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    FAQ/Move List by DelusioNzorszor

    Version: 1.04 | Updated: 08/13/14 | Search Guide | Bookmark Guide

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    -----------------------------ANARCHY REIGNS------------------------------------
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    Table of Contents
    Character Strategy / Combo List.........[0000]
    Combo Key...............................[2222]
    Starting Out and Random information.....[q102]
       BIG BULL.............................[d102]
       GARGOYLE / GARUDA....................[j102]
       RIN RIN / FEI / AI...................[m102]
    Stage List and basic strategy...........[>102]
       Altambra Central Square..............[3AB0]
       The Dive.............................[3AB1]
       Oil Rig..............................[3AB2]
       Oinkie's Casino......................[3AB3]
       Chaodiansi Temple Street.............[3AB4]
       Hong Long Downtown...................[3AB5]
       Bari Shur............................[3AB6]
       Abandoned Mine.......................[3AB7]
    Items and what they do..................[<102]
       Sniper Rifle.........................[1337]
       Fire Grenade.........................[FIR3]
       Missile Launcher.....................[QU@D]
       Satellite Laser......................[B3@M]
       Supercharged Trap....................[LTRC]
       Team Summit..........................[SAV3]
       Carpet Bombing.......................[B0MB]
       Cage Match...........................[C@G3]
    Ability List............................[*102]
       Lean Extender........................[2AA2]
       Charge Attacker......................[2AA3]
       Spin Master..........................[2AA5]
       Guard Master.........................[2AA6]
       Judo Master..........................[2AA8]
       Takedown Defense.....................[2AA9]
       Master Evader........................[2AB1]
       Rampage Marauder.....................[2AB2]
       Rampage Master.......................[2AB3]
       Herculean Effort.....................[2AB4]
       Rifle Enthusiast.....................[2AB6]
       Cage Match Enthusiast................[2AB7]
       Stealth Master.......................[2AB8]
       Shield Master........................[2AB9]
       Healing Factor.......................[2AC1]
       Hard Charger.........................[2AC2]
       Rapid Respawner......................[2AC3]
       Power Leveler........................[2AC4]
    Random Trigger Events...................[^102]
       Carpet Bombing.......................[5YU2]
       Black Hole...........................[5YU3]
       Rampaging Vehicle....................[5YU4]
       Microwave Satellite Array............[5YU5]
       Cargo Plane Crash....................[5YUZ]
       OA System............................[5YUF]
       SLBM Missile Launch..................[5YU6]
       Poison Gas...........................[5YU7]
       Helicopter Drone.....................[5YU$]
       Incoming Item........................[5DU1]
       Cybrid Joe...........................[5DU2]
       Killseeker Item Man..................[5YU8]
       Flying Platforms.....................[5YU9]
       Super Mutant.........................[5YT3]
       Berserker Mutant.....................[5YT4]
       Electrical Storm.....................[5YT5]
       Bayside Bridge Bombing...............[5YT6]
       Jamming Drone........................[5YT7]
       Power Failure........................[5YT8]
       Enlightenment Array..................[5YT9]
       Dragon Flamethrower..................[5YT^]
       Landmass Reconfiguration.............[5YP1]
       Oil Rig Fire.........................[5YP@]
       The Drones...........................[5YP4]
       Cargo Transport......................[RS49]
       Legal Stuff..........................[s102]
    Some universal information you should know before starting!   [q102]
    - Press circle as soon as the grab animation starts you break grabs. DON'T
    PRESS ANYTHING ELSE WHILE YOU DO THIS! For EX: You can't R1+O to break grabs,
    if you are guarding and you get grabbed---immediately release guard and press
    - Everyone except bull can W-LKWx3 or 4. All it takes is a jab to open someone
    up, all new players should learn this first and go from there, learning to bait
    360's with this basic tool.
    - Never get up attack. If you get knocked on the ground from an enemies attack,
    immediately start pressing Guard to get-up quickly with your characters roll /
    dodge animation. This prevents your enemy from immediately following up with
    something. This is a very integral part of gameplay and new players should start
    doing this second nature immediately!
    - Attacking a 360 with a light or heavy attack will stun you 100% of the time.
    Don't attack 360 hit-boxes. Very important. 360 attacks have priority equal to
    charge HKW's. It's a bit ridiculous but the only way to punish them properly
    is to wait until the hit-box is gone, and lay into them before they can do
    - Shield strength is dictated by character weight. Light characters have the
    weakest guards in the game. (Durga, Rins, Bayonetta, Leo, Mathilda). Medium
    characters have the second most durable shield with heavyweight characters
    possessing the most powerful defensive options without ability add-ons.
    - HP regeneration is shared between all but 3 characters. The only 3 characters
    that have faster HP regeneration are Max, Fei, and Ai Rin. Everyone else has
    the exact same rate of healing. 
    - Most Medium and Light characters have super armor on their HKW variations
    and their guard breaks (charge heavy). Standing has less than a charge, but can
    still eat a few jabs. Charge HKW's will eat a LOT of jabs. ANY type of heavy
    attack breaks ANY super armor.
    - In big modes, keep an eye on the item slot machines. These are game changers
    and in a lot of cases, free kills if you know how to use them properly. The 
    lighter shade the item slot, the closer it is to activating. So if you take a
    look really quick and you see that the picture is very dim, they won't be
    activating any time soon. If the pictures are bright, they are about to
    activate or are extremely close to activating. Stick close to grab an item!
    - Heavy characters have super armor on just about everything. LKW's, HKW's,
    Dash animations, jabs, etc etc. This is why they get stunned more than any
    other character. This also makes them some of the most dangerous!
    - Air attacks have the highest priority. They can't be stunned and in the
    actual event that you clash with someone, you have a very large window to
    follow up. The risk is there, though. You CAN get juggled when you start your
    jump. Be very careful jumping on whim unless you know you are safe. Never jump
    against someone with lean extender on. You will get juggled out of your jump
    before you can do anything.
    - Glitch HKW'ing is performed by pressing air LKW (L2+Square or LT+X) and then
    immediately releasing it and holding triangle or (Y) for 360 players. Doesn't
    consume meter. Very obvious when done correctly.
    - Basic jab sets (W-W-W-W) do guard damage. Most people don't realize this and
    often times won't dodge it. I tested it with Oinkie, against a Leo's Guard.
    TWO jab sets broke his guard. That's all it takes! Guards are actually very
    fragile things but the online plays tricks on the guard animations (hit confirm
    AND break) constantly. If you see an enemies guard shatter, but nothing
    happened, this is a common occurence and their guard DIDN'T ACTUALLY break.
    It was just lag.
    - All HKW animations have a chance of glitching out in some small way, or a
    large way. Be it damage, character animation, etc etc. Sometimes it will appear
    that you didn't actually catch somebody with it.
    - Everyones aHKW has a TON of lingering frame data, to the point where well
    after the move is in cool-down it will damage you and or stun you. If you want
    to punish these you need to either use a KW cinematic or a spaced KW of some
    sort. A regular jab or heavy will stun you 100% of the time. A punish that
    isn't done properly, will actually TRADE DAMAGE with the aHKW your opponent
    did. Punish with caution.
    - All characters now share two loops that can be performed by twitch canceling,
    through jabs and through basic heavy launchers. I left bulls in there because
    he needs something to pretty up his section and give people ideas.
    - For those who don't know, you can actually KW cancel jump and do other stuff
    besides AA cancel. It's much harder than basic canceling but once you get it
    down.. It's a lot of fun messing with. For instance, Oinkie can't usually jump
    out of a jab and into an aLKW. With this technique, he can. It's performed by
    doing the same input as an AA cancel, just pressing Square (X for 360)
    IMMEDIATELY after the AA cancel. Instead, you will do an air weak and you can
    follow up with whatever you want. W-W-W-(C)aW-aW-W-W-W(C)-aW-aW etc etc.
    - All female characters and the Garbots can AA out of a lean without any extra
    button input. Just lean -> jumping heavy. Males have to use the AA cancel tech
    and bull can't do it at all for use in mid-combo.
    - Some modes allow you to level up when you kill enemies. They are essentially
    kill streak rewards, leveling up is a key part of the online and can actually
    save you if you are about to die since it refills your HP completely. You start
    the match Lv1 and you reach Lv2 at a 2 kill streak and Lv3 (Max level) at a 5
    kill streak. At Lv3 you gain access to your characters ELEMENT. Your element
    becomes your best friend once you know how to use it properly. All LKW strings
    end in an elemental attack of that particular character, so. LKWx3 with Garuda,
    when the third LKW hits, will FREEZE your opponent since Garuda is ICE element.
    This forces them to mash out to try and survive the follow up. With power
    leveler, you reach Lv2 at 1 kill and Lv3 at 3 kills, one of the most powerful
    abilities hands down in the hands of a skilled player. Charge HKW (2)'s also
    afflict each characters specific element. Note: Cutscenes can't afflict your
    enemy with an element!
    COMBO KEY            [2222]
    W = Weak attack
    H = Heavy attack
    aW = Air weak
    LKW = Weak killer weapon
    HKW = Heavy killer weapon
    aLKW(c) = Air weak killer weapon (cancel, very late input)
    aHKW = Air heavy killer weapon
    *W = Delayed Weak attack
    *H = Delayed heavy attack
    AA = Anti Air (rising heavy)
    DA = Dash Attack
    KWG= Killer Weapon Glitch (aLKW, release KW, hold triangle)
    AAc= Anti Air Cancel
    TC = Twitch Cancel
    GC = Guard Cancel
    JC = Jump Cancel
    Jack Cayman      (a102)
    Combo List
    H-H-AAc-aW-aW-H-H            (LOOP)
    H-W(TC)-H-W(TC)       (LOOP)
    Guard Pressure
    W-W-W-W            (Deceptively safe, breaks guards if they are staggering)
    W-*W(TC)-W-W-W-H   (general mixup, TWITCH CANCEL)
    W-*W-H(TC)-W-W-W   (Twitch heavy ender, tight input)
    W-W-W-H            (Safe on Guard)
    W-*W-H             (Safe on Guard, but very easy to see coming)
    aLKW               (generally safe on guard, hard to punish)
    W-W-W-*W(TC)-W-*W  (very safe, delay swurves and catches people off guard)
    W-*W-LKW           (Unsafe if LKW misses on guard. CAUTION.)
    Jack is all about his ground game and being able to efficiently juggle someone.
    He has a fantastic lean and has 3 KW cinematics in total. This gives him high
    damage combos with very short strings. If you aren't constantly doing something
    with jack, you're playing him wrong. You need to be all over your opponent,
    smacking their guard constantly. His delay weak is deceptive and fast. Focus on
    whittling them down and launch when you see an opening. I highly recommend the
    basic: H-AA-aW-aW-H-AA-aHKW for lots of quick damage. Very rarely will you have
    a connection where somebody gets out of his aHKW. If you do, LKWx4 instead.
