X-MEN NEXT DIMENSION (XBox VERSION) MOVELIST FOR Forge VERSION 1.0 BY: Santiel J. Creekmore EMAIL: santielcreekmore@hotmai.com Copyright 2003 Santiel J. Creekmore This may 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. ______________________________________________________________________________ VERSION HISTORY ______________________________________________________________________________ Version 1.0 This is the initial version. Date: 7th of December 2003 ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ 1. Legend 2. Forge 3. Movelist A.Taunts B.Get Up Attacks C.Counter Attacks D.Jumping attacks E.Crouching attacks F.Throws G.Specials H.Supers I.Air Seek Launchers J.Strings 4. Combos 5. Strategy 6. Credits ______________________________________________________________________________ 1. LEGEND ______________________________________________________________________________ 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). When performing a combo that requires power transfers, perform the power transfer during the start of the previous super to save time For example Psylocke's "Shadow of Death" combo below requires the use of two level 3 supers. Press f+lp+hp to do Psylocke's level 3. As the level 3 animation begins perform the power transfer to level 3. This will prepare you for the second level 3. 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 pressed 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). ______________________________________________________________________________ 2. Forge ______________________________________________________________ ______ Real Name: Unrevealed Height: 6' Weight: 180 lbs Hair: Black Eyes: Brown Mutant Powers: Forge has a bionic right hand and leg. Forge has the mutant power to invent machinery. While a normal mind would work out how to create an object through logical thought processes, Forge's subconscious mind will perform many of these steps. Thus Forge may not completely understand exactly how he knew how to create an invention. Forge also has an extensive knowledge of American Indian magic, although he has not used this ability in many years, and should be considered out of practice with them. History: Forge is a Cheyenne Indian, and studied under the shaman of his tribe in his youth. He served in the Vietnam War, where he lost his right leg and hand. Sinking into a suicidal depression, Forge tried unsuccessfully to kill himself. He later designed rtificical limbs to replace those he had lost. He also decided not to use his mystical abilties during this time, for reasons he has chosen not to reveal. After Anthony Stark stopped creating advanced weapons for the military, they turned to Forge. He created a scanner capable of detecting any being with superhuman powers. He also invented a weapon capable of removing any superhuman powers from a being. However this weapon was untested, and Forge was unsure of how long the weapon would affect its target, or whether it would kill them. Peter Henry Gyrich, on presidential orders, attempted to use the only working prototype of the weapon on Rogue (who was suspected of killing an agent of S.H.I.E.L.D.). Forge was outraged, and attempted to prevent Gyrich from using the weapon, which resulted in Storm being shot with it. Deprived of her mutant powers, she fell into a river from which Forge saved her. Feeling guilty and responsible for Storm's condition, Forge took her to his base. Here he cared for her and the two became romantically involved. Eventually Storm learned of his creation of the neutralizer, and feeling betrayed, she left. Forge was forced to create a giant neutralizer to prevent an alien invasion of Earth. It was successful, but Forge destroyed all examples of his neutralizer to prevent it falling into the wrong hands. Forge used his mystical powers to help the X-Men defeat the Adversary, which cost the lives of eight of the X-Men. However they were later resurrected by Roma. Returning to the X-Men Mansion, a relationship formed between Storm and Forge again, which resulted in Forge