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X-MEN NEXT DIMENSION (XBox VERSION)
MOVELIST FOR Bishop
VERSION 1.0
BY: Santiel J. Creekmore
EMAIL: [email protected]
Copyright 2003 Santiel J. Creekmore
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
website or as a part of any public display is strictly prohibited, and a
violation of copyright.

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VERSION HISTORY
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Version 1.0
This is the initial version.
Date: 26th of November 2003


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TABLE OF CONTENTS
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1. Legend
2. Overview
2. Bishop Notes
3. Movelist
A.      Throws
B.      Counters
C.      Jumping attacks
D.      Crouching attacks
E.      Pop up attacks
F.      Special attacks
G.      Supers
H.      Aerial Strings
I.      Standing Strings
J.      Combos
4. Strategy
5. Credits


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1. LEGEND
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qcf = press quarter circle forward on the directional pad (press down,
down-forward, forward),

qcb = press quarter circle back on the directional pad, (press down,
down-back, back),

hcf = press half circle forward (press back, down-back, down, down-forward,
forward),

hcb = press half circle back (press forward, down-forward, down, down-back,
back),

b = press back on the directional pad

f = press forward on the directional pad

bf= press back then forward quickly on the directional pad

uf = press up-forward on the directional pad

ub = press up-back on the directional pad

bb = quickly press back then back again on the directional pad

ff = quickly press forward and forward again on the directional pad

lk = press light kick or kick#1

hk = press heavy kick or kick#2,

lp = press light punch or punch#1,

hp = press heavy punch or punch#2

fall half-way = means allow yourself to fall about half-way to the ground
after an airseek

air seek = hold up on the directional pad during the on-screen "Air Seek"
message.

Get-up attack = hold hp or hk after a knockdown (doesn't work after counters)

Power transfer = hold L and press either the "X", "Y", or "B" button to
transfer power to the appropriate super level. If you are Player 1(Player 2)
then the "X" button corresponds to level 1(level 3), the "Y" button
corresponds to level 2(level2), and the "B" button corresponds to level 3
(level 1).

stun = moves that temporarily leave an opponent open

bounce = moves cause an opponent to bounce on the ground and leaves the open
to attack

taunt = press either lk+hp, f+lk+hp, d+lk+hp, b+lk+hp, or d+lp+hk

throw = press lp+lk, or white button

air throw = press lp+lk or white button while you and the opponent are
airborne

Air Counter = press hk+hp or black before any air to air and air to ground
attacks

Low Counter = press d+hp+hk or d+black button against  any normal or special
low attack

Punch Counter = press f+hp+hk or  f+black before any normal or special
standing punch attack

Kick Counter = press b+hp+hk or b+black before any normal or special standing
kick attack

/ = or, i.e. moves or buttons can be interchanged

+ = and, with

( ) = helpful comments that follow a particular move in a combo

[ ] = group all moves in brackets together

Strings = a sequence of attack button presses that general require no timing
to for the character to success connect all hits.  Strings should be press
quickly.  Strings generally don't do a great deal of damage (<25% damage).

Combos = a combination of strings, supers, pop up attacks, counter attacks,
throws, and/or specials that require some timing to complete.  Combos
generally do a great deal of damage(>25% damage).
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2. ABOUT BISHOP
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Bishop is a bit like Geese Howard. He has the brutality, the counter, the
evac toss, and the anti-air super. His best assets, however, are his
plethora of transition attacks! Infact his Simage Blast is one of the few
projectiles with transition properties. There are two transition moves which
are embedded in the end of strings (lk, lk, lk and lp, lp, hp, hp).
The others are more readily available attacks that may be performed at
anytime during the match. These include his normal throw (lp+lk), level 1,
2, and 3 charged Simage Blast (qcb+hp). These add about 3000-4000 pts in
damage to any combo. They also help bring a sense of brutality to the fight
when they are well integrated into your strategy. It's in your best interest
to develop a sense of spatial awarness of each board i.e. being knowledgeable
about where the interactive objects are.

