Post by yuurei on Aug 13, 2010 16:44:52 GMT
Feel free to discuss anything related to this guide/FAQ/whatever it is, in this topic.
Next tribe i'll be going through is Insect. If you haven't already please vote for the next tribe in the new topic.
*Note* Something about the way this is formatted is messing with me. If this seems hard to read for some reason let me know. Anything would be useful.
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OLD UPDATES
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Cyber hero redone.
Gold Hero updated.
Jet hero Updated.
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NEW UPDATES (1/11/2012)
Knight tribe decided.
New poll topic created.
General improvements started.
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Normal knight data collected.
Sword knight data collected.
Elemental knight data collected.
Ghost knight data collected.
Vampire knight data collected.
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Feedback updated.
Template updated.
Statuses, Effects, and Terminology Updated.
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Updates for 1/12/2012.
Statuses, Effects, and Terminology Updated.
Cleaning up some grammar/spelling issues.
Template updated.
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Chainsaw knight data collected.
Axe knight data collected.
Hammer knight data collected.
Vlad data collected.
Spike knight data collected.
Imperial knight data collected.
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Updates for 1/13/2012
Ruby knight data collected.
Sapphire knight data collected.
Dark knight data collected.
Capcom locations found for: Sword/Normal knight, Chainsaw knight, Vampire knight/Vlad.
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Tricks found for: Dark knight, Imperial knight, Boost jumpers.
Added more info on Tribes.
Added Stats to the Statuses, Effects, and Terminology section.
Fixed a few spelling and grammar errors.
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Updates for 1/14/2012
Finished Basic Tribe info.
Added a few more things to the Stats, Statuses, Effects, and Terminology section.
Started writing the Knights out.
Started writing about Normal knight.
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Updates for 1/15/2012
Finished Normal Knight.
Started writing about Sword knight.
Nearly got banned from the computer.
Finished writing about Sword Knight.
Moved the outdated Hero section down the page.
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Updates for 1/16/2012.
Wrote Ghost Knight.
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Updates for 1/17/2012.
Wrote Elemental Knight.
Wrote Hammer Knight.
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Updates for 1/18/2012.
Wrote Spike Knight.
Used all the space available in the first Post.
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FEEDBACK
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Make sure to post if i misspell something, have grammatical issues, or have inputted false information (Nothing like "This attack doesn't do this much damage, it does this much!" though. Only stuff like listing a move as a X move instead of a B move, or i put it on the wrong borg or something.)
If you've got a problem, lemme me know. It might help more than you think.
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Borg stuff.
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Alright hello again. In this section i'll be going through most/all of the borg tribes and examining all the borgs inside. I'll write about stats, tactics, and general things i noticed. It's gonna be a long while before it's complete however, so be patient.
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STUFF TO KNOW BEFORE WE START.
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The template will resemble the example below with certain additions or subtractions based on the borg.
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Name:
Frame:
Description.
Alt colors.
Location of Capcom Logo:
HP:
Cost:
Basic Stats.
Size.
Basic use.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B.
Dashing B.
Landing B.
Charge B.
Ranged B.
Neutral X.
Dash X:
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B.
Dashing B.
Charge B.
Ranged B.
X.
Tactics/Observations.
Comments.
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All damage will be done against either a level 1 Normal Ninja or a level 1 Double ninja.
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The following is a list of Status effects, Abilities, and Terminology.
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STATS, STATUSES, ABILITIES AND EFFECTS.
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STATS.
HP: How much health your current borg has. If the number hits 0 you die and your next borg switches in.
Attack: A general idea of how much damage a borg deals to it's enemies, or its Melee potential. Also known as ATK.
Defense: A general idea of much damage a borg resists when it's hit, or how easy it is to Flinch it. Also known as Armor.
Speed: A general idea of how mobile the borg is. However there are often tricks you can use to move faster than normal. Also known as Mobility.
Shot: A general idea of how well your borg will fare at ranged combat. Also known as Ranged.
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STATUSES and ABILITIES and EFFECTS.
Helpless: You cannot control yourself in any way until you hit the ground. You know how in Super Smash Brothers after you use your Up B in the air you can't jump or attack anymore and you fall to the ground? That's this.
Freezing: If you get hit you're encased in a block of ice and cannot move or attack. You can switch targets and rotating the stick and/or mashing buttons will help break you out of the ice faster.
Flame/Fire: Attacks that look like fireballs or streams of fire. Almost always has no innate effect beyond the graphics of the attack, though many moves with these animations are high threats.
Electrified: If you get hit by a attack that's Electrified you'll either be Launched, or Flinched/Stunned.
Launcher: Your borg is sent flying through the air, typically at high speeds, without the ability to move or attack until you hit the ground.
Pop up: The combo friendly version of a launcher. Your enemy doesn't get launched as far so you can continue to follow up with attacks.
Piercing: The attack goes through the environment or shields. Drill robot's drills for example.
Stunned: You can't move or attack for a short period of time.
Flinched: Stuns sibling. You can't move or attack and will typically be stuck in a stumbling back animation. Most times you get hit by a melee counts as this.
Knockback: How far you're launched after you've been hit by a attack. There are many different levels on knockback, which can activate for a multitude of reasons so be prepared.
Invincible/Invulnerable: A move with this will have a certain amount of time where you cannot be hit by anything.
Multi hitter: Any attack that has one animation to it but hits multiple times making it impossible to give you a reliable hit count. Chainsaw knight for example.
Poisoned: Moves with this effect will poison the borg they hit, doing extra damage over a certain period of time.
Wire: A move with wired creates a projectile linked to a string, which is attached to either your borg, or another. Wired moves will add to the mobility options available, by pulling borgs along the wires. Or they will chain something to the environment.
Slowed: A borg hit by a move with this effect will have their animations last longer than normal. This means the walking /attacking/dashing animations of a borg hit by Slow will take longer than normal.
Accelerated: A borg hit by a move with this effect will have their animations finish faster than normal. This means the walking /attacking/dashing animation of a Accelerated borg will end faster than normal.
Growth: This effect increases the size of the borg, making them faster (Because longer legs=longer stride), stronger (Ever been punched by a giant?), and more durable than before (Increases defense, not HP).
Shrink: This effect decreases the size of the borg, making them slower (Shorter legs=shorter stride), weaker (Ever been punched by a 5 year old?), and less durable than before (Decreases defense, not HP.)
Transformation: Forcibly transforms your enemy (Or yourself if your using Copy man) into something else, whether it be a Death eye, or a Roach. (Also called Forced Transformation.)
Mode/Armor switch: Similar to transformation, but instead of changing your enemy, you change yourself. For example, Panther robot can turn into a Panther vehicle by hitting the X button. Or Gold Hero can equip himself with his armor, also by hitting the X button.
Boomerang: These moves will have a certain max distance they can go before coming back to you. Typically will do damage as long as they aren't in your hands/claws.
Barrier: Creates a barrier that negates Ranged or Melee attacks until they take too much damage.
Shield (Knight): Certain Knight borgs hold shields. These shields aren't just there for decoration, they will block almost any attack that makes contact with the shield! Swords, Bullets, Lasers, Explosions, it doesn't really matter. If it touches it, it's blocked. (Blocking with a shield will force Stun onto the blocking borg for a short period of time.)
Explosion: Creates an explosion, whether because the attack impacted something, or if it was on a timer.
Wave: Certain borgs have attacks that send out waves of energy that do damage and increase the range the attack can hit. Sword knight's Melee's for instance all have Waves attached.
Flight (Wing/Fairy/Demon): A borg with flight has small, unlimited number of jumps instead of the typical Booster/Number jumps. If it has wings, odds are it can fly.
(Of note is that any borg with this type of Flight has no Ground attacks. All melee combo strings will be the same no matter the altitude.)
Flight (Air): These borgs are always in the air, and instead of jumping, can be flown up and down. Instead of jumping they can move/turn faster by pressing and holding the A button.
Flight (Fortress): Like Flight (Air), these borgs are always in the air. The difference is that they either cannot ascend/descend, Boost, or even move at all!
Hover (Wing/Fairy/Demon): By holding A during/after a jump, the borg will maintain their current altitude, and will retain the ability to air dash. If your borg has wings, it can probably do this!
Hover (Other): By holding A while in the air with certain borgs, you can slow your descent instead of falling. This is a pretty rare ability, but it's also not very useful for most of the borgs that have it.
Super Strafe: Borgs with wings usually have a move that makes them fly quickly, but descend while to move is active. By firing at a enemy during this state a borg can keep their current altitude and speed, while also gaining the ability to turn on a dime for the duration of the firing animation. (Also known as: Supa-Strafe. *The guy with the purple name made that name.*
(If there is anything i've missed, please let me know and i'll include them here, with a shoutout/credit to you.)
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TERMINOLOGY.
Landing Attack: Many borgs have a special attack or combo they can only use just after they land on the ground (While the "dirt smoke circle thing is around their feet"). It doesn't matter how high you were when you jumped, it just matters that you landed on the ground and hit a button right after. Example. Imperial knight can shoot lightning if, just after landing, you hit X. At no other time can he shoot lightning, or do anything else like it.
Pellet: A tiny round bullet, typically fired in bursts. (Also know as: Bullets.)
Laser: A long, thin bullet, typically fired 1 or 2 at a time. Generally seen as superior to Pellets.
Orb: A round shot, larger than a pellet, typically found on borgs without go ranged abilities and generally fired 1 at a time.
Beam: A large, thick laser. Often used for charge moves.
Wave: A wave of energy, typically fired from blades of some kind.
Buff: A beneficial effect, typically given by/to a teamate. Growth, Acceleration, and Barriers are examples of Buffs that can be given.
Debuff: A detrimental effect, hopefully given to an opponent. Forced transformation, Shrink, and Poison are examples of Debuffs that can be given.
Frame(*1): Although there are 206 borg to collect in Gotcha Force, a lot of these borgs use the same basic models and animations but with different special moves or abilities so that they feel unique. This is what i call a Frame (Or Build).
For example: Normal Samurai and Vlad both use the same Frame. They both dual wield swords, both have a spinning slash move for X attack, they both share the generic X shaped slash that samurai's seem to have, and they both have similar mobility stats. However Vlad constantly loses hp but can regain it by hitting with his swords, while Normal is just normal.
Pseudo-Enter Ability/Effect/Word here-: Similar, but not as effective. (Example. Dragons can use a trick to fly higher/longer than normal. This could called Pseudo Flight.)
Launcher: Any move that has a "Canned" Follow up directly after it.
Follow up: As in, a special Follow up attack or movement. Anything you can only do directly after a Launcher for example. (Example. G-red Dashing B has a unique "Canned" Follow up Combo that you can initiate by pressing A after contact and then mashing B.)
(Also known as a Special Combo.)
Canned: As in, can only be used in certain specific situations. For an example, look at the above two entries.
Cancel: A cancel is when you start one action while doing a different action. Dashing and hitting B will cancel the dash into a attack. That attack may then be able to be canceled by another attack, such as a charge move or X move (Or a charged X move!) for a combo that couldn't otherwise happen. (That was a terrible description... If you don't get it I'm sure you'll get it once you read a few of the Borg sections.)
Combo: A series of attacks that (Mostly) cannot be escaped once they hit. Any borg with a B Melee string for example.
Combo String: Where hitting a single button multiple times initiates a Combo. Also known as: Melee string.
Hitbox: All borgs and attacks have Hitboxes. When a borg's hitbox is hit by a conflicting Hitbox, the borg will react in a variety of ways. (Example. If a sword hitbox hits your character's hitbox, you'll take damage.)
Mashable: Some attacks will do more damage and hits if you quickly press the button to activate them over and over during the animation of the attack.
Dash: A quick movement on the ground, activated by quickly tapping in a given direction. Some dashes may be longer or shorter than others, as well as being faster or slower than others.
Air Dash: Same as the above but in the air. (Also known as: Airdash.)
Number Jump: One of the 4/5 mobility systems used to navigate the air. Borgs using this system have the following advantages: Unlimited, Air dashes (That descend and move at different rates depending on the borg), and a certain number of jumps between 2 and 4 (Again, the number is borg dependent. The standard is 3 jumps.) allowing them to stay in the air for quite a while.
Boost Jump: The second of the 4/5 mobility systems used to navigate the air. Borgs with this system have a small bar that will gradually drain as they hold A or airdash. Disadvantages include having to land more often than Number Jumpers, and being slower than Number Jumpser, the borgs operating under this system have more precise aerial movement than Number Jumpers and by Mashing the jump button quickly, certain borgs can get to a altitude level similar to borgs with Winged Flight.
