Night Warriors: Darkstalkers' Revenge: Difference between revisions

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{{Infobox Game
| gamename    = Night Warriors: Darkstalkers Revenge
| abbreviation = Vampire Hunter
| image        = Vampire Hunter Poster.PNG
| version      =
| developer    = Capcom
| publisher    = Capcom<br>Virgin Interactive Entertainment (Europe)
| system      = Arcade<br>JP: March 3, 1995<br>EU: March 16, 1995<br>NA: April 6, 1995
| system2      = Sega Saturn<br>NA: February 22, 1996<br>JP: February 23, 1996<br>EU: November 1996
| system3      = PlayStation 4, Xbox One, Nintendo Switch, Steam<br>WW: June 24, 2022
| netcode      = Rollback FightCade2 (PC)<br>Darkstalkers Resurrection (PS3, Xbox360)<br>Capcom Fighting Collection (PS4, XBONE, NSW, PC)
| resources    =
| community    = [https://discord.gg/5fwSewN33p Discord Server (VSAV and VHUNT)]
}}
[[File:VHUNT_Logo.png]]
=Introduction=
=Introduction=
Night Warriors - Darkstalkers' Revenge (a.k.a. ''Vampire Hunter'' in Japan) is the second installment of the Darkstalkers series. <br>
Night Warriors - Darkstalkers' Revenge (a.k.a. '''Vampire Hunter''' in Japan) is the second installment of the Darkstalkers series. <br>
Released in 1995 adding more playable characters and refining the game engine.
Released in 1995 for the arcade and later gaining a home release on the Sega Saturn in 1996. Other editions include the Japanese only release of Vampire: Darkstalkers Collection for the PS2 and the digital release of Darkstalkers: Resurrection for XBL and PSN (disc copy available only on PS3 in Japan).  
 
[[Image:Nwarr-145734.png]]
[[Image:Nwarr-150434.png]]
 
Layout borrowed heavily from gb's [[Vampire Savior (Darkstalkers 3)]] contributions ^-^; --[[User:JedahsMinistry|JedahsMinistry]] 20:36, 6 November 2007 (UTC)
 
=The Game Engine=
===Super Meter System===
Changed from Darkstalkers 1 to a more "common" style meter system, super meter no longer depletes when not in use.<br>
You can whiff moves (normal and special) to gain meter, but getting hit does NOT give you meter (it does in VSav/DS3).<br>
You also gain a minute amount of meter for blocking attacks.
 
===Special Notes===
While a '''Double KO''' or '''Draw''' usually requires one more round be played in other games, here it counts as a win for both players.  This means if one person has a victory in Round 1 and the 2nd is a draw/double KO, that person wins the match (if it's best 2 of 3).
 
'''Projectile Battles:'''<br>
When two projectiles (eg, fireballs) clash, they "fight" for dominance instead of just cancelling each other out.  Which one wins is based on strength of attack used and timing of it's launch.:<br>
-"Weaker" projectiles lose to "stronger" ones (eg, LP fireball losing to MP and so on), unless the weaker one is thrown ''after''. <br>
-Projectiles of the same strength thrown at the same time will cancel each other out.<br>
-ES'd projectiles will go through normal ones, and  EX projectiles override any other type of projectile.<br>
 
===Combo Rules===
There are three forms of doing combos in Night Warriors :
 
*Two-in-ones
 
**Two-in-ones require a move to be [[Glossary A-H#Buffer|buffer]]able.  It is the action of doing a special move during the animation of a normal move.  The recovery of the normal move will cancel into the special move, allowing for it to combo.  Hence two-in-one.
 
 
 
*Linking
 
**Linking is a play on the startup and recovery of normal and special moves.  It is performed by a character doing an attack, recovering before the opponent, and performing another attack all before the opponent recovers. 
 
 
 
*Chaining
 
**Chaining is performed by canceling the recovery of one normal move into another.  It is done from weaker to stronger buttons, going from punch to kick.  You can google an image of how it works, or one day someone will put an image of the general pattern up.
 
You CANNOT cancel a normal move during a chain into a special or super move.  You CAN link from a chain combo into a normal (or Special) move, thus allowing you to cancel that normal (Provided it is bufferable.) into a special move. 
 
