=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Omen Of Sorrow FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 1.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Meters 3. Characters 3.1 Gabriel 3.2 Radegonda 3.3 Caleb 3.4 Dr. Hyde 3.5 Vladislav III 3.6 Zafkiel 3.7 Imhotep 3.8 Quasimodo 3.9 Adam 3.10 Erzsebet Bathory ---------------------------- 3.11 Arctorious 3.12 Thalessa 4. Unlocking Bosses 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick Any - Any Button / | \ d - Down LK - Light Kick + - And db d df EX - EX Button / - Or T - Throw Button , - Then qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Block High b Block Low db does not block overheads Dash f, f Run f, f (hold f) Follow Ups P/K during Run Backdash b, b Long Jump db, uf Forward Throw T / f + T connects close; opponent ends up in front Backward Throw b + T connects close; opponent ends up behind Throw Break T just before you are about to be thrown Counter - This happens when you connect a maneuver on the opponent while they are trying to attack you. A counter will make the maneuver you used deal increased damage. Punish - This is a type of counter that will stun the opponent for a short amount of time. A few moves in the game will produce a punish state without being a counter (ie Adam's Bolzen special move). Reversal - After blocking an attack, perform the motion of a special move at the tail end of your block stun to perform a reversal. This allows you to block and immediately retaliate with an attack. You can also perform a reversal by performing your special move motion as you are getting off the floor. ************** * 2.2 Meters * ************** Lifebar ``````` The red portion of your lifebar is the total amount of health your character has left. If that is completely depleted you will lose the round. You will notice that when you take damage, you will sometimes have a gray portion of your lifebar. This gray portion is your recovery gauge. It is possible to convert this gray portion back into the red portion of your lifebar. You can also lose this gray portion completely. To gain back the recovery gauge you need to touch the opponent with an attack (blocked or not). Blocking or getting hit with the opponent's attack will make you lose the recovery gauge. Fate/Fortune Meter `````````````````` This is the Blue and Purple meter in the corner of the screen. The Blue portion of the meter represents Fortune. The Purple portion of the meter represents Fate. This meter is split up into three sections. By standing still, your meter will naturally try to settle in the middle of the second section. Performing certain actions will increase either Fortune or Fate. The Fortune meter is increased by running (gliding), landing attacks (blocked or not) and throwing the opponent. The more Fortune meter you have the more damage your attacks inflict on your opponent and the faster you can recover the recovery gauge of your lifebar. You will also be able to use Bold Counters, Bold Loop Counters, Bold Cancels, Bold Run Cancels, Bold Escapes, and enter Blessed mode. Bold Counters, Bold Loop Counters, Bold Cancels, and Bold Run Cancels require at least 2 sections of Fortune meter to execute. They will drain your Fortune and thus increase your Fate meter. Bold Escapes use 1 section of Fortune or whatever Fortune you have left. Blessed mode can be activated when you have your Fortune meter maxed (3 sections). Below are details on these mechanics: Bold Counter f + EX while in requires 2 sections of block stun (from Fortune an attack or while in a proximity block animation) Bold Loop Counter when caught in a requires 2 sections of loop combo, press Fortune Any Bold Cancel perform a special requires 2 sections of move motion during Fortune another special move or during a normal/command move that doesn't normally cancel Bold Run Cancel hold EX and press requires 2 sections of f, f while landing Fortune a hit on the opponent Bold Escape while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left Blessed EX, EX requires 3 sections of Fortune or a completed Sigil; meter will be replaced with a depleting blue bar which indicates how much longer Blessed mode will last; can press EX, EX anytime to activate Blessed and can be used during attacks to end recovery and allow more options for combos; during Blessed mode you will be able to Bold Cancel freely as well as be able to chain all your normal/command attacks into each other; Bold Counter, Bold Loop Counter, and Bold Run Cancel are also freely available The Fate meter is increased by using backdash, blocking attacks, getting hit with attacks, getting thrown, or using any of the mechanics that require the use of Fortune meter (ie Bold Cancels). The more Fate meter you have the less damage your attacks inflict on your opponent and the recovery gauge of your lifebar will recover slower. If your Fate meter fills completely (3 sections) you will enter Impending Doom state. This state lasts 6 seconds. During this time you will be unable to gain back any Fortune meter. If you are knocked down during this mode you will enter the next phase which is Doomed state. Below are details on these states: Impending Doom Fate meter reaches lasts 6 seconds; cannot max (3 sections) regain Fortune meter while in this state; getting knocked down while in this state will lead to Doomed state Doomed knocked down while meter will be replaced with a in Impending Doom increasing purple bar which indicates how much longer Doomed mode will last; land attacks on the opponent to increase the meters speed and exit Doomed state faster; while in this state you cannot use special moves, decimation supers, or throws; blocking certain maneuvers in Doomed state will also cause a Guard Break (your block is broken); you can exit a Doomed state early if you have a Sigil and use Doom Escape (see Sigil section for details) Decimation Super Meter `````````````````````` This meter is used to access your EX special moves and your Decimation super moves. It is split up into 2 sections (stocks). The meter will fill as you land attacks (blocked or not) or when you are hit by the opponent (blocked or not). Each character has their own unique motions and maneuvers that act as EX special moves and Decimation supers. Refer to their section for details. Note that Erzsebet Bathory is very unique in that her Decimation super meter is linked to her dragon avatar and that her EX special moves only require half a super stock to perform. EX Special Move refer to the requires 1 super stock character's move list for motion Decimation Super Level 1 refer to the requires 1 super stock or character's move a full Sigil (refer to list for motion Sigil section) Decimation Super Level 2 refer to the requires 2 super stocks or character's move a full Sigil (refer to list for motion Sigil section) Sigil ````` Your Sigil meter is the blue circle near the Fate and Fortune meter. Your character's Sigil will build slowly as you run/glide and attack your opponent. Once it is complete you will have access to the Doomed Escape maneuver. You will also be able to use your Sigil to perform either Decimation super (without draining the Decimation super meter itself). This is done by replacing the P/K/T attack button in your super command with EX. Take Gabriel's Longinus as an example. To use your Sigil to perform the super use the motion qcf, qcf + EX instead of qcf, qcf + P. Finally, you can use a full Sigil to activate Blessed mode. This is done by pressing EX, EX when you have a full Sigil (this will not use your Fortune meter). Doomed Escape hold EX, b, b then requires a full Sigil; you hold EX and press will perform a Bold Counter f (while in and exit Doomed state Doomed state) Decimation Super Level 1 refer to the requires a full Sigil character's move list for motion and use the EX button in place of the P/K/T button Decimation Super Level 2 refer to the requires a full Sigil character's move list for motion and use the EX button in place of the P/K/T button Blessed EX, EX requires a full Sigil; meter will be replaced with a depleting blue bar which indicates how much longer Blessed mode will last; can press EX, EX anytime to activate Blessed and can be used during attacks to end recovery and allow more options for combos; during Blessed mode you