Winged Flight: The third of the 4/5 mobility systems used to navigate the air. Borgs with this system are basically identical to Number Jumpers, with the primary difference being instead of having 2 to 4 jumps they have Infinite, small jumps (Also called "Hops".)
Jet Flight: The fourth of the 4/5 mobility systems used to navigate the air. Borgs with this system are never in a Grounded state, and are always moving in at least one direction. One fortress (Death Saucer) uses a Air System that's very similar to this one, but without the ability to Ascend, Descend, or Boost. (Thus, the "5th" Air system.)
Air System: The specific rules a borg follows while in the air. (Any of the above 4 terms.)
Tribe: In Gotcha force there are 20 different groups a borg can fit into, based on their looks, fighting style, and background. These are called Tribes. If a borg looks like a Ninja, moves quickly, is most effective at Melee range, but doesn't have much HP or Defense, it goes in the Ninja tribe and not the Knight tribe.
Cheap (Tactic): A easy to use, powerful strategy, borg, or attack that is easy to win with. Large dragons are often considered Cheap because of High HP and Damage.
Cheap (Cost): A borg that doesn't cost much GF energy.
More to be added later. (Or at request.)
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TRIBES AND BORGS.
There are a total of 20 Tribes in Gotcha force. Each tribe has it's own focus, role, and abilities or theme. A list of Tribes (With focuses and roles.) is below.
Melee: Borgs in this catagory are focused on getting close to you before wrecking your ****. They'll typically want to stay on the ground so they can use their more effective tactics.
Knight: Slow, but strong and durable.
Ninja: Quick and tricksy, but frail.
Musha: The balanced Melee Tribe. If knights are too slow, and ninjas are too frail try a Musha.
Knuckle: Similar to Musha by being a balance of speed and durabilty, Knuckle borgs use their fists and natural abilites to fight instead of weapons.
Ranged: The opposite of Melee borgs, they want to play keep away so they can shoot you down before you even have a chance to hurt them.
Tank: Slow and powerful, with great HP and defense, but large and easy to hit.
Girl: Good mobility and decent at melee, but very frail. Like female ninja's with a ranged focus.
Gunmen: The middle ground between Girls and Tanks. Stronger, slower, and more durable than girls, but faster than Tanks.
Dragon: Big, durable, and slow with an aerial focus and gamebreaking amounts of offensive power. Imagine if Tanks suddenly grew legs, claws, a gaping maw filled with lots of sharp teeth, and shooting huge streams of energy instead of puny lasers while flying around the top of the map singing "DOVAKIIN, WHERE ART THOU?!!!"
Mixed: A tribe in here is either balanced between Melee and Ranged, or a good amount of their borgs have a specialty in one or the other.
Machine: One of the largest and most diverse tribes, Machines come in most sizes and specialties. It's rather hard to describe them all at once. If you can't find something that feels right in other tribes, try out some Machines.
Hero: Similar to Knuckle borgs they all have their own gimmick, but each borg plays like they should be in a different tribe.
Death: Watered down remakes of borgs from other tribes. Cheap but extremely frail. The largest Tribe and the main enemies of the game.
Demon: 4 borgs that play like evil versions of other tribes. Two play like Musha borgs, while two play like Wing borgs.
Support: Instead of trying to kill their opponents, support borgs help their teamates with a variety of Buffs or hinder enemy borgs with their Debuffs. They can really turn the tide of a fight if you let them, so remember to always shoot the medic first!
Nurse: Healers. Decent speed and HP, but extremely bad at direct combat. One of the smallest tribes in the game.
Witch: Buffers and Debuffers. Instead of healing teamates they give them extra effects, or annoy their opponents with a variety of Debuffs.
Idol: Calling the Idol borg a Tribe is ridiculous seeing as it has literally 1 borg in it. Pop honey plays just like a Witch, with a extremely annoying (Or useful...) Debuff.
Insect: Ugh... Slow, Debuffers/Annoyers. I hate all of them except for one (Alien insect, who fights like a Knight borg.)
Flying: Tribes that prefer to be in the air. Typically hard to hit, they can be agile attackers, incredibly hard to kill rangers, or annoying supporters depending on the specific Tribe.
Wing: Balanced between Ranged and Melee. Very offensive, but rather awkward to play as. (In my experience. Something about how they combo feels off...)
Fairy/Valkyrie/Angel: Female Wing borgs. Faster than Wing, but with less HP and a bigger focus on support.
Air: Airplanes, Bombers, and Aliens make up the Air borgs. Good HP, decent mobility (For a Flying Tribe) and good offense. A bit awkward to control at times, but can be very effective in the right hands.
Fortress: Titanic flying battle ships with INSANE HP, Defense and Offense. Most can't move at all, but they make up for it in pure defense. Mighty Glaciers in the purest form.
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A deeper look inside the Tribes.
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Finally, i get to the actual meat of this freakin thing. (What is this post anyways? A Atlas? A guide? I dunno.) It's time to go in depth, borg by borg, tribe by tribe and tell ya'll everything you'll ever need to know, and then some. Take a look. Maybe you'll learn something.
Here we go! I Yuurei (also known as "The guy with the blank name" present the first (Technically) of the Tribes to be examined, theeeeee
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KNIGHT BORGS! (God my intro's suck. I'll think of something better later.)
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Ahh the knight tribe. A lot of my favorite borgs are in here, so it's a pretty good place to start. Knight's really need to get close to be effective. Some of them (I'm looking at you Sapphire knight!) can hold their own outside of Melee distance, but for the most part they need to close by to be a threat. Which sorta sucks seeing as most of the time they're pretty slow. Thankfully they have something to make up for their lack of speed. I'm of course talking about Shields. The knight tribe is the only tribe in the entire game with a way of consistently blocking damage. If any attack hit's a knights shield without hitting the knight itself, all adverse effects are ignored. (Though the Knight will usually take a couple steps back if the attack is strong enough.)
Here's the first knight i tested, as well as the first you're likely to get: Normal Knight.
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Name: Normal Knight.
Frame: Normal Knight.
Description. A tan skinned man wearing rounded, bronze colored armor, with a yellow (Or is it orange?) stripe on the part of his helm just above his eyes, carrying a huge black and copper sword and a copper and white shield.
Alt colors (I forget exactly. Either the white parts of him turn yellowish orange or the opposite happens. I don't have a alt Normal Knight, so i can't be sure.)
Location of Capcom Logo: The back of his right leg.
HP: 180. 225 Max. 255 if gold and level 10.
Cost: 180.
Basic Stats. Number jumper (3). Pretty slow, and he's not very strong either. In the bottom 15 at ranged combat at least, and there are much better melee borgs. Not too bad for a newbie though.
Size. Average. Smaller then G-red, same size as Normal Ninja.
Basic use. Get in, smack em with your shield, then hit as hard as you can and stay close.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Novice combo. Normal knight swipes horizontally twice with his sword and then does a diagonal slash that goes across the opponents chest. 3 hits for 72 damage. It's not a very good combo. **** range, slow as hell, and attached to a borg that has trouble getting close? No, just... no.
Dashing B. Heavy stab. Normal knight dashes towards his target and stabs them in the chest with his BFS. 1 hit for 36 damage. This is your "GET THE HELL AWAY FROM ME" attack. It hits quickly, has better range and homing than Novice combo thanks to the dash during it, and has decent knockback. Still, it's a pretty weak attack. Maybe you could play "dodge and counter" with it? I dunno, i don't test against moving targets.
Landing B. The basic Pimpslash (Oh god, i'm a horrible person.) Normal knight lands on the ground and smacks the enemy into the air with a quick vertical slash starting at the the opponents feet and ending at their head. 1 hit for 27 damage. First off, i'm sorry for the name but i couldn't think of anything appropriate. Seriously. Anyways, this is actually a pretty good attack. it's quick, has decent homing, and it looks kinda cool. It's still reallllly weak though. It sorta does a pop up, but i'm not sure if you can do a follow up combo after. I don't think he can though.
Charge B. Cross Slash. Normal knight slashes horizontally then quickly does a vertical slice. Makes a + shape basically. 2 hits for 54 damage total. Not very good... Slightly faster than the basic combo, but still has the crappy range. The nice thing is that you can cancel into it from any other attack he has (If they hit first), so you might be able to use it to make a worthwhile combo. Certainly don't use it on it's own though.
Ranged B. He ain't gone one! (LIKE A TRUE KNIGHT, *looks at Sapphire again.*) Pressing B outside of melee range still gets you a Basic combo, Heavy stab or The Basic Pimpslash (Which will now be called TBPS because that's a long name.) depending on what you were doing when you hit B.
Neutral X. Shield throw. Normal knight does exactly what you'd expect from something with a name like this. He throws his shield a short distance, flinching Average sized borgs and smaller on hit. 1 hit for 36 damage. He can move while the shield is away, and i think it will still block ranged attacks that touch it. Still, he only throws it like 3 character lengths away. The nice thing about this attack is that when you hit with B moves you can cancel into it without waiting for their recovery animation to finish, allowing you to make combos like: B,B,X,Dash B or Charge B. Of course, you won't be able to block with your shield if it isn't in your hands, so don't spam it.
Dash X: Same as the above but you keep your momentum from the dash.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Horizontal slash. Normal knight slashes horizontally. 1 hit for 17 damage. So weak. So, freakin, weak. Not very fast either. Your gonna have trouble hitting anything in the air with this move, seeing as people love to air dash constantly. On hit you can cancel into X and then land and do TBPS or Heavy Stab for 80+ damage (According to my phone).
Dashing B. Dashing Horizontal slash. Same animation as above but he dashes forward first. 1 hit for 17 damage. Exactly the same as Neutral B. The only difference is that this one will dash towards the enemy before it slashes.
Charge B. Cross Slash. Everything is the same as on the ground. Never. Ever. Ever. Do this move in the air. It has even less of a chance of hitting than before. Maybe do it if you need to stay in the air a bit longer (It kills all your momentum when you start it.) But i don't see that being to useful.
Ranged B. Again, doesn't have one. You'll just get a Horizontal Slash or Cross Slash.
X. Shield throw. Exactly the same as on the ground. If you're dashing you retain your momentum but you'll fall a bit faster than normal. You can still cancel into this from a B move if the move hit first.
Tactics/Extra Stuff.
Dear lord, Normal knight's strategy is so basic. Get close. Hit with shield. Combo. Repeat until death. The best way to get close is by running (Not dashing) along the ground, heading straight for your foe. Most ranged attacks they'll try to hit you with will hit your shield instead of you. Air dashing tends to move the shield around too much to make to block constantly. Sure, you might block a couple attacks, but you're still at a way higher risk than you need to be.
The only time you should be in the air is when you're fighting a borg that's far stronger on the ground than in the air. In that case, just air dash towards them as quickly as possible and then throw your shield once you're within range.
Avoid using the Cross slash, as it leaves you wide open for a couple seconds while it recovers. Always try to hit with your shield before you start meleeing, as your melee combo is slow and has bad range. (Side note. One of the corrections i could pick when i right click on Meleeing is Melendez. Funny huh?)
Comments.
My bro says that Normal Knight reminds him of a bear. I heartily agree, and we now call him Bear Knight. I occasionally call him Copper Knight, due to the color of his armor. Bear Knight is a terrible, terrible borg but a lot of Knights use the same Frame as him, so you'll often see his move animations sprinkled throughout their movesets. Thankfully, the other knights are far better than he is. However, there is one knight that is a direct upgrade to him, that is completely better in every way while still looking and playing almost exactly like him. The borg i refer to is:
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Name: Sword Knight.
Frame: Normal Knight.
Description. A light skinned man wearing rounded, silver armor, with a yellow stripe on the part of his helm just above his eyes, little yellow wings on his helmet, carrying a huge grey, red and yellow sword and a large silver and blue shield with a red and yellow logo on the front. (What is that thing anyways? I've seen it on a couple other Knights too.)
Alt colors. The blue parts of his armor turn red. Very cool looking, it reminds me of a Crusader or Knight Templar or something.
Location of Capcom Logo: Back of his right leg.
HP: 180. 255 max. 285 if gold and max.
Cost: 280.
Basic Stats. Number jumper (3). Still slow, has about twice the range of Normal Knight thanks to the energy waves that accompany his melee attacks.
Size. Average.
