Darkstalkers 3

Darkstalkers 3

16.10.2013 09:59:20
~B
Darkstalkers 3 Huitzil FAQ
3/27/99
bellybutton21@hotmail.com




Well, I have hardly seen any FAQs for such a brilliantly made game that I have
decided to create not one but two FAQs on two of my favorite characters. You
will find the other Felecia FAQ on the same Gamefaqs site. Well on to the FAQ.

Background
Moves
Combos

One day a boy had wandered into the woods and stumbled upon a robot. At that
point the robot was activated and now serves his new master as the ultimate
guardian from the Darkstalkers.


Plasma Beam: D,DF,F+P
A nice projectile that has a little start up delay but comes out extremely fast
and does good damage.

Low Plasma Beam: D,DF,F+K
Basically the same as the one above except this one goes low for those who have
nothing to do but block low.

Rocket Missle: D,DB,B+P
This is a nice surprise move that goes a chunky amount of damage. It is also
useable in the air but when done in the air it sorta curves downward after going
in a straight line.

Heavy Vulcan: B,D,DB+P
Ha! I love this move! I'm not even sure if it is blockable or not because I
always manage to connect with it. What Huitzil will do is throw the opponent up
high and blast them with his artilery when they are on the ground and when the
opponent jumps in he will still fire at the opponent but this move is
unblockable in the air so use this at will!

Levitation: U,U(Hold up the second time)
Well this is not an attack but basically a confusion tactic. What Huitzil will
do is levitate for about 5 seconds and then drop down, but he can use this as
many times as he wants, but he cannot attack in the air but he can move.

Guard Cancel: F,D,DF+P(while blocking only)
Well for those of you who do not know what a guard cancel is, it is a counter
attack while blocking. If you perform the Dragon Punch motion and press either a
punch or a kick(depending on which character) you will counter attack, but only
if you are blocking. Basically what Huitzil will do is put up a force shield
that will push the opponent back.

Pursuit Attack: U+P(after opponent is knocked down only)
After your opponent has be knocked down you can get out one last hit before the
opponent can get up, this goes the same for all characters. What Huitail will do
is turn into a Drill and hit the opponent up to five times doing solid damage.
Use this whenever you get the chance.

Safety Fall: F+P(after you have been knocked down only)
After you have been knocked down immediately perform this motion and you will
not be persuited, this applies to all characters. What Huitzil will do is form
himself into a little car and roll out, this makes the opponent open for attack
as well.


Supers
Final Guardian B: F,D,DF+2K
Haha! I love this move, and it has got to be the coolest looking super in the
whole game! Huitzil fires a tiny ball of electricity and if the opponent gets
caught Huitzil wastes no time as he turns in a giant non-stop artillery machine
that hits 34 times. This super is not only powerful but opponents often get
caught by this for some reason and soon they will not be winning! Use this
whenever you can but he does have a little bit of a start up delay.

Electric Field: B,D,DB+ 2K
Well this is not one of his best supers but it can deal quite a bit of damage.
Huitzil fires some slow moving electric missles and once it reaches all the way
across the screen it explodes and if the opponent is caught Huitzil can come in
and start to combo the opponent for added damage! This only works on really slow
people and the CPU. Do not try to rely on this super much though, but Huitzil
has almost no recovery time from this!

Plasma Flare: D,DF,F+2P or 2K
Well the Plasma beam has turned into a whopping larger than life beam that does
good damage and hits three times. It is good for making mistakes and is a fairly
adequete chipper. This has a start up delay to it as well and has a little bit
of recovery time as well.

Super Missle: D,DB,B+2P
A more powerful version of his regular missle, but this super is just a little
bit stronger than the normal missle, but this chips more though. I would stick
with his regular Rocket Missle.

Ultimate Vulcan: B,D,DB+2P
Another enchanced version of his regular moves. This has the same properties as
his Heavy Vulcan, but does 12 hits instead of 11 and does just a little bit more
damage. Well I would use this more often than the Heavy Vulcan despite the fact
that this does just a little more damage because it is just too visually
impressive!

Dark Force Change(same as his Dark Force Power)
Ray of Doom: P+K(of same strength)
Huitzil apparently has two other smaller robots, each fires a beam with every
attack Huitzil makes, yes even his normal moves. A nice complement with any of
his attacks and you must go totally offensive while in this mode, because like
all other Dark Forces they last only about 10 seconds.


Combos
Okay, this game did not exactly put a giant combo system in like the crossover
series, but there are combos in this game and yes, even the magic series, but no
super jumping combos in this game though. Also Every character in this game can
build his or her or its guage until it stops at 99, after that you cannot store
anymore super guages unless you use them up.

Guard Cancel:F,D,DF+P
Air Magic Series: None
Ground Magic Series: Stronger

1.Electric Field, D.Jab, D.Strong, D.Fierce
2.J.Roundhouse, C.Short, C.Roundhouse --> Persuit Attack
3.C.Short, C.Foward, C.Roundhouse --> Persuit Attack

Okay those are all the combos that I can think off, but you should try the game
yourself to see what you find.


Credits
Well first off, Capcom for making one of the best fighting games since Street
Fighter Alpha 2 and next is Gamefaqs.com for posting up this FAQ and lastly me
for typing up this FAQ.

Dingo Jellybean (C) 1999

 
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