will be able to Bold Cancel freely as well as be able to chain all your normal/command attacks into each other; Bold Counter, Bold Loop Counter, and Bold Run Cancel are also freely available =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Gabriel * ******************************************************************************* Colors ------ Default - Gray armor Alternate - Bronze armor Throws ------ Strong Wallop T / f + T connects close; opponent ends up in front Knee To Toss b + T connects close; opponent ends up behind Basic Moves ----------- Jab LP rapid-fire Double Axe Handle HP in air knocks opponent out of the air; overhead Shin Kick LK must be blocked low Reaching Back Kick HK 2 hits; the second hit must be canceled with a Bold cancel Command Moves ------------- Dash f, f Run f, f (hold f) Long Jump uf Bashing Hop LP overhead; hops over some attacks Rhongomiant HP Short Slide LK must be blocked low Punt Kick HK 2 hits; first hit must be blocked low Backdash b, b Long Jump db, uf Bashing Hop f + LP overhead; hops over some attacks Crouch Jab d + LP rapid-fire Gut Crush f + HP Smash Knee f + LK Jump Back Escape while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left Special Moves ------------- Ascalon qcf + LP NOT a full screen beam; will absorb projectiles Olyndicus qcf + HP full screen beam; will absorb projectiles EX Ascalon Olyndicus qcf + EX beams will absorb projectiles; requires 1 super stock Priwen qcb + P LP=short, HP=far Rhongomiant P EX Priwen qcb + EX very far compared to non EX version; requires 1 super stock Rhongomiant P/EX Atgeir d, d + P LP=small blast with 3 hits, HP=large blast with 4 hits; blast absorbs projectiles EX Atgeir d, d + EX like the HP version but with more damage; blast absorbs projectiles; requires 1 super stock Brionac qcf + K LK=short, HK=far with hop; overhead Decimation Supers ----------------- Longinus qcf, qcf + P LP=straight beam, HP=diagonal upward beam; beam absorbs projectiles; requires 1 super stock Imhulu qcb, qcb + P uppercut must connect (not blocked) to perform the entire maneuver; energy pillar from uppercut absorbs projectiles; requires 2 super stocks ******************************************************************************* * 3.2 Radegonda * ******************************************************************************* Colors ------ Default - Imperial Red wings Alternate - Blue wings Throws ------ Finishing Claw T / f + T connects close; opponent ends up in front Catch And Release b + T connects close; opponent ends up behind Basic Moves ----------- Slash Claw LP rapid-fire Retreat Wing Snap HP in air overhead Double Kick ub/u, LK 2 hits; both parts are an overhead Swift Movement uf, LK not an attack; can dash past the opponent Double Arc Kick ub/uf, HK knocks the opponent out of the air; can connect both parts to an aerial opponent; both parts are an overhead Aerial Backflip u, HK (hold HK to non empowered version knocks empower) the opponent out of the air; empowered version launches the opponent (aerial or ground); non empowered version is an overhead while the empowered version is NOT an overhead Command Moves ------------- Short Hop f, f Glide Upward f, f (hold f) Downward Stab LP overhead Wing Copter HP 3 hits; all parts are overheads Swift Movement LK not an attack; can dash past the opponent Double Arc Kick HK knocks the opponent out of the air; can connect both parts to an aerial opponent; both parts are an overhead Glide Downward f, f (hold f to continue to glide) in air Downward Stab LP overhead Wing Copter HP 3 hits; all parts are overheads Double Kick LK 2 hits; both parts are an overhead; will cross up the opponent if Radegonda glides past the opponent Double Arc Kick HK knocks the opponent out of the air; can connect both parts to an aerial opponent; both parts are an overhead; turns into the Aerial Backflip maneuver if Radegonda glides past the opponent Backdash b, b Long Jump db, uf Flight u, u in air can also press ub/u/uf, u quickly when on the ground to activate Flight; Flight will last until you perform a maneuver or after 4 seconds; you can perform your air maneuvers while in Flight (including Glide Downward) Movement use the direction pad to fly in any direction Landing hold d and have your ends Flight feet touch the ground Wing Stab d + LP rapid-fire Flight Uppercut b + LP in air Forearm Stab b + HP Fragment Slice d + HP 2 hits Wing Copter f + HP in air 3 hits; all parts are overheads Bleeding Dive d + HP in air overhead Bat Drill df + LK in air NOT an overhead; can only Bold cancel on contact Rising Cyclone b + HK 2 hits (on aerial opponent); can perform air maneuvers after the Rising Cyclone (this includes the Glide Downward but not Flight) Landing Strike df + HK in air overhead; dive must touch the opponent to perform the entire maneuver; can only Bold cancel on the third hit Escape Flight while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left; transitions into Flight Special Moves ------------- Geist Der Erde Charge b for 1.5 LP=close, HP=far; spikes seconds, f + P absorb projectiles EX Geist Der Erde Charge b for 1.5 very far compared to non EX seconds, f + EX version and has 3 spikes instead of 2; spikes absorb projectiles; requires 1 super stock Die Grausamkeit Charge d for 1.5 LP=vertical and very high seconds, u + P leap, HP=diagonally upward and far; can perform air maneuvers after the Die Grausamkeit (this includes the Glide Downward but not Flight) EX Die Grausamkeit Charge d for 1.5 flies upward in a 45 degree seconds, u + EX angle; requires 1 super stock Der Freigeist qcf + P in air LP=straight, HP=diagonal down Second Attempt any direction + P the direction you press with P determines the direction Radegonda flies; can perform air maneuvers after this follow up (this includes the Glide Downward but not Flight) EX Der Freigeist qcf + EX in air requires 1 super stock Second Attempt any direction + P the direction you press with P determines the direction Radegonda flies Third Attempt any direction + P the direction you press with P determines the direction Radegonda flies; can perform air maneuvers after this follow up (this includes the Glide Downward but not Flight) Das Vornehme Ideal d, d + K in air LK=1 hit, HK=up to 3 hits; all parts are an overhead Das Ewig-Weibliche Alpha qcf + T in air connects to airborne opponent; maneuver has huge recovery if it misses Das Ewig-Weibliche Beta qcb + T in air maneuver must be blocked low; maneuver has huge recovery if it misses Decimation Supers ----------------- Wille Zur Macht qcf, qcf + P the crystal geyser absorbs projectiles; requires 1 super stock Air Wille Zur Macht qcf, qcf + P in air dive portion hits multiple times with all parts being overheads; the crystal geyser absorbs projectiles; requires 1 super stock Amor Fati qcb, qcb + P in air the crystals will absorb projectiles; crystals must connect (not blocked) to perform the entire maneuver; requires 2 super stocks ******************************************************************************* * 3.3 Caleb * ******************************************************************************* Colors ------ Default - Dark Gray fur and Brown shorts Alternate - Brown fur and Dark Gray shorts Throws ------ Chewing Slam T / f + T connects close; opponent ends up in front Biting Leg Toss b + T connects close; opponent ends up behind Basic Moves ----------- Chomp LP rapid-fire Prowl hold df can crawl under high attacks Command Moves ------------- Dash f, f Run f, f (hold f) Long Jump uf Step Claw LP Midnight Drill HP 5 hits Backflip LK not an attack Warmth HK pounce must connect (not blocked) to perform the entire maneuver Backdash b, b Long Jump db, uf Tear Away f + LP Low Chomp d + LP must be blocked low Mega Chomp b + HP (hold HP to empowered version is 3 hits empower) Double Low Chomp d + HP 2 hits; both parts must be blocked low; the first hit must be Bold cancelled Charging Bite f + HK 2 hits; the first hit must be Bold cancelled Double Backflip Escape while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left Special Moves ------------- Serenity qcf + P LP=short, HP=far; all follow ups must use the same P as the initial command; you can hold f and just press P rapidly to perform all the follow ups Tranquillity f + P Patience f + P EX Serenity qcf + EX can use either P or EX