Basic use. Almost exactly the same as Normal Knight. Get close, Slash them a few times. Chase.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Intermediate Combo. Looks exactly the same as Normal Knights Basic combo, the only addition is that energy waves about the same size as the sword slash in the same places the actual sword does, thus adding damage and hits. 6 hits (3 for sword, 3 for Swordwaves) for 87 damage. Utterly superior compared to Normal Knights B combo, this one does slightly more damage, and has almost twice the range! You'll be able to hit with (at least) the swordwaves before many similar sized borgs can hit you with theirs. Plus it has energy waves too! How can that not be awesome?
Dashing B. Heavy Energy Stab. Looks the same as Normal Knights Heavy stab, but energy moves out of the blade. 2 hits for 47 damage. Again, utterly superior to Normal Knight's in every way. You'll still want to use it for a quick hit, but it does enough damage and has enough range to be used on it's own.
Landing B. Energy Filled Pimpslash. (Oh god, it hurts!) Look, i think you get the picture about how it looks. Blah blah, same animation, blah blah, swordwave. 2 hits for 42 damage. I don't need to explain how this is way better than Normal Knight's right? Good.
Charge B. Knight of the Cross Slash. Makes a + sign with his sword. 4 hits for... I don't have that data. What!? Well, it does around 70 damage which is pretty good. You'll wanna use this move to preemptively interrupt someone, or as a Combo Finisher. The added sword waves range is huge, so don't worry about hitting with the actual sword.
Ranged B. Has none. You'll get either Intermediate Combo, Heavy Energy Stab, EFPS, or Knight of the Cross Slash (C wut i did there? Cross? +? Crucifixion? God i'm funny.) based on what you were doing when you hit B.
Neutral X. Shield throw. Exactly the same as Normal Knights Shield Throw. 34 damage (Which is slightly lower than what i have for Normal Knight, but i was testing on two slightly different targets. Trust me, they do the same damage.) Everything applies to this as well. Actually, Sword Knights shield is a bit larger than Normal Knights, so i guess this will hit slightly further than before!
Dash X: Same as above.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Energy Slash. Slashes horizontally with a energy wave attached. 2 hits for 36 damage. The added range isn't all that helpful in this case, as it's all applied directly ahead instead of vertically. Still, might be useful if you're chasing someone down or something. The extra damage is nice though.
Dashing B. Energy Slash. Dashes forward before slashing. 2 hits for 18 damage. Oddly, this attack does less than the other Energy slash. No idea why. If you're in range to melee, you'll practically never miss when you use this attack, thanks to the homing from the dash in part.
Charge B Knight of the Cross. Blah blah, same as on the ground. Everything that applies to Normal Knights Charge B is applied here as well.
Ranged B. None. You'll get Energy Slash or Knight of the Cross depending on what you were doing.
X. Exactly the same as Normal Knights Air X. If you're dashing you'll still retain your momentum while throwing the shield.
Tactics/Extra Stuff.
You'll still want to get close like before. The main difference is that Sword knight has about twice the attack range of Normal Knight thanks to the energy waves attached to his slashes, so you can skip the part where you hit with the shield first. The best way to get close is still by running (and not dashing) on the ground, heading straight for your foe. Most ranged attacks they'll try to hit you with will hit your shield instead of you. Air dashing tends to move the shield around too much to make to block consistently ut the shield is noticeably bigger than before, so you might be able to get away with it. Still it's a way higher risk than you need to take, but whatever.
The only time you should be in the air is when you're running away from something. Sword knight has a larger melee range than most borgs smaller than Garuda, so staying on the ground against another melee borg is completely recommended. Remember to either flinch them with your shield or slash preemptively with your sword.
Avoid using the Cross slash, unless you know it's gonna hit, as it leaves you wide open for a couple seconds while it recovers. Feel free to try to hit with your shield before you start meleeing, as you'll always be able to do Air X,land,pause slightly,BB,X,Charge B. It's certainly worth it for extra damage. (Note, i haven't actually tested to see if that works without sending the enemy into mercy invincibility. Assuming it doesn't it should certainly hit perfectly thanks to canceling.)
Comments.
Fun fact, i got Sword knight before i got Normal knight. In other, more relevant things, Sword Knight is a perfect example of what i mean by Frames. He has the same basic framemodel and animations as Normal Knight, but the differences make him feel completely different. Loads of borgs share Frame models with each other, but it's almost never a bad thing. As such Sword Knight is Normal Knight but actually worth using. The extra damage and range totally changes how he plays. Plus his alt looks amazing and his shield is bigger, so it's easier to block. The only things Sword knight isn't better at is mobility and Health. If you have the extra 100 GF energy, go for sword knight over Normal Knight every time.
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Name: Ghost Knight
Frame: Elemental Knight
Description. A empty, headless, suit of silver armor, with lime green hands, feet, and belt buckle. He (It?) has half of two lime green gears on his shoulders and he (It?) carries a HUGE sword everywhere he goes (Fact. It's his head.) You can clearly see the gaps where the skin would be. (At his knees, waist, elbows, stomach, that part of your body between your shoulder and your neck (Name please.), and neck.)
Alt colors.
Location of Capcom Logo: Unknown. (Anyone know?)
HP: 200. 245 max. 275 gold and max.
Cost: 590
Basic Stats. Number Jumper (3). Decent speed, jumps as high as ninja's do, while also having extra length airdashes, backed by pretty good offense. Not much HP though.
Size. Large. (About the same size as G-red.)
Basic use. Fire fist, Airdash towards the enemy, throw sword or land and use melee combos.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Loop da loop. Ghost knights swings his sword by having his arm pinwheel. (Spin your arm around over and over again and you'll get what i mean.) Then slashes horizontally. 2 hits for 90 damage or 3 hits for 108 damage. This attack is pretty cool. If you hit the button twice quickly he'll cancel the second sword rotation and go to the sideways slash. So if you need to interrupt someone quickly, just double tap B, but if you want extra damage, delay hitting B until you see the sword go around him twice. The attack has pretty good range thanks to how huge his sword is, and it does really good damage for only 3 hits.
Dashing B. Disembodied Stab. Ghost knight dashes forward, extends his arm parts, and stabs with his headsword. 1 hit for 41 damage. Huge range. Absolutely crazy awesome range for a melee attack. The tracking and size of the sword makes this a lot harder to dodge than many attacks and the damage isn't horrible either. Just remember that even though it hits a lot, it still will take a while to actually kill most borgs.
Landing B. Ankle slicer. Ghost knight crouches, rotates his body around and swings his sword into the target's legs. 1 hit for 44 damage. Not much to say. Pretty cool looking, and it does slightly more damage than Dashing B. It has a lot of knockback and sideways range though so you could try using it as a "Get off me!" attack. It's pretty easy to jump over though, so be careful.
Ranged B. Explosive Fistbump (me Brah). Ghost knight clenches his fist and fires his left hand (The whole hand!) directly at his enemy. 2 ammo. Hits for 28 damage per shot. This move has a lot of range, but it doesn't do much damage and it's easy to see coming (Seeing as it's a GIANT FIST FLYING AT YOU!). This fist explodes once it touches something, whether it be a borg, a shield, or part of the environment. As such, it's a very effective attack to use against other Knights, as explosions tend to hit weirdly if they land directly on the shield. Fire it even if you don't think it'll hit. After all, if it misses that means they must have tried to dodge it, and if it hits then it's free damage! Win win M'right?.
X. Dizzy Throw. Ghost Knight throws his head/sword directly at the enemy. 5 hits for 32 damage. Staggers while sword is touching the enemy. This is prolly the attack Ghost/Elemental knight is known for. Low damage, and merely OK range = not very useful, but it's often spammed because it looks cool. Of course, you can cancel into it from B attacks, but it doesn't add much damage. Use it at just outside of close range to try and stagger your opponent and then move in and attack with his sword.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Phantom Slash. Ghost Knight spins his body and slashes sideways with his sword. 1 hit for 35 damage. It's a pretty decent move. Good forwards range, but terrible vertical range. Use it as a lead in to other attacks, like Ankle Slice or Loop da loop.
Dashing B. Dizzy Loop. GK extends his arm and his head/sword spins like a sawblade in front of him. Multi hitter. Average of 32 damage, but the hits and damage are spacing dependent. It's a very awkward move to apply in a fight. On the one hand, it has a crapton of forward and vertical range, and it juggles whoever it hits. On the other hand if you use it while you're too close to the target it might miss completely, and even if it hits it might not do much damage. You could use it as a anti air i suppose... Meh. Phantom Slash is better to hit with if you can get it to land.
Ranged B. Explosive Fistbump. Same as on the ground.
X. Dizzy throw. Same as on the ground. You'll retain your momentum from the dash while you throw the sword.
Tactics/Observations.
Well first off, GK is pretty mobile in the air. He doesn't really air dash, so much as he glides. It goes about twice as far as a normal dash and you can turn to some degree. Second, GK doesn't have a shield, so you won't be able to block. Thankfully he has ranged attacks, so use those for covering fire and steadily air dash closer.
Unlike most Knights, GK will want to stay in the air as long as possible, due to his Air Melee attacks doing good damage and his ranged B and X causing a stagger on hit. Float around a while and keep pelting the other borg with his ranged attacks, then once they've flinched, move in and try to hit with Loop da loop.
Comments.
GK is pretty cool i suppose. His design is nice, and his attacks do decent damage and look cool as well. He seems like a bit of an oddity in the Knight tribe though, because he's more at home in the air than on the ground. I'd assume he'd be in the Demon tribe because of his name, but it makes sense for him to be a Knight. I don't really have much to say about him to be honest. Try him out if you like how Knights play, but you'd prefer to be in the air.
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Name: Elemental Knight.
Frame: Elemental Knight.
Description. A empty, headless, suit of copper armor, with yellow hands, feet, and belt buckle. He (It?) has half of two yellow gears on his shoulders and he (It?) carries a HUGE sword everywhere he goes (Fact. It's his head.) You can clearly see the gaps where the skin would be. (At his knees, waist, elbows, stomach, that part of your body between your shoulder and your neck (Name please.), and neck.)
Alt colors. The yellow is replaced by a dark crimson. Very cool looking. The yellow parts of his sword change color as well, which is even cooler looking.
Location of Capcom Logo: Unknown. (Anyone know?)
HP: 300. 345 max. 375 gold and max.
Cost: 540
Basic Stats. Number Jumper (3). Decent speed, jumps as high as ninja's do while also having extra length airdashes, backed by pretty good offense. Good HP too.
Size. Large. (About the same size as G-red.)
Basic use. Fire fist, Airdash towards the enemy while staying close to the ground, hit with Ranged B or Neutral air B then land and use melee combos.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Loop da loop. Elemental knight swings his sword by having his arm pinwheel. (Spin your arm around over and over again and you'll get what i mean.) Then slashes horizontally. 2 hits for 90 damage or 3 hits for 108 damage. This attack is pretty cool. If you hit the button twice quickly he'll cancel the second sword rotation and go to the sideways slash. So if you need to interrupt someone quickly, just double tap B, but if you want extra damage, delay hitting B until you see the sword go around him twice. The attack has pretty good range thanks to how huge his sword is, and it does really good damage for only 3 hits. Exactly the same as Ghost Knight's Loop da loop.
Dashing B. Disembodied Stab. Elemental knight dashes forward, extends his arm parts, and stabs with his headsword. 1 hit for 41 damage. Huge range. Absolutely crazy awesome range for a melee attack. The tracking and size of the sword makes this a lot harder to dodge than many attacks and the damage isn't horrible either. Just remember that even though it hits a lot, it still will take a while to actually kill most borgs. Exactly the same as Ghost Knight's Disembodied Stab.
Landing B. Ankle slicer. Ghost knight crouches, rotates his body around and swings his sword into the target's legs. 1 hit for 44 damage. Not much to say. Pretty cool looking, and it does slightly more damage than Dashing B. It has a lot of knockback and sideways range though so you could try using it as a "Get off me!" attack. It's pretty easy to jump over though, so be careful. Exactly the same as Ghost Knight's Ankle Slicer.
Ranged B. Rocket Fistbump (me Brah). Ghost knight clenches his fist and fires his left hand (The whole hand!) directly at his enemy. 4 hits for 28 damage. 1 ammo. While the fist is gone, any time you hit B will make GK do different melee attacks based on what you were doing. This move has a lot of range, but it doesn't do much damage and it's easy to see coming (Seeing as it's a GIANT FIST FLYING AT YOU!). It causes a flinch while it's hitting though, which is pretty nice if you're just outside of melee range and you need time to get closer or something. Fire it even if you don't think it'll hit. After all, if it misses that means they must have tried to dodge it, and if it hits then it's free damage! Win win M'right?.