    Bait 360's with W-W-W-LKWx2, 3rd LKW launches so they either have to break
    between first and second hit or eat the entire LKWx4. His guard break is
    terrible and slow but it DOES have some super armor. Mix up the timing of
    Jack's delay heavy to guard pressure all day long. Never mash it out--people
    will roll it and you won't get that desired guard damage.
    All of his heavy combo enders are generally unsafe, especially delay heavy. It
    has range but it's really easy to see coming and dodge leaving you with the
    horrible cooldown.
    Moveset Analysis
    Standing Jab - Nothing special here, but it comes out EXTREMELY fast.
    Lean - One of the better leans in the game, lot's of range and it comes out
    really fast. Rivals barons, zero's, and oinkies lean attacks.
    Wx4 - Standard jab set, final hit does decent guard damage but is
    punishable--use at your own risk. Actually a surprisingly good mix-up for
    guard pressure. Locks people down for guard break if their shield is heavily
    W-H - Standard string, EXTREMELY unsafe but does guard damage.
    Wx2-H - Possible team combo tool as the H bounces your enemy but isn't useful
    in 1v1 scenario. Can't follow up with anything.
    Wx3-H - Pretty fast sweeping backhand. Safe on guard and adds extra hitstun on
    connect to HP bar. (Stagger effect)
    W-*W-H - Delay into heavy shift, the *W is definitely the high point here as
    it hooks around and catches people off guard while being difficult to fight
    against and punish. The heavy finisher is extremely telegraphed and easy to
    punish because Jack pulls himself back and then steps forward for the hitbox
    to come out. On hit it sends your opponent flying with the possibility of
    them screwing up the tech roll since it's a "low knockback" move. 
    Guard Breaks - Jack kneels down and tackles upon release, really slow but has
    super armor so it's a good trap for more aggressive players who rely strictly
    on jabbing.
    AA - One of the best anti airs, true i-frames and it comes out REALLY
    fast. Take advantage of the i-frames, going up this move is extremely safe,
    air jab on the way down for extra safety if you're empty AA'ing.
    Falling H - Completely useless aside from team combo hard knockdowns. Team
    co-ordination required.
    H - Launching attack, sets up for combos of varying degree. Decent range
    and pretty fast coming out. Easily stunned, use with caution.
    H-H - Forced hard knockdown with cancellable properties. Jack can anti air
    cancel out of it or cancel into leans for follow-ups. Strict timing.
    H-W-H - Good mix-up if someone is playing defensive but be careful on the H
    as its highly punishable. Has good tracking to help the issue. H-W can also
    be cut short and stringed into other moves as seen in the combo section.
    LKWx4 - Standard ground LKW string, 3rd hit launches. 3rd and 4th hits do the
    majority of damage. Jab into it for 360 baits or launch for combos. 
    Air LKWx4 - Standard air LKW's, combos into itself and can be canceled upon
    landing on the ground to follow up with a Lean. Large hitboxes and good guard
    damage as well. Good for stunning aggressive players.
    Air HKW - Standard cutscene move, glitches out in lag for less damage.
    Ground HKW - Standard ground cutscene, instant guard break and prone to glitch
    damage in lag.
    Charge HKW's - Slow charge speeds with really mediocre range.
    Recommended Abilities
    Lean Extender: This is jacks bread and butter ability. This affords him the
    mobility he needed so desperately. There are very few things faster than a
    Jack with Lean Extender so if you need to call a tactical retreat, Lean away! 
    Power Leveler: It works on everybody, added meter and life bar will help Jack
    but his element is neigh useless. Also loses the ability to chase with this.
    If you are fighting an overly aggressive player, start air jabbing. Start
    jumping and throwing a random aLKW. It has very high priority, like all air
    attacks. More often than not they will either 1. Eat Damage or 2. Get stunned
    for even more free damage. This comes with its own risk because you can be
    jabbed out of a jump. You need to have space in-between your opponent and
    yourself to attempt this. Don't just jump in front of them, you'll get
    punished for it.
    Jack's defense is terrible. You have NO options once people get in your face
    and start pressuring you. The only thing you can hope for is for them to mess
    up and give you an opening to start your flurry. Watch your opponent carefully.
    AA canceling and Twitch Canceling benefit Jack greatly. They allow him to AA
    out of a jab and into a juggle for massive damage. If you are an aspiring Jack
    main I strongly recommend learning advanced techniques. He doesn't get any
    fantastic H mixups like baron, zero, or durga but the ability to string weaks
    into more weaks and AAC / TC the few options he does have helps him immensely.
    Jack's ground LKW string is very slow and flashy, rarely attack someones shield
    with it. More often than not they will sidestep and jab / stun you. One
    noteworthy mention is the 2nd and 3rd hit have BACKWARD hitboxes, meaning if
    they roll behind you and jab, they will either get stunned or eat some damage.
    Useful for trickery. Not recommended fighting against skilled players.
    One of the best Anti Airs that will eat through active aHKW frames--good for
    punishing people who like throwing desperate air HKW's.
    Fire Element.
    Blacker Baron    (b102)
    Combo List
    W-W-H(TC)-W-W-H(TC)   (LOOP)
    Guard Pressure
    aW x any number amount (extremely safe)
    Baron is a fantastic character with a lot of options. He relies on his delayed
    W for pressure and amazing tracking capabilities, make good use of it but don't
    OVER-USE it. People can break it during the flurry and you won't be able to
    guard in time. Use aLKW or aHKW for punishes on 360 attackers. Try and avoid
    360'ing with baron as much as possible, it is very easy to punish. It comes
    out rather quickly but it has a LOT of cool-down. Use LKW pokes for quick
    damage and baiting. Baron is another character that excels in the air and at
    range. Once you start air jabbing he can actually land 5 jabs on HP and keep
    the combo going. Back dodge to put space between you and your opponent.
    aLKW back into your opponent for pressure, commence flurry of jabs, LKW poking.
    Baron has 2 cinematics in total, aHKW and HKW. Guard break is actually
    a counter trap that regenerates a small amount of HP if your enemy hits you.
    It's a move worth incorporating into your playstyle to make people think
    before they start button mashing. It's completely safe aside cutscene HKW's
    and grabs. Grabs are a given but be careful over-using it. People will catch
    on and act accordingly. 
    Incorporating cancels baron has some of the best pressure in the game period
    with a massive amount of options. All of his heavy combo finishers have
    cancel-options and the potential to be infinitely useful and dangerous.
    Moveset Analysis
    Lean - One of the best leans in the game with the highest priority. Rivaling
    zero, jacks and oinkie's jab sets easily. 
    W-H - Standard combo string here, H does guard damage. Can twitch into Leans
    and other combo strings for more extreme pressure options.
    Wx2-H - Possibly barons most versatile ground combo, you can follow up with
    LKWx4, jump cancel, twitch cancel, anti air cancel, basically do anything out
    of this nifty little string. Decent tracking but without cancels it has a fair
    amount of cooldown.
    Wx3-H - Launches your opponent. Under normal circumstances it's not useful.
    With cancels you can loop your opponent or Lean into an Anti Air cancel for a
    quick air HKW or more devious shenanigans.
    W-*W-H - The giggity punch. One of the best moves anyone possesses. It's pure
    wall of hitbox and priority. Side-steppers be damned, here. Can cancel into
    more techniques or LKW's after the *W. H portion isn't follow-uppable but can
    combo on guard if it's staggered (where they are almost about to break).
    H - Standard launcher, mediocre range. Decent speed. Fast enough to twitch into.
    H-H - Basic string with a finishing punch, good range but very unsafe. 
    H-W-H - Actually a surprisingly good guard pressure move, baron backflips to
    safety if the final H connects on guard. Otherwise he falls flat and is very
    open to punishment.
    Anti Air - A little slow on startup but otherwise comes out with a fast hitbox
    to combo into anything of your choice. Seemingly moderate amount of i-frames.
    Charge H - Baron curls up and activates a counter stance. If your opponent
    attacks baron restores health. A stronger attack restores MORE health to
    baron. Can't tank cutscenes attacks. (HKW, Grabs)
    air W - Extremely safe, basic air jab. Hits multiple times.
    Falling H - Extremely unsafe, advanced team combo utility. Baron does a falling
    headbutt and caudses hard knockdown.
    LKwx4 - Basic ground string, 3rd hit causes stagger and is akin to starting a
    juggle state. They can't 360 after the 3rd hit so always do the 4th. 4th hit
    causes fire status at Lv3. Neigh impossible to follow up with without lean
    extender or a wall nearby to cut the distance though.
    air LKW - Pretty basic dive here with moderate damage. Can be canceled at the
    right distance / falling position to follow up with lean / more shenanigans
    with cancels or juggling options. Also combos into itself. EX: Dive(c)-Dive.
    air HKW - Basic air cutscene, does less damage on almost any connection due to
    netcode issues.
    HKW - Ground cutscene, does extreme damage in even a little bit of lag. Varying
    results, worst case scenario it does the amount of damage it should which is
    still fair.
    Charge HKW's - Pretty basic charges, not much change, low damage. Useful for
    killstealing or scare tactics. Even then, other characters outclass his charges
    pretty easily.
    Recommended Abilities
    Charge Attacker: Baron gets the most unique use out of Charge Attacker. His
    moveset on his combo heavy finishers actually CHANGES. Most of the time they
    get an extra hit or a small variation in animation. Fantastic pressure
    addition to what he already has.
    Lean Extender: The same reason Jack uses it, it affords Baron mobility and
    lets his lean really shine. Baron actually has one of the best Leans period,
    not for distance but for priority--you will very rarely beat a Baron at
    Power Leveler: This lets Baron burn meter like nothing--turns him into quite
    the dangerous opponent when he doesn't have to worry about having 4 full meter
    for a basic combo or wasting a meter for aLKW pressure. Very useful. You
    sacrifice mobility for survivability and offense with Power Leveler.
    Killjoy: HKW cutscene will one-shot anyone at Lv2 or below thanks to added lag
    damage, and in extreme cases people at Lv3. If you don't feel like playing
    fair this ability is for you.
    aLKW can glitch out in extreme lag and do double damage.
    Baron's charged HKW is underwhelming and should only be used against jab-happy
    opponents or for finishing someone off that is getting juggled by a team-mate.
    Baron is one of the most feared characters in the game because of a glitch with
    the netcode and his ground HKW cinematic. In even a little bit of lag, this
    move will OHKO you, or nearly. Tires / poles are a baron's best friend. You
    have been warned.
    His dash attack is terrible. It has no redeeming qualities whatsoever besides
    good guard damage. Even then, you will likely get punished for trying it.
