Capcom Fighting Evolution Walkthrough :
This walkthrough for Capcom Fighting Evolution [Playstation 2] has been posted at 25 Feb 2010 by plow and is called "Alex FAQ". If walkthrough is usable don't forgot thumbs up plow and share this with your freinds. And most important we have 12 other walkthroughs for Capcom Fighting Evolution, read them all!
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Walkthrough - Alex FAQAlex FAQ .-----------------------------. | Copyright 2006 Steven Marr | | By Steven Marr (aka Xenomic)| | xenomic@bigstring.com | | kushara@bigstring.com | | entity_of_chaos@hotmail.com | | AIM: Xenomic, AnkokuRyu | | | '-----------------------------' --------------------------------- Legal Script --------------------------------- All copyrights and trademarks are acknowledged where are not specifically mentioned. If you wish to reproduce this document AS IS, you may do so after asking my permission, and not for profit. If I see fit, I, however, will revoke permission and ask for it to be taken down if necessary. I would like to take the time to point out psychocronic's faq. If you want to take this game to the highest level you can, then do use his faq. It is chalked full of information about each of the fighters, from Vs. Matchups to Movelist descriptions and more. --------------------------------------------------- Table Of Contents --------------------------------------------------- 1. The Basis of this Guide 2. Keys 3. Breakdown of Attacks 4. Why use Alex? 5. Alex's Moveset 6. Breakdown of Alex's Moves 7. Alex's Strengths and Weakness 8. Credits ----------------------------------------------------- 1. The Basis of this Guide This guide is to help those get acquainted w ith Alex. This FAQ will also attempt to breakdown Alex in terms of offense and defense. ------------------------------------------------------------ 2. Keys Use this Legend to help you understand the different definitions that I will be using throughout this FAQ. u=up f=forward d=down df=down-forward db=down-back b=back qcf=quarter-circle forward qcb=quarter-circle back hcf=half-circle forward hcb=half-circle back 360=360 degree rotation of directional pad 720=720 degree rotation of directional pad fdp=Forward Dragon Punch (forward, down, down-forward) bdp=Back Dragon Punch (back, down, down-back) LP=Light Punch MP=Medium Punch HP=Heavy Punch LK=Light Kick MK=Medium Kick\ HK=Heavy Kick PPP=Three punches together KKK=Three kicks together Ch.=Charge move (air)=Move can be done in air. (AIR)=Must be performed in air --------------------------------------------------------------- 3. Breakdown of Attacks Here is a breakdown of what category each attack that each fighter in this game uses. Consult this chart if you're unsure as to what attack falls into what category. Moves that meet certain special requirements will be listed by their name. -Projectiles- Moves that can be fired in a fireball-type style, and can hit from across the screen. The following attacks fall into this category: -Hadoken (Ryu) -Shakunetsu Hadoken (Ryu) -Shinku Hadoken (Ryu) -Hadoken (Sakura) -Shinku Hadoken (Sakura) -Gou Hadoken (Shin Akuma) -Messatsu Gou Hado (Shin Akuma) -Chaos Flare (Demetri) -Demon Billion (Demetri) -Sonic Boom (Guile) -Ichimonji (Kenji) -Bakuryusho (Kenji) -Soul Spark (Rose) -Aura Soul Spark (Rose) -Dio-Cega (Jedah) -Sunshot (Ingrid) -Sunburst (Ingrid) -Metallic Sphere (Urien) -Temporal Thunder (Urien) -Aegis Reflector (Urien) -Arctic Stream (Tornado Mist) (Hydron) -Kikouken (Chun-Li) -Kikou-Shou (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Air] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air] -Soul Smasher (Pyron) -Anti-Air- Moves that are used to counter air attacks and jumping opponents. Typically bad when blocked or when they miss. The following attacks fall into this category: -Shoryuken (Ryu) -Shin Shoryuken (Ryu) -Gou Shoryukne (Shin Akuma) -Messatsu Gou Shoryu (Shin Akuma) -Somersault Kick (Guile) -Aerial Russian Slam (Zangief) -Demon Cradle (Demetri) -Somersault Strike (Guile) -Air Knee Grapple (Alex) -Sunrize (Ingrid) -Sunarch (Ingrid) -Sunshine (Ingrid) -Delta Kick (Felicia) -Hydro Spin (Hydron) -Venom Funnel (Hydron) -Tempest Fall (Hauzer) -Hoyoku-Sen (Chun-Li) -Air- Moves