X. Dizzy Throw. Elemental Knight throws his head/sword directly at the enemy, his armor also flies apart until his sword boomerangs back to him. 5 hits for 40 damage. Staggers while sword is touching the enemy. This is prolly the attack Ghost/Elemental knight is known for. Low damage, and merely OK range = not very useful, but it's often spammed because it looks cool. Of course, you can cancel into it from B attacks, but it doesn't add much damage. Use it at just outside of close range to try and stagger your opponent and then move in and attack with his sword. It's interesting to note that EK is invincible as long as his sword is flying around. I'm not sure if his Hixbox is just transferred to his sword from his body, or if he's fully invincible. Maybe i'll test it later.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Phantom Slash. Elemental Knight spins his body and slashes sideways with his sword. 1 hit for 35 damage. It's a pretty decent move. Good forwards range, but terrible vertical range. Use it as a lead in to other attacks, like Ankle Slice or Loop da loop.
Dashing B. Dizzy Loop. EK extends his arm and his head/sword spins like a sawblade in front of him. Multi hitter. Average of 32 damage, but the hits and damage are spacing dependent. It's a very awkward move to apply in a fight. On the one hand, it has a crapton of forward and vertical range, and it juggles whoever it hits. On the other hand if you use it while you're too close to the target it might miss completely, and even if it hits it might not do much damage. You could use it as a anti air i suppose... Meh. Phantom Slash is better to hit with if you can get it to land.
Ranged B. Rocket Fistbump. Same as on the ground.
X. Dizzy throw. Same as on the ground. You'll lose all momentum while the sword is away.
Tactics/Observations.
Well first off, EK is pretty mobile in the air. He doesn't really air dash, so much as he glides. It goes about twice as far as a normal dash and you can turn to some degree. Second, EK doesn't have a shield, so you won't be able to block. Thankfully he has ranged attacks, so use those for covering fire and steadily air dash closer.
Unlike Ghost Knight, EK will want to air dash, just next to the ground, for as long as possible, due to his Air Melee attacks having huge range and leading into good damage and his ranged B causing a stagger on hit. Float around a while and keep pelting the other borg with his ranged B attack, then once they've flinched, move in and try to hit with Loop da loop.
Comments.
EK is both nearly identical to GK while still being almost certainly better than GK in every way. I even made a list to show you why.
Ghost Knight.
+ Exploding Fistbump is hard to block with a shield.
+ Better at using a mostly ranged attack offensive.
Compared to:
Elemental Knight.
+ 100 more HP.
+ 50 less cost.
+ Has a bitchin' alt.
+ Rocket Fistbump flinches on hit, allowing you to hit with his Melee string more often.
+ X attack has a large amount of invincibility.
Clearly, CLEARLY, EK is far superior to GK. I'll be honest. I think Ghost Knight shouldn't be in gotcha force at all. EK kicks his *** so far up the street, his body flies apart (Again.) However, i have a theory as to why elemental is so much blatantly better than GK.
If you happen to start a new file, during the first play through you'll get a upgrade for G-red that turns him into Neo G-red. (Video here: www.youtube.com/watch?v=PUANwZz326M )During this special cutscene at the bottom of the screen you can see the words "Power up!". At no other point in the game will you ever see upgrade cutscene again, or even those words ("Power up!"). So why go to all the trouble just for one measly cutscene?
My answer: Because there (maybe) was gonna be an upgrade system. Similar to collecting data crystals, but instead of getting parts of a new borg, you'll use the data crystal and pick a borg to upgrade into a new borg. Kinda like if you could take a normal ninja and turn him into a Sasuke. It'd certainly explain all the "Clone" borgs around, like Planet/Star hero. Whatever though. It's all theory at this point.
NEXT BORG!!!
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Name: Hammer Knight.
Frame: Hammer Knight.
Description. A thin man wearing large, round, yellow armor with green lines along it, carrying a mace with a big yellow ball on the end, and holding a large silver, green and yellow shield.
Alt colors. Unknown.
Location of Capcom Logo: Unknown.
HP: 200. 245 at level 10. 275 at level 10 and gold. (something is off here... It goes up 5 per level except for level 10 where it goes up 0? Weird.)
Cost: 450.
Basic Stats. Number Jumper (3). Slow, heavy, not many options on offense or defense.
Size. Average.
Basic use. Air dash close, hit B, follow, repeat until death.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Flail Strike. Hammer knight points his arm forward and the tip of his hammer flail flies forward then retracts. 1 hit for 45 damage. Hammer knight has literally, 2 attacks. This is the first, and it's a ranged attack. It doesn't have much range for a Ranged attack, the mace extends only 5 or so character lengths away or so, so you have to be pretty close to your foe anyways. It does good damage but has a lot of knockback, so you'll end up chasing the enemy around constantly. One thing to note is that if the ball makes contact with a enemies shot, the shot will be destroyed. (Tested with Shuriken. I dunno how it'd work for big stuff like dragon blasts or whatever, but it might be able to block it.)
Dashing B. Same as above.
Landing B. Same as above.
Ranged B. Same as above.
Neutral X. Hammer Tornado. Hammer knight hops up a bit, falls over, then rides atop his shield with his hammer sticking out. 8 hits for 36 damage (Unmashed) or 13 hits for 52 damage (Fully Mashed). This is the 2nd attack Hammer knight has. It's very short ranged, and it doesn't have any homing after he starts moving. You can't even combo into it most of the time, because Flail Strike has so much knockback. It's pretty hard to find a situation to use this in, as Flail strike is about as strong, goes further, has more homing, and has a lot of knockback. Honestly, i got nothing.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Flail Strike. Same as before, you'll start falling faster while the attack is active, but you'll keep your forward momentum.
Dashing B. Same as above.
Ranged B. Flail Strike. It's already a ranged attack.
X. Hammer Tornado. Same as before. You'll stop falling and move forward in the air once you use this move, but then you can't airdash again for a second or two.
Tactics/Observations. Hammer knight is pretty simple. Get close by walking (If fighting a borg that's good in the air) or by airdashing (against borgs that prefer to be on the ground.). Wait for a good opening, then smack em with the Flail strike, then give chase and repeat.
If something is trying to get closer to you (Especially if their air dashing or something similar), you can usually smack em away with the Flail strike, while remaining relatively safe.
Comments.
Not a borg i enjoy using, that's for sure. I mean, only 2 attacks? And only 1 of them is worth using? Just, ugh... Thankfully there's an upgraded form of him with more moves and stuff, similar to how Normal Knight is a worse version of Sword Knight.
Hammer knight's upgraded version is, of course, the almighty black wrecking ball, SPIKE KNIGHT!!! (Who'll be added tomorrow sometime.)
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Name: Spike Knight.
Frame: Normal Knight. (BWUHHHHHH???!)
Description. Basically the same as Hammer Knight. All the yellow is replaced with black, and all the green is replaced with yellow. Additionally, metal spikes are added at certain points of his body. (1 on top of his helm, 2 added above each shoulder, 4 or 5 added onto his mace, and 4 added at the tips of his shields + stripey symbol.) His shield has a different logo than Hammer Knight's as well... I wonder what that could mean?
Alt colors. The Yellow becomes a nice darkish Blue.
Location of Capcom Logo: Unknown.
HP: 250. 295 at level 10. 340 gold at level 10.
Cost: 520.
Basic Stats. Number Jumper (3) Still as slow as Hammer, but has far more offensive options and slightly more HP. Not very good options outside of melee range though.
Size. Average.
Basic use. Similar to Sword Knight, stay on the ground and get into melee range as quickly as possible.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Flail Smasher. Spike Knight swings his flail from side to side, then smashes his enemies shoulder and sends them flying away. 3 hits for 89 damage. I'll be honest... Spike Knight uses the same base animations as Normal Knight and Hammer knight (depending on the move in question.) This one is the same as Normal Knight's B combo. It may have better range thanks to the fact that the flail itself is huge, but otherwise it's pretty much the same.
Dashing B. Flail Lunge. Spike Knight dashes forward and makes a stabbing motion with his Flail. 5 hits for 70 damage. Holy poop this attack is amazing! High damage for a 1 button press melee attack, great range thanks to the tip of the flail extending, and high knockback? Just amazing. Get within range to use this then spam it till it hits. (This move has the same animation as Normal Knight's Dashing B.)
Landing B. The Flail Pimpsmack (OH GOD IT'S BACK). Spike Knight swings his flail vertically, right into the enemies crotch, sending them flying. 1 hit for 43 damage. Same speed, and animation as Normal Knight's Pimpslash, but with slightly larger range because of the flail's size. It's hard to recommend using, when Flail Lunge is so awesome, but who knows?
Charge B. Flailing Whirl. Spike Knight hops, falls over, then rides atop his shield with his flail sticking out. 10 hits for 45 damage (Unmashed) or 13 hits for 62 damage (Fully Mashed). It's very short ranged, and it doesn't have any homing after he starts moving. You can't even combo into it... It's pretty hard to find a situation to use this in, as Flail Lunge is stronger, goes further, has more homing, and has a lot of knockback. Seriously, don't use it.
Ranged B. Flail Shot. Spike knight points his arm forward and the tip of his flail flies forward then retracts. 1 hit for 36 damage. It doesn't have much range for a Ranged attack, so you'll have to be pretty close to your foe to hit anyways. It does alright damage but has a lot of knockback, so you'll end up chasing the enemy around constantly. One thing to note is that if the ball makes contact with a enemies shot, the shot will be destroyed. (Tested with Shuriken. I dunno how it'd work for big stuff like dragon blasts or whatever, but it might be able to block it.)
Neutral X. Wrecking Ball. Spike knight instantly folds into a spiked ball and starts rolling around. 10 hits for 42 damage. Oh my, this is a fun attack indeed. While rolling, spike cannot dash, can't use any of his normal attacks, has no ranged attack, and only has 1 jump. (The jump goes as high as all three of his jumps in normal form together though.) He also cannot change direction quickly, instead, by pressing in the direction you want to go, he'll turn until he's moving the direction you want him to go. He also has no control of himself once he's in the air. You can leave at any time by hitting X.
Not recommended, as you'll only be able to do damage by physically touching the opponent, which is gonna be hard seeing as your mobility is crap and you have no way of blocking incoming damage. It sure is fun to mess around with though.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Flail Slam. Spike Knight swipes his flail horizontally. 1 hit for 36 damage. It's decent i suppose. It works well as a lead in to a ground combo. Still, you should be on the ground most of the time, so this won't often get much use. (Same animation as Normal Knight's Air B BTW.)
Dashing B. Same as above.
Charge B. Same as on the ground. Though you'll stop falling and move forward in the air on activation, but then you can't airdash again for a second or two after recovery.
Ranged B. Same as before. You'll start falling faster while the attack is active, but you'll keep your forward momentum.
X. Same as on the ground, you'll turn into the ball. You'll drop like a rock though, so you'll be a easy target for long ranged borgs.
Tactics/Observations.
Um... The same as every other knight i guess. Run forward, block stuff, attack with Dash B. Dash B does lot's of damage, activates fairly quickly, and is generally your best move all around. It also has a lot of range attached to it, so you'll be able to hit a lot of borgs at melee range before they can hit you.
Don't hit X though. You move at the same speed as before, but now you can't block or dodge (Except by jumping, which opens up more problems). It's also stupidly easy to just run circles around you, you won't be able to turn fast enough to hit them, and they'll have all the time they need to hit you.
If someone approaches you from the air, jump up and hit them with Ranged B as soon as their within range. If that misses for some reason, land and try to dash past any counter attacks they make.
Comments.
My god, that roll move used to seem so amazing... Knowledge is a total buzz kill. It's a shame that move is so bad, i've already thought of ways to make it better. I've noticed that it has a lot of Super Armor (Which basically means it's really hard to flinch.) but that's not very useful if you can't hit anything huh?
Anyways, Spike is the... chivalry child of Normal Knight and Hammer Knight. Most of the animations for NK, but with the ranged attack and Charge move of HK. If you like how either of them plays, but you want to have the other offensive option (Ranged for Normal Knight and Melee for Hammer Knight), try out Spike Knight.
I used to think that Spike Knight had the biggest shield of all the knights, but i think Sword Knight and maybe Dark/Imperial knight have shields the same size. They'll still block most ranged attacks though.
