=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Avengers In Galactic Storm FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 1.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Assists 3. Characters 3.1 Dr. Minerva 3.2 Shatterax 3.3 Black Knight 3.4 Captain America 3.5 Thunderstrike 3.6 Crystal 3.7 Korath 3.8 Supremor 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick + - And / | \ d - Down LK - Light Kick / - Or db d df Any - Any Button , - Then qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== 2.1 Basics ---------- Throw f/b + HP close check character movelist for specific motions and properties Block High b Block Low db does not block overheads Dash Forward f, f Backdash b, b there is a small window of invulnerability during the backdash Dizzy hit opponent multiple times can eventually cause them to be dizzied Assist qcf + LP+HP action dependant on partner; requires 1 stock Super qcf + LK+HK requires 2 stocks Double Team Super LP+HP+LK+HK when near each character must have partner 1 super stock each; available in Story Mode Super Meter - The Super Meter will build by performing Special Moves, being struck by your opponent's attacks (not throws), and blocking attacks. The Super Meter consists of 2 stocks. 2.2 Assists ----------- This game allows you to select an assist partner after selecting your character. There are two sets of assist partners. Ultimus, Ronana, Sentry, and Att-las are selectable for the Kree (Dr. Minerva, Shatterax, Korath, and Supremor). Iron Man, Mighty Thor, Vision, and Giant Man are selectable for the Avengers (Black Knight, Captain America, Thunderstrike, and Crystal). Below are the details of each assist: Kree Assists ```````````` Ultimus - Jumps in and throws 4 projectiles. A single projectile will collide with other projectiles as both will be "destroyed" in the process. His jump in can also strike and harm the opponent. Ronan - Jumps in with slight homing abilities and strikes the opponent. Sentry - Flies across the screen. If Sentry hits the opponent (not blocked) they will bounce off the edge of the screen. Att-las - Jumps in and dashes across the screen. If he hits the opponent (not blocked) he will dizzy them. His jump in can also strike and harm the opponent. Avenger Assists ``````````````` Iron Man - Jumps in and shoots a laser. The laser will absorb projectiles. His jump in can also strike and harm the opponent. Mighty Thor - Thor comes down and unleashes electricity that beams in all directions. Vision - Flies up from the floor with slight homing abilities and strikes the opponent. This launches the opponent into the air. Giant Man - Arm comes across the screen to grab opponent. The grab can be blocked. If the opponent doesn't block it the hand will squeeze them. You can strike the opponent after the squeeze is done. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Dr. Minerva * ******************************************************************************* Colors ------ Default - Red costume w/ Steel Blue trim Alternate - Coquelicot costume w/ Gray trim Throw ----- Neck Ringer f/b + LP/HP close using f puts Minerva behind opponent while b puts Minerva in front of opponent; HP version does more damage Basic Move ---------- Quick Roundhouse HK far knocks down Command Moves ------------- Low Backfist d + LP must be blocked low Crouching Uppercut d + HP 2 hits; launches opponent Slide Kick d + HK must be blocked low Wall Cling ub, then when near the can immediately press an edge of the screen attack button to jump press b off wall and attack or wait one second for Minerva to jump off the wall automatically Special Moves ------------- Surge Dive qcf + P LP=low damage, HP=high damage Air Surge Dive qcf + P in air LP=low damage, HP=high damage Eruption Driver hcb + HP dash in must connect (not blocked) to perform the entire maneuver Rage Stinger qcf + K LK=short with very low damage, HK=far with medium damage Turn Kick qcf + kick used in Rage Stinger must have initial motion touched opponent (blocked or not) for this follow up to be possible Finish qcf + kick used in initial motion Drill Kick qcf + K in air HK version has slightly more damage Jawing Knee f, d, df + K LK=short with low damage, HK=far with high damage Supers ------ Assist qcf + LP+HP action dependant on partner; requires 1 stock Surge Driver qcf + LK+HK dive must touch opponent to activate rush combo, however dive must connect (not blocked) to perform the entire maneuver; requires 2 stocks ******************************************************************************* * 3.2 Shatterax * ******************************************************************************* Colors ------ Default - Blue trim costume Alternate - Teal Blue trim costume Throws ------ Electric Field f/b + HP close f and b determine where opponent is thrown (will always throw opponent away from the corner when close to it no matter what direction is used) Air Electric Field f/b + HP close f and b determine where opponent is thrown (will always throw opponent away from the corner when close to it no matter what direction is used) Basic Moves ----------- Power Uppercut HP close launches opponent Shin Kick LK close must be blocked low Flip Smash ub/uf, HK overhead; knocks down Command Moves ------------- Crouch Hammer Fist d + LP must be blocked low Crouch Wild Swing d + HP must be blocked low Hover ub/u/uf, then hold u to press attack button while hover hovering to dive down and attack; can hover for 2 seconds Special Moves ------------- Death Beam qcf + P LP=slow with low damage, HP=fast with high damage; will collide with other projectiles as both will be "destroyed" in the process Blast Attack qcf + P in air LP=low damage, HP=high damage Death Charge f, d, df + P LP=quick charge with low damage; HP=long lasting charge with high damage Capture Pack qcb + P LP=low damage, HP=high damage; if this connects (not blocked) then the opponent will be captured and stunned for 3 seconds; if you hit the opponent while they are captured then they will bounce around the screen and they can still be hit for another free hit; projectile portion will collide with other projectiles as both will be "destroyed" in the process Supers ------ Assist qcf + LP+HP action dependant on partner; requires 1 stock Jolt Burst qcf + LK+HK requires 2 stocks ******************************************************************************* * 3.3 Black Knight * ******************************************************************************* Colors ------ Default - Brown jacket and Blue pants Alternate - Raw Umber jacket and Gray pants Throws ------ Neck Drop f/b + HP close using f puts Black Knight behind opponent while b puts Black Knight in front of opponent Air Neck Drop f/b + HP close in air using f puts Black Knight behind opponent while b puts Black Knight in front of opponent Hilt Bashing f/b + HK close f and b determine where opponent is thrown (will always throw opponent away from the corner when close to it no matter what direction is used) Basic Move ---------- Missile Dropkick ub/uf, HK overhead; knocks down Command Moves ------------- Crouch Saber Chop d + LP must be blocked low Step Saber Swipe f + HP Crouch Saber Swipe d + HP must be blocked low Death Saber d + HP in air overhead Special Moves ------------- Saber Rush qcf + P LP=short with low damage, HP=long with high damage Saber Uppercut qcf + punch used in Saber Rush must have initial motion touched opponent (blocked or not) for this follow up to be possible Saber Slash qcf + punch used in initial motion Saber Upper qcf + punch used in initial motion Saber Upper f, d, df + P LP=short with low damage, HP=far with high damage Saber Reflect qcb + P LP=quick stance, HP=long lasting stance; this will reflect projectiles back at the opponent Saber Cutter tap P rapidly HP version slashes slightly faster Somersault Kick f, d, df + K LP=low with low damage, HP=high with high damage Supers ------ Assist qcf + LP+HP action dependant on partner; requires 1 stock Saber Fury qcf + LK+HK dash in must touch opponent (blocked or not) to perform the entire maneuver; requires 2 stocks Double Team Supers ------------------ Power Shield LP+HP+LK+HK when near bounces opponent off the Captain America edge of the screen; shield absorbs projectiles; Black Knight and Captain America must have 1 super stock each Saber Shock LP+HP+LK+HK when near absorbs projectiles; Thunderstrike Black Knight and Thunderstrike must have 1 super stock each Meteor Shower LP+HP+LK+HK when near absorbs projectiles; Crystal Black Knight and Crystal must have 1 super stock each ******************************************************************************* * 3.4 Captain America * ******************************************************************************* Colors ------ Default - Blue costume Alternate - Dark Blue costume Throws ------ One Handed Toss f/b + LP close f and b determine where opponent is thrown Spike Slam f/b + HP close f and b determine where opponent is thrown Basic Move ---------- Shield Uppercut HP close launches opponent Command Moves ------------- Crouch Punch d + LP must be blocked low Rising Shield d + HP must be blocked low Shield Attack