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