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Next tribe i'll be going through is Insect. If you haven't already please vote for the next tribe in the new topic.
*Note* Something about the way this is formatted is messing with me. If this seems hard to read for some reason let me know. Anything would be useful.
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OLD UPDATES
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Cyber hero redone.
Gold Hero updated.
Jet hero Updated.
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NEW UPDATES (1/11/2012)
Knight tribe decided.
New poll topic created.
General improvements started.
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Normal knight data collected.
Sword knight data collected.
Elemental knight data collected.
Ghost knight data collected.
Vampire knight data collected.
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Feedback updated.
Template updated.
Statuses, Effects, and Terminology Updated.
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Updates for 1/12/2012.
Statuses, Effects, and Terminology Updated.
Cleaning up some grammar/spelling issues.
Template updated.
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Chainsaw knight data collected.
Axe knight data collected.
Hammer knight data collected.
Vlad data collected.
Spike knight data collected.
Imperial knight data collected.
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Updates for 1/13/2012
Ruby knight data collected.
Sapphire knight data collected.
Dark knight data collected.
Capcom locations found for: Sword/Normal knight, Chainsaw knight, Vampire knight/Vlad.
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Tricks found for: Dark knight, Imperial knight, Boost jumpers.
Added more info on Tribes.
Added Stats to the Statuses, Effects, and Terminology section.
Fixed a few spelling and grammar errors.
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Updates for 1/14/2012
Finished Basic Tribe info.
Added a few more things to the Stats, Statuses, Effects, and Terminology section.
Started writing the Knights out.
Started writing about Normal knight.
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Updates for 1/15/2012
Finished Normal Knight.
Started writing about Sword knight.
Nearly got banned from the computer.
Finished writing about Sword Knight.
Moved the outdated Hero section down the page.
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Updates for 1/16/2012.
Wrote Ghost Knight.
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Updates for 1/17/2012.
Wrote Elemental Knight.
Wrote Hammer Knight.
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Updates for 1/18/2012.
Wrote Spike Knight.
Used all the space available in the first Post.
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FEEDBACK
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Make sure to post if i misspell something, have grammatical issues, or have inputted false information (Nothing like "This attack doesn't do this much damage, it does this much!" though. Only stuff like listing a move as a X move instead of a B move, or i put it on the wrong borg or something.)
If you've got a problem, lemme me know. It might help more than you think.
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Borg stuff.
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Alright hello again. In this section i'll be going through most/all of the borg tribes and examining all the borgs inside. I'll write about stats, tactics, and general things i noticed. It's gonna be a long while before it's complete however, so be patient.
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STUFF TO KNOW BEFORE WE START.
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The template will resemble the example below with certain additions or subtractions based on the borg.
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Name:
Frame:
Description.
Alt colors.
Location of Capcom Logo:
HP:
Cost:
Basic Stats.
Size.
Basic use.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B.
Dashing B.
Landing B.
Charge B.
Ranged B.
Neutral X.
Dash X:
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B.
Dashing B.
Charge B.
Ranged B.
X.
Tactics/Observations.
Comments.
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All damage will be done against either a level 1 Normal Ninja or a level 1 Double ninja.
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The following is a list of Status effects, Abilities, and Terminology.
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STATS, STATUSES, ABILITIES AND EFFECTS.
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STATS.
HP: How much health your current borg has. If the number hits 0 you die and your next borg switches in.
Attack: A general idea of how much damage a borg deals to it's enemies, or its Melee potential. Also known as ATK.
Defense: A general idea of much damage a borg resists when it's hit, or how easy it is to Flinch it. Also known as Armor.
Speed: A general idea of how mobile the borg is. However there are often tricks you can use to move faster than normal. Also known as Mobility.
Shot: A general idea of how well your borg will fare at ranged combat. Also known as Ranged.
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STATUSES and ABILITIES and EFFECTS.
Helpless: You cannot control yourself in any way until you hit the ground. You know how in Super Smash Brothers after you use your Up B in the air you can't jump or attack anymore and you fall to the ground? That's this.
Freezing: If you get hit you're encased in a block of ice and cannot move or attack. You can switch targets and rotating the stick and/or mashing buttons will help break you out of the ice faster.
Flame/Fire: Attacks that look like fireballs or streams of fire. Almost always has no innate effect beyond the graphics of the attack, though many moves with these animations are high threats.
Electrified: If you get hit by a attack that's Electrified you'll either be Launched, or Flinched/Stunned.
Launcher: Your borg is sent flying through the air, typically at high speeds, without the ability to move or attack until you hit the ground.
Pop up: The combo friendly version of a launcher. Your enemy doesn't get launched as far so you can continue to follow up with attacks.
Piercing: The attack goes through the environment or shields. Drill robot's drills for example.
Stunned: You can't move or attack for a short period of time.
Flinched: Stuns sibling. You can't move or attack and will typically be stuck in a stumbling back animation. Most times you get hit by a melee counts as this.
Knockback: How far you're launched after you've been hit by a attack. There are many different levels on knockback, which can activate for a multitude of reasons so be prepared.
Invincible/Invulnerable: A move with this will have a certain amount of time where you cannot be hit by anything.
Multi hitter: Any attack that has one animation to it but hits multiple times making it impossible to give you a reliable hit count. Chainsaw knight for example.
Poisoned: Moves with this effect will poison the borg they hit, doing extra damage over a certain period of time.
Wire: A move with wired creates a projectile linked to a string, which is attached to either your borg, or another. Wired moves will add to the mobility options available, by pulling borgs along the wires. Or they will chain something to the environment.
Slowed: A borg hit by a move with this effect will have their animations last longer than normal. This means the walking /attacking/dashing animations of a borg hit by Slow will take longer than normal.
Accelerated: A borg hit by a move with this effect will have their animations finish faster than normal. This means the walking /attacking/dashing animation of a Accelerated borg will end faster than normal.
Growth: This effect increases the size of the borg, making them faster (Because longer legs=longer stride), stronger (Ever been punched by a giant?), and more durable than before (Increases defense, not HP).
Shrink: This effect decreases the size of the borg, making them slower (Shorter legs=shorter stride), weaker (Ever been punched by a 5 year old?), and less durable than before (Decreases defense, not HP.)
Transformation: Forcibly transforms your enemy (Or yourself if your using Copy man) into something else, whether it be a Death eye, or a Roach. (Also called Forced Transformation.)
Mode/Armor switch: Similar to transformation, but instead of changing your enemy, you change yourself. For example, Panther robot can turn into a Panther vehicle by hitting the X button. Or Gold Hero can equip himself with his armor, also by hitting the X button.
Boomerang: These moves will have a certain max distance they can go before coming back to you. Typically will do damage as long as they aren't in your hands/claws.
Barrier: Creates a barrier that negates Ranged or Melee attacks until they take too much damage.
Shield (Knight): Certain Knight borgs hold shields. These shields aren't just there for decoration, they will block almost any attack that makes contact with the shield! Swords, Bullets, Lasers, Explosions, it doesn't really matter. If it touches it, it's blocked. (Blocking with a shield will force Stun onto the blocking borg for a short period of time.)
Explosion: Creates an explosion, whether because the attack impacted something, or if it was on a timer.
Wave: Certain borgs have attacks that send out waves of energy that do damage and increase the range the attack can hit. Sword knight's Melee's for instance all have Waves attached.
Flight (Wing/Fairy/Demon): A borg with flight has small, unlimited number of jumps instead of the typical Booster/Number jumps. If it has wings, odds are it can fly.
(Of note is that any borg with this type of Flight has no Ground attacks. All melee combo strings will be the same no matter the altitude.)
Flight (Air): These borgs are always in the air, and instead of jumping, can be flown up and down. Instead of jumping they can move/turn faster by pressing and holding the A button.
Flight (Fortress): Like Flight (Air), these borgs are always in the air. The difference is that they either cannot ascend/descend, Boost, or even move at all!
Hover (Wing/Fairy/Demon): By holding A during/after a jump, the borg will maintain their current altitude, and will retain the ability to air dash. If your borg has wings, it can probably do this!
Hover (Other): By holding A while in the air with certain borgs, you can slow your descent instead of falling. This is a pretty rare ability, but it's also not very useful for most of the borgs that have it.
Super Strafe: Borgs with wings usually have a move that makes them fly quickly, but descend while to move is active. By firing at a enemy during this state a borg can keep their current altitude and speed, while also gaining the ability to turn on a dime for the duration of the firing animation. (Also known as: Supa-Strafe. *The guy with the purple name made that name.*
(If there is anything i've missed, please let me know and i'll include them here, with a shoutout/credit to you.)
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TERMINOLOGY.
Landing Attack: Many borgs have a special attack or combo they can only use just after they land on the ground (While the "dirt smoke circle thing is around their feet"). It doesn't matter how high you were when you jumped, it just matters that you landed on the ground and hit a button right after. Example. Imperial knight can shoot lightning if, just after landing, you hit X. At no other time can he shoot lightning, or do anything else like it.
Pellet: A tiny round bullet, typically fired in bursts. (Also know as: Bullets.)
Laser: A long, thin bullet, typically fired 1 or 2 at a time. Generally seen as superior to Pellets.
Orb: A round shot, larger than a pellet, typically found on borgs without go ranged abilities and generally fired 1 at a time.
Beam: A large, thick laser. Often used for charge moves.
Wave: A wave of energy, typically fired from blades of some kind.
Buff: A beneficial effect, typically given by/to a teamate. Growth, Acceleration, and Barriers are examples of Buffs that can be given.
Debuff: A detrimental effect, hopefully given to an opponent. Forced transformation, Shrink, and Poison are examples of Debuffs that can be given.
Frame(*1): Although there are 206 borg to collect in Gotcha Force, a lot of these borgs use the same basic models and animations but with different special moves or abilities so that they feel unique. This is what i call a Frame (Or Build).
For example: Normal Samurai and Vlad both use the same Frame. They both dual wield swords, both have a spinning slash move for X attack, they both share the generic X shaped slash that samurai's seem to have, and they both have similar mobility stats. However Vlad constantly loses hp but can regain it by hitting with his swords, while Normal is just normal.
Pseudo-Enter Ability/Effect/Word here-: Similar, but not as effective. (Example. Dragons can use a trick to fly higher/longer than normal. This could called Pseudo Flight.)
Launcher: Any move that has a "Canned" Follow up directly after it.
Follow up: As in, a special Follow up attack or movement. Anything you can only do directly after a Launcher for example. (Example. G-red Dashing B has a unique "Canned" Follow up Combo that you can initiate by pressing A after contact and then mashing B.)
(Also known as a Special Combo.)
Canned: As in, can only be used in certain specific situations. For an example, look at the above two entries.
Cancel: A cancel is when you start one action while doing a different action. Dashing and hitting B will cancel the dash into a attack. That attack may then be able to be canceled by another attack, such as a charge move or X move (Or a charged X move!) for a combo that couldn't otherwise happen. (That was a terrible description... If you don't get it I'm sure you'll get it once you read a few of the Borg sections.)
Combo: A series of attacks that (Mostly) cannot be escaped once they hit. Any borg with a B Melee string for example.
Combo String: Where hitting a single button multiple times initiates a Combo. Also known as: Melee string.
Hitbox: All borgs and attacks have Hitboxes. When a borg's hitbox is hit by a conflicting Hitbox, the borg will react in a variety of ways. (Example. If a sword hitbox hits your character's hitbox, you'll take damage.)
Mashable: Some attacks will do more damage and hits if you quickly press the button to activate them over and over during the animation of the attack.
Dash: A quick movement on the ground, activated by quickly tapping in a given direction. Some dashes may be longer or shorter than others, as well as being faster or slower than others.
Air Dash: Same as the above but in the air. (Also known as: Airdash.)
Number Jump: One of the 4/5 mobility systems used to navigate the air. Borgs using this system have the following advantages: Unlimited, Air dashes (That descend and move at different rates depending on the borg), and a certain number of jumps between 2 and 4 (Again, the number is borg dependent. The standard is 3 jumps.) allowing them to stay in the air for quite a while.
Boost Jump: The second of the 4/5 mobility systems used to navigate the air. Borgs with this system have a small bar that will gradually drain as they hold A or airdash. Disadvantages include having to land more often than Number Jumpers, and being slower than Number Jumpser, the borgs operating under this system have more precise aerial movement than Number Jumpers and by Mashing the jump button quickly, certain borgs can get to a altitude level similar to borgs with Winged Flight.