to perform the follow ups unlike the non EX version; you can hold f and just press P/EX rapidly to perform all the follow ups; requires 1 super stock Tranquillity f + P/EX Patience f + P/EX Final Peace f + P/EX this will absorb some projectiles like Dr Hyde's LP version of Have A Drink! and Adam's Bolzen Jubilation Charge d for 1.5 LP=low, HP=high seconds, u + P EX Jubilation Charge d for 1.5 high but with quicker seconds, u + EX recovery compared to non EX version; requires 1 super stock Warmth qcf + K LK=short and an overhead, HK=far; pounce must connect (not blocked) to perform the entire maneuver Hope qcb + K LK=short, HK=far with the second and third hit being overheads EX Hope qcb + EX tentacle must touch opponent to perform the entire maneuver; Caleb will leap to opponent's location (even if they are in air) to perform this maneuver; second and third hit are overheads; requires 1 super stock Decimation Supers ----------------- Dreams Of Leisure qcf, qcf + K slash must connect (not blocked) to perform the entire maneuver; requires 1 super stock Dreams Of Freedom qcb, qcb + K a high/low counter attack; does not work against projectiles; requires 2 super stocks ******************************************************************************* * 3.4 Dr. Hyde * ******************************************************************************* Colors ------ Default - Black undershirt w/ Light skin Alternate - Dark Blue undershirt w/ Dark skin Throws ------ Vial Toss T / f + T connects close; opponent ends up in front Ragdoll Slam b + T connects close; opponent ends up behind Basic Moves ----------- Light Push LP rapid-fire Power Push HP (hold HP to empowered version is stronger empower) Shin Stomp LK must be blocked low Downward Stomp ub/uf, HK knocks opponent down or out of the air; overhead Command Moves ------------- Dash f, f Run f, f (hold f) Long Jump uf Elbow Drop LP overhead Swatting Arm HP Rolling Heel LK Mega Slide HK must be blocked low; Dr. Hyde will slide past the opponent if it is blocked low Reject T swipe must connect (not blocked) to perform the entire maneuver Backdash b, b Long Jump db, uf Headpat f + HP overhead Face Crusher HP when initial part connects (not blocked) Curb Stomp HK when initial part connects (not blocked) Chemical Spill b + HP maneuver can hit when Dr. Hyde puts his arm out; can cancel animation of maneuver towards the end with normals or specials; the chemical puddle on the ground lasts for 3 seconds and you can spill multiple chemicals at a time; the chemical that is spilled is determined by the order of the vials on Dr. Hyde's belt (thus can be altered with his Brewing the Pain specials); the puddle can absorb low traveling projectiles (ie Dr Hyde's LP version of Have A Drink! and Adam's Bolzen); if the opponent walks over the puddle they will suffer an effect depending on the chemical; the following are the effects of each chemical: Green - loses a small amount of health Purple - poisons opponent as they will continue to lose health for 4 seconds or until they strike you Blue - no damage but will slow the opponent down for 4 seconds Orange - opponent will take damage and be repelled back Yellow - no damage but will drain the opponent's Fate Meter while they are standing in the chemical Black - no damage but the movement for the opponent will be randomized (jumping, ducking, etc.) and will last for 2 seconds Crouching Tap Foot d + LK must be blocked low; rapid-fire Swipe Kick f + HK must be blocked low Burst Escape while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left; the burst cloud can hurt the opponent Special Moves ------------- Have A Drink! qcf + P LP=rolls vial on floor and must be blocked low, HP=throws vial in arc upward (vial becomes an overhead when falling downward); vial will collide with other projectiles as both will be "destroyed" in the process; the chemical that is thrown is determined by the order of the vials on Dr. Hyde's belt (thus can be altered with his Brewing the Pain specials); if the vial connects (not blocked) the opponent will suffer an effect depending on the chemical (even if the effect causes no damage the opponent will still take damage from the vial striking them); the following are the effects of each chemical: Green - loses a small amount of health Purple - poisons opponent as they will continue to lose health for 13 seconds or until they strike you Blue - will slow the opponent down for 8 seconds Orange - vial will explode dealing higher damage as well as knock the opponent down Yellow - will drain the opponent's Fate Meter Black - the movement for the opponent will be randomized (jumping, ducking, etc.) and will last for 4 seconds EX Have A Drink! qcf + EX throws the vial fast and straight; vial will collide with other projectiles as both will be "destroyed" in the process; requires 1 super stock; the chemical that is thrown is determined by the order of the vials on Dr. Hyde's belt (thus can be altered with his Brewing the Pain specials); if the vial connects (not blocked) the opponent will suffer an effect depending on the chemical (even if the effect causes no damage the opponent will still take damage from the vial striking them); the following are the effects of each chemical: Green - loses a small amount of health Purple - poisons opponent as they will
continue to lose
health for 13
seconds or until
they strike you
Blue - will slow the
opponent down
for 8 seconds
Orange - vial will
explode dealing
higher damage as
well as knock
the opponent
down
Yellow - will drain the
opponent's Fate
Meter
Black - the movement for
the opponent
will be
randomized
(jumping,
ducking, etc.)
and will last
for 4 seconds
Chemical Rage-Form Alpha d, d + P damage boost for Dr. Hyde;
can cancel the animation
with normals or specials
after the inject; lasts 6
seconds
Chemical Rage-Form Beta d, d + K speed boost for Dr. Hyde; can
cancel the animation with
normals or specials after
the inject; lasts 6 seconds
EX Chemical Rage-Form Omega d, d + EX strength and speed boost for
Dr. Hyde; can cancel the
animation with normals or
specials after the inject;
lasts 6 seconds; requires
1 super stock
Applied Mixology Charge P/K for 3
seconds, release
Brewing The Pain-Gila qcb + LP changes all three vials on
Dr. Hyde's belt to Purple;
this is the "Poison" vial;
can cancel the animation
with normals and specials
after pouring the chemical
Brewing The Pain-Fossa qcb + HP changes the first vial on Dr.
Hyde's belt to Blue; this
is the "Freeze" vial; can
cancel the animation with
normals and specials after
pouring the chemical
Brewing The Pain-Fulda qcb + LK changes all three vials on
Dr. Hyde's belt to Orange;
this is the "Explosion"
vial; can cancel the
animation with normals and
specials after pouring the
chemical
Brewing The Pain-Walpurg qcb + HK changes the first vial on Dr.
Hyde's belt to Yellow; this
is the "Fate" vial; can
cancel the animation with
normals and specials after
pouring the chemical
Brewing The Pain-Huntington qcb + EX changes the first vial on Dr.
Hyde's belt to Black; this
is the "Confusion" vial;
can cancel the animation
with normals and specials
after pouring the chemical;
requires 1 super stock
Hugging It Out qcf + T connects close; unblockable
Razor Drag HP when initial
part connects
Crushing Combination HK when initial
part connects
Free Headpats qcb + T overhead
Face Crusher HP when initial
part connects
(not blocked)
Curb Stomp HK when initial
part connects
(not blocked)
Decimation Supers
-----------------
Acid Rainbow qcf, qcf + P throws an array of vials
(which are determined by
what Dr. Hyde has on his
belt); vials absorb
projectiles; requires 1
super stock; if the vial or
vials connect (not blocked)
the opponent will suffer an
effect (or effects)
depending on the chemicals
(even if the effect causes
no damage the opponent will
still take damage from the
vial striking them); the
following are the effects of
each chemical:
Green - loses a small
amount of health
Purple - poisons opponent
as they will
continue to lose
health for 13
seconds or until
they strike you
Blue - will slow the
opponent down
for 8 seconds
Orange - vial will
explode dealing
higher damage as
well as knock
the opponent
down
Yellow - will drain the
opponent's Fate
Meter
Black - the movement for
the opponent
will be
randomized
(jumping,
ducking, etc.)
