Anakaris
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Command Moves
Anakaris' lower half becomes an inverted pyramid and he flies down or diagonally down to attack.
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Command Moves
Anakaris backdashes out one side of the screen and reappears on the other.
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Special Moves
Anakaris fires a cursing projectile at his foe, leaving them without the ability to much besides walk, jump and get hit.
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Special Moves
Drops a giant coffin at one of many locations, determined by button.
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Special Moves
Anakaris punches out with his arms in the image of a giant serpent.
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Special Moves
Anakaris can infinitely expel any projectile he has eaten.
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Special Moves
Anakaris can infinitely expel any projectile he has eaten.
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Special Moves
Anakaris can infinitely expel any projectile he has eaten.
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Special Moves
Anakaris can infinitely expel any projectile he has eaten.
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Special Moves
Anakaris can infinitely expel any projectile he has eaten.
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Special Moves
Anakaris' hands appear somewhere on screen, if they catch the opponent he wraps them up and slams them. When ES'd his hands fly out towards his opponent and he brings them into his coffin for more damage.
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Super Moves
Anakaris seperates from his legs to 'double team' his foe.
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Super Moves
The opponent is subjected to a series of curses.
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Bishamon
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Special Moves
Bishamon grabs his foe and delivers a multi-hit Kienzan.
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Special Moves
Bishamon yanks his souls/sword (and the opponent) back to him. Can be followed up with Kienzan.
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Special Moves
Bishamon yanks his souls/sword (and the opponent) back to him. Can be followed up with Kienzan.
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Special Moves
Bishamon yanks his souls/sword (and the opponent) back to him. Can be followed up with Kienzan.
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Special Moves
Bishamon yanks his souls/sword (and the opponent) back to him. Can be followed up with Kienzan.
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Special Moves
Bishamon yanks his souls/sword (and the opponent) back to him. Can be followed up with Kienzan.
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Special Moves
Bishamon performs a crossroads cut on his stunned foe.
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Special Moves
Bishamon performs a crossroads cut on his stunned foe.
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Special Moves
Bishamon performs a crossroads cut on his stunned foe.
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Special Moves
Bishamon performs a crossroads cut on his stunned foe.
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Special Moves
Bishamon performs a crossroads cut on his stunned foe.
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Special Moves
A lengthy swipe of his blade. @term=anypunch@ swings high, @term=anykick@ swings low.
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Special Moves
Bishamon throws his sword into his opponent (from Savior onwards, replaced by spirit throw). When ES'd, the opponent will commit seppuku.
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Special Moves
Bishamon yanks his souls/sword (and the opponent) back to him. Can be followed up with Kienzan.
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Special Moves
Bishamon performs a crossroads cut on his stunned foe.
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Special Moves [Guard Cancel]
Dragon punch-esque anti-air. Can only be used as guard cancel, reversal, after Soul Summon, or landing from jump.
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Super Moves
A ghostly hand emerges from his armor's mouth and grasps the opponent violently.
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Super Moves
Bishamon disappears, turning into a line of ghost soldiers who slash in turn. He reappears across the screen.
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Demitri Maximoff
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Throw Moves
Demitri jumps into the air and slams his opponent headfirst into the ground.
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Throw Moves
Grabbing the opponent out of the air, Demitri slams them down as in Bat Dive.
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Special Moves
Demitri grabs his foe, spins up into the air and slams them to the floor.
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Special Moves
Demitri vanishes, then reappears diving down at his foe from mid-air.
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Special Moves
Demitri fires a burst at his foe. In Darkstalkers and Night Warriors it's a simple fireball that burns and knocks down the opponent, and becomes a large demonic head when ES'd. From Vampire Savior onwards the projectile contains a bat that briefly bites and stuns the opponent (longer stun with ES).
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Super Moves
In Night Warriors, Demitri launches a horde of bats to attack the opponent. In Vampire Savior and later games, Demitri transforms into bats and swarms forward. If Darkside Master is active, he'll launch the bats instead.
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Super Moves
If Demitri contacts his foe, he bites them repeatedly before kicking them away.
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Donovan Baine
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Command Moves
Donovan surfs downwards on his sword; the angle is steeper the harder the @term=anykick@ used.
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Special Moves
Donovan shoves Kill Shred into the ground and it resides at a location determined by button press. Switch to [w/o Sword]
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Special Moves [w/o Sword]
Donovan summons Kill Shred back to him, damaging the opponent during its flight. Switch to [w/ Sword]
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Super Moves
Donovan demonifies and rushes his foe. Vertical movement can be controlled.
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Super Moves
A giant spirit from above stomps at a location determined by button press.
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Felicia
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Command Moves
Felicia's pursuit, she bounces off the downed opponent in ball form.
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Special Moves
She grabs the enemy and spins around them with her claws.
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Special Moves
Sasquatch swallows his opponent, then regurgitates their now-frozen body.
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Special Moves
From backdash, Rikuo spirals up and forward with his feet (fins?). Also his Guard Cancel, using a different command.
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Special Moves
A bouncing roll forward, Felicia can uncurl and multi-scratch if @term=anypunch@ is pressed on contact with the enemy.
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Special Moves
A roll attack, becoming a rising claw when @term=anypunch@ is pressed again.
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Special Moves
She kicks straight up into the air, then dives down at her opponent.
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Super Moves
She rushes her foe, and on contact gives them the business.
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Super Moves
Felicia summons her friends, and they beat the snot out of her opponent.
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Hsien-Ko
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Special Moves
The opponent is subjected to a spinning blender of claws.
