-------=====================================================------- --------========Marvel Vs Capcom FAQ : Anakaris v1.1=========------ ---------======== Compiled by Lemur-X, 4-5-2000 ========----------- --------=====================================================------ Index : 1: Intro/disclaimer/other BS. 2: Legend of keys 3: Overview of character 4: Normal attacks (standing & flying) 5: Special attacks & Supers 6: Introductory combos This faq was written for personal and private use. Feel free to distribute if desired, just make sure to give credit where credit is due. You may not alter the following and claim it as your own, or your knees belong to Guido…… Revision History : 4-4 Original FAQ completed : 4-5 revised Super notes; added Assist Mode Type information. ---------================ 1: Introduction =================----------- Bah. Seeing as this is my first FAQ, I'd like for you to be as gentle as possible with me…the lube is running low nowadays… I first started playing the VS series w/ the advent of "X-Men vs Street Fighter"'s release on the Sega Saturn. Good Lord…….Now there was a game….And none of the followups have really shined as it did (IMO) up until "Marvel Vs. Capcom 2". The series of FAQs I'll be putting out will be related to all the funky, freakish, or 'Darkhorse' characters of the game. Characters people rarely use….and when they do use, use ineffectively at best. I'm doing this due to the fact that * every * single character in this game is very playable…..very…….And knowing this can give you quite an edge over people that would underestimate them…. ---------=================== 2: Legend ===================------------ Here's the legend of keys and terms used in the following FAQ. Attacks : Jab = Light Punch Fierce = Hard Punch Short = Light Kick Roundhouse = Hard Kick b = Back f = Forward d = Down u = Up B = Charge back for 2 seconds D = Charge Down for 2 seconds P = Punch K = Kick HCB = Half Circle Back (Roll controller from forward, to down, to back.) HCF = Half Circle Forward (Roll controller from back, to down, to forward) QCF = Quarter circle forward (Roll from down to forward) QCB = Quarter circle back (Roll from down to back ) OTG = Off the ground. Getting your licks in whilest they be Down for the count. Launcher = Any move which sends your opponent to the heavens. NOTE : All percentages given are from damage taken by Cable (a fairly balanced character). Your mileage may vary. ---------================ AnaKaris ====================----------- Anakaris has always been just about the strangest character on the block in any game he's been in. He's a lumbering behemoth that can take opponents by surprise with surprising range, power, and speed….. First things first. Anakaris' is NOT going to win any match by sheer button mashing or dumb luck. The guy walks at a snails' pace, and all of his attacks have MAJOR lag after they are executed….often leaving him wide open. But what he does have going for him are… 1 : A wicked dash. On the ground it's a quick lunge with short range, but good enough to open up a combo with his standing jab. In the air, it's a means for transport. It lets him coast clear to the other side of the screen, and you don't have to input a cancel command as you do with 'flight' on any other character. 2: Unorthodox moves : Anakaris is about as hard to predict as a gibbon on crack. He's everywhere if played right. He has a long range throw, overhead projectiles, lunging kicks in the air, jumpkicks that originate from the ground, and the list goes on. Deception is his middle name, and he has one of the best zoning games in the entire game in the hands of a good player. 3: Incredible power. Anakaris utilizes some moves that are extremely powerful if ranged properly. 2 of his supers can take off 60% with their power alone if used in the proper situation. Factor in that if played right, he seems to come from every direction, and you can spell real trouble for nearly anyone you come across. Anakaris does have weaknesses. I can't stress enough that a standing or walking Anakaris is bound to get raped by anyone that has the ability to walk quicker than Sentinel. You have always got to be on sheer offense or defense with him. He's a big target, so make sure you know where you stand in whatever situation you may be in. Take note not to flail on the buttons with him. Nearly all of his moves can be countered with a simple Jab in the right place. Another downside is the lag that coincides with his specials. Nearly every move that he pulls off has more than it's fair share of time afterwards where Anakaris is a sitting duck. Make sure that your opponent is at the desired distance for whatever game you intend to play with their minds, or else…… His jump is another point of concern. He stretches when he jumps. A very slow….drawn out jump…… Make sure to utilize the dash the instant his feet leave the ground…or Super Jump. He takes hits like a bitch. He has very low defense. Watch