    As listed above, baron has sexy combos. He doesn't need cancels but they do
    give him new options. That said, good barons are few in number. He gets a bad
    name for glitch abuse but is still an incredibly solid character without his
    ground HKW.
    Some of the best Jab priority in the game, Baron does NOT get stunned easily
    using his jab attacks / flurries. In fact, out of my 1000+ AR hours I'd say
    not once have I ever been stunned through his delay. It CAN clash though. His
    delayed weak is just pure priority. People will start playing incredibly
    space-y if they find you pressuring them too difficult. They'll avoid the delay
    at any cost--including back dodging constantly to get them out of reach. If you
    find they are out of reach, just don't follow up with anything! I should note
    the tracking is also fan-freaking-tastic. Useful for pesky side-steppers who
    think you left an opening. Flurries one weakness is it can lose its tracking
    leaving you completely open. Back-dodges mess with the tracking ability so
    keep that in mind if you're fighting a light character.
    Fire Element.
    Mathilda       (c102)
    Combo List
    W-aW-aW-W-aW-aW                     (GROUND LOOP)
    H-*W-H-AA-aW-aW-H-*W-H-AA-aW-aW     (LOOP)
    (Holding Guard)W-H                  (REQ charge attacker, small charge, LOOP)
    W-H-LKWx2-Charge HKW(1)
    Guard Pressure
    Charge HKW shenanigans
    Guard Break
    Mathilda has to rely on her jab game and the fact she has fantastic guard
    pressure. She should use scare tactics with her charge HKW, baiting people into
    jabs and releasing for massive damage if they fall for it. If they go on
    defense, just cancel and resume the skirmish. Her charge HKW is the fastest in
    the game hands down, she can actually legitimately combo into it. Add in
    natural jump cancel ability off lean attack--it makes for some deadly offense.
    She isn't an easy character to play by any means but she does have the tools
    to shine in a with the right mindset and a capable skillset. She's a lot like
    other characters with jab focused metas, she has to stay on the offensive. Her
    defense is absolutely horrid. Unlike Baron, Oinkie, and Jack, Mathilda has a
    weaker Guard, and less HP. She has to play better-smarter-faster than any your
    opponent to be successful. With that out of the way--her juggles really make
    her shine. She has many capable loops and is extremely dangerous once you
    really take the time to learn her. Focus on dodging and not guarding. 
    Moveset Analysis
    Standing Jab - Deceptively fast. 
    Lean - Not as good as standing jab, has range but gets mathilda stunned
    consistently in many different situations.
    W-H - One of mathildas bread and butter strings, with charge attacker on
    it's literally her best tool. Without charge attacker it's cancellable into
    raw launcher to start one of her insane juggles for massive damage.
    W-H-H - Generally unsafe combo ender. No use at all. 
    W-W-H - Comboable into cancels for varying uses. W-H is a better option.
    W-W-H-H - Generally unsafe combo ender. No use at all.
    W-W-W-H - Intended basic guard pressure string, No real use or cancel ability.
    W-W-W-W-H - Speaks for itself.
    W-*W-H - Standard shift combo ender, can break guards but its very predictable
    and easy to dodge. Use with caution.
    Guard Break - Really fast and minimal cooldown. Second version of the charge
    has insane range and is fast, but has a lot of cooldown. Use the first charge
    for safet, the second charge if you know you can get away with it.
    Anti Air - Moderate amount of i-frames, starts up slow, jumps high. Useful for
    punishing whiffed air HKW's.
    Falling H - Completely useless outside of advanced team combo utility.
    Air weak - Decent speed and range, the fact mathilda jumps so high works
    against her in this aspect though. Not worth incorporating outside of combos
    that specifically call for it.
    H - Standard Launcher. Fast, can catch people off guard.
    H-H - Good for combo mixups incorporating cancels, otherwise completely
    H-*H - Completely useless. 
    H-W - Fast relaunch, comboable but no real option that mathilda doesn't cover
    with other of her many options.
    H-*W-H - Initial part of Mathildas bread and butter combos. Extremely useful.
    LKWx4 - Standard LKW ground string, 3rd hit drops in lag because of a bounce
    Ground HKW - Slow, non cutscene. Knocks opponent away. Not useful.
    air LKWx4 - Decent air LKW series with good range / speed.
    air HKW - Hits hard with lots of lingering frames, like everybody elses. 
    Charge HKW series - Probably two of mathildas best tools, her charges are
    literally the fastest in the game so they can be put to a lot of good use.
    Stealing kills, scare tactics. Good range and legitimately good travel
    Recommended Abilities
    Charge Attacker: Mathilda makes the best use of this hands down. She becomes
    extremely dangerous with it equipped. She can Juggle-Combo off a W-(c)H-LKWx4
    While it doesn't sound super amazing, it's novelty and reliability does not
    wear off-plain and simple. It is ALWAYS useful. Add in the fact she can start
    her ridiculous loops from it.
    Power Leveler: Use this if you don't like charge attacker, you get your HP bar
    that females need so desparately and your element at Lv3.
    Killjoy: Mathilda has the fastest HKW charge in the game. Killjoy likes that.
    Her ground KWH will 1-shot light characters with an active killjoy buff. Her
    ability doesn't lay in the fact she can one shot though, it's the fact she can
    put it to faster use than any other character. Solid damage. 
    Try not to LEAN too much, her standing jab is much more safe. Her lean is kind
    of slow and gets stunned often due to its hitbox not actually coming out until
    near the end of the attack.
    Fastest Charge HKW's in the game--lot's of range and active super armor. V2 is
    a cutscene if you catch someone with it and they are close enough. 
    Some of the best / most versatile looping ability, this makes her extremely
    dangerous in the hands of a player capabable of landing them.
    LKWx4 drops inside juggles in lag on the third hit, this has to do with the
    fact that it bounces them, and isn't actually another "launcher" hit. Nikolai
    has the same exact issue. 
    Decent guard break (2) that is fast and can be used for crossing the heliport
    in Altambra, lot's of cool down so it's not practical for normal fighting use.
    Benefits greatly from twitch cancels, gives her a LOT of new options for guard
    pressure because it cuts the cooldown on all her heavies. Consider learning
    advanced techniques.
    Big Bull       (d102)
    Combo List
    W-W(TC)W-W(TC)                  (GROUND LOOP, 360 TO BREAK)
    AA-LKWx2(GC)-LKWx2(GC)-W-W-*W   (Very strict window for LKWx2 after AA)
    aW-W-W-DA                       (Extend with cancels)
    LKWx2(gc)-LKWx2(gc)-W-W-DA      (Extend with cancels)
    H(TC)-H(TC)                     (LOOP)
    W-W(TC)-W-W                     (LOOP)
    Guard Pressure
    aW-Guard Break
    Guard Break
    Playing Bull is 50% being patient as you need to anticipate what your opponent
    will do and the other 50% is being as aggressive as possible. Remember you are
    a huge target, it's hard not to notice a giant mechanical bull running around,
    so most attacks, even if you think you dodged them will hit you anyway just
    because. Never be meter conservative while playing Bull, LKW cancels are his
    pressure BNB's. You need to be using them constantly. Bull's safest option is
    W-W hands down, you will spend the majority of any skirmish trying to get jabs
    off. Bull takes a risk everytime he does anything so you have to keep that in
    mind. Delayed W is good for creating space but it IS highly punishable if you
    miss the guard connect. LKWx2 is your lifeblood and your main source of damage
    outside of jab pokes and dash attacks. Learn to punish 360's with it and you
    are on your way to playing an excellent Bull. The main problem here is that
    Bull can't give anyone a reason to 360 off the bat. He can't do anything
    insane off jabs like the rest of the cast.
    Recommended Abilities
    Lean Extender: This is THE bull ability, it gives him insane mobility and the
    room to actually punish people from distance. 
    Killjoy: Ability to 1-shot pesky light characters with charge HKW(1). Bull
    doesn't exactly NEED Lean Extenders mobility and entrance when you can just
    sneak up on people.
    Stealth Master: Bull gets use out of this straight away because if he isn't
    being targeted, he's a massive threat. You have to play item-go-round but it's
    worth it to keep heat off yourself and support team-mates with his amazing
    LKW juggles, oh, and Super-Hammer kill stealing.
    Charge HKW(1) has a huge invisible hitbox that extends well in front of the
    initial move. Useful for catching people off guard and when paired with
    killjoy, the range you get is absolutedeadly and WILL catch people off guard. 
    Dive Kick and Dash Attack are your mobility options if you opt to not use
    Lean Extender, it's a little bit slower but you will still be able to outrun
    rampagers with EASE doing this. 
    LKWx3 is a juggle in itself, and can be canceled at the 1 or 2 stage, as SOON
    as your hammer connects press Guard and the cooldown will automatically cancel
    leaving you to juggle your opponent with a few weak attacks or dash attack.
    Highly recommended learning Twitch Cancelling with bull, gives him the ability
    to force someone into a 360 attack and actually play him at a dangerous level
    outside of your opponents user error.
    Big Bull's combos are all pro level and doing them online is near impossible
    consistently. Lag his is friend and sometimes gives him the H-W-LKWX2 set-up.
    Unique Anti-Air that can start a juggle.
    Good guard break move. The first charge is very safe and hard to punish. Dive
    characters can stun him out of it though.
    Fire Element.
    Leo           (e102)
    Combo List
    H-W-AA-aKWL(c)-H-W-AA-aHKW      (LOOP)
    Guard Pressure
    Leo is super juggle character with high damage BNB's. Delay weak mind-games all
    day long, use your fast jabs to advantage. Dash Attack does lots of guard
    damage. His heavy strings are less than optimal--only use them if you are are
    confident it will connect on guard for push-back. Otherwise they will punish
    you. Try and walk a fine line between being in your opponents face, and
    playing mind-games with your delay cancel / dash attacks. He has a fast LKW
    string that can combo straight off W-W-W to force 360's and give you
    opportunities for juggles, like most characters.
    His four piece ground LKW launches on 3rd hit so they have to 360 break you
    somewhere inbetween the 1-2. He mainly relies on his BNB for chunks of good
    damage and killing people off. H-W-AA-aLKW(c)-H-W-AA-aHKW or
    H-W-AA-aW-aW-H-W-AA-aHKW work like a charm. The cancel takes practice, but it's
    worth implementing if you get good at it. Your guard will break like nothing--
    this is why you have a cartwheel. Use it to your utmost advantage. Light dodges
    are the BEST dodges. Don't let an opponent beat on your guard, if someone is
    pressuring you. Back flip away to get out of reach to try and find an opening.
    Recommended Abilities
    Lean Extender: Leo doesn't need much extra mobility but Lean Extender affords
    him extra offensive pressure from a distance he was sorely lacking. Leo rocks
    one of the fastest leans in the game as well. Very useful.