Winged Flight: The third of the 4/5 mobility systems used to navigate the air. Borgs with this system are basically identical to Number Jumpers, with the primary difference being instead of having 2 to 4 jumps they have Infinite, small jumps (Also called "Hops".)
Jet Flight: The fourth of the 4/5 mobility systems used to navigate the air. Borgs with this system are never in a Grounded state, and are always moving in at least one direction. One fortress (Death Saucer) uses a Air System that's very similar to this one, but without the ability to Ascend, Descend, or Boost. (Thus, the "5th" Air system.)
Air System: The specific rules a borg follows while in the air. (Any of the above 4 terms.)
Tribe: In Gotcha force there are 20 different groups a borg can fit into, based on their looks, fighting style, and background. These are called Tribes. If a borg looks like a Ninja, moves quickly, is most effective at Melee range, but doesn't have much HP or Defense, it goes in the Ninja tribe and not the Knight tribe.
Cheap (Tactic): A easy to use, powerful strategy, borg, or attack that is easy to win with. Large dragons are often considered Cheap because of High HP and Damage.
Cheap (Cost): A borg that doesn't cost much GF energy.
More to be added later. (Or at request.)
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TRIBES AND BORGS.
There are a total of 20 Tribes in Gotcha force. Each tribe has it's own focus, role, and abilities or theme. A list of Tribes (With focuses and roles.) is below.
Melee: Borgs in this catagory are focused on getting close to you before wrecking your ****. They'll typically want to stay on the ground so they can use their more effective tactics.
Knight: Slow, but strong and durable.
Ninja: Quick and tricksy, but frail.
Musha: The balanced Melee Tribe. If knights are too slow, and ninjas are too frail try a Musha.
Knuckle: Similar to Musha by being a balance of speed and durabilty, Knuckle borgs use their fists and natural abilites to fight instead of weapons.
Ranged: The opposite of Melee borgs, they want to play keep away so they can shoot you down before you even have a chance to hurt them.
Tank: Slow and powerful, with great HP and defense, but large and easy to hit.
Girl: Good mobility and decent at melee, but very frail. Like female ninja's with a ranged focus.
Gunmen: The middle ground between Girls and Tanks. Stronger, slower, and more durable than girls, but faster than Tanks.
Dragon: Big, durable, and slow with an aerial focus and gamebreaking amounts of offensive power. Imagine if Tanks suddenly grew legs, claws, a gaping maw filled with lots of sharp teeth, and shooting huge streams of energy instead of puny lasers while flying around the top of the map singing "DOVAKIIN, WHERE ART THOU?!!!"
Mixed: A tribe in here is either balanced between Melee and Ranged, or a good amount of their borgs have a specialty in one or the other.
Machine: One of the largest and most diverse tribes, Machines come in most sizes and specialties. It's rather hard to describe them all at once. If you can't find something that feels right in other tribes, try out some Machines.
Hero: Similar to Knuckle borgs they all have their own gimmick, but each borg plays like they should be in a different tribe.
Death: Watered down remakes of borgs from other tribes. Cheap but extremely frail. The largest Tribe and the main enemies of the game.
Demon: 4 borgs that play like evil versions of other tribes. Two play like Musha borgs, while two play like Wing borgs.
Support: Instead of trying to kill their opponents, support borgs help their teamates with a variety of Buffs or hinder enemy borgs with their Debuffs. They can really turn the tide of a fight if you let them, so remember to always shoot the medic first!
Nurse: Healers. Decent speed and HP, but extremely bad at direct combat. One of the smallest tribes in the game.
Witch: Buffers and Debuffers. Instead of healing teamates they give them extra effects, or annoy their opponents with a variety of Debuffs.
Idol: Calling the Idol borg a Tribe is ridiculous seeing as it has literally 1 borg in it. Pop honey plays just like a Witch, with a extremely annoying (Or useful...) Debuff.
Insect: Ugh... Slow, Debuffers/Annoyers. I hate all of them except for one (Alien insect, who fights like a Knight borg.)
Flying: Tribes that prefer to be in the air. Typically hard to hit, they can be agile attackers, incredibly hard to kill rangers, or annoying supporters depending on the specific Tribe.
Wing: Balanced between Ranged and Melee. Very offensive, but rather awkward to play as. (In my experience. Something about how they combo feels off...)
Fairy/Valkyrie/Angel: Female Wing borgs. Faster than Wing, but with less HP and a bigger focus on support.
Air: Airplanes, Bombers, and Aliens make up the Air borgs. Good HP, decent mobility (For a Flying Tribe) and good offense. A bit awkward to control at times, but can be very effective in the right hands.
Fortress: Titanic flying battle ships with INSANE HP, Defense and Offense. Most can't move at all, but they make up for it in pure defense. Mighty Glaciers in the purest form.
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A deeper look inside the Tribes.
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Finally, i get to the actual meat of this freakin thing. (What is this post anyways? A Atlas? A guide? I dunno.) It's time to go in depth, borg by borg, tribe by tribe and tell ya'll everything you'll ever need to know, and then some. Take a look. Maybe you'll learn something.
Here we go! I Yuurei (also known as "The guy with the blank name" present the first (Technically) of the Tribes to be examined, theeeeee
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KNIGHT BORGS! (God my intro's suck. I'll think of something better later.)
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Ahh the knight tribe. A lot of my favorite borgs are in here, so it's a pretty good place to start. Knight's really need to get close to be effective. Some of them (I'm looking at you Sapphire knight!) can hold their own outside of Melee distance, but for the most part they need to close by to be a threat. Which sorta sucks seeing as most of the time they're pretty slow. Thankfully they have something to make up for their lack of speed. I'm of course talking about Shields. The knight tribe is the only tribe in the entire game with a way of consistently blocking damage. If any attack hit's a knights shield without hitting the knight itself, all adverse effects are ignored. (Though the Knight will usually take a couple steps back if the attack is strong enough.)
Here's the first knight i tested, as well as the first you're likely to get: Normal Knight.
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Name: Normal Knight.
Frame: Normal Knight.
Description. A tan skinned man wearing rounded, bronze colored armor, with a yellow (Or is it orange?) stripe on the part of his helm just above his eyes, carrying a huge black and copper sword and a copper and white shield.
Alt colors (I forget exactly. Either the white parts of him turn yellowish orange or the opposite happens. I don't have a alt Normal Knight, so i can't be sure.)
Location of Capcom Logo: The back of his right leg.
HP: 180. 225 Max. 255 if gold and level 10.
Cost: 180.
Basic Stats. Number jumper (3). Pretty slow, and he's not very strong either. In the bottom 15 at ranged combat at least, and there are much better melee borgs. Not too bad for a newbie though.
Size. Average. Smaller then G-red, same size as Normal Ninja.
Basic use. Get in, smack em with your shield, then hit as hard as you can and stay close.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Novice combo. Normal knight swipes horizontally twice with his sword and then does a diagonal slash that goes across the opponents chest. 3 hits for 72 damage. It's not a very good combo. **** range, slow as hell, and attached to a borg that has trouble getting close? No, just... no.
Dashing B. Heavy stab. Normal knight dashes towards his target and stabs them in the chest with his BFS. 1 hit for 36 damage. This is your "GET THE HELL AWAY FROM ME" attack. It hits quickly, has better range and homing than Novice combo thanks to the dash during it, and has decent knockback. Still, it's a pretty weak attack. Maybe you could play "dodge and counter" with it? I dunno, i don't test against moving targets.
Landing B. The basic Pimpslash (Oh god, i'm a horrible person.) Normal knight lands on the ground and smacks the enemy into the air with a quick vertical slash starting at the the opponents feet and ending at their head. 1 hit for 27 damage. First off, i'm sorry for the name but i couldn't think of anything appropriate. Seriously. Anyways, this is actually a pretty good attack. it's quick, has decent homing, and it looks kinda cool. It's still reallllly weak though. It sorta does a pop up, but i'm not sure if you can do a follow up combo after. I don't think he can though.
Charge B. Cross Slash. Normal knight slashes horizontally then quickly does a vertical slice. Makes a + shape basically. 2 hits for 54 damage total. Not very good... Slightly faster than the basic combo, but still has the crappy range. The nice thing is that you can cancel into it from any other attack he has (If they hit first), so you might be able to use it to make a worthwhile combo. Certainly don't use it on it's own though.
Ranged B. He ain't gone one! (LIKE A TRUE KNIGHT, *looks at Sapphire again.*) Pressing B outside of melee range still gets you a Basic combo, Heavy stab or The Basic Pimpslash (Which will now be called TBPS because that's a long name.) depending on what you were doing when you hit B.
Neutral X. Shield throw. Normal knight does exactly what you'd expect from something with a name like this. He throws his shield a short distance, flinching Average sized borgs and smaller on hit. 1 hit for 36 damage. He can move while the shield is away, and i think it will still block ranged attacks that touch it. Still, he only throws it like 3 character lengths away. The nice thing about this attack is that when you hit with B moves you can cancel into it without waiting for their recovery animation to finish, allowing you to make combos like: B,B,X,Dash B or Charge B. Of course, you won't be able to block with your shield if it isn't in your hands, so don't spam it.
Dash X: Same as the above but you keep your momentum from the dash.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Horizontal slash. Normal knight slashes horizontally. 1 hit for 17 damage. So weak. So, freakin, weak. Not very fast either. Your gonna have trouble hitting anything in the air with this move, seeing as people love to air dash constantly. On hit you can cancel into X and then land and do TBPS or Heavy Stab for 80+ damage (According to my phone).
Dashing B. Dashing Horizontal slash. Same animation as above but he dashes forward first. 1 hit for 17 damage. Exactly the same as Neutral B. The only difference is that this one will dash towards the enemy before it slashes.
Charge B. Cross Slash. Everything is the same as on the ground. Never. Ever. Ever. Do this move in the air. It has even less of a chance of hitting than before. Maybe do it if you need to stay in the air a bit longer (It kills all your momentum when you start it.) But i don't see that being to useful.
Ranged B. Again, doesn't have one. You'll just get a Horizontal Slash or Cross Slash.
X. Shield throw. Exactly the same as on the ground. If you're dashing you retain your momentum but you'll fall a bit faster than normal. You can still cancel into this from a B move if the move hit first.
Tactics/Extra Stuff.
Dear lord, Normal knight's strategy is so basic. Get close. Hit with shield. Combo. Repeat until death. The best way to get close is by running (Not dashing) along the ground, heading straight for your foe. Most ranged attacks they'll try to hit you with will hit your shield instead of you. Air dashing tends to move the shield around too much to make to block constantly. Sure, you might block a couple attacks, but you're still at a way higher risk than you need to be.
The only time you should be in the air is when you're fighting a borg that's far stronger on the ground than in the air. In that case, just air dash towards them as quickly as possible and then throw your shield once you're within range.
Avoid using the Cross slash, as it leaves you wide open for a couple seconds while it recovers. Always try to hit with your shield before you start meleeing, as your melee combo is slow and has bad range. (Side note. One of the corrections i could pick when i right click on Meleeing is Melendez. Funny huh?)
Comments.
My bro says that Normal Knight reminds him of a bear. I heartily agree, and we now call him Bear Knight. I occasionally call him Copper Knight, due to the color of his armor. Bear Knight is a terrible, terrible borg but a lot of Knights use the same Frame as him, so you'll often see his move animations sprinkled throughout their movesets. Thankfully, the other knights are far better than he is. However, there is one knight that is a direct upgrade to him, that is completely better in every way while still looking and playing almost exactly like him. The borg i refer to is:
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Name: Sword Knight.
Frame: Normal Knight.
Description. A light skinned man wearing rounded, silver armor, with a yellow stripe on the part of his helm just above his eyes, little yellow wings on his helmet, carrying a huge grey, red and yellow sword and a large silver and blue shield with a red and yellow logo on the front. (What is that thing anyways? I've seen it on a couple other Knights too.)
Alt colors. The blue parts of his armor turn red. Very cool looking, it reminds me of a Crusader or Knight Templar or something.
Location of Capcom Logo: Back of his right leg.
HP: 180. 255 max. 285 if gold and max.
Cost: 280.
Basic Stats. Number jumper (3). Still slow, has about twice the range of Normal Knight thanks to the energy waves that accompany his melee attacks.
Size. Average.