that are done while in the air. Great against Rush attacks and some Other attacks, but bad when against Anti-Air attacks. The following attacks fall into this category: -Flower Kick (Sakura) -Royal Judgment (Anakaris) -Bat Spin (Demetri) -Head Stomp (Alex) -Devil Reverse (M. Bison) -Head Stomp (M. Bison) -Zessho Hohou (Yun) -Nishou Kyaku (Yun) -Sun Dive (Ingrid) -Violence Knee Drop (Urien) -Dangerous Headbutt (Urien) -Bushin Hasso Ken (Guy) -Sakura Otoshi (Sakura) -Hazan Shu (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile] -Hyakkisu (Shin Akuma) -Orbital Blaze (Pyron) -Rush- Moves that force the character to dash and attack at the same exact time. These are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, but can be useful against Other attacks. These also help the character get across the screen faster. The following attacks fall into this category: -Ransetsu Jin (Kenji) -Flash Chop (Alex) -Dashing Elbow (Alex) -Boomerang Raid (Alex) -Stun Gun Headbutt (Alex) -Jumonji (Kenji) -Achilles Rush (Leo) -Chronos Rush (Leo) -Hercules Rush (Leo) -Flying Powerbomb (Zangief) -Chariot Tackle (Urien) -Tyrant Slaughter (Urien) -Rolling Buckler (Felicia) -Dancing Flash (Felicia) -Hayakage (Guy) -Bushin Gorai Kyaku (Guy) -Hydro Spin (Hydron) -Psycho Crusher (M. Bison) -Mega Psycho Crusher (M. Bison) -Deluge Assualt (Hauzer) -Deluge Crisis (Hauzer) -Sakizakura Ken (Sakura) -Midare Zakura (Sakura) -Zodiac Fire (Pyron) -Other- These are moves that don't really fall into any one category, and can be classified by their own self. How these moves work against others depends on the situation at hand. The following attacks fall into this category: -Tatsumaki Senpukyaku (Ryu) -Tatsumaki Zankukyaku (Shin Akuma) -Shunpu Kyaku (Sakura) -Bushin Senpu Kyaku (Guy) -Pharoah Magic (Anakaris) -Hole of Hell (Anakaris) -Midnight Pressure (Demetri) -Midnight Bliss (Demetri) -Total Wipeout (Guile) -Knee Press (M. Bison) -Knee Press Nightmare (M. Bison) -Rasen Kyaku (Kenji) -Flying Powerbomb (Zangief) -Enmazuki (Kenji) -Soul Reflect (Rose) -Soul Throw (Rose) -Aura Soul Throw (Rose) -Soul Spiral (Rose) -Nero Fatica (Jedah) -Spreggio (Jedah) -Ira Spinta (Jedah) -Prova-Del-Cervo (Jedah) -Powerbomb (Alex) -Double Lariat (Zangief) -Punishing Flat (Zangief) -Tetsuzankou (Yun) -Kobokushi (Yun) -Sourai-Rengeki (Yun) -You-Hou (Yun) -Guren Ken (Karin) -Hosho (Karin) -Mujin Kyaku (Karin) -Rasen Cho (Karin) -Ressen Ha (Karin) -Yasha Gaeshi (Karin) -Kanzuki-Ryu Shinbi Kaibyaku (Karin) -Kanzuki-Ryu Ko'ou Ken (Karin) -Sunupper (Ingrid) -Sunlower (Ingrid) -Sun Delta (Ingrid) -Cat Spike (Felicia) -Mars Slash (Leo) -Hozanto (Guy) -Tadpole Spawn (Hydron) -Lightning Mast (Hydron) -Strangling Spark (Hydron) -Haru Ichiban (Sakura) -Spinning Bird Kick (Chun-Li) -Hyakuretsu Kyaku (Chun-Li) -Negative Stolen (Demetri) -Gigas Driver (Leo) -Gaia Driver (Leo) -Spinning Pile Driver (Zangief) -Hyper Bomb (Alex) -Final Atomic Buster (Zangief) -Atomic Suplex (Zangief) -Finale-Rosso (Jedah) -Zenpu Tenshin (Yun) -Arakuma Inashi (Karin) -Sand Splash (Felicia) -Please Help Me! (Felicia) -Hellcat (Felicia) -Bushin Flip (Guy) -Volcano Breath (Hauzer) -Gust Flame (Hauzer) -Planet Burning (Pyron) -Piled Hell (Pyron) -Cosmo Disruption (Pyron) -Teleport- These moves can move the character across the screen, and at anywhere on the screen, depending on which version and button the player used to initiate the move. The following attacks fall into this category: Teleport moves -Ashura Senku (Shin Akuma) -Teleport (M. Bison) -Psycho Vanish (M. Bison) -Kagerou (Kenji) -Utsusemi (Kenji) -Galaxy Trip (Pyron) -Miscellaneous (Misc.)