your back around anyone with saturation-style supers (Cyclops, Iceman, Wolverine) ---------================ Normal Attacks ================------------- Standing Jab : Great move. The damage is minimal, but it reaches nearly 1/6th across the screen and still manages to tag standing opponents. If connected, pressing Jab again will result in a chop that can leave you wide open. Standing Short: Short range. Same strength as the jab. The second short is an extended kick. The exact opposite of the Jab. Holding Back results in a delayed ax kick. Avoid it. Standing Fierce : Great range. Great priority. Bad recovery. Decent damage. Your bread and butter move. Standing Roundhouse : Comes out a little slowly. Medium range. Same damage as the standing Fierce. Some sweeps will travel under it. Good retaliation move. Ducking Jab : Nice range. Low damage. Second connection hits twice and shoves opponent away into "Idle Hands" range. Ducking Short : Longer range than Jab. Same damage. Second hit shoves opponent away. Ducking Fierce : Very fast launcher. Little range. But the speed makes up for that in a sense. Use often by dashing in. Ducking Roundhouse : Good damage. Wicked range. Single hit knockdown. Jumping Jab : A joke of a move. Short range. Non existant damage. Good opener though. Jumping short : Very useful. Light damage. Comes out quickly and unexpectedly (often) from the bottom of the screen. Jumping Fierce : Decent range and damage. Average. Jumping Roundhouse : A bit slow on the recoil, but a great move to use while jumping away since it starts low. ---------================== Special Moves ====================--------- Idle Hands : QCF, P : Ok damage. Instant attack. Unblockable, but can be countered with a blow to his distanced fists. Big downside. Jab is mid-range, Fierce far-range. Sarcophogaus smash : d, d, P : Good damage. Easily telegraphed. Jab is great for causing a close opponent to block (Lead into Idle Hands). Fierce is Mid range, Short is long range. Pharoah's Curse : HCF P (in air) : Light damage, but the transformation on a successful hit is the only window you need to set them up for a big combo. Pyramid smash : f, d, or d/f + K (In air) : Can be done ONLY in the air. Light damage. Good evasion possibilites. ---------================ Super Attacks ==================--------- Sarcophogaus Holocaust: d, d, PP : Nigh useless unless you just NEED that one last bit of block damage. However, if your opponent is caught in the corner at 2.5 paces away, every Coffin will hit and tally about 70% (!) damage. Pharoah Illusion : Jab, Jab, f, Short, Fierce : Quick startup. Jab makes his left hand swat, Short makes it raise up. Mirror for Fierce and Roundhouse. Very effective if you capitalize on it's startup. I've gone up to 50% damage with it. Anakaris is vulnerable during it. Cover his face at all costs. Asp Rush : B, f, PP (in air) : Anakaris gets in his sarcophogaus and unleashes a horde of vipers. Jab and Fierce control the upper snakes. Short and Roundhouse the lower. 2 snakes are allowed to be released at once, and 2 are allowed to retreat. Mash the buttons in a clockwise fashion starting at Jab to get up to 46 hits and 50% damage. Use liberally after a launcher. Pharoah's Curse : Roundhouse, Jab, d, Short, Fierce : Lame. About 40% damage. Blockable. And a Hellaciously long chargeup. Not worth the effort. --------================Elementary Combos================----------- I've decided to not put a slew of "True" combos in this section due to the fact that there's so damn many……Instead here are some of the more reliable/simple combos and pressure tactics… Standing 4 hit : Jab, Short, Short, Fierce. About 15% Standing 4 hit wrapup : Jab, Short, Short, Idle Hands (Jab). 20% Rush in 5 hit : Dash, Standing Jab, Duck Jab, Duck Short, Duck Roundhouse Pressure : Standing Short, Ducking Fierce, Stand Short, Stand Short(Idle Hands (Jab) Opener for 'Pharoah Illusion' : Have any assist character with a single knockdown move come in and attack. RIGHT at the moment they hit your opponent COMPLETE the command for the 'Illusion'. You can Off the ground with it for a super easy/cheeeeeezy opening! --------==================== Assist Modes=================------------- Assist Type A : Anakaris pops in with a Standing Fierce. Good coverage. Assist Type B : Anakaris jumps in with a long-range "Idle Hands". Good for setting up the "Pharoah Illusion" Super. Assist Type Y : Anakaris performs a mid-range Sarcophogaus drop. No use ----------===================== Thanks ==================-------------- Special thanks to : Derrick and Chris for playing such a whorish keep away game with Morrigan and Sakura. Without you I would not have to resort to using people you don't know how to anticipate. >=D Mtn Dew : For filling my veins with enough caffeine to kill a small elephant. Capcom : For advancing the Vs series yet again! Submissions? Mail em to lemurx@drunkenlemur.com This and other FAQs are up for grabs at http://www.drunkenlemur.com