and will last
for 4 seconds
Chemical Glee qcb, qcb + T connects close; unblockable;
requires 2 super stocks
*******************************************************************************
* 3.5 Vladislav III *
*******************************************************************************
Colors
------
Default - Brown shirt
Alternate - Blue shirt
Throws
------
Impaler T / f + T connects close; opponent ends
up in front
Shoulder Flip b + T connects close; opponent ends
up behind
Basic Moves
-----------
Slap LP rapid-fire (notice the two
different animations)
Axe Kick HK 2 hits
Clawed Wings u, HP 2 hits; both parts are
overheads
Command Moves
-------------
Dash f, f
Glide f, f (hold f)
Long Jump uf
Spinning Dei-Stramazzone LP goes into Arcana Chain; refer
to Arcana Chain section for
details
Battere HP this maneuver goes through
the opponent and acts like
a crossup (thus you must
block it holding f
immediately after he
performs it); you can also
avoid this maneuver by
ducking
Sprezzatura LK must be blocked low; goes
into Arcana Chain; refer to
Arcana Chain section for
details
In Ictu Oculi HK teleports above and behind
opponent
Backdash b, b
Long Jump db, uf
Palm Stab f + HP
Crouching Wings d + HP 2 hits; both hits must be
blocked low
Mandiritto f + LK 2 hits; goes into Arcana
Chain but only if you
cancel into the follow ups
after the first hit
(allowing the second hit
will not allow you to
transition into the Arcana
chain); refer to Arcana
Chain section for details;
one other noteworthy thing
is that you cannot use the
Contra-Tempo (df + HK) as
a direct follow up to this
particular starter (though
you can use it later in
the chain if you wish)
Imbroccata f + HK overhead; hops over some
attacks; goes into Arcana
Chain; refer to Arcana
Chain section for details
Botta Lunga d + HK (hold HK to must be blocked low;
empower) empowered version will
launch opponent and by
using a cancel you can
combo off the launch
Contra-Tempo df + HK 2 hits; goes into Arcana
Chain; can cancel into the
follow ups from either the
first or second hit if they
connect (not blocked) or
the first hit if it touches
(blocked); refer to Arcana
Chain section for details
Air Teleport Escape while holding EX depletes 1 section of Fortune
press b, b or whatever Fortune you
have left
Special Moves
-------------
Vae Victis qcf + P LP=stationary spear toss,
HP=hop back spear toss;
spear will collide with
other projectiles as both
will be "destroyed" in the
process
In Ictu Oculi P/K when initial LP=teleports in front,
part connects HP=teleports above and in
(not blocked) front, LK=teleports behind,
HK=teleports above and
behind
EX Vae Victis qcf + EX a stationary spear toss but
note the fact that the
maneuver merely needs to
touch the opponent to allow
for the follow up; spear
will collide with other
projectiles as both will be
"destroyed" in the process;
requires 1 super stock
In Ictu Oculi P/K when initial LP=teleports in front,
part touches HP=teleports above and in
(blocked or not) front, LK=teleports behind,
HK=teleports above and
behind
Air Vae Victis qcf + P in air LP=short and steepest toss,
HP=less steep and farthest
toss; spear will collide
with other projectiles as
both will be "destroyed" in
the process
In Ictu Oculi P/K when initial LP=teleports in front,
part connects HP=teleports above and in
(not blocked) front, LK=teleports behind,
HK=teleports above and
behind
EX Air Vae Victis qcf + EX in air spear is thrown at the same
angle as the LP non EX
version but note the fact
that the maneuver merely
needs to touch the opponent
to allow for the follow up;
spear will collide with
other projectiles as both
will be "destroyed" in the
process; requires 1 super
stock
In Ictu Oculi P/K when initial LP=teleports in front,
part touches HP=teleports above and in
(blocked or not) front, LK=teleports behind,
HK=teleports above and
behind
Tego Arcana Dei-Stramazzone qcb + LP goes into Arcana Chain; refer
to Arcana Chain section for
details
Tego Arcana Dei-Golpo qcb + HP goes into Arcana Chain; refer
to Arcana Chain section for
details; note that this
version of the Tego Arcana
knocks the opponent down so
the follow ups will juggle;
cannot immediately follow
this with the Golpo Chain
Ender (since this is the
equivalent to it); use a
Cycle Chain Attack as a
follow up first and then
you can perform Golpo as a
Chain Ender
Vanita Vanitatis d, d + P LP=spear attack that is an
overhead, HP=stomp attack
that must be blocked low
EX Vanita Vanitatis d, d + EX acts as a reverse Battere
that can be blocked
normally; requires 1 super
stock
Air EX Vanita Vanitatis d, d + EX in air acts as a reverse Battere
that can be blocked
normally; requires 1 super
stock
Gloria Mundi d, d + K HK version will have a spear
that brings the opponent
immediately back to the
ground but only happens
when initial kicks connect
(not blocked)
Arcana Chain
------------
NOTES: The initial attack that leads into the Arcana Chain must touch the
opponent (blocked or not) to allow for these follow ups. You may
follow up using any of the Cycle Chain Attacks below. You can only
use a particular Cycle Chain Attack once during your follow up chain.
Note that there are some Cycle Chain Attacks that are regular command
moves for Vladislav III that act as starters for the Arcana Chain.
You cannot immediately follow up one of these starters with its Cycle
Chain equivalent but you may use it later in your chain (ie using the
command attack Mandiritto f + LK to start the chain, d + LP, then using
f + LK to use Mandiritto again). Due to the nature of this chain series
it is thus possible to use all the Cycle Chain Attacks in one chain as
long as you do not duplicate any. The Chain Enders can be used any time
during your chain but once used the Arcana Chain will officially end.