- These are attacks that hold one or more properties. The following attacks fall into this category: -Zanku Hadoken (Shin Akuma) [Also classified as Air and Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and Projectile] ---------------------------------------------------------------- 3. Why use Alex? Alex is similar to Zangief. Big. Muscular. Strong. Grappler. But what he has that Zangief doesn't is speed and many attacks to choose from. This makes him even more versatile than the Russian wrestler. However, don't expect to win all the time with Alex. To me, I still consider him low-tier compared to others like Ryu and Jedah. This faq, however, will attempt to make the best out of Alex and his versatile movelist, and to help you with winning more with this American grappler. ---------------------------------------------------------------- 5. Alex's Moveset Chop..............................................F + MP Lariat..............................................F + HP Headbutt/Sleeper Hold...............B + HP Flying Cross Chop (AIR)...........DF + HP Flash Chop...................................QCF + P Powerbomb..................................HCB + P Head Stomp.................................Ch. D, U + K Dashing Elbow............................Ch. B, F + K Air Knee Grapple........................DPF + K Hyper Bomb................................360 + P Boomerang Raid.........................QCFx2 + P Stun Gun Headbutt....................QCBx2 + P ---------------------------------------------------------------- 6. Breakdown of Alex's Moves Here comes the fun part..... Now note, as with all the other faqs, that these names are still not their actual names. -Normal Moves- -Standing- LP (Quick Jab) -The most basic of the moves. Quick and good for combo starters. Damage is low. MP (Elbow) -Not bad, in the fact that it can work well with combos. Mediocre damage. HP (Strong Hook) -Pretty fast considering it's a HP attack. Can push opponents back a bit, which can then be used to chain into a Flash Chop to Power Bomb or Hyper Bomb. LK (Ankle Kick) -Pretty fast, and can be chained into combos. Damage is low. MK (Back Kick) -Decent in it's reach and speed. Can be used for combos. HK (Strong Foot) -Excellent in reach and in getting Alex closer to the opponent. Doesn't really knock the opponent back very much. -Crouching- LP (Kneecap Punch) -Alex punches the opponent's knee. Pretty fast and great for combo starters. Low damage. MP (Hand Jab) -Alex jabs with his fingers. Also pretty fast, and can also be used for combo starters. HP (Shoudler Charge) -Great in the fact that it's a great Anti-Air move, knocks the opponent back when it connects, and moves Alex closer to the opponent. Very good move. LK (Foot Kick) -Alex kicks with his foot. Nuff said. Excellent in speed and combo starting priority. Low damage. MK (Slow Foot Kick) -A slower version of the LK. Still good for combos. HK (Foot Sweep) -This is great for corner fights and for times that you're blocking low. However, this may leave you open if your opponent jumps over it. -Jumping- LP (Falling Palm) -Alex falls onto the opponent with his palm out. Lasts the whole time that he is in the air. Good for combo starters, but has low damage rating. MP (Back Chop) -A chop. Nothing new here. Has mediocre damage rating, and can also be used for combos, though the LP is better to use. HP (Strong Chop) -A much slower version than the other Chops. Has slow startup time, but good against Air attacks and for knocking opponents out of moves. LK (Falling Knee) -Alex falls on the opponent with his knee. This move lasts the whole time that Alex is in the air. It's also great for chaining into combos and for knocking opponents out of moves. MK (Spin Heel) -Alex pretty much does a spin kick, but hits with his heel. As with the LK, can knock opponents out of moves and is good for chaining into combos. HK (Drop Kick) -Alex does a drop kick in the air. Easy enough. Great for Anti-Air purpose and for comboing into Hyper Bomb. -Special Normals- Chop -This move does a decent amount of damage and has a pretty decent range. It's also great for chaining into Flash Chop to Hyper Bomb as well. Lariat -A bit like Zangief's Spinning Lariat, but not as powerful or as great. Still, it's worth trying out. Could be comboed into Hyper Bomb.... Headbutt/Sleeper Hold -The Headbutt will only work while the opponent is facing Alex, while conversely, the Sleeper Hold will only work while the opponent's back is facing Alex. Both do a great deal of damage as well. Flying Cross Chop - -Throws- LP + LK + (Ground Throw) -Alex throws the opponent to the ground. Nuff said here. -Special Moves- -Flash Chop- STRONG VS. Rush Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks Anti-Air Attacks Other Attacks Projectile Attacks -Overall, not a bad move. It moves Alex across the screen