Basic use. Almost exactly the same as Normal Knight. Get close, Slash them a few times. Chase.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Intermediate Combo. Looks exactly the same as Normal Knights Basic combo, the only addition is that energy waves about the same size as the sword slash in the same places the actual sword does, thus adding damage and hits. 6 hits (3 for sword, 3 for Swordwaves) for 87 damage. Utterly superior compared to Normal Knights B combo, this one does slightly more damage, and has almost twice the range! You'll be able to hit with (at least) the swordwaves before many similar sized borgs can hit you with theirs. Plus it has energy waves too! How can that not be awesome?
Dashing B. Heavy Energy Stab. Looks the same as Normal Knights Heavy stab, but energy moves out of the blade. 2 hits for 47 damage. Again, utterly superior to Normal Knight's in every way. You'll still want to use it for a quick hit, but it does enough damage and has enough range to be used on it's own.
Landing B. Energy Filled Pimpslash. (Oh god, it hurts!) Look, i think you get the picture about how it looks. Blah blah, same animation, blah blah, swordwave. 2 hits for 42 damage. I don't need to explain how this is way better than Normal Knight's right? Good.
Charge B. Knight of the Cross Slash. Makes a + sign with his sword. 4 hits for... I don't have that data. What!? Well, it does around 70 damage which is pretty good. You'll wanna use this move to preemptively interrupt someone, or as a Combo Finisher. The added sword waves range is huge, so don't worry about hitting with the actual sword.
Ranged B. Has none. You'll get either Intermediate Combo, Heavy Energy Stab, EFPS, or Knight of the Cross Slash (C wut i did there? Cross? +? Crucifixion? God i'm funny.) based on what you were doing when you hit B.
Neutral X. Shield throw. Exactly the same as Normal Knights Shield Throw. 34 damage (Which is slightly lower than what i have for Normal Knight, but i was testing on two slightly different targets. Trust me, they do the same damage.) Everything applies to this as well. Actually, Sword Knights shield is a bit larger than Normal Knights, so i guess this will hit slightly further than before!
Dash X: Same as above.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Energy Slash. Slashes horizontally with a energy wave attached. 2 hits for 36 damage. The added range isn't all that helpful in this case, as it's all applied directly ahead instead of vertically. Still, might be useful if you're chasing someone down or something. The extra damage is nice though.
Dashing B. Energy Slash. Dashes forward before slashing. 2 hits for 18 damage. Oddly, this attack does less than the other Energy slash. No idea why. If you're in range to melee, you'll practically never miss when you use this attack, thanks to the homing from the dash in part.
Charge B Knight of the Cross. Blah blah, same as on the ground. Everything that applies to Normal Knights Charge B is applied here as well.
Ranged B. None. You'll get Energy Slash or Knight of the Cross depending on what you were doing.
X. Exactly the same as Normal Knights Air X. If you're dashing you'll still retain your momentum while throwing the shield.
Tactics/Extra Stuff.
You'll still want to get close like before. The main difference is that Sword knight has about twice the attack range of Normal Knight thanks to the energy waves attached to his slashes, so you can skip the part where you hit with the shield first. The best way to get close is still by running (and not dashing) on the ground, heading straight for your foe. Most ranged attacks they'll try to hit you with will hit your shield instead of you. Air dashing tends to move the shield around too much to make to block consistently ut the shield is noticeably bigger than before, so you might be able to get away with it. Still it's a way higher risk than you need to take, but whatever.
The only time you should be in the air is when you're running away from something. Sword knight has a larger melee range than most borgs smaller than Garuda, so staying on the ground against another melee borg is completely recommended. Remember to either flinch them with your shield or slash preemptively with your sword.
Avoid using the Cross slash, unless you know it's gonna hit, as it leaves you wide open for a couple seconds while it recovers. Feel free to try to hit with your shield before you start meleeing, as you'll always be able to do Air X,land,pause slightly,BB,X,Charge B. It's certainly worth it for extra damage. (Note, i haven't actually tested to see if that works without sending the enemy into mercy invincibility. Assuming it doesn't it should certainly hit perfectly thanks to canceling.)
Comments.
Fun fact, i got Sword knight before i got Normal knight. In other, more relevant things, Sword Knight is a perfect example of what i mean by Frames. He has the same basic framemodel and animations as Normal Knight, but the differences make him feel completely different. Loads of borgs share Frame models with each other, but it's almost never a bad thing. As such Sword Knight is Normal Knight but actually worth using. The extra damage and range totally changes how he plays. Plus his alt looks amazing and his shield is bigger, so it's easier to block. The only things Sword knight isn't better at is mobility and Health. If you have the extra 100 GF energy, go for sword knight over Normal Knight every time.
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Name: Ghost Knight
Frame: Elemental Knight
Description. A empty, headless, suit of silver armor, with lime green hands, feet, and belt buckle. He (It?) has half of two lime green gears on his shoulders and he (It?) carries a HUGE sword everywhere he goes (Fact. It's his head.) You can clearly see the gaps where the skin would be. (At his knees, waist, elbows, stomach, that part of your body between your shoulder and your neck (Name please.), and neck.)
Alt colors.
Location of Capcom Logo: Unknown. (Anyone know?)
HP: 200. 245 max. 275 gold and max.
Cost: 590
Basic Stats. Number Jumper (3). Decent speed, jumps as high as ninja's do, while also having extra length airdashes, backed by pretty good offense. Not much HP though.
Size. Large. (About the same size as G-red.)
Basic use. Fire fist, Airdash towards the enemy, throw sword or land and use melee combos.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Loop da loop. Ghost knights swings his sword by having his arm pinwheel. (Spin your arm around over and over again and you'll get what i mean.) Then slashes horizontally. 2 hits for 90 damage or 3 hits for 108 damage. This attack is pretty cool. If you hit the button twice quickly he'll cancel the second sword rotation and go to the sideways slash. So if you need to interrupt someone quickly, just double tap B, but if you want extra damage, delay hitting B until you see the sword go around him twice. The attack has pretty good range thanks to how huge his sword is, and it does really good damage for only 3 hits.
Dashing B. Disembodied Stab. Ghost knight dashes forward, extends his arm parts, and stabs with his headsword. 1 hit for 41 damage. Huge range. Absolutely crazy awesome range for a melee attack. The tracking and size of the sword makes this a lot harder to dodge than many attacks and the damage isn't horrible either. Just remember that even though it hits a lot, it still will take a while to actually kill most borgs.
Landing B. Ankle slicer. Ghost knight crouches, rotates his body around and swings his sword into the target's legs. 1 hit for 44 damage. Not much to say. Pretty cool looking, and it does slightly more damage than Dashing B. It has a lot of knockback and sideways range though so you could try using it as a "Get off me!" attack. It's pretty easy to jump over though, so be careful.
Ranged B. Explosive Fistbump (me Brah). Ghost knight clenches his fist and fires his left hand (The whole hand!) directly at his enemy. 2 ammo. Hits for 28 damage per shot. This move has a lot of range, but it doesn't do much damage and it's easy to see coming (Seeing as it's a GIANT FIST FLYING AT YOU!). This fist explodes once it touches something, whether it be a borg, a shield, or part of the environment. As such, it's a very effective attack to use against other Knights, as explosions tend to hit weirdly if they land directly on the shield. Fire it even if you don't think it'll hit. After all, if it misses that means they must have tried to dodge it, and if it hits then it's free damage! Win win M'right?.
X. Dizzy Throw. Ghost Knight throws his head/sword directly at the enemy. 5 hits for 32 damage. Staggers while sword is touching the enemy. This is prolly the attack Ghost/Elemental knight is known for. Low damage, and merely OK range = not very useful, but it's often spammed because it looks cool. Of course, you can cancel into it from B attacks, but it doesn't add much damage. Use it at just outside of close range to try and stagger your opponent and then move in and attack with his sword.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Phantom Slash. Ghost Knight spins his body and slashes sideways with his sword. 1 hit for 35 damage. It's a pretty decent move. Good forwards range, but terrible vertical range. Use it as a lead in to other attacks, like Ankle Slice or Loop da loop.
Dashing B. Dizzy Loop. GK extends his arm and his head/sword spins like a sawblade in front of him. Multi hitter. Average of 32 damage, but the hits and damage are spacing dependent. It's a very awkward move to apply in a fight. On the one hand, it has a crapton of forward and vertical range, and it juggles whoever it hits. On the other hand if you use it while you're too close to the target it might miss completely, and even if it hits it might not do much damage. You could use it as a anti air i suppose... Meh. Phantom Slash is better to hit with if you can get it to land.
Ranged B. Explosive Fistbump. Same as on the ground.
X. Dizzy throw. Same as on the ground. You'll retain your momentum from the dash while you throw the sword.
Tactics/Observations.
Well first off, GK is pretty mobile in the air. He doesn't really air dash, so much as he glides. It goes about twice as far as a normal dash and you can turn to some degree. Second, GK doesn't have a shield, so you won't be able to block. Thankfully he has ranged attacks, so use those for covering fire and steadily air dash closer.
Unlike most Knights, GK will want to stay in the air as long as possible, due to his Air Melee attacks doing good damage and his ranged B and X causing a stagger on hit. Float around a while and keep pelting the other borg with his ranged attacks, then once they've flinched, move in and try to hit with Loop da loop.
Comments.
GK is pretty cool i suppose. His design is nice, and his attacks do decent damage and look cool as well. He seems like a bit of an oddity in the Knight tribe though, because he's more at home in the air than on the ground. I'd assume he'd be in the Demon tribe because of his name, but it makes sense for him to be a Knight. I don't really have much to say about him to be honest. Try him out if you like how Knights play, but you'd prefer to be in the air.
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Name: Elemental Knight.
Frame: Elemental Knight.
Description. A empty, headless, suit of copper armor, with yellow hands, feet, and belt buckle. He (It?) has half of two yellow gears on his shoulders and he (It?) carries a HUGE sword everywhere he goes (Fact. It's his head.) You can clearly see the gaps where the skin would be. (At his knees, waist, elbows, stomach, that part of your body between your shoulder and your neck (Name please.), and neck.)
Alt colors. The yellow is replaced by a dark crimson. Very cool looking. The yellow parts of his sword change color as well, which is even cooler looking.
Location of Capcom Logo: Unknown. (Anyone know?)
HP: 300. 345 max. 375 gold and max.
Cost: 540
Basic Stats. Number Jumper (3). Decent speed, jumps as high as ninja's do while also having extra length airdashes, backed by pretty good offense. Good HP too.
Size. Large. (About the same size as G-red.)
Basic use. Fire fist, Airdash towards the enemy while staying close to the ground, hit with Ranged B or Neutral air B then land and use melee combos.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Loop da loop. Elemental knight swings his sword by having his arm pinwheel. (Spin your arm around over and over again and you'll get what i mean.) Then slashes horizontally. 2 hits for 90 damage or 3 hits for 108 damage. This attack is pretty cool. If you hit the button twice quickly he'll cancel the second sword rotation and go to the sideways slash. So if you need to interrupt someone quickly, just double tap B, but if you want extra damage, delay hitting B until you see the sword go around him twice. The attack has pretty good range thanks to how huge his sword is, and it does really good damage for only 3 hits. Exactly the same as Ghost Knight's Loop da loop.
Dashing B. Disembodied Stab. Elemental knight dashes forward, extends his arm parts, and stabs with his headsword. 1 hit for 41 damage. Huge range. Absolutely crazy awesome range for a melee attack. The tracking and size of the sword makes this a lot harder to dodge than many attacks and the damage isn't horrible either. Just remember that even though it hits a lot, it still will take a while to actually kill most borgs. Exactly the same as Ghost Knight's Disembodied Stab.
Landing B. Ankle slicer. Ghost knight crouches, rotates his body around and swings his sword into the target's legs. 1 hit for 44 damage. Not much to say. Pretty cool looking, and it does slightly more damage than Dashing B. It has a lot of knockback and sideways range though so you could try using it as a "Get off me!" attack. It's pretty easy to jump over though, so be careful. Exactly the same as Ghost Knight's Ankle Slicer.
Ranged B. Rocket Fistbump (me Brah). Ghost knight clenches his fist and fires his left hand (The whole hand!) directly at his enemy. 4 hits for 28 damage. 1 ammo. While the fist is gone, any time you hit B will make GK do different melee attacks based on what you were doing. This move has a lot of range, but it doesn't do much damage and it's easy to see coming (Seeing as it's a GIANT FIST FLYING AT YOU!). It causes a flinch while it's hitting though, which is pretty nice if you're just outside of melee range and you need time to get closer or something. Fire it even if you don't think it'll hit. After all, if it misses that means they must have tried to dodge it, and if it hits then it's free damage! Win win M'right?.