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3. MOVELIST
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A.  Throws:
Simage Body Blows                       lp+lk/white
Evac Toss                               b+lp+lk
Pistol Whip                             d+lp+lk

B.  Counters:
Knee and ElboW                          (Punch counter)
Leg flip and mid kick                   (Kick counter)
Trip kick                               (Low counter)
Taking no Chances                       (Air counter)

C.  Jumping Attacks:
lp
lk
hk
hp

D.  Crouching Attacks:
d+lp
d+lk
d+hp (stun)
d+hk

E.  Get-up Attacks:
Simage spotter                          hold hp(bounce)

F.  Specials:
Jaw Breaker                             ff+lp
Double hilt                             f+hp
Simage Charging                         lk+hp (Taunt) two (level 1), four
                                       (level 2), or six times (level 3)
Snap Axe Kick                           ff+hk(stun)
Advancing Fire                          qcf+hk
Retreating Fire                         qcb+hk(evasive)
Single Blast                            qcf+lp
Staggered Blast                         qcf+hp
Concussive Breach                       qcb+lp
Simage Blast                            qcb+hp
Taking no Chances                       qcb+lp/hp(in air)
Mutant Parry                            b+lp+hp

G.  Supers:
Channeled Parry                         lp+hp(level 1)
Bullet Crazy                            lk+hk(level 2)
Don't Jump at Me                        b+lk+hk(level 2)
Mutant Tumble                           f+lp+hp(level 3)
Professional Hit                        f+lk+hk(level 4)

H.  Aerial Strings:
lp, lk, hk, hp, qcb+lp/hp
lp, lk, hp, hk, air throw

I.  Standing Strings:
d+lp, d+lk, d+hk
d+lp, d+lk, d+hp(stun), d+hk
d+lp, d+hK
d+lp, d+hp
lp, hp, hp
lp, lk, lk, lk
lp, lk, hp, hp
lp, hk, hk(stun), lk(bounce)
lp, lp, hp, hp
f+lp, hp, hp, hk, lk
ff+hk, lk, hk, hp, lp
ff+lp, hp, qcf+hk(hold hk)
ff+lp, hp, qcb+hk(hold hk)
ff+lp, hp, qcf+lp(hold lp)
ff+lp, hp, qcb+hp(hold hp)
f+hp, hp(stun)


J.  Combos:
***To prevent I gave each combo a name (I can do this since they are my
own).  If you have any trouble finishing them just email me.  Meanwhile
I will add more notes to them.  I also put new ones on the XBox
Messageboards at **www.gamwfaqs.com**.
The first one, Street Sweeper, takes 100% life for most characters and the
second, Forced Redirection, is good for launching the opponent off of
buildings, through windows or into objects.

Bishop's "Street Sweeper": Jump at opponent with hk (or lk, whichever is
easier) then when the kick connects and your still in the air press qcb+hp
(taking no chances), lp, hk, hk (stun), f+lp, hp, hp, hk, b+throw, qcf+hk,
hp, hp, air seek, allow yourself and opponent to fall towards the ground
and 1  second before hitting press hk, f+lk+hk. This is the coolest looking
100% combo I've come up with so far.

Bishop's "Forced Redirection": Taunt at least 2 times to charge up the
Simage Blast. Stand with a transition at you back (library door in the
mansion) then ff+hk, lk, hk, b+throw, qcf+hk, b+lk+hk, qcb+hp(when opponent
is at head level). This should launch them into and object and add
significant damage.


If there is an object or transition point behind you use....

Bishop's "Get Lost": Taunt at least twice to charge your Simage Blast.
ff+hk(stun), lk, hk, b+throw, ff+lp, hp, qcf+hk, b+lk+hk, qcb+hp

Bishop's "Massive Firepower": Taunt at least twice to charge your Simage
Blast.  d+lp, d+lk, d+hp(stun), f+lp, hp, hp, hk, b+throw, qcf+hk, hp, hp,
air seek, fall halfway to the ground, hk, land b+lk+hk, power transfer to
level 2,lk+hk(as soon as he starts putting away his guns), qcb+hp(won't
connect if the second super wasn't timed properly).

If there is an object or transition point in front of you use....