quickly, and the move comes out fast. The downside is that many moves can beat this move with no problem. It's good to throw out, though, when you're opponent is least expecting it, especially as a Counterattack. -Powerbomb- STRONG VS. Nothing NO EFFECT VS. Teleport Moves WEAK VS. Everything! -One of Alex's command throws. It's great for chip damage and for damage in general, but it's extremely short reach leaves Alex wide open for attacks. However, you may be able to use this as a Wakeup Counter or a Counterattack (best when you think you're opponent isn't thinking that you'll strike back). Head Stomp STRONG VS. Rush Attacks Other Attacks All projectiles NO EFFECT VS. Teleport moves WEAK VS. Anti-Air Attacks Other Attacks -Hole of Hell (Anakaris) -Pretty good move in that it can avoid all ground projectiles and a lot of the Rush moves that would otherwise hurt. However, if it's blocked, this can leave Alex open to a world of pain. Makes for a good mixup game though. -Dashing Elbow- STRONG VS. Rush Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks Anti-Air Attacks Other Attacks All projectiles -As with Flash Chop, moves forward straight at the opponent. However, this move isn't what it used to be back in the days of Street Fighter III: 3rd Strike, and suffers a bit from slowness. Doing the EX version, however, makes it move a lot faster and do more damage. You might even be able to combo this into other moves, if you're fast enough. -Air Knee Grapple- STRONG VS. Air Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks -Zanku Hadoken (Shin Akuma) Anti-Air Attacks Other Attacks All projectiles -Alex's Anti-Air command throw. Great for when you see your opponent in mid-air. This move can also work on certain attacks like Tatsumaki Senpukyaku without getting hit, IIRC. It also deals pretty good damage. Use with care, though, as you don't want to end up missing with this move. Try using it as a Counterattack if you see your opponent jump. -Super Special Moves- -Hyper Bomb- STRONG VS. Nothing NO EFFECT VS. Teleport moves WEAK VS. Everything! -You have to be basically right next to your opponent to pull this move off, and if you're not good with 360 motions, then this will be even harder for you to pull off. Try jumping at the opponent while doing a LK, HK, or HP, then immediately do the 360 motion to pull this move off easier. One of the most powerful, if not the most powerful, Super Specials in the game (right up there with Zangief's Final Atomic Buster). -Boomerang Raid- STRONG VS. Rush Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks Anti-Air Attacks Other Attacks All projectiles -Similar to Dash Elbow, except that it ends with either a German Suplex or a Powerbomb. Note that if it's blocked, the rest of the attack won't do anything to the opponent. Deals pretty good damage, but you may want to make sure that you don't miss when you throw it out. -Stun Gun Headbutt- STRONG VS. Rush Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks Anti-Air Attacks Other Attacks All projectiles -Alex does a HP, followed by 4 Headbutts. Immediately stuns the opponent (IIRC), and does a lot of damage, but can be avoided easily just by jumping out of the way. Plus, he's left open to a lot of attacks. This is best done as a Wakeup Counter or a Counterattack. ------------------------------------------------------------ 7. Alex's Strengths and Weakness Alex uses the Street Fighter III system, which is described below. Data from psychochronic's faq. Link to faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt 2 Super Meters, Leap Attack to break their crouching guard, Dashing to rush opponents down, Quick Standing to get right back up, Parrying to build meter and turn the match around, Super Jump, Super Cancels to cancel a special move into a Super Art and EX Special Moves to create uggle your own juggle combos. *Dashing: Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Leap Attack: MP + MK: An overhead attack which must only be blocked standing. Great for mix-ups and to attack opponents who use crouch excessively in their gameplan. Has a very quick startup but hits later down the animation and is extremely difficult to link an attack after. *Parrying: -High: Tap F before a high attack