    Power Leveler: Leo is a light character. His HP bar is horrid. Power Leveler
    fixes that if you are good enough to get 3 kills it also unlocks his element
    which isn't INSANELY useful, but can be put to good use with the right tools
    even against a character of the same element.
    Terrible Guard break
    Charge HKW(1) is extremely unremarkable, so much that I feel the need to make
    a note about it. It's one saving grace is that it recovers rather quickly.
    Aspiring Leos: NEVER USE THIS. On the other hand, Charge HKW(2) does solid
    damage AND electrocutes if you are Lv3. Very useful. Lightning element is the
    most common, but it's free damage follow-up regardless.
    Delayed weak has armor and will eat a few jabs. You CAN get stunned out of it
    though, anything KW related or heavy-attack related will also knock you out of
    it. Don't rely on it too much as people will start counter attacking as soon
    as they see you pull back for a cancel, or the full delay.
    Good jab priority, weak shield.
    Lightning Element
    Nikolai        (f102)
    Combo List
    H-AA-aW-aW-H-W-W-AAc-aLKWx2-aHKW glitch
    Guard Pressure
    Nikolai is basically a better version of Jack. You need to screw around with
    your opponents head. Nikolai needs to be in your face constantly. The
    difference between him and jack is Nikolai can put space between himself and
    his opponent very quickly via delay cancelling, and the fact Nikolai can
    shatter guards SO much easier. No other character can put as much distance
    between you and your opponent, off a jab, as fast as Nikolai. Delay cancel
    all day long and work your way back in with dash attack. Fantastic shield
    pressure. Don't do any heavy combo enders unless you are ready to break
    someones guard. They are very easily punishable. Play conservatively and
    punish 360's with ground HKW or juggles. Ground LKW string is very very slow
    and drops inside lag for absolutely no reason. Refrain from excessive use. He
    relies on high damage juggles for killing off opponents. Highly recommend
    learning H-AA-aW-aW-H-AA-aHKW. Same combo as Jack. This will be your lifeblood.
    Recommended Abilities
    Lean Extender: Mobility plus battle ability = best ability for Nikolai. His
    lean is already fantastic and is one of the more stun-happy moves in the game.
    Destroyer: Second best option after LE, destroyer benefits Nikolai quite a bit
    simply because his playstyle incorporates lots heavy-attack use. Which in then
    reap destroyers combo bonus.
    Charge Attacker: H-(c)H forces hard knockdown and can actually start a juggle
    immediately, plus, a small charged dash attack will break a light characters
    guard nearly instantly.
    Nikolai is another medium-weight character that benefits greatly from canceling
    techniques, the difference is Nikolai has trouble canceling into AA because
    it's just plain slow. Still, highly recommended learning the techniques if you
    want to play Nikolai at a high level, otherwise he won't be able to keep up
    with characters like Douglas, Zero, or the Rin Sisters.
    Nikolai has one of the fastest dash attacks in the game and it is actually
    fantastic at breaking guards. (*W-DA)
    Punish overly aggressive players with aLKWx2 when you delay cancel for room
    and they rush back in with jabs.
    Guard Break has excellent tracking and lingering frame data in lag.
    Cinematic KW's glitch out consistently in 2- bars.
    (aHKW, ground HKW, Charge HKW2)
    Lightning Element
    Sasha          (g102)
    Combo List
    Guard Pressure
    W-LKWx1 or 2
    Sasha has many useful tools at her disposal. First off she, like all the
    female characters Gargoyle and Garuda, she can jump cancel off her lean attack.
    Unlike Mathilda and the robots, Lean Extender doesn't take that ability away.
    Which is why it's the ability of choice for Sasha. If you catch an opening with
    a lean attack, there are a few options you can do. You can cancel the lean into
    AA, then aKWH. You can cancel into aKWL x2 then aKWH. You can cancel into aW
    then aKWH. Yet another option is too cancel the hit confirmed lean into AA then
    follow with aW-aW then proceed with a BnB. Cancel the lean attack into aW, aW,
    aW then as you land, continue with her weak jab string. If done correctly they
    will be unable to escape string attack string and you can hammer them with
    some KWs on the ground. Sasha's ground killer weapon string is one of the
    weakest next to Durga's, however even though the last hit of her KW string
    does very little damage, she makes up for that last weak hit by putting her
    opponent in a hard knockdown state. Sasha is a very solid character though a
    bit weak physically. She makes up for it by being a fast character with some
    really good combos. She must be played smart and carefully.
    Recommended Abilites
    Lean Extender: Mobility with the addition of the option to naturally jump
    cancel out of lean into more options makes this ability go-to for Sasha.
    Power Leveler: Strictly because she is Ice element, which is the best hands
    down because of it's uncommon affiliation + immediate combo potential.
    Sasha's dash attack is very useful tool IF used correctly. The move itself
    covers the least ground out of the all the dash attacks and has a lengthy
    recover. But it is one of the fastest ones, up there with Nikolai's and
    Douglas' though no where near as safe as Douglas'. The dash attack is fast
    enough to be used to shut some pressure down and really good against delay
    attacks. It is also good at breaking guards. Use sparingly though, as it
    can be punished and your opponent WILL catch on.
    Hard Knockdown on LKWx4 lets you follow up with jabs online, or even a W-AA to
    start another combo.
    Fully charged HKW can be steered if not targeting someone, useful for get-ups.
    Ground HKW goes through walls and structures, good for sneak attacks.
    Guard Break is useless.
    Can't properly juggle LKWx4 unless against a wall because her LKW hits
    multiple times.
    Ice Element
    Zero       (h102)
    Combo List
    aLKWx3-aW-W-W-W-*W-H-AAc-aHKW  (Req 3 bar of meter, not 4)
    W-W-W-AAc-aW-W-*W-H-AAc-aW-W-*W-H-AAc-aLKWx2-aKWH glitch
    Guard Pressure
    Zero is amazing. He excels at everything he does. Guard Breaking. High damage
    combos. A reliable 360 attack. Delay heavy into LKWx4 all day long. People
    catch on eventually, so use the heavy sparingly as it IS punishable. Get in
    peoples face with dash attack and W-W-W-*W-DA mix-ups. If you see their guard
    about to break, try and finish it off with something like W-H or W-W-W-H.
    Recommended Abilities
    Lean Extender: One of the few characters that can change direction in the
    middle of their lean, with LE on you can basically do a full circle if you are
    fast enough. This lets him turn corners very quickly, coupled with his Dash
    Attack zero can cover distance faster than almost every other character.
    Charge Attacker: A charged delay heavy mixup from Zero is extremely useful,
    adding in charge variations from W-W-W-(CHARGE)DA or W-(CHARGE)H make charge
    attacker really shine on Zero, guard masters will have trouble with a Zero
    using this perk.
    Power Leveler: Poison Ability and Zero's natural combo ability make PL an
    obvious choice for any good Zero player!
    Spin Master: Zero already rocks one of the most useful 360's in the game
    because he goes upward when he does it, letting rampaging players or someone
    who is trying to HKW you go under him.
    KWH-KWH combos because of lag, it is possible to get out but more often than
    not, you will get caught by it. Zero also boasts the air KWH glitch, and
    another semi-unique glitch where you LKWx1 and mash triangle to get a ground
    HKW immediately without any start-up. You will probably get hate for using it
    so, fair warning.
    Insane combo potential, only furthered by cancels and an amazing move-set.
    Ridiculous guard break potential with insane lunge+reach on delay heavy and
    dash attack.
    Dash Attack combo's into W which and then in turn combo into AAc or LKWx4.
    Poison Element
    Durga        (i102)
    Combo List
    W-W-W-*W-H-LKWx4 (b) until H
    Guard Pressure
    LKW pokes
    W (non-lean)
    Durga boasts one of the best killer weapons in the game simply because of the
    fact it has range. You can play durga at range or up close. He excels at both.
    You can play LKW games with people and try and stun someone closing in on you
    with a dash attack or lean extender. Try not to waste all your meter though.
    Durga's BNB relies on having 4 meter at your disposal. W-*W-H-LKWx4. High
    damage, very fast. Delay heavy is a difficult move to deal with itself because
    it has lingering frame data due to lag, if you jab you will either get stunned
    or clash with it. If you see someones guard about to break , try and throw out
    a LKW to keep it hurt and finish off with a heavy combo. If you manage to catch
    someones 360 / stun / guard break someone throw out one of his high damage
    juggles. I recommend H-AA-aW-aW-H-AA-aLKWx1-aHKW for simplicity factor but
    more experienced players will find: H-H-AA-aW-aW-H-H-AA-aLKW-aHKW to their
    liking. It does more, but it comes with a greater risk. Durga's lean is
    fantastic and his standing jab is also superb, it comes out FASTER than his
    lean so you are more likely to hit someone first if you are in a trade battle.
    Keep that in mind. Durga has very low HP and Guard HP so it is recommended
    playing as slippery as possible, don't let them hit your guard.
    Recommended Abilities
    Destroyer: Amazing combo potential only gets even better with a damage bonus
    backing it up. 
    Lean Extender: Super mobility.
    Power Leveler: If you want Durga to take more hits, gain his element faster
    and take advantage of a larger KW meter--this ability is for you. Increase
    survivability and gives you more KW meter to play with. Durga needs access
    to KW meter constantly.
    Dash Attack has lingering frame data, if they try and jab from the front it
    will likely stun your opponent.
    Delay Heavy has extreme lag properties making normal punishing extremely
    difficult. Never punch a Durga's delay heavy--you'll either get stunned
    or get launched anyway. The move itself has a heavy "ghost" effect. If you
    want to deal with this move, air LKW's work, as well as dives.
    Durga doesn't need cancels but they can give him that extra OOMPH during his
    combos. Not that he needs it with ridiculous combos like H-AA-aLKW-aHKW.
    A 4 hit combo that does 60-65%. Almost as cruel as Bayonetta.
    LKWx3 can combo into Lean at certain range, in lag, up close.
    Don't dash attack too much, it is very punishable. Use it for guard breaking
    if you see someones shield hurting already. EX: W-W-DA or W-*W-DA
    Don't LKW in someones face, you might get stunned out of it.
    Charge HKW's are good for sniping kills in big modes, however, 1v1 situations
    they aren't useful at all.
    LKW string does more damage up close as opposed to doing it from range. Last
    hit (4th LKW) will hit multiple times up close resulting in significantly
    more overall damage. (Around 10% extra at Lv1)
    Fire Element
    Unique property on first variation of charge HKW, first and second charges
    both activate element at Lv3. Only character that it happens to.
