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Avengers In Galactic Storm
FAQ By: Goh_Billy (
[email protected])
Version #: 1.0
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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
[email protected]. Credit will be given for your contribution.
4.2 Credits
-Data East
-Marvel
-Gamefaqs
-And me for writing this faq