X. Dizzy Throw. Elemental Knight throws his head/sword directly at the enemy, his armor also flies apart until his sword boomerangs back to him. 5 hits for 40 damage. Staggers while sword is touching the enemy. This is prolly the attack Ghost/Elemental knight is known for. Low damage, and merely OK range = not very useful, but it's often spammed because it looks cool. Of course, you can cancel into it from B attacks, but it doesn't add much damage. Use it at just outside of close range to try and stagger your opponent and then move in and attack with his sword. It's interesting to note that EK is invincible as long as his sword is flying around. I'm not sure if his Hixbox is just transferred to his sword from his body, or if he's fully invincible. Maybe i'll test it later.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Phantom Slash. Elemental Knight spins his body and slashes sideways with his sword. 1 hit for 35 damage. It's a pretty decent move. Good forwards range, but terrible vertical range. Use it as a lead in to other attacks, like Ankle Slice or Loop da loop.
Dashing B. Dizzy Loop. EK extends his arm and his head/sword spins like a sawblade in front of him. Multi hitter. Average of 32 damage, but the hits and damage are spacing dependent. It's a very awkward move to apply in a fight. On the one hand, it has a crapton of forward and vertical range, and it juggles whoever it hits. On the other hand if you use it while you're too close to the target it might miss completely, and even if it hits it might not do much damage. You could use it as a anti air i suppose... Meh. Phantom Slash is better to hit with if you can get it to land.
Ranged B. Rocket Fistbump. Same as on the ground.
X. Dizzy throw. Same as on the ground. You'll lose all momentum while the sword is away.
Tactics/Observations.
Well first off, EK is pretty mobile in the air. He doesn't really air dash, so much as he glides. It goes about twice as far as a normal dash and you can turn to some degree. Second, EK doesn't have a shield, so you won't be able to block. Thankfully he has ranged attacks, so use those for covering fire and steadily air dash closer.
Unlike Ghost Knight, EK will want to air dash, just next to the ground, for as long as possible, due to his Air Melee attacks having huge range and leading into good damage and his ranged B causing a stagger on hit. Float around a while and keep pelting the other borg with his ranged B attack, then once they've flinched, move in and try to hit with Loop da loop.
Comments.
EK is both nearly identical to GK while still being almost certainly better than GK in every way. I even made a list to show you why.
Ghost Knight.
+ Exploding Fistbump is hard to block with a shield.
+ Better at using a mostly ranged attack offensive.
Compared to:
Elemental Knight.
+ 100 more HP.
+ 50 less cost.
+ Has a bitchin' alt.
+ Rocket Fistbump flinches on hit, allowing you to hit with his Melee string more often.
+ X attack has a large amount of invincibility.
Clearly, CLEARLY, EK is far superior to GK. I'll be honest. I think Ghost Knight shouldn't be in gotcha force at all. EK kicks his *** so far up the street, his body flies apart (Again.) However, i have a theory as to why elemental is so much blatantly better than GK.
If you happen to start a new file, during the first play through you'll get a upgrade for G-red that turns him into Neo G-red. (Video here: www.youtube.com/watch?v=PUANwZz326M )During this special cutscene at the bottom of the screen you can see the words "Power up!". At no other point in the game will you ever see upgrade cutscene again, or even those words ("Power up!"). So why go to all the trouble just for one measly cutscene?
My answer: Because there (maybe) was gonna be an upgrade system. Similar to collecting data crystals, but instead of getting parts of a new borg, you'll use the data crystal and pick a borg to upgrade into a new borg. Kinda like if you could take a normal ninja and turn him into a Sasuke. It'd certainly explain all the "Clone" borgs around, like Planet/Star hero. Whatever though. It's all theory at this point.
NEXT BORG!!!
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Name: Hammer Knight.
Frame: Hammer Knight.
Description. A thin man wearing large, round, yellow armor with green lines along it, carrying a mace with a big yellow ball on the end, and holding a large silver, green and yellow shield.
Alt colors. Unknown.
Location of Capcom Logo: Unknown.
HP: 200. 245 at level 10. 275 at level 10 and gold. (something is off here... It goes up 5 per level except for level 10 where it goes up 0? Weird.)
Cost: 450.
Basic Stats. Number Jumper (3). Slow, heavy, not many options on offense or defense.
Size. Average.
Basic use. Air dash close, hit B, follow, repeat until death.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Flail Strike. Hammer knight points his arm forward and the tip of his hammer flail flies forward then retracts. 1 hit for 45 damage. Hammer knight has literally, 2 attacks. This is the first, and it's a ranged attack. It doesn't have much range for a Ranged attack, the mace extends only 5 or so character lengths away or so, so you have to be pretty close to your foe anyways. It does good damage but has a lot of knockback, so you'll end up chasing the enemy around constantly. One thing to note is that if the ball makes contact with a enemies shot, the shot will be destroyed. (Tested with Shuriken. I dunno how it'd work for big stuff like dragon blasts or whatever, but it might be able to block it.)
Dashing B. Same as above.
Landing B. Same as above.
Ranged B. Same as above.
Neutral X. Hammer Tornado. Hammer knight hops up a bit, falls over, then rides atop his shield with his hammer sticking out. 8 hits for 36 damage (Unmashed) or 13 hits for 52 damage (Fully Mashed). This is the 2nd attack Hammer knight has. It's very short ranged, and it doesn't have any homing after he starts moving. You can't even combo into it most of the time, because Flail Strike has so much knockback. It's pretty hard to find a situation to use this in, as Flail strike is about as strong, goes further, has more homing, and has a lot of knockback. Honestly, i got nothing.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Flail Strike. Same as before, you'll start falling faster while the attack is active, but you'll keep your forward momentum.
Dashing B. Same as above.
Ranged B. Flail Strike. It's already a ranged attack.
X. Hammer Tornado. Same as before. You'll stop falling and move forward in the air once you use this move, but then you can't airdash again for a second or two.
Tactics/Observations. Hammer knight is pretty simple. Get close by walking (If fighting a borg that's good in the air) or by airdashing (against borgs that prefer to be on the ground.). Wait for a good opening, then smack em with the Flail strike, then give chase and repeat.
If something is trying to get closer to you (Especially if their air dashing or something similar), you can usually smack em away with the Flail strike, while remaining relatively safe.
Comments.
Not a borg i enjoy using, that's for sure. I mean, only 2 attacks? And only 1 of them is worth using? Just, ugh... Thankfully there's an upgraded form of him with more moves and stuff, similar to how Normal Knight is a worse version of Sword Knight.
Hammer knight's upgraded version is, of course, the almighty black wrecking ball, SPIKE KNIGHT!!! (Who'll be added tomorrow sometime.)
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Name: Spike Knight.
Frame: Normal Knight. (BWUHHHHHH???!)
Description. Basically the same as Hammer Knight. All the yellow is replaced with black, and all the green is replaced with yellow. Additionally, metal spikes are added at certain points of his body. (1 on top of his helm, 2 added above each shoulder, 4 or 5 added onto his mace, and 4 added at the tips of his shields + stripey symbol.) His shield has a different logo than Hammer Knight's as well... I wonder what that could mean?
Alt colors. The Yellow becomes a nice darkish Blue.
Location of Capcom Logo: Unknown.
HP: 250. 295 at level 10. 340 gold at level 10.
Cost: 520.
Basic Stats. Number Jumper (3) Still as slow as Hammer, but has far more offensive options and slightly more HP. Not very good options outside of melee range though.
Size. Average.
Basic use. Similar to Sword Knight, stay on the ground and get into melee range as quickly as possible.
Ground attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Flail Smasher. Spike Knight swings his flail from side to side, then smashes his enemies shoulder and sends them flying away. 3 hits for 89 damage. I'll be honest... Spike Knight uses the same base animations as Normal Knight and Hammer knight (depending on the move in question.) This one is the same as Normal Knight's B combo. It may have better range thanks to the fact that the flail itself is huge, but otherwise it's pretty much the same.
Dashing B. Flail Lunge. Spike Knight dashes forward and makes a stabbing motion with his Flail. 5 hits for 70 damage. Holy poop this attack is amazing! High damage for a 1 button press melee attack, great range thanks to the tip of the flail extending, and high knockback? Just amazing. Get within range to use this then spam it till it hits. (This move has the same animation as Normal Knight's Dashing B.)
Landing B. The Flail Pimpsmack (OH GOD IT'S BACK). Spike Knight swings his flail vertically, right into the enemies crotch, sending them flying. 1 hit for 43 damage. Same speed, and animation as Normal Knight's Pimpslash, but with slightly larger range because of the flail's size. It's hard to recommend using, when Flail Lunge is so awesome, but who knows?
Charge B. Flailing Whirl. Spike Knight hops, falls over, then rides atop his shield with his flail sticking out. 10 hits for 45 damage (Unmashed) or 13 hits for 62 damage (Fully Mashed). It's very short ranged, and it doesn't have any homing after he starts moving. You can't even combo into it... It's pretty hard to find a situation to use this in, as Flail Lunge is stronger, goes further, has more homing, and has a lot of knockback. Seriously, don't use it.
Ranged B. Flail Shot. Spike knight points his arm forward and the tip of his flail flies forward then retracts. 1 hit for 36 damage. It doesn't have much range for a Ranged attack, so you'll have to be pretty close to your foe to hit anyways. It does alright damage but has a lot of knockback, so you'll end up chasing the enemy around constantly. One thing to note is that if the ball makes contact with a enemies shot, the shot will be destroyed. (Tested with Shuriken. I dunno how it'd work for big stuff like dragon blasts or whatever, but it might be able to block it.)
Neutral X. Wrecking Ball. Spike knight instantly folds into a spiked ball and starts rolling around. 10 hits for 42 damage. Oh my, this is a fun attack indeed. While rolling, spike cannot dash, can't use any of his normal attacks, has no ranged attack, and only has 1 jump. (The jump goes as high as all three of his jumps in normal form together though.) He also cannot change direction quickly, instead, by pressing in the direction you want to go, he'll turn until he's moving the direction you want him to go. He also has no control of himself once he's in the air. You can leave at any time by hitting X.
Not recommended, as you'll only be able to do damage by physically touching the opponent, which is gonna be hard seeing as your mobility is crap and you have no way of blocking incoming damage. It sure is fun to mess around with though.
Air attacks. (All B attacks will be listed before all X attacks.)
Neutral B. Flail Slam. Spike Knight swipes his flail horizontally. 1 hit for 36 damage. It's decent i suppose. It works well as a lead in to a ground combo. Still, you should be on the ground most of the time, so this won't often get much use. (Same animation as Normal Knight's Air B BTW.)
Dashing B. Same as above.
Charge B. Same as on the ground. Though you'll stop falling and move forward in the air on activation, but then you can't airdash again for a second or two after recovery.
Ranged B. Same as before. You'll start falling faster while the attack is active, but you'll keep your forward momentum.
X. Same as on the ground, you'll turn into the ball. You'll drop like a rock though, so you'll be a easy target for long ranged borgs.
Tactics/Observations.
Um... The same as every other knight i guess. Run forward, block stuff, attack with Dash B. Dash B does lot's of damage, activates fairly quickly, and is generally your best move all around. It also has a lot of range attached to it, so you'll be able to hit a lot of borgs at melee range before they can hit you.
Don't hit X though. You move at the same speed as before, but now you can't block or dodge (Except by jumping, which opens up more problems). It's also stupidly easy to just run circles around you, you won't be able to turn fast enough to hit them, and they'll have all the time they need to hit you.
If someone approaches you from the air, jump up and hit them with Ranged B as soon as their within range. If that misses for some reason, land and try to dash past any counter attacks they make.
Comments.
My god, that roll move used to seem so amazing... Knowledge is a total buzz kill. It's a shame that move is so bad, i've already thought of ways to make it better. I've noticed that it has a lot of Super Armor (Which basically means it's really hard to flinch.) but that's not very useful if you can't hit anything huh?
Anyways, Spike is the... chivalry child of Normal Knight and Hammer Knight. Most of the animations for NK, but with the ranged attack and Charge move of HK. If you like how either of them plays, but you want to have the other offensive option (Ranged for Normal Knight and Melee for Hammer Knight), try out Spike Knight.
I used to think that Spike Knight had the biggest shield of all the knights, but i think Sword Knight and maybe Dark/Imperial knight have shields the same size. They'll still block most ranged attacks though.
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