d + HP in air overhead Riding Shield Attack d + HK in air can hit twice; overhead Special Moves ------------- Shield Slash qcf + P LP=low, must be blocked low, and low damage, HP=high and high damage; will collide with other projectiles as both will be "destroyed" in the process Rising Shield f, d, df + P LP=must connect (not blocked) to perform the shield portion of the maneuver, HP=does slightly more damage than LP version and throws shield portion automatically Shield Reflector qcb + P LP=quick stance, HP=long lasting stance; this will reflect projectiles back at the opponent Charging Star qcf + K LK=short with low damage, HK=far with high damage; move will bounce opponent off the edge of the screen and it is possible to juggle them Liberty Kick f, d, df + K LK=low with low damage, HK=high with high damage Supers ------ Assist qcf + LP+HP action dependant on partner; requires 1 stock Liberty Rush qcf + LK+HK dash must touch opponent to activate rush combo, however dash must connect (not blocked) to perform the entire maneuver; requires 2 stocks Double Team Supers ------------------ Power Shield LP+HP+LK+HK when near bounces opponent off the Black Knight edge of the screen; shield absorbs projectiles; Black Knight and Captain America must have 1 super stock each Electric Charge LP+HP+LK+HK when near absorbs projectiles; Thunderstrike Captain America and Thunderstrike must have 1 super stock each Shielded Winds LP+HP+LK+HK when near shield absorbs Crystal projectiles; Captain America and Crystal must have 1 super stock each ******************************************************************************* * 3.5 Thunderstrike * ******************************************************************************* Colors ------ Default - Blue costume w/ Brown trim Alternate - Black costume w/ Beaver trim Throws ------ High Toss f/b + LP close f and b determine where opponent is thrown; launches opponent Overhead Toss f/b + HP close f and b determine where opponent is thrown; launches opponent Basic Moves ----------- Hammer Uppercut HP close launches opponent Hammer Smash ub/uf, HP overhead; knocks down Shin Kick LK close must be blocked low Command Moves ------------- Crouch Punch d + LP must be blocked low Rising Hammer d + HP must be blocked low; launches opponent Special Moves ------------- Hammer Bolt qcf + P LP=slow with low damage, HP=fast with high damage; will collide with other projectiles as both will be "destroyed" in the process Thunder Bolt f, d, df + P LP=far with low damage, HP=close with high damage; bolt will absorb projectiles Thunder Wave qcb + P LP=slow with low damage, HP=fast with high damage; will go under most projectiles but will collide with low projectiles as both will be "destroyed" in the process Tornado qcb + K HK version has more spins and stays out longer Supers ------ Assist qcf + LP+HP action dependant on partner; requires 1 stock Thunder Storm qcf + LK+HK bolts will absorb projectiles; requires 2 stocks Double Team Supers ------------------ Saber Shock LP+HP+LK+HK when near absorbs projectiles; Black Knight Black Knight and Thunderstrike must have 1 super stock each Electric Charge LP+HP+LK+HK when near absorbs projectiles; Captain America Captain America and Thunderstrike must have 1 super stock each Mighty Tornado LP+HP+LK+HK when near Crystal and Thunderstrike Crystal must have 1 super stock each ******************************************************************************* * 3.6 Crystal * ******************************************************************************* Colors ------ Default - White costume w/ Black trim Alternate - Yellow costume w/ Brown trim Throws ------ Layback Throw f/b + LP close f and b determine where opponent is thrown Layback Toss f/b + HP close f and b determine where opponent is thrown; will bounce opponent off the edge of the screen Basic Moves ----------- Backhand HP far knocks down Delayed Chop ub/uf, HP overhead; knocks down High Kick HK close launches opponent Hop Kick HK far overhead; knocks down Command Moves ------------- Crouch Chop d + LP must be blocked low Crouch Slap d + HP must be blocked low Special Moves ------------- Flame Blast qcf + P LP=slow with low damage, HP=fast with high damage; will collide with other projectiles as both will be "destroyed" in the process Wind Tunnel f, d, df + P LP=quick with low damage, HP=last long with high damage Inferno Rush qcb + P LP=short with low damage, HP=far, high damage, and knocks down Earth Tremor f, d, df + HK energy must be blocked low; will collide with low projectiles as both will be "destroyed" in the