FR; 2000-xx-xx), page 53
- ↑ Video Games, "01/2001" (DE; 2000-12-06), page 113
Vampire Chronicle for Matching Service | |
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Main page | Hidden content | Magazine articles | Reception | Technical information | Bootlegs |
Darkstalkers/Vampire games for Sega systems | |
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Night Warriors: Darkstalkers' Revenge (1996) | Vampire Savior: The Lord of Vampire (1998) | Vampire Chronicle for Matching Service (2000) | |
Related games | |
Super Puzzle Fighter II Turbo (1996) | Pocket Fighter (1998) |
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