Another special case with canceling chain combos are command input EX Moves.  These are done by inputting odd commands in sequence.  As such, characters such as Anakaris , Morrigan, and other characters can cancel a chain combo into one of their EX moves.
 
=Universal Abilities=
 
===Blocking===
Vampire Savior allows for ground and air blocking.  Blocking while on the ground follows normal trends: Block Standing for high hitting attacks, and Crouching for low hitting attacks. 
 
Air blocking is a bit different.  Much like [[Street Fighter Alpha 3]], an airborne character cannot block a '''''normal''''' attack from an opponent who has their feet on the ground.  However, some normal moves, such as Donovan's F+HK may be blocked in the air, as well as most special, ES and EX moves.  Air blocking also has very little blockstun, allowing for characters to retaliate instantly.
 
===Guard Reversal (GR)===
Guard Reversal is the [[Glossary A-H#Alpha_Counter|Alpha Counter]] of Vampire Hunter.  It is performed while in blockstun, and only on the ground. (Exculding Phobos/Huizil who can GR in the air also) The command motion for a Guard Reversal is different for every character
 
Most guard cancels have 33 frames of invincibility.  The attack button (punch or kick) varies with the character, and is listed in each character's respective guide. 
 
A guard cancel can be buffered in to, if a player can properly predict the need to block a move correctly within a 7 frame window.  This is done by performing part of the motion before blocking, then immediately finish the motion and pressing the attack button to finish the guard reversal input. 
 
Ex: ''QCB+ Attack GR setup'':  Down, Down-Back ('''Block here'''), Back ('''Or Block Here''')+ Punch (Lei-Lei/Heisn-Ko)
   
''DP+ Attack GR setup'':  Forward, Down-Forward, Down, Down-Back('''Block here'''), Back('''Or Block Here'''),
Down-Forward+ Punch
(Morrigan, Phobos/Huizil, ect)
 
<nowiki>*</nowiki>All guard cancels have ES forms(Except Phobos/Huizil)
 
<nowiki>**</nowiki>Also important to know, is that guard cancels do not always guarantee a clean hit.
 
Anakaris does not have a Guard Reversal
 
===ES & EX Moves===
Both ES and EX Moves require at least one bar of meter. 
 
ES moves are special moves to a higher degree.  They are generally the special move enhanced in some sort of way.  ES moves are performed by doing the motion of the special move normally, except with two buttons of whatever type it requires.  (i.e. Morrigan's Soul Fist, QCF+P, can be used in an ES form by doing QCF+PP)
 
EX moves are the "Supers" of Vampire Hunter.  But unlike other Capcom games, the Supers of Vampire Savior are merely unique special moves.  Most have no invincibility, and may not necessarily have high priority.  Normal EX moves are performed with their own motions.  Command input (Or Sequential input) EX moves require their own combinations of directions and attack inputs.
 
===Throwing & Throw Tech Hitting===
Throws are performed by pressing the direction forward or back and P or K.  Only Medium and Heavy punches or kicks may perform normal throws. (Air throws are all done with MP or HP only)
 
All normal throws have a 1 frame startup while air throws have 0 zero frame startup.
 
*Anakaris does not have a normal throw. (He can still tech throws though)
 
**Donovan and Anakaris do not have air throws.
 
Throw Tech Hits counter throws.  In this case, they are performed in the exact same manner as the throws:  press the direction forward or back and P or K.  Only medium and strong punches or kicks may counter normal throws.  Throw Tech hit command must be input within 7 frames of being grabbed to Tech. Throws that have been tech hit deal half damage and allows the one thrown to immediately land on their feet
 
*Air throws cannot be tech hit
 
All characters also have an unblockable command throw of some sort.  All of which have their own respective command input, and frame data.  These command throws are un-techable (with Victor's QCF+ MK or HK being the only exception)
 
===Pursuits===
Upon knocking down your opponent, you have the option to add an extra hit(s) to your opponent with a pursuit. 
 