Bishop's "Popper": get airborne and press qcb+lp/hp, land, lp, hk,
hk(stun), lk(bounce), hp, hp, qcf+hk, b+lk+hk, power transfer to level 2,
qcb+hp, taunt!

Bishop's "Simage Thrust": get airborne and press qcb+lp/hp, d+lp, d+lk,
d+hp(stun), f+lp, hp, hp, hk, f+throw!

Bishop's "Simage Boxing": get airborne and press qcb+lp/hp, lp, hk,
hk(stun), lp, lp, f+throw

Normal combos include....

Bishop's "P.O.": Taunt at least twice to charge your Simage Blast. lp, hk,
hk(stun), f+lp, hp, hp, hk, b+throw, ff+lp, hp, qcf+hk, b+lk+hk, power
transfer to level 2, lk+hk(as soon as he starts putting away his guns),
qcb+hp(won't connect if the second super wasn't timed properly).

Bishop's "AntiGravity Simulation": lp, hk, hk(stun), lp, lk, hp, hp, qcf+hk,
qcf+hk, qcf+hk, hp, hp, air seek, fall halfway to the ground, lp, hk(won't
hit but keeps timing), f+lp+hp.

Bishop's "The 'Nothing' Special": lp, hk, hk(stun), f+lp, hp, hp, hk,
b+throw, qcf+hk, hp, hp,air seek, lp, lk, hp, hk, air throw!

Bishop's "Pistol Whipping": get airborne and qcb+lp/hp, land, lp, hk,
hk(stun), f+hp, d+throw, Taunt! If you are fighting a big opponent like
Sentinel A continue to dash in and use d+throw as he gets up.

Bishop's "Mark of Professionalism": qet airborne and press qcb+lp/hp, land,
lp, hk, hk(stun), lp, lk, hp, hp, qcf+hk, qcf+hk, f+lk+hk.

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4. STRATEGY
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Against the "Projectiles Group"(Cyclops, Havok, Bastion, Forge, Bishop)
Use the Mutant Parry(b+lp+hp) to redirect their projectiles back at them.
This will also keep your Simage blast at level 3.  Also use Bullet Crazy
(lk+hk) just as the opponent opens fire on you. This will activate a bug
that negates the opponents projectile and leaves them open to fire.

Against the "Super Armor Group"(Juggernaut, Sentinel A, Blob):
These guys are slow and tend to counter much more than any of the other
characters.  Unload on these guys with you Staggered Blast and Simage Blast.
Keep the opponent stunned and then make use of transitions.  This will be
useful against the Blob who cannot be thrown. Throw Juggernaut and Sentinel
whenever possible. Spatial awarness is the key to Victory.

Against the "Physical Offense Group"(Rogue, Beast, Wolverine, Lady
Deathstrike,Sabertooth, Storm).  Allow these characters to charge at you.
Block their offense and counter them [i.e. b+lp+hp].  They are pretty
repetitive and predictable.

Against the "Cheap Tactics Group"(Phoenix, Toad, Dark Phoenix, Magneto, Pyro,
Mystique).  Keep them at a distance with Bullet Crazy or Don't Jump at Me.
This group attacks you when you perform a certain type of move or action.
It's best to dispose of this group as soon as possible.  Juggle them and
direct them into transitions with the Simage Blast.  Be mindful of these
"automated responses" and avoid use of actions (or lack of action) that
triggers them (eg Magneto's slamming a opponent that use 3D walk or get
close).  Other than this you can fight them straight up.

Against the "Defensive, Stand-of Group"(Sentinel Beta, Gambit, Betsy,
Psylocke, Nightcrawler)
This group counter almost as much as the Super Armor.  However, since they
don't have the armor you aren't countered as often.  Characters in this group
are able to initiate attacks from a long distance.  Some possess projectile
and some are able to get close very quickly.  Counter whenever possible.
As against the Super armor group, use on hit stuns to start combos.  Attempt
to throw them often.

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5.  CREDITS
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Thanks to:


Activision Inc. for such a great game.

www.gamefaqs.com for posting FAQs for gamers.