Cycle Chain Attacks
```````````````````
Stoccata f + LP 2 hits
Fendente b + LP
Manriverso d + LP must be blocked low
Mandiritto f + LK 2 hits; if you allow the
second hit your chain will
effectively end; you need
to perform the next follow
up chain attack immediately
after the first hit
Sprezzatura d + LK must be blocked low
Imbroccata f + HK overhead
Contra-Tempo df + HK
Chain Enders
````````````
Battere f, f + HP this maneuver can sometimes
dash past the opponent but
not hit; this move acts
acts like (sometimes) a
crossup (thus you must
block it holding f
immediately after he
performs it); you can also
avoid this maneuver by
ducking; there are
instances that this
maneuver will hit from the
front if your opponent is
in the corner
Golpo b + HP
Cavazione d + HP overhead
Botta Lunga d + HK must be blocked low
Decimation Supers
-----------------
Collige Virgo Rosas qcf, qcf + T connects close; throw can be
ducked but it is
unblockable to a standing
opponent; after an
successful throw you will
gain a damage boost;
requires 1 super stock
Memento Mori qcb, qcb + P bat pillar is an overhead;
bat pillar must connect
(not blocked) to perform
the entire maneuver;
requires 2 super stocks
*******************************************************************************
* 3.6 Zafkiel *
*******************************************************************************
Colors
------
Default - Blonde hair
Alternate - Black hair
Throws
------
Knee Barrage T / f + T connects close; opponent ends
up in front
Ride Up Kick b + T connects close; opponent ends
up behind
Basic Moves
-----------
Quick Blade LP rapid-fire
Double Blade HP 2 hits; the second hit must
be canceled with a Bold
cancel
Aerial Backflip u, HK (hold HK to non empowered version knocks
empower) the opponent out of the
air; empowered version
launches the opponent
(aerial or ground); both
versions are overheads
Command Moves
-------------
Dash f, f
Run f, f (hold f)
Long Jump uf
Heavenly Blade LP 3 hits
Divine Punishment HP 7 hits
Cartwheel LK 2 hits (hits 3 times on
block); last part is an
overhead
Sniper Slide HK must be blocked low
Backdash b, b
Long Jump db, uf
Flatning Elbow f + LP overhead
Crouch Blade d + LP rapid-fire
Step Slash f + HP it's possible to juggle after
this when the opponent is
in the corner
Retreat Aura b + HP
Hopping Blade d + HP in air overhead
Slide d + HK must be blocked low
Dropping Heel df + HK overhead
Fly Back Flip Escape while holding EX depletes 1 section of Fortune
press b, b or whatever Fortune you
have left
Special Moves
-------------
Principal qcf + P HP version reaches slightly
further and knocks down;
absorbs projectiles
EX Principal qcf + EX is a vertical slash unlike
the non EX version; absorbs
projectiles; requires 1
super stock
Arioso Alpha qcf + P in air HP version is an overhead
EX Arioso Alpha qcf + EX in air is an aerial slash unlike the
non EX version; overhead;
requires 1 super stock
EX Arioso Beta qcb + EX in air this is an aerial slash with
a hop forward in air;
overhead; requires 1 super
stock
Aria-Cantabile qcb + LP a high/low attack counter
(does not work on
projectiles) that has
Zafkiel dash past the
opponent as she recovers
while the opponent is
frozen
EX Aria-Cantabile qcb + EX a high/low attack reversal
(does not work on
projectiles) that
causes Zafkiel to hit the
opponent twice with a dash
attack; requires 1 super
stock
Aria-Cabaletta qcb + HP a high/low attack counter
(does not work on
projectiles) that has
Zafkiel hop backwards as
she recovers while the
opponent is frozen
Ritornello P after initial
part activates
Cavatina K after initial overhead
part activates
Comprimario d, d + K LK=dash backward, HK=dash
forward that can dash past
opponent; has some
invulnerability (can even
time it to go through
projectiles)
EX Comprimario d, d + EX a dash forward that can dash
past opponent; has more
invulnerability than the
non EX version (can time it
to go through projectiles);
requires 1 super stock
Masque qcf + K LK=short, HK=a longer
reaching version that
starts with a charging
kick; launches opponent
Fioritura qcf + T connects close; throw can be
ducked but it is
unblockable to a standing
opponent; puts opponent in
a quick stun that allows
you to get a free hit
Decimation Supers
-----------------
Canto De Chrysaor qcb, qcb + P absorbs projectiles; requires
1 super stock
Cadenza De Zafkiel qcf, qcf + P dash in must connect (not
blocked) to perform the
entire maneuver; requires 2
super stocks
*******************************************************************************
* 3.7 Imhotep *
*******************************************************************************
Colors
------
Default - Turquoise top and Silver bottom
Alternate - Brown top and Brown bottom
Throws
------
Sand Slam T / f + T connects close; opponent ends
up in front
Reverse Sand Slam b + T connects close; opponent ends
up behind
Basic Moves
-----------
Out Of Limbs ub/u, HP overhead; this can also be
performed from the Forward
Jump accessed after the
Form Of Osiris Diagonal;
overhead
Form Of Osiris Up u, LK refer to Form Of Osiris Up in
the Command Moves section
for all follow ups
Prop Punt HK 2 hits
Mystic Boot ub/u, HK must be blocked low; this can
also be performed from the
Forward Jump accessed after
the Form Of Osiris
Diagonal; foot can absorb
projectiles
Command Moves
-------------
Dash f, f
Glide f, f (hold f) will start to seperate as you
move further and further
(about 1.5 seconds before
it becomes Form Of Osiris
Diagonal); if you begin to
separate hold b to piece
back together before the
maneuver fully transitions
into the Form Of Osiris;
Glide for a short distance
and let go (or use an
attack) to transition into
Form Of Osiris Up; Glide a
longer distance and let go
(or use an attack) to
transition into Form Of
Osiris Diagonal; if you
hold b immediately after
letting go of f or
immediately after your dash
attack you will remain
together
Mystic Far Punch LP
Mystic Swing HP 2 hits
Mystic Bury LK allows you to dash through
attacks
Mystic Up Kick HK
Backdash b, b
Long Jump db, uf
Jump Up press u
Form Of Osiris Up tap u
Jump Up tap u
Reassemble b/d
Form Of Osiris Diagonal uf/f
Mystic Stretch Punch LP
Mystic Smash Punch HP overhead
Quick Knee LK
Mystic Low Dropkick HK must be blocked low; feet can
absorb projectiles
Sand Of Set Hold K for 1.5 LK=sends sand from himself to
seconds, release mid screen, HK=sends sand
from mid screen to the end
of the screen; this pushes
the opponent away
EX Sand Of Set Hold EX for 2.5 sends sand from himself to
seconds, release the end of the screen; this
"pushes" the opponent away;
requires 1 super stock
Form Of Osiris Diagonal uf
Float use direction pad
to move around
Reassemble b, b / d, d using the b, b motion can
sometimes be tricky as it
will occasionally switch to
Form Of Osiris Up instead
of going to Reassemble
Forward Jump u, u can also activate this if you
push u immediately after
using uf to perform the
Form Of Osiris Diagonal
Form Of Osiris Up any direction, b refer to Form Of Osiris Up to
see possible follow ups
Mystic Smash Punch LP overhead
Mystic Uppercut HP
Quick Knee LK
Advancing Kick HK this transitions into Form Of
Osiris Up
Sand Of Set Hold K for 1.5 LK=sends sand from himself to
seconds, release mid screen, HK=sends sand
from mid screen to the end
of the screen; this pushes
the opponent away
EX Sand Of Set Hold EX for 2.5 sends sand from himself to
seconds, release the end of the screen; this
"pushes" the opponent away;
requires 1 super stock
Low Staff d + LP must be blocked low
Mystic Punch b + HP attack appears in front of
the opponent
Slide d + LK must be blocked low
Staff Sweep b + HK (hold HK to must be blocked low;
(empower) empowered version reaches
further; empowered version
will miss opponent if you
are very close; empowered
version can absorb
projectiles
Mystic Stomp d + HK overhead
Jump Back Osiris Escape while holding EX depletes 1 section of Fortune
press b, b or whatever Fortune you
have left; goes into Form
Of Osiris Up
Special Moves
-------------
Flame Of Khepri qcf + P LP=straight (not full screen)
then flies upward,
HP=hovers upward and then
flies upward; absorbs
projectiles; can have LP
and HP version on screen at
the same time
EX Flame Of Khepri qcf + EX moves straight (full screen)
in a bobbing motion;
absorbs projectiles; can
have on screen with LP and
HP versions at the same
time; requires 1 super
stock
Sword Of Shu qcb + P LP=small tornado that's out
for 1.5 seconds, HP=large
tornado that's out for 1
second; tornado will spin
in place if it doesn't
touch the opponent and
allows it to hit the
opponent later; absorbs
projectiles
EX Sword Of Shu qcb + EX will have a "ghost" tornado
go across the screen that
will not hit but instead
activate when behind the
opponent; this tornado will
stay active indefinitely or
until another EX is thrown,
the opponent is hit by the
