Darkstalkers/Gameplay: Difference between revisions

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==Controls==
==Controls==
<div style="text-align:center">[[Image:Capcom Street Fighter Controls.jpg]]</div>
<div style="text-align:center">[[Image:Capcom Street Fighter Controls.jpg]]</div>
One player may compete against the computer, or two players may simultaneousy compete against each other.  Each player has an 8-way joystick and 6 buttons.
One player may compete against the computer, or two players may simultaneously compete against each other.  Each player has an 8-way joystick and 6 buttons.


===Buttons===
===Buttons===
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===Projectile vs. Projectile===
===Projectile vs. Projectile===
Unlike other fighting games, in which two colliding fireball-type attacks cancel each other out or pass right by each other, Darkstalkers features a new missile attack priority system.  Each projectile has a
Unlike other fighting games, in which two colliding fireball-type attacks cancel each other out or pass right by each other, Darkstalkers features a new missile attack priority system.  Each projectile has a
certain momentum which is equal to the maximum possible distance minus the distance travelled.  In general:
certain momentum which is equal to the maximum possible distance minus the distance traveled.  In general:
* When two projectiles are thrown towards each other, the strength of the button used overrides the other projectile.  For example, if two Demitris throw two Chaos Flares, but one is performed with {{cade|LPunch}} and the other one with {{cade|MPunch}}, then the {{cade|MPunch}} one will override the {{cade|LPunch}} Flare.
* When two projectiles are thrown towards each other, the strength of the button used overrides the other projectile.  For example, if two Demitris throw two Chaos Flares, but one is performed with {{cade|LPunch}} and the other one with {{cade|MPunch}}, then the {{cade|MPunch}} one will override the {{cade|LPunch}} Flare.
* If two projectiles of equal strength are thrown, the one fired later will override the one thrown earlier.
* If two projectiles of equal strength are thrown, the one fired later will override the one thrown earlier.
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Once your opponent has hit the floor, quickly press {{cade|Up}}{{plus}}{{cade|Kick}} to perform a pursuit attack, which is basically a way of getting free damage.  You can even ES your pursuit attack by performing it with {{cade|2xKick}}. However, a fallen opponent is not completely defenseless--for one thing, the timing on pursuits is tricky and your opponent may get up before the pursuit is able to hit.  Furthermore, most pursuit attacks have specific ranges, and so attempting one from too close or too far away may make it miss (although if an opponent is still on the floor when you recover from the missed attempt, you can try again). Finally, a character lying on the floor can always hold back or forward to move and get-up at the same time, thereby thwarting a pursuit attempt.
Once your opponent has hit the floor, quickly press {{cade|Up}}{{plus}}{{cade|Kick}} to perform a pursuit attack, which is basically a way of getting free damage.  You can even ES your pursuit attack by performing it with {{cade|2xKick}}. However, a fallen opponent is not completely defenseless--for one thing, the timing on pursuits is tricky and your opponent may get up before the pursuit is able to hit.  Furthermore, most pursuit attacks have specific ranges, and so attempting one from too close or too far away may make it miss (although if an opponent is still on the floor when you recover from the missed attempt, you can try again). Finally, a character lying on the floor can always hold back or forward to move and get-up at the same time, thereby thwarting a pursuit attempt.


In Vampire Savior and beyond, Pursuit Attacks can also be peformed with {{cade|Punch}} or {{cade|2xPunch}}.
In Vampire Savior and beyond, Pursuit Attacks can also be performed with {{cade|Punch}} or {{cade|2xPunch}}.


==Introduced in [[Vampire Savior]]==
==Introduced in [[Vampire Savior]]==
=== Impact Guage ===
=== Impact Gauge ===
In previous iterations of the Darkstalkers (Vampire) series, all damage taken was permanently lost.  When one player was knocked out, both players regained all of their health before the start of the next round.  In Vampire Savior, the health bar is replaced with the Impact Gauge.  During each battle, players damage one another with attacks that cause some permanent damage, and more temporary damage.  If a player is unharmed for a period of time, they begin to heal some of the temporary damage, up to the maximum permanent damage they have received.  When one player is knocked out, that player regains their health bar, but the opponent's health bar remains where it is.
In previous iterations of the Darkstalkers (Vampire) series, all damage taken was permanently lost.  When one player was knocked out, both players regained all of their health before the start of the next round.  In Vampire Savior, the health bar is replaced with the Impact Gauge.  During each battle, players damage one another with attacks that cause some permanent damage, and more temporary damage.  If a player is unharmed for a period of time, they begin to heal some of the temporary damage, up to the maximum permanent damage they have received.  When one player is knocked out, that player regains their health bar, but the opponent's health bar remains where it is.