proposing to her. However he later rescinded the offer when he left the Mansion to lead X-Factor. There he lead the government sponsored team under difficult circumstances, which included having mutant criminals, such as Sabretooth, forced to serve on the team and being sent to hunt down former team-mates. He eventually left the team, handing leadership over to Havok, and currently serves as a member of the support team to the X-Men. Alot of people don't like Forge and I don't know why. Forge is one of the most formidable and adaptive guys in the game. The effects of his projectiles are all diverse and useful. They allow him to do anything from giving damage equal to that of a level 1 (spread shot up close 1p+1k/white) to stunning opponents while either standing (trapshot 1p, gas grenade 1k+2k) or on the ground (gas grenade). He also has several 95-100% combos since allowing an opponent to bounce after 1k+2k resets the counter (thus increasing the damage points) before a second 1k+2k is performed. To use his reloaded projectiles (and any other projectile) in combo press 1p, 1k, 2k, qcb+1p or press d+1p, d+1k, d+2k, qcb+1p. Abuse the mine drop (qcb+1p/2p while airborne), spread shot (press 1k+1p after reload, then qcb+1p to fire), and trap shot (press 1p after reload, then qcb+1p to fire) especially up close even if it appears you'll be hit. When in Story Mode remember that Sentinel A (and Juggernaut) is slow, therefore he is very susceptible to throws. You should abuse them. Besides he'll use his super armor to easily counter your non-projectile attacks. You should beat him quite easily. Useful combos are (1p, 1k, 2k, 2p, air seek, 1p, 1k, 1k, 2k, air throw) or (1p, 1k, 2k, 1k, 1k+2k, then qcb+2k or dash in, jump for the air throw) ______________________________________________________________________________ 3. MOVELIST ________________________________________________________________________ ______ A. Taunts: 1k+2p "Technology shall win the day." 'gun cock' During throws and Tribal spirits various phrases B. Get-up Attacks: 2p Long Grenade Toss C. Counter Attacks: against air attacks Air shell discharge against punches Indian arm drag takedown against kicks Whirlwind kick against low attacks Rifle uppercut D. Jumping Attacks: 1p 2p 1k d+1k 2k E. Crouching: d+1p *can't be countered d+2p *can't be countered d+1k d+f+1k d+2k F. Throws: 1p+1k Modern Scalping *can be used to combo off of d+1p+1k Negative Energy also called 'I'm shocked' b+1p+1k Skeet Shooting 1p+1k while airborne Windtaker G. Specials: hold d, release and press 2p Bison strike b+2k Tomahawk heel qcf+1p Low shell discharge qcf+2p High shell discharge qcf+2k Mine toss qcb+2k Duck and cover qcb+2p Deadly spider qcb+1k Reload followed by either 1p(trap shot, default), 2p(beam), 1k(launch orb), 2k(plasma flame), 1p+2p(missiles), 1k+2k(gas grenades), 1p+1k(spread shot), or 2p+2k(double helix) qcb+1p Pistol trap (also fires projectiles after Reload) qcf+1p/2p while airborne Air shell discharge qcb+1p/2p while airborne Mine drop H. Supers: 1p+2p(level 1) Semi-automatic f+1p+2p(level 2) The neutralizer 1p+2p while airborne (level 2) Blazing barrel 1k+2k(level 3) Outer orbit d+1p+2p(level) Sharpshooter followed by rapidly pressing 1p(bullet), 1k(double helix), 2k(launch orb), and 2p(shell discharge) b+1p+2p(level 4) Tribal Spirits I. Air Seek Launch: d, release d, 2p d+f+2p *can't be countered b+2p f+1p, 1p J. Strings: 1p, 1k, 2k, qcf+1p 1p, 1k, 2k, qcf+2k 1p, 1k. 2k, qcb+1p 1p, 1k, 2k, qcb+hk 1p, 1p, 2p 1p, 1k, 2p 1p, 1p, 1p, 2p 1p, 1k, 2k, 2k 1p, 1k, 2k, 2p 1p, 1k, 2k, 1k 1p, 1k, 1p, 2p 1p, 1k, 1p, 1p, 2p d+1p, d+1k, d+2k, d+2k d+1p, d+1k, d+2p, d+2p d+1p, d+2p, d+2k, d+2k d+1p, d+2p, d+2p d+1p, d+1k, d+2k, qcf+hk d+1p, d+1k, d+2k, qcf+2k d+1p, d+1k, d+2k, qcf+1p d+1p, d+1k, d+2k, qcf+2p d+1p, d+1k, d+2k, qcb+lp d+1p, d+1k, d+2k, qcb+hk 2p, 1p, 1p, 2p 2p, 2p, 2p 2p, 1k, 2p, 2p, 2p, 2p, 2p (press 2p slowly each time) 2p, 1k, 2p, 2p, 2p (press 2p rapidly) 1k, 2p, 2p, 2p, 2p, 2p (press 2p a little slowly each time) 1k, 2p, 2p, 2p (press rapidly) f+1p, 