tornado, or the tornado
touches the opponent five
times; requires 1 super
stock
Armies Of Anubis d, d + P LP=sends crawler that hits
twice and must be blocked
low, HP=sends a walker that
will bash with a staff and
hit once; if the opponent
hits either the crawler or
the walker with a
projectile they will be
"destroyed"; can have the
LP and HP version of the
Armies Of Anubis on the
screen at the same time
EX Armies Of Anubis d, d + EX sends walker that activates a
flame tower when close;
flame tower launches
opponent; if the opponent
hits the walker with two
projectiles it will be
"destroyed"; can have the
EX version of this move on
screen with the LP and HP
versions of the Armies Of
Anubis at the same time;
requires 1 super stock
Sand Of Set Hold K for 1.5 LK=sends sand from himself to
seconds, release mid screen, HK=sends sand
from mid screen to the end
of the screen; this pushes
the opponent away; after
this maneuver you will
transition into the Form
Of Osiris Up stance; can
also perform this special
move while in Form Of
Osiris Up or Form Of Osiris
Diagonal
EX Sand Of Set Hold EX for 2.5 sends sand from himself to
seconds, release the end of the screen; this
"pushes" the opponent away;
after this maneuver you
will transition into the
Form Of Osiris Up stance;
can also perform this
special move while in Form
Of Osiris Up or Form Of
Osiris Diagonal; requires 1
super stock
Decimation Supers
-----------------
Eye Of Ra qcf, qcf + P fireball absorbs projectiles;
you can put multiple Eye Of
Ra on screen at once;
requires 1 super stock
Judgement Of Osiris qcb, qcb + T hand must connect (not
blocked) to perform the
entire maneuver; requires
2 super stocks
*******************************************************************************
* 3.8 Quasimodo *
*******************************************************************************
Colors
------
Default - Olive top and Brown pants
Alternate - Dark Gray top and Dark Brown pants
Throws
------
Swing Stomp T / f + T connects close; opponent ends
up in front
Don't Look Down b + T connects close; opponent ends
up behind
Basic Moves
-----------
Palm LP rapid-fire
Charging Uppercut HP 2 hits
Quasi Top u, HP 2 hits with both being an
overhead
Axe Handle ub/uf, HP knocks opponent out of the
air; overhead
Double Knee HK knocks opponent down
Command Moves
-------------
Dash f, f
Run f, f (hold f)
Long Jump uf
Shoulder Charge LP when move touches (blocked or
not) Quasimodo will jump
backward and you can
perform an attack after the
backflip
Triple Lariat HP 3 hits
Cartwheel LK not an attack; invulnerable
for a second; can go past
the opponent
Flip To Slide HK
Backdash b, b
Long Jump db, uf
Triangle Jump jump toward edge of
screen, uf/f
Quick Descent jump up and touch you will descend quickly but
the ceiling of you will not be able to
the bell in the attack while falling
Canon De La
Sentinelle super
Back Elbow f + LP
Spinning Forearm f + HP
Handstand Kick f + LK overhead
Back Slide df + LK must be blocked low
Downward Arc Kick d + LK in air overhead
Drill Stomp d + HK in air overhead
Grapple Escape while holding EX depletes 1 section of Fortune
press b, b or whatever Fortune you
have left
Special Moves
-------------
Credo De La Sentinelle Charge b for 1.5 LP=flips backward after
seconds, f + P maneuver, HP=flips forward
and behind opponent after
maneuver; grapple must
touch opponent (blocked or
not) to perform the entire
maneuver; grapple absorbs
projectiles; can perform
an attack after you flip
backwards or forward
EX Credo De La Sentinelle Charge b for 1.5 will jump backward but not as
seconds, f + EX far as non EX version; will
knock the opponent down;
can only attack after flip
backwards using a Bold
cancel (unlike non EX
version); requires 1 super
stock
Credo De L'ingenieur qcf + P in air LP=straight grapple,
HP=diagonal down grapple;
grapple must touch opponent
(blocked or not) to perform
the entire maneuver; you
can perform an attack after
you flip backwards on the
HP version
EX Credo De L'ingenieur qcf + EX in air diagonal down grapple;
grapple must touch opponent
(blocked or not) to perform
the entire maneuver; you
can perform an attack after
you flip backwards;
requires 1 super stock
Gloria Charge d for 1.5 LK=upward, HK=hops back and
seconds, u + K then jumps forward with an
arc drop (which is an
overhead); if Quasimodo
touches the opponent
(blocked or not) he will
jump backward
EX Gloria Charge d for 1.5 upward and knocks opponent
seconds, u + EX down; if Quasimodo touches
the opponent (blocked or
not) he will jump backward;
requires 1 super stock
Pax qcf + T (tap P/K connects close; unblockable;
after maneuver tap P/K rapidly after
connects) maneuver connects for more
hits
Grapple Movement any direction + T included in the special moves
in air section because this can be
Bold cancelled into; if
grapple connects (not
blocked) to opponent it
will deal a small amount of
damage; can perform
multiple Grapple Movements
in a row as long as they
are successful (some need
to touch the opponent or
the edge of screen) and do
not pull Quasimodo to the
ground (db/d/df + T in air
versions); u + T in air is
upward movement that is
always successful, ub + T
in air is a backward upward
movement that is always
successful, uf + T in air
is a forward upward
movement that is always
successful, b + T in air is
a backward movement that
must touch the edge of the
screen or the opponent to
be successful, f + T in air
is a forward movement that
must touch the edge of the
screen or the opponent to
be successful, d + T in air
is downward movement that
must touch the ground or
the opponent to be
successful, db + T in air
is a backward downward
movement that must touch
the ground or the opponent
to be successful, df + T in
air is a forward downward
movement that must touch
the ground or the opponent
to be successful
Decimation Supers
-----------------
Canon De LA Sentinelle qcf, qcf + P not an attack; this restricts
the size of the stage as
you will fight inside the
bell; the bell must land
near the opponent for this
maneuver to work; the bell
fight area will last 7
seconds; requires 1 super
stock
Canon De L'ingenieur qcb, qcb + T connects close; unblockable;
requires 2 super stocks
*******************************************************************************
* 3.9 Adam *
*******************************************************************************
Colors
------
Default - Blue top and Dark Green pants
Alternate - Black top and Dark Blue pants
Throws
------
Lightning Rod T / f + T connects close; opponent ends
up in front
Ground Stuff b + T connects close; opponent ends
up behind
Basic Moves
-----------
Bladed Hand LP rapid-fire
Spiral Slap HP (hold HP to empowered version becomes the
empower) Ground Stuff throw
Ground Smash ub/uf, HP a delayed air attack that is
an overhead
Dropkick HK (hold HK to empowered version knocks the
empower) opponent down
Command Moves
-------------
Dash f, f
Run f, f (hold f)
Long Jump uf
Shoulder Charge LP 3 hits
Clothesline HP knocks opponent down
Coast Slide LK must be blocked low
Flying Dropkick HK knocks opponent down
Backdash b, b
Long Jump db, uf
Ground Pound d + LP must be blocked low
Quick Shock f + HP
Push Kick b + HK
Senton d + HK in air overhead
Lightning Back Escape while holding EX depletes 1 section of Fortune
press b, b or whatever Fortune you
have left
Special Moves
-------------
Bolzen qcf + P LP=NOT full screen, HP=full
screen; detonates when you
jump over the bouncing
spark and you can still be
hit; if Bolzen connects
(not blocked) it will put
opponent in "Punish" state
which allows you a free
hit; spark will collide
with other projectiles as
both will be "destroyed"
in the process
Riesig Volta qcb + P LP=4 hits, HP=6 hits; absorbs
projectiles
EX Riesig Volta qcb + EX if this connects (not
blocked) Adam will perform
a powerbomb; requires 1
super stock
Donner qcf + K this does not inflict damage;
use this to break the
opponent's block and get in
close
Blitz Bombe qcf + T connects close; unblockable
EX Blitz Bombe qcf + EX lightning is thrown straight;
if lightning touches
opponent you will perform
the throw maneuver;
lightning is unblockable;
requires 1 super stock
Blitz Klaue qcb + T lightning is thrown diagonally
upward; if lightning
touches opponent you will
perform the throw maneuver
Monster Klaue d, d + T works when close to opponent
that is laying on the
floor; this will pick the
opponent off the floor and
you will perform a throw
maneuver
Decimation Supers
-----------------
Blitz Spie Beta qcf, qcf + P invulnerable during the
lightning dash; can duck
this maneuver (Adam will go
past the opponent); cannot
block this maneuver while
standing; requires 1 super
stock
Monster Bombe qcb, qcb + T connects close; unblockable;
requires 2 super stocks
*******************************************************************************
* 3.10 Erzsebet Bathory *
