-------=====================================================-------
--------========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
               (
geocities.com/liquidfists/mvsc2)                   (
geocities.com/liquidfists)