1p f+1p, 2p, 2p, 2p, 2p f+2p, 2p f+1k, 2p f+1k, 1p, 2p f+1k, 1p, 1p, 2p f+1k, 2k, 2p f+1k, 2k, 2k f+1k, 2k, 1k f,f+1p, 2p f,f+1p, 1p, 2p f,f+2p, 2p, 2p, 2p, 2p (press 2p a little slowly each time) f,f+2p, 2p, 2p (press rapidly) 1p, 1k, 1k, 2k, 2p (while airborne) 1p, 1k, 2k, qcb+1p/2p (while airborne) ______________________________________________________________________________ 4. Combos: (Some assume level 4 super is full) ________________________________________________________________________ Forge's 'Minimal Force': qcb+1k(reload), 1p(trapshot). Now press d+1p, d+1k, d+2k, qcb+1p(stun), qcf+1k, then either b+2p, qcb+2k, 1p+2p, or f+1p+2p Forge's 'Napalm Spring': qcb+1k(reload), 2p(beam shot). Jump in with 2k then press 1p, 1k, 2k, qcf+2k(stun), b+2p, 1k+2k, power transfer to level 3, let opponent bounce once to get maximum damage, 1k+2k, qcb+1p(just before opponent hits the ground). Forge's 'Militant Advance': u+f+1p+2p, then press f+1p, 2p, 2p, 2p(stun), dash in, d+1p+2p, power transfer to level 2, use 1k projectiles mostly, and end with 2k projectiles, dash in and jump forwad with 1p+2p, qcb+2k. Forge's 'Rapid fire': 1p, 1k, 2k, qcf+2k(stun), b+2p, air seek. While you're in the air press 1p, 1k, 1k, 2k, 2p, 1p+2p, power transfer to level 2. Jump forward and press 1p+2p. End with qcb+2k. Forge's 'Militant Assault': u+f+1p+2p, 1p, 1k, 2k, qcf+2k(stun), b+2p, air seek, fall half way, 1p, qcb+1p/2p. Before the opponent falls press 1p+2p, 1k+2k. Forge's 'Threat Removal': Jump in with qcb+1p/2p(stun), 1p, 1k, 2k, 2p, air seek, fall a little, 1p, fall, while opponent is still in the air jump foward 1p, 1k, 1k, qcb+1p/2p, fall, f+1p+2p. Forge's 'Prayer For Victory': f+1p, 2p, 2p, 2p, dash in, 1p, 1k, 2k, 2p, air seek, fall a little, 1p, fall, while opponent is still in the air jump forward with 1p, 1k, 1k, qcb+1p/2p, fall, b+1p+2p, dash in, jump forward, air throw. Forge's 'Advanced Weapons Testing': qcb+1k(reload), 1p+2p(missiles) or 2p+2k/black (double helix shot). From far away (full screen) qcb+2p, qcb+1p, wait for weapons to make contact then press (1p+2p, 1k+2k, qcb+2k) or (f+1p+2p, 1k+2k, qcb+2k) Forge's 'Extreme Prejudice': qcb+1k(reload), then 2p(beam shot) or 1p+2p(missiles). Jump in with 2k, qcf+1p/2p. Then press 1p, 1k, 2k, qcb+1p, 1k+2k, power transfer to level 3, qcb+2k, 1k+2k, dash in, jump forward the air throw. Forge's 'Kaboom Kaboom': After you've been knocked down hold 2p, then 1k+2k, power tranfer to level 3, qcb+2k, 1k+2k, dash in, jump forward, 1p, qcb+1p/2p power transfer to level 1, land, 1p+2p. ______________________________________________________________________________ 5. STRATEGY ________________________________________________________________________ Against the "Projectiles Group"(Cyclops, Havok, Bastion, Forge, Bishop) Use sidestep and amphibious slides/acidic phlegm to engage the opponent from afar. Stay in close and keep them bouncing or up in the air! 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. Attempt stuns with quick one hit to mininmize the possibility of being countered. Avoid hitting them in the back (unless they are performing an attack) as this will result in a counter about 85% of the time. 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. block then b+2p...]. They are pretty repetitive and predictable. Against the "Cheap Tactics Group"(Phoenix, Toad, Dark Phoenix, Magneto, Pyro, Mystique) This group attacks you when you perform a certain type of move or action. 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. As against the Super armor group, use on hit stuns to start combos. Avoid delivering several hits when being blocked. ______________________________________________________________________________ 6. CREDITS ________________________________________________________________________ Thanks to: -scott@linkt.com.au for the Forge bio. -Activision Inc. for such a great game. -www.gamefaqs.com for posting FAQs for gamers. I will add more combos, details, and tricks soon! Inquiries should be addressed to santielcreekmore@hotmail.com.