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Gambit Guide
11/27/00
==============
= Disclaimer =
==============
X-men Mutant Academy: Gambit guide
This FAQ is intended for personal use only. It is not intended for
illegal(and downright OBVIOUS) reproductions of this FAQ. Copyright
2000. X-men, Gambit, and X-men Mutant Academy are all trademarks of the
Marvel Comics corporation.
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= Gambit Run-down =
===================
Game description:
Name: Gambit
Real Name: Remy LeBeau (by the by, "Le" and "Beau" seperately mean, "The
Handsome")
Height: 6'1"
Weight: 175
Place of Birth: New Orleans, Louisiana (hence, "Cajun")
First Comic Appearance: X-men (first series) #130
History: A homeless boy wandering the streets, Gambit was adopted by
Jean-Luc LeBeau, head of the council of the Thieves Guild. Gambit is a
master thief aided by his mutant power to charge object with explosive
energy. He employs playing cards charged with kinetic energy as his
trademark weapon.
Known Superhuman powers: Gambit has the mutant ability to tap into the
potential energy contained within an object and transform it into
kinetic energy. When thrown at a target, the object releases this energy
explosively on impact.
Special Skills and Abilities: Bilingual in English and French; ability
to throw small objects, including knives, throwing spikes, and playing
cards with extraordinary accuracy.
Fighting Skills: Excellent hand-to-hand combatant, utilizing
streetfighting techniques and acrobatics.
Personal Weaponry: Playing Cards; Bo Staff
In game stats:
Speed: Very High
Strength: Low
Range: High
Heal: Very Low
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=Legend=
========
The game starts you off as these buttons as your defaults:
X = Light Kick
O = Medium Kick
R2 = Hard Kick
Square = Light Punch
Triangle = Medium Punch
R1 = Hard Punch
L1 = Counter
L2 = throw
I'm more comfortable with my version of the Street Fighter
configuration, which is as follows:
X = Light Punch
Square = Medium Punch
L2 = Hard punch
O = Light Kick
Triangle = Medium Kick
R2 = Hard Kick
L1 = Counter
R1 = Throw
Key:
L = Light
M = Medium
H = Hard
P = Punch
K = Kick
B = Back
F = Forward
D = Down
U = Up
QC = Quarter Circle (start from the down direction, to the direction
following the "qc". For example, "QCF" would be Quarter circle motion
from down to forward)
(2 sec.) = Charge in said direction for 2 seconds, followed by next
button
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= Normal Attacks =
==================
1 = Standing attack
2 = Crouching attack
3 = Jumping attack
LP
1) A quick jab towards the face
2) A quick jab towards the shin area
3) Hand chop
MP
1) Gambit uppercuts the opponent with his staff
2) Gambit swings his staff out towards the opponent's legs
3) Gambit strikes the opponent with his staff
HP
1) Gambit does an overhead smash with his staff
2) Gambit does a stronger uppercut with his staff
3) Gambit executes a baseball swing with his staff
LK
1) A quick knee kick
2) A quick kick towards the feet
3) Gambit performs an extended light kick
MK
1) Gambit kicks towards the opponents side
2) Gambit performs a backslide kick
3) Gambit performs a roundhouse kick in mid-air
HK
1) Gambit combines a quick knee kick, with a strong kick to the
opponent's head
2) A reverse spin kick (does not trip opponent)
3) A stronger version of the roundhouse, this one sends gambit's body
into a slow spin.
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= Special Attacks =
===================
Staff Charge - B (2 sec.) F + K
What it does:
Gambit charges up his staff, and uppercuts the opponent with it. The
strength of the kick determines how high and how far the opponent will
go.
Card toss - B (2 sec.) F + P
What it does:
Gambit takes out a card (take a careful look, sometimes they go from
spades, to diamonds to hearts; I dunno what, if anything, that means),
and throws it straight across the screen towards the opponent. The
strength of the punch determines the speed at which the card is thrown.