process Meteorite qcb + K LK=far with low damage, HK=short with high damage; meteorite is an overhead; meteorite and blast absorb projectiles; if hit during meteorite charge up Crystal will not perform the maneuver Supers ------ Assist qcf + LP+HP action dependant on partner; requires 1 stock Tidal Wave qcf + LK+HK there are two parts of this super that can strike the opponent, the initial tidal wave and a small wave after that; The waves will collide with other projectiles as both will be "destroyed" in the process; thus it is possible to throw 2 quick projectiles and negate this entire super; requires 2 stocks Double Team Supers ------------------ Meteor Shower LP+HP+LK+HK when near absorbs projectiles; Black Knight Black Knight and Crystal must have 1 super stock each Shielded Winds LP+HP+LK+HK when near shield absorbs Captain America projectiles; Captain America and Crystal must have 1 super stock each Mighty Tornado LP+HP+LK+HK when near Crystal and Thunderstrike Thunderstrike must have 1 super stock each ******************************************************************************* * 3.7 Korath * ******************************************************************************* Colors ------ Default - Red costume w/ Salmon trim Alternate - Coquelicot costume w/ Amber trim Throws ------ High Angle Drop f/b + LP close f and b determine where opponent is thrown High Angle Crash f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- Diagonal Baton u, LP 2 hits; overhead Double Baton Strike HP close knocks down Double Baton Swipe u, HP overhead; knocks down Air High Kick u, HK overhead; knocks down Dropkick ub/uf, HK overhead; knocks down Command Moves ------------- Low Baton Bop d + LP must be blocked low Baton Spread d + HP 2 hits Blast Boot f + LK Blast High Kick f + HK knocks down Blast Trip df + HK must be blocked low; knocks down Blast Stomp d + HK overhead; knocks down Special Moves ------------- Berserker Charge qcf + P LP=medium with low damage, HP=long with high damage Air Berserker Charge qcf + P in air LP=medium with low damage, HP=long with high damage Berserker Climb f, d, df + P LP=low with low damage, HP=high with high damage Berserker Dive f, df, d + P in air LP=low damage, HP=high damage Plasma Field qcb + P LP=quick, small plasma ball, and low damage, HP=long lasting, large plasma ball, and high damage Beta Baton Bash tap P rapidly HP version swings slightly faster Supers ------ Assist qcf + LP+HP action dependant on partner; requires 1 stock Plasma Barrage qcf + LK+HK plasma blast absorbs projectiles; requires 2 stocks ******************************************************************************* * 3.8 Supremor * ******************************************************************************* Colors ------ Default - Lime skin w/ Magenta costume Alternate - Green skin w/ Purple costume Throw ----- Bear Hug f/b + LP/HP close f and b determine where opponent is thrown; HP version has more squeezes and thus more damage; (will always throw opponent away from the corner when close to it no matter what direction is used) Basic Moves ----------- Savage Uppercut HP close launches opponent Axe Handle Smash u, HP overhead; knocks down Tentacle Spike HK close launches opponent Body Splash ub/uf, HK overhead; knocks down Command Moves ------------- Crouch Punch d + LP must be blocked low Crouch Axe Handle Smash d + HP must be blocked low Special Moves ------------- Death Ray qcf + P LP=1 ray, HP=3 rays; each ray will collide with other projectiles as both will be "destroyed" in the process (thus HP version can have the first ray negated and the others sneak past and hit the opponent) Torture Capture f, d, df + HP must connect (not blocked) to perform the entire maneuver Tentacle Slam hcb + HP tentacle must connect (not blocked) to perform the entire maneuver Bio Slide qcf + HK must be blocked low; will bounce opponent off the edge of the screen Tentacle Smash f, d, df + K LK=short with low damage, HK=slightly further with high damage Supers ------ Assist qcf + LP+HP action dependant on partner; requires 1 stock Death Blast qcf + LK+HK blast absorbs projectiles; requires 2 stocks =============================================================================== 4. Conclusion =============================================================================== 4.1 What's Missing/Needed -Corrections and clean up -If you have anything to add, any corrections I need to make, please email me at billy_kane_32@hotmail.com. Credit will be given for your contribution. 4.2 Credits -Data East -Marvel -Gamefaqs -And me for writing this faq