hits -Low: Tap D before a high attack hits -Air: While jumping, tap F before an attack hits The known sub-system which made 3S famous around the world and seen in CvS2 playing under the P-Groove. Parrying is another form of blocking which enables to react from a regular block and attack instantly. The opponent freezes for a split-second which makes the player to freely strike in that opportunity. Instead of losing damage, a parry gains meter in return. This effects all forms of attacks, whether it's normals, projectiles and even supers. As it's past counterpart, parrying is for the risky-type players, allowing to have sorts of blind guesses of the opponents attack patterns throughout the match. Parries are also vulnerable to throws, making it more harder at a close-range game so use it strategically as it's one of the most risky sub-systems out there. *EX Moves: Any Special Move using Multiple Buttons instead of one: Uses 50% of 1 gauge, this enables to extend the damage and hits of the move, similar to ES moves for the DS cast. Some EX moves can juggle which can leading to long combos and some characters' moves don't have it EX classified so watch the timing and the move as it costs meter. *Quick Standing: Tap D as you touch the ground before getting knocked down: Seen in the SFIII series and uses the CvS2 Safe Fall sub- system. This ability allows the player to simply bounce back from a knockdown attack before hitting the floor. A quicker way to get right back up, a defensive purpose and to avoid follow-up attacks. Be careful as each character has their own animation frames for this ability. *Super Cancel: Doing a Super Art after a Special Move: SFIII characters have the ability to do a Super Art right after a Special Move and it works exactly like a normal attack cancel. Even EX moves can be cancelled too. *Super Meter: 2 Gauges: SFIII characters has 2 gauges as their meter. When the meter reaches "1/2", it indicates that they are available to execute a Super Art. Each character has 2-3 Super Arts in their move list, which gives multiple options to strike. The ability to have 2 gauges gives the opportunity should that one attempt misses, you're safe to attempt another one and few characters having to use the whole meter in one combo. *Super Jump: D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempts and increasing the chances of avoiding projectiles. Alex is a character who can be used either offensively or defensively (though obvioiusly, he's more of an offensive fighter). He is faster than in 3rd Strike, and has access to all of his Super Arts from that game. On offense, you want to pound constant pressure on your opponent. Never give them a chance to strike back! Flash Chop, Dashing Elbow, Jumping HK, and Hyper Bomb are the way to go. On defense, crouching HK, Hyper Bomb, Stun Gun Headbutt, Head Stomp, and Boomerang Raid will be your best friends. Here are but three combos that I have discovered, and found quite effective, for Alex. Now note that there are definently more than just these three. Test them out for yourself to discover more. A) Stunning Bomb! Combo: Jumping LK, Standing LP, Standing HP, Flash Chop, Stun Gun Headbutt, Hyper Bomb Opinion: Very deadly if you manage to get the Stun Gun Headbutt to connect and stun your opponent. When your opponent does get stunned, the Hyper Bomb should be a piece of cake to pull off on your opponent. This combo does a lot of damage to boot as well. B) Stungun Bomb! Combo: Slash Elbow, Standing HK, Air Stampede, Power Bomb, Hyper Bomb, Stungun Headbutt Opinion: Pretty good, but getting both the Power Bomb AND the Hyper Bomb to connect will be very hard to pull off. Not to mention that you'll need to get the Stungun Headbutt to connect for the combo to even work out. I'd go with one of the other combos personally, but that's my opinion.... C) Ultimate Special Combo! Combo: ------------------------------------------------------------ 8. Credits Thanks to psychochronic, for letting me do these faqs. Thanks to assassin17, for helping with the formatting of these faqs. Thanks to Capcom, for making this game in the first place. Thanks to Gamefaqs, for hosting this faq. |
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