To perform a pursuit, simultaneously press up and a kick button (U+K)
 
Pursuits can be ES'd, by performing the command with two kicks for extra damage. They can also be avoided by strategic wakeups. This should not deter players from using pursuits though, since a missed pursuit will still keep you near your opponent, which may be desirable for many characters.
 
Pursuit Frame data will be listed with their respective characters.
 
===Strategic Wake-Up===
Upon 'being'' knocked down, press left or right, and an attack input.  your character will then move left or right(depending on which direction you held).


This allows for you to evade pursuits, keep on (or away from) your enemy, or just throw off their mind game.
On June 24th, 2022, Night Warriors was rereleased as apart of the Capcom Fighting Collection (alongside Vampire, Vampire Savior, Vampire Hunter 2 and Vampire Savior 2) with rollback netcode on PlayStation 4, Xbox One, Nintendo Switch and Steam.  


===Dashing===
For those unfamiliar with the original Darkstalkers title, Night Warriors changed alot. The original Darkstalkers had a s super system more akin to early KOF games or the S-Groove from the CVS2. Once the super gauge was full it would start to deplete and you had a limited time to execute a ES or EX move. In addition, while your super gauge was depleting inputting a special move would result in a ES move. You could not stock levels of super gauge and your gauge would reset at the beginning of each round.  
Dashing is performed by tapping forward [or backward] twice in in consecutive succession. Doing so, makes your character dash, hop, or glide (depending on your character).  This is a necessity to the game of every character in Vampire Hunter, as is discussed further.


Frame data for dashing is located in each respective character's page.
In Night Warriors, they decided to return to a traditional super bar system, akin to Street Fighter, which could also be stacked with an infinite amount of bars.  


Victor cannot dash unless he using the Great Gerdenheim EX
Chain combos also worked differently in that you could not alternate between positions and punches and kicks. It was very straight forward (Ex. Standing LP, MP, HP) and you could cancel chain combos into specials, providing the normal your cancelling is cancellable on its own.


=Tier List (Japan)=
In Night Warriors, you can alternate between strengths but cannot cancel into specials or EX's (unless it's a motion command super) during a chain. This gave characters more damage possibilities.
'''S Class'''
:Aulbath (Rikuo)
:Bishamon
:Pyron
:Talbain<br>
:Sasquatch<br>


'''A Class'''
Huitzil (Phobos) and Pyron were unplayable boss characters until Night Warriors. In addition, Night Warriors added Donovan and Hsien-Ko (Lei Lei).
:Morrigan
:Phobos
:Anakaris
:Zabel(Lord Raptor)<br>


'''B Class'''
The overall game speed was slower, there were no pursuit attacks and the presentation including character artwork, music and backgrounds were different.
:Demitri
:Felicia


'''C Class'''
Night Warriors is a more refined title compared to it's predecessor overall. While smaller, there is a dedicated player base for Night Warriors and slowly growing.
:Lei Lei (Hsien-Ko)
:Donovan
:Victor


=Character Specific Strategies=
[[File:VHUNT_Character_Select.png]][[File:VHUNT Screenshot.png]]


* [[Image:00%.gif]] [[Anakaris (DS2)|Anakaris]]
* [[Image:00%.gif]] [[Aulbath (Rikuo) (DS2)|Aulbath (Rikuo)]]
* [[Image:00%.gif]] [[Bishamon (DS2)|Bishamon]]
* [[Image:20%.gif]] [[Demitri (DS2)|Demitri]]
* [[Image:00%.gif]] [[Donovan (DS2)|Donovan]]
* [[Image:00%.gif]] [[Felicia (DS2)|Felicia]]
* [[Image:00%.gif]] [[Gallon (J. Talbain) (DS2)|Gallon (J. Talbain)]]
* [[Image:00%.gif]] [[Lei Lei (Hsien Ko) (DS2)|Lei Lei (Hsien Ko)]]
* [[Image:00%.gif]] [[Morrigan (DS2)|Morrigan]]
* [[Image:00%.gif]] [[Phobos (Huitzil) (DS2)|Phobos (Huitzil)]]
* [[Image:00%.gif]] [[Pyron (DS2)|Pyron]]
* [[Image:00%.gif]] [[Sasquatch (DS2)|Sasquatch]]
* [[Image:00%.gif]] [[Victor (DS2)|Victor]]
* [[Image:00%.gif]] [[Zabel (DS2)|Zabel]]