*******************************************************************************
Colors
------
Default - Black hair and Gold dress
Alternate - Dirty Blonde hair and Gray dress
Throws
------
Hissy Slap T / f + T connects close; opponent ends
up in front
Walk All Over b + T connects close; opponent ends
up behind
Basic Moves
-----------
Dragon Wing HP
Stepping Dragon HP in air 2 hits with both being
overheads
Spin Out LK not an attack; invulnerable
for a second
Dragon Head HK
Command Moves
-------------
Dash f, f
Run f, f (hold f)
Long Jump uf
Falling Claw LP must be blocked low
Hopping Blow HP overhead; hops over some
attacks
Spin Dodge LK not an attack; can use to go
past the opponent
Hip Bomber HK 4/5 hits; last hit of this
must be blocked low (if
dragon is out you will not
get this last low hit)
Backdash b, b
Long Jump db, uf
Glide u in air (hold u to can stop and start multiple
continue glide) glides in a single jump
Claw Push f + LP
Dragon Pounce f + HP this must touch the opponent
(blocked or not) to be able
to perform the follow ups
Scratch Claw f + LP after 2 hits
initial maneuver
touches
Crushing Claw f + HP after overhead
initial maneuver
touches
Claw Uppercut df + HP
Dragon Claw d + LP must be blocked low
Reaching Foot d + LK must be blocked low;
rapid-fire
Spinning Escape while holding EX depletes 1 section of Fortune
press b, b or whatever Fortune you
have left
Special Moves
-------------
Scirrhus Herpetia qcf + P LP=short, HP=far; HP version
must touch the opponent
(blocked or not) to be able
to perform the follow ups
Scratch Claw f + LP after 2 hits
initial HP
version touches
Crushing Claw f + HP after overhead
initial HP
version touches
EX Scirrhus Herpetia qcf + EX 3 hits; absorbs projectiles;
requires half a super stock
Fistula Salamandra qcb + P LP=short, HP=far; you can use
this to dash past the
opponent
EX Fistula Salamandra qcb + EX this involves a dragon strike
that can also absorb
projectiles; Erzsebet can
dash past the opponent;
requires half a super stock
Hemo-Lacerta qcf + K LK=straight charge, HK=upward
charge; absorbs projectiles
Cruor-Ophidia d, d + K (hold K to LK=close, HK=far; Erzsebet
delay) can move around and attack
while holding K; can delay
maneuver up to 4 seconds
before it automatically
activates
EX Cruor-Ophidia d, d + EX dragon will come out in this
version and you will be in
full control of it; dragon
will absorb projectiles;
your attacks will be those
found in the Draculesti
Meter Special Moves
section; Erzsebet cannot
block while this maneuver
is active; you will exit
the Cruor-Ophidia if you
perform the initial motion
again (d, d + EX), if
Erzsebet is hit, or you
attempt another EX Special
Move; requires half a super
stock
Exit EX Cruor-Ophidia d, d + EX
Passio Phtisis qcf + T connects close; unblockable;
if it connects you will be
given a considerable super
meter gain
Draculesti Meter Special Moves
------------------------------
NOTES: These attacks will drain Erzsebet's super meter each time they are used.
These attacks can be performed on the ground or in the air.
Tail Snap EX / EX in air absorbs projectiles
Charging Claw f + EX / f + EX absorbs projectiles
in air
Rapid Tail b + EX / b + EX 6 hits; absorbs projectiles
in air
Tail Sweep d + EX / d + EX 2 hits; both hits must be
in air blocked low; absorbs
projectiles
Driving Head u + EX / u + EX 2 hits; absorbs projectiles
in air
Decimation Supers
-----------------
Monitor Phratria qcb, qcb + P this will cause Erzsebet to
go into a screaming stance
and while this happens you
can enter multiple commands
which will activate with
the dragon attacking
afterward; this super will
use either 1 or 2 super
stocks depending on how
many you have; the 2 super
stock version has more time
to enter more predetermined
attacks; below are the
commands and resulting
maneuver for these
commands:
LP/f + EX = Charging Claw
HP/u + EX = Driving Head
LK/d + LK = Tail Sweep
HK/b + EX = Rapid Tail
EX = Tail Snap
Amor Septos qcf, qcf + P advancing attacks (hit 1, 2,
or 3) must connect (not
blocked) to perform the
entire maneuver; if the
initial hits are blocked
Erzsebet will actually
perform a fourth and fifth
hit but connecting them
will not advance the
maneuver into the full
super; requires 2 super
stocks
-------------------------------------------------------------------------------
*******************************************************************************
* 3.11 Arctorious *
*******************************************************************************
Colors
------
Default - Gray armor
Alternate - Gold armor
Throws
------
Scorching Breath T / f + T connects close; opponent ends
up in front
Impale And Kick b + T connects close; opponent ends
up behind
Basic Moves
-----------
Hilt Strike LP (hold LP to holding LP will transition
stance change) maneuver into Roof Guard;
refer to Roof Guard section
for details
Slash Away HP (hold HP to holding HP will transition
stance change) maneuver into High Guard;
refer to High Guard section
for details
Bashing Sword u, HP knocks opponent down and out
of the air
Double Sword Slice ub/uf, LK can hit twice on an airborne
opponent; first part will
knock the opponent out of
the air
Down Crescent HK (hold HK to holding HK will transition
stance change) maneuver into Tall Guard;
refer to Tall Guard section
for details
Command Moves
-------------
Dash f, f
Run f, f (hold f)
Long Jump uf
Wind Parry LP not an attack; a high/low
counter that puts
Arctorious behind the
opponent
Tornado Slice HP overhead
Sweeping Sword LK transitions into Ox Guard;
refer to Ox Guard section
for details
Knightly Upper HK transitions into Tall Guard;
refer to Tall Guard section
for details
Backdash b, b
Long Jump db, uf
Jab b + LP
Toe Stab b + HP (hold HP to tapping HP with this motion
perform maneuver) only feints the attack;
holding HP with this motion
performs the maneuver; must
be blocked low; the sword
itself will absorb attacks
(not projectiles) when it
is moving into position
Skyward Pierce d + HP transitions into OX Guard;
refer to Ox Guard section
for details
Step Kick f + LK (hold LK to holding LK will transition
stance change) maneuver into Ox Guard;
refer to Ox Guard section
for details
Sharp Crescent b + HK (hold HK to by tapping the HK button in
perform maneuver this motion you will
and stance perform a stance where your
change) sword acts as an attack
reversal (not projectiles);
by holding the HK button in
this motion you will
perform the Sharp Crescent
attack automatically
Spiral Sweep d + HK must be blocked low
Knight Blast while holding EX depletes 1 section of Fortune
press b, b or whatever Fortune you
have left; this is not a
backdash like many of the
other characters' escape
maneuvers; the blast itself
can hit and inflict damage
Special Moves
-------------
Sword Of The Fae qcf + P LP=straight slice, HP=upward
slice
EX Sword Of The Fae qcf + EX an unblockable full screen
slice; this maneuver has
huge recovery if it misses;
requires 1 super stock
Sword Of The Coward qcb + P (hold P to this can be delayed
delay) indefinitely; this is not
an attack however it
absorbs projectiles; each
projectile absorbed will
power up Arctorious; there
are 3 power levels
Arctorious has access to
(you can tell which level
visually as his suit of
armor begins to glow); when
Arctorious is powered up
his Sword Of The Fae and
Will Of the Fae special
moves will become more
powerful (longer range and
more damage as well as more
hits and damage
respectively); using either
of these special moves
while powered up will cause
the power level of
Arctorious to drop one
level each time; performing
the HP version of the Sword
Of The Coward maneuver
during any of your special
stances will produce a
different sword special
where Arctorious hold his
sword up (which can not be
delayed) and acts as a
short high/low parry
EX Sword Of The Coward qcb + EX becomes a high/low counter
attack (not projectiles);
requires 1 super stock
Sword Of The Swift qcf + K LK=3 hits, HK=4 hits
Will Of The Fae hold P/K for 3 LP=close, HP=far, LK=medium,
seconds, release HK=very far; fireball can
be "destroyed" with another
projectiles; can put
multiple fireballs on the
screen at once as long as
they are not the same
version
EX Will Of The Fae hold EX for 3 fireball will spiral around
seconds, release Arctorious; this will add
2 hits to an connected (not
blocked) normal or command
maneuver; requires 1 super
stock
Stance Change d, d + P/K LP=transitions to Roof Guard,
HP=transitions to High
Guard, LK=transitions to Ox
Guard, HK=transitions to
Tall Guard; in all special
stances you cannot dash,
run, or backdash; you will
exit your special stance if
you are knocked down,
thrown, if you jump, or you
use your own throw; refer
to proper stance section
for details
Ox Guard
--------
Note: Sword is held high and pointed forward.