Falling Card - QCB + P
What it does:
Gambit tosses a card up into the air and lets it fall. The card stays on
the floor and explodes after a small amount of time. The strength of the
punch determines how far the card will go, and how long it will stay on
the ground before exploding.
=================
= Super Attacks =
=================
Charged Staff - QCB + HP (when 1st meter is full)
Gambit runs forward, attempting to grab the opponent. If successful,
he'll immediately charge up his staff until it's on the brink of
exploding. The impact of the explosion will knock the opponent across
the screen.
Damage: Low
Card Trick - QCB + HK (When 2nd meter is full)
Gambit performs a high roundhouse. If the kick connects and isn't
blocked, the opponent flies high into the air. Before hitting the
ground, Gambit throws a charged card at them, knocking them back into
the wall.
Damage: Medium
52 Card Pickup - B (2 sec.) F + (HP + HK) (When X-treme bar is full)
Gambit grabs a stack of cards (19, not 52), charges them up, and sends
them at the opponent, creating a maelstrom of explosions.
Damage: High.
==================
= Move Overviews =
==================
**NOTE: All ratings are out of a possible 5 asterisks**
SPECIAL MOVES
1) Staff Charge
Okay, well, this is an odd move. The only REAL difference between the
three strengths of the punches is how far the opponent goes. Gambit
doesn't move farther, nor does his staff really extend. He does stand
for a longer time with the staff held up though. The Medium version is
parfait (that's 'perfect' for those of you in the know) for all purposes
(juggles or combos). Use this move mainly to end combos (or begin
juggles, if you're fast enough).
Rating: ****
2) Falling Card
What in the name of Potato Pancakes is this? Perhaps the most useless
move in his repertoire is this move. Gambit throws a card up into the
air that is either too close, or too far, and either stays there for too
short, or too long a time. Not only that, but if an opponents walks
right into it, it won't explode on them. THE CARD HAS TO HIT THE FLOOR
TO WORK! In my opinion, don't use this move.
Rating: *
3) Card Toss
Not quite what I had in mind since the cards are supposed to explode,
not dissipate, but what can you do? Okay, so the cards are basically
good for hitting opponents that are far away. They don't explode, they
don't push the opponent back, and it especially won't knock them down
(unless, by some miracle of God, you hit them as they're in the air). I
mainly use this to juggle opponents after performing the staff charge
move. This move won't help you beat opponents like Cyclops or Mystique
at projectile wars, since the start up time is slower, and the beams
cancel out most any other projectile.
Rating: ***
_____________________________________________________________________
SUPER MOVES
1) Charged Staff
Not exactly a great super move since you can't combo it in too well (the
start up exists even IF the opponent is smack dab next to you). But the
damage incurred, and the fact that it pushes opponents FAR away is good
(unless you're doing this move on a cyclops, or mystique user, then that
would be a BAD idea).
Rating: **
2) Card Trick
Hmm. It's definitely comboable, but the damage is only slightly higher
than the Charged staff (unless my eyes deceive me). I guess that would
be a good thing, for if the damage were higher, that would be the ONLY
thing anyone would do with Gambit. Again, don't use this move to push
back opponents with far ranges (again, cyclops and mystique).
Rating: ***
3) 52 Card Pick Up
Gosh, why can't they just call it the Royal Flush? Anywho. The main
downsides to this move are the facts that a) you can jump over this move
pretty easily, unless the opponent is far away, and b) if the opponent
is far away the block damage is close to nil.
Rating: ****
==========
= Combos =
==========
Non-Special Move
Ground Combos:
1) (crouching)LP, (crouching)HK
2) (crouching)LP, (crouching)LK, (standing)HK
3) (crouching)LP, (standing)MK, D + HP
Special move / Super Move
Ground combos
1) D+LP, D+LK, Staff Charge
2) Staff Charge, Card Toss
3) D+LP, D+LK, Staff Charge, Card Toss
4)
more to come...