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Special Moves
On chains produced from her massive sleeves, she swings back and forth briefly slicing at her foe. Press @term=anykick@ to detach at any time during the swing.
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Special Moves
She tosses a semi-random object at her foe. Strength of punch determines angle.
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Super Moves
She drops a massive weight from her sleeve, and spiked balls literally fall from Heaven.
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Super Moves
She summons giant blades from the ground up.
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Huitzil
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Command Moves
Huitzil has significant hovering ability. Air dash is always available.
Darkstalkers: Huitzil automatically pauses in mid-air. Holding left or right will cause him to drop in that direction once the pause ends.
Night Warriors: In addition to the left/right control in Darkstalkers, Huitzil can now end his jump at any time in any down direction.
Savior 2: Holding @term=up@ in the air allows you to stay in place for several seconds, even attacking several times. Automatic hovering is gone.
Hunter 2: Same as Night Warriors.
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Special Moves
Huitzil props up and launches a small exploding missile.
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Special Moves
A freezing beam. @term=anypunch@ fires high, @term=anykick@ fires low.
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Special Moves
Huitzil emits a tracer beam upwards at a 45 degree angle. If it hits, he unloads with gatling guns.
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Super Moves
An energy blast that levitates the opponent (they can still attack while levitated, but not move).
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Super Moves
Huitzil becomes rather tanklike and blasts his opponent good.
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J. Talbain
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Throw Moves
Talbain grabs and rolls with his opponent before kicking them away.
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Throw Moves
Talbain chomps the enemy and hurls them overhead.
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Special Moves
Talbain rushes right at his foe, or downwards at an angle if done in the air. Can change direction once with another direction+@term=anypunch@ (four redirects available when ES'd).
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Special Moves
Talbain rushes right at his foe, or downwards at an angle if done in the air. Can change direction once with another direction+@term=anypunch@ (four redirects available when ES'd).
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Special Moves [Guard Cancel]
Talbain rushes up at a 45 degree angle. Can change direction once with another direction+@term=anypunch@ (four redirects available when ES'd).
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Super Moves
Talbain directs a stream of flaming energy at his foe.
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Super Moves
Talbain summons shadows that double and triple his movements.
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Lord Raptor
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Throw Moves
Raptor thrusts repeatedly with his extended ribcage.
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Command Moves
Glides downward while spinning with vicious hooks exposed. Lower kick strength = steeper descent.
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Manual Charging
Raptor's pursuit attack. He was the first and only character to have this technique in Darkstalkers, which would later become universal among the cast.
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Special Moves
Raptor jumps up, then dives down with a chainsaw from his midsection.
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Special Moves
Raptor teleports to a location on screen determined by button press.
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Super Moves
La Malta eats the opponent, and spits them out as a basketball. He then transforms into a hoop while Raptor pulls a quick crossover and dunks them.
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Super Moves
Raptor thrust his bone into the enemy, and brings them to him for an electric swipe.
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Super Moves
Raptor whirls at his foe, bathed in electricity.
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Morrigan Aensland
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Throw Moves
Morrigan grabs her opponent out of the air and slams them ala Vector Drain.
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Command Moves
Morrigan rockets up and slightly forward (or slightly backward if up-back is used)
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Special Moves
Jets upward with her opponent, then spiral-slams them into the ground.
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Super Moves
An autocombo where Morrigan summons a mirror image and they give her opponent a beatdown.
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Super Moves
Morrigan summons a mirror image to double up on her enemy.
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Super Moves
Morrigan rockets off the side of the screen, and returns with her feet/wings stabbing out (height depends on kick strength).
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Pyron
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Super Moves
Pyron punches out a small batch of delayed energy bursts at close/far range depending on which buttons are pressed.
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Rikuo
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Throw Moves
Tongue slam. Can be repeated by pressing @term=backward@ with good timing as the impact occurs.
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Special Moves
After launching the opponent with his tongue, Rikuo turns into a giant clam and pelts them with pearls.
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Special Moves
Rikuo grabs the opponent with his tongue, jumps and tosses him to the ground.
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Special Moves
From backdash, Rikuo spirals up and forward with his feet (fins?). Also his Guard Cancel, using a different command.
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Super Moves
Rikuo executes a crouching double crab claw attack. Of dubious merit and often only available to certain costume colors (some kind of inside joke??). Available in HK and Start costumes only
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Super Moves
A large unblockable bubble that traps the opponent and does damage over time.
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Super Moves
A wave crosses the screen, hitting several times.
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Super Moves
Rikuo's sends forth a spray of water that becomes a vertical geyser when the buttons are released. Using @term=twokick@ results in an automatic short delay if you don't feel like holding down buttons.
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Sasquatch
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Special Moves
Sasquatch spins his foe about then tosses them away.
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Special Moves
Sasquatch swallows his opponent, then regurgitates their now-frozen body.
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Super Moves
Sasquatch breathes out a small pool of ice. If his opponent stands on it, they slip, fall in, and are subsequently swatted out by a whale while he cheers.
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Victor von Gerdenheim
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Throw Moves
Victor grips his opponent about the midsection.
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Special Moves
Victor knees his opponent into the air then knuckle bombs them to the floor.
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Special Moves
A forward hop with electric slam (after landing a normal punch throw, immediately input @term=down@@term=up@+@term=anypunch@)
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Special Moves
Victor grabs his opponent, and charges them with electricity.
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Special Moves
Victor spins with arms outstretched, then punches forward.
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Super Moves
Victor knuckle bombs the floor sending out waves of electricity.
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Super Moves
Dr. Gerdenheim's ghost possesses Victor and all his standing punches become grabs for the duration.
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