Stab LP
Pin Cushion P/K/EX if initial
command connects
(not blocked)
Knockdown Joust HP
Dash In LK not an attack
Reverse Crescent HK
High Guard
----------
Note: Sword is held high pointed up to the sky.
Heaven Slice LP
Twisting Sweep HP must be blocked low;
transitions into Tall
Guard; refer to Tall Guard
section for details
Spin Advance LK not an attack but can be used
to go through projectiles
Trap Slice HK overhead; transitions to Ox
Guard; refer to Ox Guard
section for details
Tall Guard
----------
Note: Sword is held back and pointed away.
Shoulder Charge LP
Sword Uppercut HP (hold HP to holding HP will transition
stance change) into High Guard; refer to
High Guard section for
details
Tall Parry LK not an attack but a high/low
parry when sword is out;
does not work on
projectiles
Launching Slice HK transitions to Roof Guard;
refer to Roof Guard section
for details
Roof Guard
----------
Note: Sword is held slightly back with blade pointed up.
Sword Poke LP transitions to Ox Guard;
refer to Ox Guard section
for details
Crushing Sword HP overhead; transitions into
your default stance
Roof Parry LK not an attack; can parry some
low attacks while sword is
out
Advancing Slice HK
Decimation Supers
-----------------
Army Of Camlaan qcf, qcf + P stream of knights absorb
projectiles; requires 1
super stock
Knights Of Avalon qcb, qcb + P must connect (not blocked) to
perform the entire
maneuver; requires 2 super
stocks
*******************************************************************************
* 3.12 Thalessa *
*******************************************************************************
Colors
------
Default - Blonde hair and Black costume
Alternate - Red hair and Gray costume
Throws
------
Bug Trap T / f + T connects close; opponent ends
up in front
Hangman Toss b + T connects close; opponent ends
up behind
Basic Moves
-----------
Phantom Tarsus LP absorbs projectiles; must
connect (not blocked) to
perform the rapid-fire like
follow up
Tarsus Stabs LP, LP after
initial attack
connects (not
blocked)
Phantom Dragon ub/u, LP absorbs projectiles
Phantom Stinger uf, LP overhead; absorbs projectiles
Phantom Snake HP absorbs projectiles
Phantom Crab Capture HP in air overhead; absorbs projectiles
Phantom Pincher LK 2 hits; absorbs projectiles
Phantom Impale LK in air overhead; absorbs projectiles
Phantom Spear HK absorbs projectiles
Phantom Squid HK in air knocks opponent out of the
air; absorbs projectiles
Command Moves
-------------
Dash f, f can dash past the opponent;
you are invulnerable for a
split second when you
disappear during the dash
(can even go through
projectiles)
Glide f, f (hold f)
Long Jump uf
Phantom Crab Stab LP absorbs projectiles
Basmu HP 3 hits; this is the HP
version of the Basmu
special move; absorbs
projectiles
Phantom Swim LK absorbs projectiles
Phantom Mandible Crush HK overhead
Backdash b, b
Long Jump db, uf
Phantom Snout d + LP absorbs projectiles
Phantom Tentacle d + HP 2 hits; launches opponent
(can combo with such things
such as d + HP/HP); absorbs
projectiles
Crossed Legs d + LK 2 hits; second hit must be
blocked low
Phantom Shark d + HK must be blocked low; absorbs
projectiles
Statue Escape while holding EX depletes 1 section of Fortune
press b, b or whatever Fortune you
have left; statue will take
1 hit before being
"destroyed"; statue will
last for 2 seconds before
it is "destroyed" on its
own
Special Moves
-------------
Basmu qcf + P LP=small projectile and not
full screen, HP=large
projectile and full screen;
absorb projectiles
EX Basmu qcf + EX laser absorbs projectiles;
can move after initiating;
laser launches opponent
away; requires 1 super
stock
Mushussu qcf + P in air LP=downward tentacle that is
an overhead, HP=has one
tentacle go straight while
the other tentacle goes
down; absorbs projectiles;
launches opponent
Musmahhu d, d + P LP=appears mid screen away
(if you are close to the
opponent it will appear
under them), HP=full
screen away (if you are
close to the opponent it
will appear behind him);
absorbs projectiles
EX Musmahhu d, d + EX appears right on top of
opponent instantly and
spins for more hit damage;
requires 1 super stock
Umu Dabruttu d, d + K LK=teleports behind opponent
leaving a statue,
HK=teleports in front and
above opponent leaving a
statue; statue will take 1
hit before being
"destroyed"; statue will
last for 2 seconds before
it is "destroyed" on its
own
Decimation Supers
-----------------
Usumgallu qcf, qcf + P rising neck part of maneuver
can strike opponent as well
as absorb projectiles;
laser absorbs projectiles
and launches opponent away;
can move after initiating
Usumgallu; can put multiple
Usumgallu on screen at once;
requires 1 super stock
Litamu qcb, qcb + P mist must connect (not
blocked) to perform the
entire maneuver; mist will
collide with other
projectiles as both will be
"destroyed" in the process;
requires 2 super stocks
===============================================================================
4.Unlocking Bosses
===============================================================================
* To unlock Arctorious play arcade mode on medium difficulty. Defeat the 8th
opponent with a level 2 Decimation Super (2 super stocks). Arctorious should
appear. Defeat him and you unlock him.
* To unlock Thalessa beat arcade mode on the hardest difficulty.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Corrections and clean up
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com. Credit will be given for your contribution.
5.2 Credits
-AOne Games
-Soedesco
-Gamefaqs
-And me for writing this faq