    Garuda / Gargoyle   (j102)
    Combo List
    W-AA-HKW           (Lag with gargoyle, works with Garuda everytime)
    Guard Pressure
    (Gargoyle) aLKW
    Garuda and Gargoyle share the same basic move-set. The only differences lay in
    their Killer Weapon attack variations. Basic play-style will be the same, with
    minor differences in defense / amount of aggressive activity. Garuda has to
    play more defensive and really bide his time compared to Gargoyle. They
    should focus on their fantastic guard pressure options while still being very
    wary of possible counter-attacks. They possess one of the best delay attacks in
    the game simply because of how much they hook around and how much guard damage
    it actually does on connect. They break guards, it's literally that simple.
    Dash attack is their tool of choice--you can throw it out on whim and not worry
    much about it being punished. Unless your opponent can see it coming-it's not
    easily punishable. It combo's off itself too which is a HUGE bonus--it's
    actually a very integral part of their game-play. Definitely the best DA in
    the game hands down. Stay away from using their leans as it WILL get you
    stunned against characters with faster jabs (almost everyone has faster jabs.)
    Their heavy combo enders are decent if you can twitch cancel. W-W-H can combo
    into LKWx3 if you TC the H. If you DO have to jab just make sure it's a proper
    opening. Constantly relying on their super armor is a given. If your opponent
    is button mash-y, use your H launcher frequently. It will eat their jabs and
    start a launcher for a massive combo. If you find that you can't get room for
    a launcher Dash Attack to create space between you and your opponent. Charge
    grab or DA into crowds to catch people off guard for high damage. 
    Recommended Abilities
    Power Leveler: Best ability for the Garbots hands down, they become uber-tanks
    and get their element from which they have the ability to use VERY easily.
    Garuda is probably the single most dangerous character a Lv3. 
    Charge Attacker: Charged dash attack is deceptive and will shatter guards
    like nothing. Makes their already fantastic guard pressure---even better.
    Killjoy(GARGOYLE): Killjoy shines on gargoyle as well. Dive will pack more
    punch, your KWH will 1-shot light characters and charge KWH projectile will
    do a LOT of damage. For a projectile and how safe you are when you use it
    at a distance, it's a fantastic option. Doubles as an electrocution if Lv3.
    Killjoy doesn't work on garuda because all his KWH's are multi-hits and the
    buff itself only adds to ONE of the hits. Barely a difference in damage. The
    best usage with killjoy on Garuda is the grab and while it does pack a punch,
    grabbing is extremely unreliable and as a whole--not worth abandoning power
    leveler for.
    Like douglas, Garbots possess Super Armor on almost everything, including jabs.
    The issue with their LEAN is it takes forever to come out--it gets stunned
    VERY often. If you have to jab, use standing neutral and if you have to LEAN
    make sure that there is an opening.
    Natural Jump Cancel ability off lean, leading to their best BNB combos. Don't
    go wild with this because people will start breaking you the moment you jab
    them. No one wants that. Be smart about it's usage and you will be extremely
    dangerous. Un-predictability is half the battle in Anarchy Reigns.
    Both characters share a ground KWLx3 that does massive damage. There are a few
    small differences between the seemingly similar moves. Garuda can hold backward
    on his KWL's to prevent excessive lunge. This is good for tracking enemies and
    is more safe than naturally just going KWL1-2-3. Garuda's KWL's also seem a bit
    faster than gargoyles. Gargoyle wins this comparison hands down for one reason
    though. After the 2nd KWL, gargoyle forces your opponent on the ground for a
    stagger effect. This stagger effect is UNBREAKABLE!---meaning Gargoyle's
    KWL1-(2-3) is not possible to get out of. You have to break him before KWL1 or
    after KWL1.
    Garuda's HKW is a guaranteed 10 hit combo bonus if you land it on something.
    Useful for point modes where you can farm points off Chutulu, Kraken, or
    Mutants. This also means that it hits multiple times on guard--often going
    STRAIGHT THROUGH a guard and into your opponents HP bar. This move is also
    extremely useful for team combo'ing as it's basically a 10 hit juggle in-place
    so your team-mates can combo off it easily. Garuda's HKW can also be turned
    in-place if you aren't locked on to someone. Can be useful for trickery.
    Gargoyles HKW is just one solid hit with quite a bit of lunge for big damage.
    Not as useful.
    Garuda's aLKW is neigh useless. One notable thing about it is it CAN glitch
    into aHKW and combo if you connect. Not recommended. On the other hand,
    Gargoyle rocks one of the best aLKW's in the game. Literally the ONLY dive
    that has tracking (will home in on your opponent.) Add in the fact it does
    ludicrous amounts of guard damage-aLKW is gargoyle's pressure / punish staple.
    If your opponent fails to see it coming, you will very likely get combo'd into
    another aLKW since it forces a knockdown that happens VERY quickly. If you
    get someone with it and see they didn't tech roll--do another aLKW immediately
    it will connect. It's cruel, but efficient.
    Garuda - Ice Element 
    Gargoyle - Lightning Element
    Oinkie      (k102)
    Combo List
    W-W-H(TC)-W-*W-AAc-W-W-H(TC)-W     (LOOP)
    W-W-W-*W-W                   (LOOP, don't hold guard)
    H-W-W-*W-H(TC)-W-*W-H(TC)    (LOOP)
    W-*W-H(TC)-W-*W-H(TC)        (LOOP)
    Guard Pressure
    Oinkie is a ground based character. He has no super juggles or easy-mode
    combos like Durga or Zero. You have to play smarter than everybody. That being
    said, he isn't BAD by any means, he just has less tools overall to work with.
    Theoretically, the second oinkie touches an opponent, he can force someone to
    360 attack. The problem with that basic W-*W-... loop is that is doesn't
    always work online. Lag comes into play, people will get their shield up. You
    can't rely on it. Use his delay often as its one of the fastest in the game
    and VERY hard to punish. Combo delay into LKWx2 or LKWx1 for 360 baiting. W-
    into dash attacks for guard pressure. Don't use dash attack by itself, it has
    too much start up. Always COMBO into it. It doubles as a space builder as well
    if they dodge it, you get space in-between you and your opponent. Oinkie is
    all mind-games and pokes. Punish 360's with either aLKW or ground HKW. Depends
    on who you're fighting and what you have time for.
    Recommended Abilities
    Destroyer: The amount of jabs he focuses on while getting into any given
    skirmish makes this ability shine. His heavies are mostly terrible so boosting
    his basic offense is a good idea for this character, but not the best choice.
    Lean Extender: Mobility plus extra options for closing in on someone.
    Power Leveler: Survivability and Poison Element off of your basic LKW-which is
    deceptively fast. Very useful. EX: H-W-LKWx3-Hold L2 for KW run-KWH dash.
    Alternatively the non cutscene version of charge V2 CAN poison, but you have
    be pretty far away distance or hit your opponent while they were jumping.
    Killjoy: Oinkie also makes fantastic use of Killjoy with the ability to one
    shot all of the light cast with just a standard HKW. It's also worth noting
    he is the only character in the game that can run with his KW out--it's
    basically a mutant run and makes a fantastic combo when paired with this
    ability. Very good for surprise attacks and blindsides, especially considering
    the HKW tackle comes out EXTREMELY fast.
    Stealth Master: Inivisible Oinkie is one of the more dangerous characters in
    the game due to his incredible charge HKW's.
    Oinkie benefits greatly from AA canceling and Twitch Canceling. It gives him
    the ability to combo into anti air or basic heavy launcher, neither of which
    he has without the techs. In turn, easier, more efficient ways for guaranteed
    BNB damage. Not much else. Highly recommended learning cancel techniques to
    play Oinkie at a high level.
    Oinkie's heavies are mostly useless. His guard break(2) is terrible and has
    too much cooldown. W-H is decent at finishing someones guard off as it's quick
    and has reach. W-W-H has too much cooldown to follow up without twitch
    canceling and W-W-W-H has too much cool-down period. Use delayed weak-heavy
    VERY sparingly, it does incredible guard damage but it has a LOT of start up
    and it's very easy to be stunned out of.
    Unique Anti air that is unpunishable on guard, the only risk using this move is
    jumping for the start-up.
    Very fast LKW1-2
    Scare tactics with Charge HKW is good for putting people on the defensive or
    baiting them into jabs. Anything but jabs and air jabs will break your super
    armor, still. Very useful. Treat it like a proper counter and it will be good
    to you.
    Poison Element
    Douglas   (l102)
    Combo List
    aW-aW-aW-aW-aW-aW   (Ground LOOP, enemy must 360 break)
    H-W(TC)-H-W(TC)-H-W-LKWx3     (LOOP just don't LKW)
    *W-AAc-anything air wise.
    W-W-H-AAc-anything air wise.
    Guard Pressure
    W-*W-DA  (Will instantly break anyones guard if you catch them with *W and DA
    Douglas excels at overwhelming offense and shutting people down, period. His
    dash attack is one of the best in the game and it actually has legitimate
    I-frames. Abuse it. Douglas breaks guards like nothing and has some of the
    best combo potential in the game thanks to his aLKW being able to combo into
    and out of itself. When you are grid-locked with someone, NEVER start jabbing
    randomly. Douglas will get stunned out of his jabs, they are the only less than
    average thing about him. When you have a clear opening--punish with W-W-H-LKWx3.
    Experienced players will break you on W-W to avoid eating the massive damage
    combo. Bait for it! This is one of the easiest douglas combo's but its
    usefulness and reliability go unmatched. If you need to break someone's
    guard, Dash Attack and make sure it connected--then W-H. This will break any
    weight class' guard instantly. Be cautious throwing out heavies on whim though.
    Recommended Abilities
    Charge Attacker: Charged DA is the meanest non-KW attack in the game, not to
    mention the mind games involved in super armor charge launchers. Very
    Killjoy: With the HKW cinematic you can one shot light / medium characters who
    are Lv1. Absolutely insane. 
    Dash Attack has actual I-frames in the middle of it, this move is incredibly
    difficult to fight against. If someone won't stop jab pressuring you? Dash
    attack. Dash Attack for pressure, dash attack for mix-ups. Dash attack into
    dash attacks. This move is THE douglas move. It's the single safest thing he
    can do.
    Douglas has super armor on almost everything. Including jabs, his jabs are
    highly unsafe and not recommended unless you spot a guaranteed connect.
    Best aLKW in the game that recovers almost instantly, with the ability to
    LOOP built into itself.
    Incredible guard pressure with *W and DA follow-ups / mind-games.
    LKW ground string that hits twice per move, so this makes super-long juggles
    kind of difficult with Douglas since the game has a built in knock-back system
    during juggles. Douglas excels at high damage, fast combos.
