______________________________________________________________________________ X-MEN NEXT DIMENSION (XBox VERSION) MOVELIST FOR Bishop VERSION 1.0 BY: Santiel J. Creekmore EMAIL: santielcreekmore@hotmai.com 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. ______________________________________________________________________________ VERSION HISTORY ______________________________________________________________________________ Version 1.0 This is the initial version. Date: 26th of November 2003 ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ 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 ______________________________________________________________________________ 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). 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). ______________________________________________________________________________ 2. ABOUT BISHOP ______________________________________________________________ ______ 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. ______________________________________________________________________________ 3. MOVELIST ________________________________________________________________________ ______ 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. ______________________________________________________________________________ 4. STRATEGY ________________________________________________________________________ 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. ______________________________________________________________________________ 5. CREDITS ________________________________________________________________________ Thanks to: Activision Inc. for such a great game. www.gamefaqs.com for posting FAQs for gamers.