=Useful Links=
{{Navbox-VHUNT}}
http://www.geocities.jp/shu180sx/hunter/hunter.html - Frame data (Japanese, use google translator and you can still get a pretty good idea of things).<br>
[[Category:Night Warriors: Darkstalkers' Revenge]]
http://shinjuku.cool.ne.jp/vampire-hunter/ - Vampire Hunter movies, in Japanese but easy to find and download.<br>
http://www.vampire-dcc.com/ - Annual tournament for both Vampire Hunter and Vampire Savior.<br>
http://shinjuku.cool.ne.jp/vampire-hunter/strategy.shtml - Hitboxes for all the chars<br>
[[Category:Darkstalkers Series]]

Latest revision as of 11:45, 7 July 2022

Night Warriors: Darkstalkers Revenge
(Vampire Hunter)
Vampire Hunter Poster.PNG
Developers

Capcom

Publishers

Capcom
Virgin Interactive Entertainment (Europe)

Systems

Arcade
JP: March 3, 1995
EU: March 16, 1995
NA: April 6, 1995

Sega Saturn
NA: February 22, 1996
JP: February 23, 1996
EU: November 1996
PlayStation 4, Xbox One, Nintendo Switch, Steam
WW: June 24, 2022
Online Play

Rollback FightCade2 (PC)
Darkstalkers Resurrection (PS3, Xbox360)
Capcom Fighting Collection (PS4, XBONE, NSW, PC)

Community Channels

Discord Server (VSAV and VHUNT)

VHUNT Logo.png

Introduction

Night Warriors - Darkstalkers' Revenge (a.k.a. Vampire Hunter in Japan) is the second installment of the Darkstalkers series.
Released in 1995 for the arcade and later gaining a home release on the Sega Saturn in 1996. Other editions include the Japanese only release of Vampire: Darkstalkers Collection for the PS2 and the digital release of Darkstalkers: Resurrection for XBL and PSN (disc copy available only on PS3 in Japan).

On June 24th, 2022, Night Warriors was rereleased as apart of the Capcom Fighting Collection (alongside Vampire, Vampire Savior, Vampire Hunter 2 and Vampire Savior 2) with rollback netcode on PlayStation 4, Xbox One, Nintendo Switch and Steam.

For those unfamiliar with the original Darkstalkers title, Night Warriors changed alot. The original Darkstalkers had a s super system more akin to early KOF games or the S-Groove from the CVS2. Once the super gauge was full it would start to deplete and you had a limited time to execute a ES or EX move. In addition, while your super gauge was depleting inputting a special move would result in a ES move. You could not stock levels of super gauge and your gauge would reset at the beginning of each round.

In Night Warriors, they decided to return to a traditional super bar system, akin to Street Fighter, which could also be stacked with an infinite amount of bars.

Chain combos also worked differently in that you could not alternate between positions and punches and kicks. It was very straight forward (Ex. Standing LP, MP, HP) and you could cancel chain combos into specials, providing the normal your cancelling is cancellable on its own.

In Night Warriors, you can alternate between strengths but cannot cancel into specials or EX's (unless it's a motion command super) during a chain. This gave characters more damage possibilities.

Huitzil (Phobos) and Pyron were unplayable boss characters until Night Warriors. In addition, Night Warriors added Donovan and Hsien-Ko (Lei Lei).

The overall game speed was slower, there were no pursuit attacks and the presentation including character artwork, music and backgrounds were different.

Night Warriors is a more refined title compared to it's predecessor overall. While smaller, there is a dedicated player base for Night Warriors and slowly growing.

VHUNT Character Select.pngVHUNT Screenshot.png


Game Navigation

General
Controls
System
FAQ
Characters
Anakaris
Aulbath (Rikuo)
Bishamon
Demitri Maximoff
Donovan
Felicia
Gallon (J. Talbain)
Lei Lei (Hsien Ko)
Morrigan
Phobos (Huitzil)
Pyron
Sasquatch
Victor
Zabel (Lord Raptor)