    Fire Element
    Rin Rin / Fei Rin / Ai Rin   (m102)
    Combo List
    H-H-aW-W-W-W-aLKW           (x2 RR)
    H-*H-aHKW                   (Rin Rin specific, guaranteed aHKW)
    W-aLKW                      (x2 RR)
    H-*W-W-W-AA-aLKW            (x2 for Rin Rin)
    W-W-W-AA-aHKW               (Fei always, Rin Rin in lag)
    H-*W(TC)-H-*W(TC)           (LOOP)
    W-H-LKWx1-AA-aLKW           (Ai Rin only)
    LKWx3-W-W-W-AA-aLKW         (Ai Rin only)
    Guard Pressure
    W-H-LKWx1-AAc-aW               (Ai Rin)
    W-H-(TC)-H-H-LKWx1-AAc-aW      (Ai Rin)
    Rin's dont meed much to succeed. Jabs and aLKW. Literally. Focus on pressuring
    with jabs and dive kicks. If you see your opponents guard stumbling use a
    heavy attack to try and finish it off. They are light characters so naturally
    their HP and Guard HP are utter garbage. You can take maybe two good combos
    and you're dead, and your guard can't take a beating. Rins are best played on
    the offensive. They have a natural jump cancel ability (meaning they can jump
    out of ANY of their basic ground jabs EX: W-W-W-(Jump)-aLKW). Think about that
    for a second. Most of the cast has to use the Anti Air Cancel technique to
    achieve this status. Jump Cancel into dive kicks for pressure, jump cancel
    to jump cancel. It's completely safe on guard in 1v1 situations. Dive Kick has
    an uncanny ability to stun people due to its absurd priority and even if you
    clash, air attacks don't clash properly. Your opponent will be open for a
    follow up.
    Recommended Abilities
    Power Leveler: Gives them more HP and meter to burn, which is an integral part
    of their play-style. Harder to kill, more meter for crowd control.
    Lean Extender: Lean into Dive Kick affords the rins even more incredible
    mobility and makes them nearly impossible to catch once they start running.
    Only a fellow LE would be able to keep up with you.
    aLKW is extremely difficult to punish
    Best 360 in the game
    Ridiculous evasion ability.
    Fei Rin is Ice Element, Ai Rin is Lightning, and Rin Rin is Fire. Besides
    these small differences--they sure the exact same basic move set. Their big
    difference lay in their KW variations and even those follow a few basic rules.
    Each is 4 piece ground LKW, each has a dive, all three have terrible charge
    Max      (o102)
    Combo List
    W-AAc-aW-aW-H-W-LKWx3-HKW(1)    (REQ 5 bars of meter, Lv2 minimum)
    Guard Pressure
    aLKW   (very easy to punish though, use with massive caution)
    Max is one of the most versatile characters in the game. He boasts one of the
    most impressive move-sets and this allows you to play him a number of ways,
    extremely defensive, baiting people into your counter for free juggles or uber
    offensive with delay cancels and constant jab pressure. If you land a counter--
    start a combo. H-AA-aW-aW-H-AA-aHKW is my personal recommended BNB for most
    average players. Very VERY high damage for how easy it actually is to pull off.
    Pressure with lights and delay weaks, but don't get predictable as max's jabs
    are actually punishable. His lean gets stunned rather easily, standing jab is
    a much better option. Dash Attack has hit detection issues and will usually
    only connect 1 of the 2 hits unless you are ON CENTER with your opponent. Only
    use DA if you need to meter build EX: W-W-W-DA. Standing HKW is really flashy
    and easy to see coming--avoid using it completely unless you spot a guaranteed
    connect. Charge HKW(1) is super fast and has lots of range. Use wisely in 1v1
    Recommended Abilities
    Power Leveler: More precious meter to burn and pressure enemies plus your
    element make this ability really shine on Max. 
    Lean Extender: He works really well with this as well with a really fast lean
    that crosses a lot of distance. Lean into DA covers a LOT of distance very
    Destroyer: Max excels at juggle combos and this boosts his damage output even
    further. If you don't like PL or LE, this is the way to go.
    Only character in the game with a proper Counter
    Max can combo into his Charge HKW1 at Lv2. LKWx3-Charge HKW
    Counter has super armor after it sits for a second but max won't do the
    animation for about a full second after you sit there. Advanced players will
    360 break you if they see it coming. This turns into a mind-game in of itself.
    It turns into more of a guaranteed 360 bait, so keep this in mind.
    aLKW cancel is a reset and can be followed up with jabs and or LKWx4
    W-W-W-H is Max's pressure BNB. It's very difficult to punish, max recovers
    from his heavy nearly instantly. Very useful for guard pressure and baiting
    people into a jab string. EX: W-W-W-H-(COUNTER)
    Excelled HP regeneration (Only character with un-natural regen speed)
    Lightning Element
    Bayonetta   (p102)
    Combo List
    H-H-AA-aKWLx2 or KW Glitch
    H-*W-AA-aL-W-W-H-KWH (KWH will sometimes miss in laggy conditions)
    W-*W(TC)-W-W-H-AA-aKWLx2 or KW Glitch
    W-W-H-AA-aW-W-W-H-AA-aW     (LOOP, can drop in lag)
    W-W-W-W(TC)-W-W-W-W(TC) (Twitch cancel pressure loop.)
    Guard Pressure
    W-*W-H (Unsafe, use very willingly--if they dodge. You're punished!)
    KWH (Unsafe. It breaks normal guards but can be easily dodged.)
    Bayonetta can be summed up in two words. "Big Damage". She is a character
    that struggles to open people up and force them to make mistakes. Partly
    because everyone is so used to fighting her--everyone should know her
    tricks. She more than makes it for it by having a set of extremely
    dangerous KW attacks. Her defense is very poor, possessing the usual low
    health the rest of the women have. Her 360 attack is slow on start-up AND
    recovery. It should only be used in the most dire situation, period. Bayo
    players shouldn't be afraid to get aggressive but should also keep in mind
    it's very easy for her to be overwhelmed. Especially if she's fighting the
    Rins, Zero, Gargoyle, or is caught by herself in a team mode.
    Recommended Skills
    Charge Attacker: Bayonetta and CA just go together, mostly because of her
    multi-hit combo enders. All of these little bursts of damage get buffed by
    charge attacker. Fully Charged, these guarantee a guard break on connect and
    will actually continue doing damage depending on the stage of the attack. She
    has an online glitch with this perk, similar to Baron's OHKO where the game
    repeteadly tries to register hits from said attack. Most noticable on
    H-H-(CHARGE!)H. Eats through guard master if you can connect good enough.
    Lean Extender: A bayonetta with LE can be lethal. Not only can she use it as
    a traveling device, she can also use it to poke people from far away and start
    one of those extreme combos, even on block, she can jump cancel into an array
    of options such as air weak's or air LKW's for guard pressure / safety.
    Power Leveler: This ability does well on everyone, but it's notable on Bayo
    for a few different reasons. It gives her that coveted Lv2 / 3 HP bar.
    Survivability and your Element are reasons to use Power Leveler on her.
    She is one of the THREE(3) characters to have poison element, and has a
    rather easy way to start a combo into her LKWx4 string. (W-*W-LKWx4). After
    the knockback on the 4th hit, you can run them down and possibly LKWx2 or KWH.
    Very, very dangerous.
    Bayonetta is very notorious for the damage she gets off of her KW glitch. Since
    she can use it in combos better than anyone else in the game. The drawback from
    having this luxury is that the glitch is VERY unsafe. Her aLKWx2 is still
    damaging and is safer than the glitch. The glitch should only be used to finish
    people off or set up tech traps, as she can be hit out of the attack at any
    time before she comes down, and can even be punished after she comes down
    by anyone's KWH, or another Bayonetta doing the glitch right after you finish.
    Some players prefer not to use it and don't like players who do. So be prepared
    to catch some flack if you use it. Also very useful for crowd control and multi
    She has three types of follow ups after KW glitching, KWH, or her throws.
    These solely depend on who you're fighting against and how they get up off the
    Fully charged H should never be used in combat situations. Only use it if you
    need to travel across a rooftop on certain maps.
    Fast Charge HKW(1) with lot's of range, Charge HKW(2) can poison at Lv3 but
    people seem to fall out of it randomly because it's a "two-hit" move. Lag is
    your enemy here.
    Poison Element
    Stage List and Basic Strategy   [>102]
    This section will list each stage and each of their unique quirks that are
    sometimes VITAL to surviving online in Anarchy Reigns. Learning stages in
    large modes is very important so... Let's begin, shall we?
    Altambra Central Square         [3AB0]
    This is one of two city stages available to play in Anarchy Reigns. It's
    actually fairly large and has a lot going for it. There are lot's of good
    battle-areas to take advantage of and not many places to camp / escape if
    the need arises. They do exist, but we'll get to that a bit later. The lower
    section of the stage features three ruined buildings, two of have accessible
    roof-tops for gameplay. There's a fan-lift for one of the roofs and a stair
    case + alternate path combination for the other rooftop. This path is pretty
    important because it leads to the top of the skyscraper, which I will dub
    "mini-heliport". It's not recommended fighting large / extended battles on top
    of this roof. You will get knocked off and some characters have much better
    options to throw themselves at a distance into the air and escape more
    efficiently. Use for traversing purposes / stalling if need be. There's a
    bridge that can be knocked down on the opposite roof-tops if you want to
    create a new path immediately--bring a fire barrel or tire to throw at it.
    Some characters can also easily get across. There's also a lift in the
    bottom section of the level leading up to the upper section--into the main
    killing floor. 
    The upper half of the level features a partially ruined underground subway
    and a HUGE killing floor on the farside of the map. Inbetween, there are two
    lifts that lead up to more sky-scraper rooftops. There's a drop off to the
    lower section opposite the two lifts leading upward. The rest is flat
    land geometry for maximum anarchy.
    Item Slot Locations
    On top of the roof of the bar in a corner
    On top of the dual lift skyscrapers to the left
    In a corner of the massive killing-floor on the far side of the map
    Basic      Strategy
    There are lots of good areas in this stage to take advantage of. The lower
    portion of the stage can be a pretty good all-out-brawl fighting ground.
    There aren't many environmental items to get in the way and the stage geometry
    will very rarely get in the way of anything you are bound to do. There are a
    few spots down here that you should be aware of though. The fan-lift can be
    used to camp and regain HP rather easily. Unless you have a team waiting for
    them to shoot up you won't be able to do anything about this. Best move on
    and re-group. There's also the dreaded stair-case while innocent in nature can
    actually let your opponent get a MASSIVE head-start to escape and stall for
    back-up. The mini heliport is also an escape haven, if someone gets away--
    prepare for them to jump back down to the ground immediately to stall for
    time and regain HP. There's ONE tire in the bottom half of the level.
    The upper half of the stage features one of the nastiest camping spots in the
    game. The double lift section can be camped on endlessly to completely avoid
    anyone that might be after you. The bottom portion of the upper half is also
    pretty solid ground to fight on. There are two poles and a car that spawns
    here so watch out for them during combat. 
    When you're in something like a TDM, try and avoid heavy combat near the lift
    sections to minimize the chances of your enemy getting to one and completely
    nullifying the work you just did.
    Always stick with your team, in a level like this with not a lot of places to
    fall back on when you get ambushed--you need to be aware of your surroundings
    constantly--That said. They do exist, like I detailed. Just be cautious.
    Getting gang-banged is practically an AR-staple and it's not always fun.
    Leading you to lash out at your team. "WHERE WERE YOU GUYS?" I've heard that
    one many times. Everyone needs to make an effort to stick with each-other. Not
    just one person or two people. EVERYONE.
    The Dive         [3AB1]
    This is the other city stage and while it seems visually familiar there are
    quite a few small changes that make it play quite differently from its brother
    ATC. First off, the bottom half of the stage get's a LOT of new playing field.
    It basically becomes ATC's upper half. Most of your fighting will take place
    spread out all over the place down here. The foundry area opens up with lava
    pit, molten pourer and all. Across from the foundry you have your basic
    killing floor that is also in ATC, and from there you get another new area
    with fuel tanks that can explode on rag-doll contact. You get a new path
    leading from the foundry to a rooftop as well, up some stairs and a few
    Back to the opposite side of the level, there is no longer a fence blocking
    off this roof-top and the warp pads to the mini heli-port are gone. The lift
    on the bottom half is also closed off. What this gets replaced by, is a
    lift-fan leading to the upper half of the level. Quick and painless. The upper
    half of the level features multiple changes as well. The upper lifts are gone
    and replaced by one, short lift. There's a hole in the ground leading to the
    lift station and the expanded subway system, which is also a new addition.
    Item Slot Locations
    Near the mini-lift with the upper portion of the level
    In a dead end adjacent foundry's exhaust fans
    On top of the bar roof (same local as one in ATC)
    Basic      Strategy
    The Dive can get real messy, real fast. There are LOTS of environmental
    things that can mess you up and turn the tide. First off, there's foundry. I
    don't recommend duking it out with anybody here--ever. Once in a while you
    will get forced here because of Poison Gas and it becomes a nightmare. If you
    fall in the lava and you aren't a Fire Element character-expect to die. Best
    case scenario you escape barely. Then there is the fuel tank yard with ever
    lasting fire explosions. Seriously. If a tank explodes, this fire burns
    FOREVER. This area is a huge cluster. Try and avoid it at all costs. 
    Outside of those two you have a few basic killing floors, with two tires total
    being spawned in the bottom half of the level. One in the same exact spot as
    ATC, and one in the fuel tank area. Be careful down here. Leading to the upper
    half of the level is the underground subway system-with another tire in the
    immediate vicinity. Be cautious if you are approaching this area with enemy
    team inside. They likely have control of the tire. Exiting into the upper
    portion, is possibly the second worst place to try and go on the offensive.
    There's a lift to camp on and a pole + car combo to take advantage of if need
    be. The lift on top of the roof in the lower half, that leads to the upper
    half of the level is also a beloved camping spot for many players. If you are
    near this area expect people to run there. Try and ambush them if necessary.
    A good method of choice is to catch them while they are still in the air.
    EX: Wait for them to take lift, immediately aHKW so they fall into it.
    Oil Rig      [3AB2]
    Oil Rig can be summed up rather easily. A bunch of small sections tied into
    eachother with lifts, ropes, walkways and speed pads. This map is always more
    on the eventful side, ripe for anarchy. The first section is basically a jet
    parking lot with one entrance, and two exits. There's a lift to take you to
    the complete opposite side of the map and there is another lift to the right
    of that to launch you to the top of a building. Let's go there first.
    The top of this building is pretty basic, there's two exits and two entrances
    if you want to get here. An elevator leading up and the lift you just took.
    If you want to leave quickly, jumping off the side will bring you to just
    outside the oil rig. There's also a zipline if you want to fly over to the
    Excavator area. This area leads into the oil rig with a collapsable bridge and
    there's a lift if you want to get back to the Jet-Landing strip. The Oil Rig
    itself is pretty basic. It's basically a square with a pole in the middle of
    it for decoration. There's a small room to the right which, I have no idea
    what is for and after that there is another open area with a usable turret.
    After that is the switch speed pad to get back into the Excavator area.
    Item Slot Locations
    One is in the far corner of the Jet-Landing Zone past the high-lift.
    On top of the oil rig command center, in a corner near a fence.
    In the open area with a turret, just outside the actual Oil-Rig in a corner.
    Basic Strategy
    Oil Rig isn't a very flowing level. It's easy to put it simple, your enemies
    WILL get away from you here. There are no two ways about it. Let's start with
    the Jet-Landing zone. This is a decent fighting area but there are ways for
    you and your opponent to escape if need be, elevator camping, or lift hijinks.
    Tough luck if you play a slow character and don't have an ability that boosts
    some sort of speed / attack attribute. There is one lifeguard ring to make
    note of here--at the far end of the area behind one of the lifts to the right.
    I actually like this placement as you really have to go out of your way if you
    want to use it. Precious time wasted, or gained depending on the situation.
    Heading to the top tower we have a basic flat area with a few items worth
    mentioning. There's a forklift, a ring, and a cryo tank that respawns
    everytime it gets used. NEVER approach a team here. It's suicide. The actual
    Oil Rig area has a pole that can be ripped from the ground, another cryo
    tank that can be used an infinite amount of times and finally another forklift
    on the far side of the area. Heading outside into the turret's playground you
    have another pole that can be ripped up from the floor and the turret itself--
    which can raise all sorts of hell if someone isn't paying attention. Half your
    health bar gone before you can realize what is happening. If a team is
    controlling the turret section there isn't much you can do to be honest. Try
    to force them to come to you or try and find a pole to free-throw at the
    person whos controlling the turret. Free-throwing would be manual aiming and
    it allows for longer distance sticking if you arc it correctly, think like
    you're throwing a javelin. 
    From the turret area there's the excavator area which has a forklift and
    ANOTHER cryo tank that respawns endlessly. Your main killing floors will
    most likely be the inside of oil-rig, the jet-landing zone and the turret /
    exacavtor areas. Be VERY careful in the turret area, some people will get
    on it and just stay there and camp on it. It's crude, but effective.
    Especially if the enemy team is supporting them, making 3 of them plus bullets
    flying at you from a distance. It's possible to break this basic defense but
    no matter how good you are this will be a challenge. Sniper Rifle thwarts the
    turret camping immediately as well so keep that in mind.
    Oinkie's Casino     [3AB3]
    Oinkie's Casino is a really large level broken up into a few different pieces.
    The middle portion of the level is extremely large, with a total of three
    entrances and exits. You get mostly flat geometry in the middle portion with
    the occasional slope that might mess up some plans / objects you wanted to
    throw at someone. There's a fence separating the two halves for no apparent
    reason other than being decorative. The first exit from this area is in
    the corner over a roofed in section of the map. This leads to the jet-landing
    zone area of Oinkie's Casino. From here, you can exit two ways, a zipline
    leading back toward where you literally just were or a launch pad that places
    you roughly opposite where you exited. Straight ahead is another fan-lift that
    can be taken up to Oinkie's throne room area for another decent little section
    of map. You can exit by jumping down or by taking another lift from the back
    section leading to the jet-area. 
    The final area of the map is underground and can only be accessed through
    falling into a broken piece of building. From here, there are two exits. To
    the left the warp pads will take you up to Oinkie's Throne and the right pads
    will warp you to the roofed section of the main killing floor. 
    Item Slot Locations
    On the jet-landing zone near a wall
    Outside of Oinkie's Throne waterfall in a corner
    In the underground section to the left of the warp pads on the right
    Basic Strategy
    This is a pretty solid level with good geometry, most of the time teams will
    be fighting it out in the big middle portion of the stage. There's not much
    to get in the way here and the few items that there are, a forklift, a tire
    and a cryo tank usually get used straight away. The cryo tank DOES respawn
    though so watch for it if people are in the area or you're re-entering the
    fight from dying. There's a few escape routes if need be, up the air lift
    to Oinkie's throne room and back down again just to stall for HP--be careful
    though because if they are RIGHT behind you they will just land on you and
    stop your HP regeneration. Characters with dives can get away easier as they
    can dive outward and put distance between you and your enemy. The other option
    for people to escape would be the far side under the roofed section, and in
    the middle area--falling into the underground section. This route isn't highly
    recommended because they can catch up to you rather easily. There's also a
    ring and a cryo tank in this area, watch out if you are approaching people
    The jet area is not a very good area to have any sort of elongated skirmishes
    in simply because it's REALLY easy to get away here. Over to the wire zipline
    or up the lift, take your pick. There's also a ring and cryo tank that reside
    in the area, the cryo tank is near the zipline and the ring is near the item
    slot machine. 
    Up in oinkie's throne room, this area can either be a blessing or a curse--if
    you find you and your team have moved to this battle location and the other
    team have followed suit-expect some unholy mess to ensue. The waterfall
    severely hampers vision if you're inside it and there are plenty of items in
    the immediate vicinity of the throne itself for people to abuse. If you find
    yourself low on HP here and you can't make it to an edge safely. Camp by
    the lift and see if anyone aggros you-Try and bait them onto the lift so they
    get sent flying. 
    There's a section behind the lift where you can also camp and regain HP if
    the situation calls for it. If someone tries to attack they usually get sent
    into the lift. Usually. You may get knocked in as well so use this spot with
    Chaodiansi Temple Street   [3AB4]
    This level is divided into a few large sections and a few small sections. 
    You have your basic middle section with the dragon head fountain and two
    paths from there. One path leads to the abandoned bus / turret combination
    and the other leads to the tesla coil garden with the temple itself. There's
    a lift that will launch you over to the Tower on the right hand side and 
    a lift in the corner of the garden that will bring you to a new section I will
    fittingly dub the "rooftops". A zipline leading back to the middle portion of
    the level on the left and a path leading to a more secure, fenced in, rooftop.
    From here, there's only one area left to navigate. The lift up into the tower.
    Not much to see here, there's a way back down into the turret area by jumping
    over the edge. There's also a lift from the bus / turret section up to the
    Item Slot Locations
    Inside the Tesla Garden next to the lift to the Tower
    In a corner of the rooftop near the Turret Section
    In the turret section wedged in a corner
    Basic Strategy
    Most of the action takes place on one half of the roof-tops and in the turret
    section of the level. Try and be wary of the turret because it WILL hurt the
    team if any of you forget about it and someone gets on it and stays there. 
    Starting in the turret section, there is a pole, a tire, and a taxi in
    the immediate vicinity. Approaching a team fortified here-turret and all. Is
    plain suicide. 
    Moving down into the fountain area, there's a cryo tank and a 2 taxi things.
    This area is actually a pretty good killingfloor--providing one of the enemy
    team doesn't make their way to the turret and start sniping people. Going even
    further we have the Tesla Garden which is also a fantastic killing floor in
    it's own right. It forces you to not play wreckless because if you touch one
    of the poles--you'll get stunned for a short duration. Very tricky. There's
    a tire and a taxi to be used here as well. It IS possible to get away here if
    necessary through the lift to the tower. It buys you a LOT of time. The open
    section of the rooftops is not a very good place to bring the fight either.
    People can stall for time by repeatedly jumping into the water and there's
    a lot of ways to escape / stall in general nearby. The zipline, lift to the
    tower, both lifts to the rooftops. It's just a nightmare up here. There's a
    fire barrel on one rooftop and a tire on the roof without a fence. Use them
    to your advantage if necessary.
    The tower area is a decent place to fight, but alas, also a good place for
    enemies to stall if need be. Off the side of the edge, dive kicking onto
    a rooftop. You name it. The only reliable section of this map--if you're
    fighting skilled players. Is the outermost turret area and the middle area
    and MAYBE a section of the tesla garden. There's just too many places to
    run and stall here. You've been warned. Take advantage of the items around
    the map and you should have no problem finishing people off.
    Hong Long Downtown     [3AB5]
    This is the other chinese city-scape level with quite a differences to make
    note of. They basically "opened" the other half of the level and closed off
    the other portion. (The other portion being temple street). Anyways, this
    level is pretty basic. You have your bus / turret area which is also featured
    in CTS and from there you have a lift taking you to a rooftop or another path
    leading into a few directions. Let's go up the lift first. Here, we have some
    signs and an air-vent that leads to the tower (also in CTS, just different
    access route this time). From the rooftop you can jump down into the district
    themed part of the level which is pretty flat and straightforward. There's a
    blockade at the end of this part and a couple paths leading indoors.
    Going downward leads you into the freezer and going up leads you into a store
    of some kind with a fishtank. You can jump on the fishtank, there's another
    air vent leading up to the tower and another entrance to the freezer below
    that. From the store section you can run onto a bus for another usable turret,
    and from there another lift back to the rooftop section.
    Item Slot Locations
    In a corner section atop the Tower
    In a corner in the district area near an entrance to the freezer
    On top of the rooftop in a corner
    Basic Strategy
    This map has a lot of issues. There are two active turrets for use at any
    given time. You CANNOT forget about these if you are on any part of the
    ground section. The middle turret has coverage for almost 60-70% of the level.
    Extremely dangerous. The bus section is a decent area to fight in, there's
    a tire and a pole here to take note of. The rooftop has one tire, and it's
    neon signs can be used for electrocuting your enemy briefly. Be careful of
    these as well. The roof isn't exactly a good area to fight in either because
    there is a vent-lift and two elevators in the immediate vicinity. The roof
    is kind of like a HUB to every other section of the level. 
    Going down to the district area there is a pole, a cryo tank, a tire, and two
    taxi things in the immediate vicinity. This area is very dangerous, the middle
    turret can be used here as well to weed out any pests. Going into the freezer
    there is a tire and a cryo tank. Also a dangerous area. Up in the tower there
    is a lone cryo tank for use. Most of the fighting will take place on top
    of the roof and on top of the tower or in the district area / roofs. The usual
    escape routes are available. Lot's of wonky geometry make excessive chasing /
    pressuring of the enemy difficult and with lots of lifts and shortcuts to make
    use of this level is not the best fighting ground, period.
    Bari Shur Ghost Town   [3AB6]
    This is one of two desert stages. Most of the level consist of sand and
    ruined coliseums. There's a "ghost town" as well, with a turret that can be
    used. Near the turret is a lift up to the rooftop. Jump down to the right
    to land in the town courtyard and go through the tunnel to reach the water
    area. Not much to see here, pretty basic area. There's a lift leading to
    the other side of the map near a shack. Once you land there is another
    open area with some stairs leading up to a zipline. This takes you back
    to the area you were just in. The opposite direction leads to the upper
    half of the ruined coliseum, with a lift leading to the town square. There's
    also a slope to the lower half of the coliseum if you don't want to take that
    particular route. From the lower half of the coliseum you can run back into
    the town courtyard or run onto the other half of the town's roof section
    and take a lift back to the opposite section of the map. Fairly simple
    level design. 
    Item Slot Locations
    Take the lift near the turret and you'll see it in front of you.
    In the lower coliseum tucked away in a corner.
    The opposite side of the map in the other open area up some stairs near the
    zipline to the lower coliseum / courtyard.
    Basic Strategy
    This level can be a huge pain. Since it's so big, if you die in a mode like
    Team Deathmatch, expect your team to be crippled severely. Unless they are
    good (good enough to handle 4v3 with items thrown in the mix) you will likely
    lose the advantage immediately. Let's start off with the turret / ghost town
    section. This turret, is the bane of your existance. Do not forget it exists.
    You have to respect the fact this badboy exists at all times or you WILL get
    gun-mauled. Just in the courtyard itself, there's a motorcycle that respawns,
    a tire, a pole, and a fire barrel. Freaking ridiculous. Adding in the turret,
    this area is a deathtrap and if a team is camping here for upper ground
    expect to never break their defenses unless they decide to move or your team
    gets items. Moving on to the coliseum area, this part of the map activates
    quicksand if there is a lot of action going on. There's a cryo tank, pole, and
    a motorcycle for use here, so be careful. Decent killing floor. Heading into
    the upper half of the coliseum is probably the most tame section of the map.
    There's one pole and one fire barrel, expect enemies to ditch through the
    lift if they get nervous. Heading down into the open area, there's multiple
    poles and a motorcycle. Not a good area to be in--but thankfully action
    rarely focuses itself here. If you play a character with good mobility this
    map will make you unkillable, BECAUSE it's so big and there are so many
    lifts and shortcuts to gain a few second advantage. It's all you need. I feel
    obligated to make a note of the horrific frame rate on this map as well,
    tornado, carpet bombing, and quicksand really turn this map into a hellhole so
    be prepared for it.
    Abandoned Mine    [3AB7]
    The other part of the desert. This level is basically a bunch of small parts
    connecting into a larger coliseum and base of operations area. Let's start
    with the coliseum area. Pretty basic geometry here and it makes a pretty good
    fighting ground. Going down the ramp is another open area with some stairs
    leading up to a usable turret. From here, you can go into the cargo plane
    area with another basic fighting area. Flat geometry and a slide down to
    the "cave". Going even further is a walkway leading into the excavation area
    and from that, the 2nd entrance to the cave area. There's an elevator leading
    up and a walkway to jump off from. From the cave area, there's a lift leading
    into the coliseum area. Pretty basic map, just lots of twists and turns in
    the small portions to take advantage of.
    Item Slot Locations
    Excavation Pit in a corner
    Far side of coliseum near a wall
    In a corner near the turret
    Basic Strategy
    This map can be pretty frustrating, for a few reasons. It has a frame rate
    issue on a consistent basis and the annoying RTE's don't help things. Try and
    focus the battle in the turret / coliseum area. Most of the time, it will be
    moved away from this area though--for a few reasons. Coliseum + Turret area
    are LITTERED with poles and motorcycles, not to mention the turret itself. If
    your team has the position here, don't squander it. It's a HUGE advantage.
    Most of the battling will likely take place near the cave, cargo plane and
    sometimes in the coliseum. The Cave is a good place to stall for HP because
    of the elevator. Most of the other areas are not easy to get away in. The
    coliseum has the slide that can lead to the excavator area which can be used
    if you have a few second head start but otherwise, not much else to make use
    of. There's two poles on the raised platform between the two staircases and
    theres two motorcycles in the area itself. Always keep an eye out for the
    turret. People love to use it and if you get caught off guard-it hurts. Going
    from this area into the Cargo Plane crash area, there's ALWAYS a tire and a
    fire barrel here to make use of. The excavator area has a motorcycle and a
    fire barrel as well. The cave has a cryo tank, a motorcycle, and a fire
    barrel. Be careful here. Coliseum itself has 2 poles and a fire barrel.
    Items and their use    [<102]
    You can get items from many different sources inside the game. Gunrunner drops
    or even incoming item event, slot machines, mutants, drones, enemies all have
    a possible chance to drop a random item of some kind. You can hold two at once
    and they will instantly assign themselves to the left or right D-pad buttons.
    You can see what you have by looking at the bottom left of your HUD. You can
    only equip one at a time and while you have said item equipped--it disables
    your killer weapon! Be careful! One more important thing is there is no
    friendly fire so feel free to chuck those grenades and missiles to save your
    team mates!
    Sniper Rifle    [1337]
    This sniper rifle is a scary weapon used properly, it packs one hell of a
    punch. Pre-loaded with a 5 round magazine. Each shot does around 50-60% of a
    health bar at Lv1. That is an easy 2 kills if you are accurate--which you
    should try your best to be. Opportunistic is the best way to describe the
    weapon as the easiest way to land hits on someone is if they are not expecting
    it, or in a stun / juggle. This is mainly because the shot is really very tiny
    and the little dot in the middle of the aimer is about the lee-way granted to
    you. Naturally, big characters have a massive disadvantage going up against
    this weapon. Adding in the "bullet fly" distance and an enemies movement--you
    almost have to predict where they are going to be. Not where they are. Lag and
    the bad hit detection on it don't help things either. Also, even though this
    is a sniper rifle and you have been brainwashed with the knowledge that
    headshot=more damage, this is not the case in anarchy reigns against players.
    Aim for center mass and try to pick off any larger characters on the enemy
    team. If an enemy spots you with the rifle equipped prepare to be dodge'd
    toward so they can close ground and fight you mano-a-mano. This is a pretty
    decent strategy and hitting someone AWARE with a sniper rifle is nearly
    Fire Grenade   [FIR3]
    This is a pretty good item and should be used on unsuspecting players. It
    doesn't have as large a blast radius as you might think, really aim to hit
    them dead on with the blast. The grenade explodes dealing instantaneous damage
    and lights them on fire for a short duration of time. Done properly you can
    basically combo the two grenades for massive damage, this is an instant kill
    against any Lv1 opponents and massive damage against enemies otherwise. If
    your ally is locked in combat with an opponent a single grenade will turn the
    tide instantly and secure a kill easily. Of course, double grenades into a
    tight group is always a good idea. Always aim at the ground!
    Satellite Laser  [B3@M]
    Firing the satellite laser only takes a few seconds, at the time of pressing
    the button the highest scoring player on the enemy team will be the target.
    Most people know by now how to avoid the OHKO laser so it is best to fire it
    when they are being pressured or harrassed simultaneously. It will cause them
    to slip up and die from the laser or leave themself open to attacks. The two
    main ways to avoid the laser beams are to dodge just before it fires or to 360
    attack to nullify it completely. Dodge'ing is trickier and requires timing,
    right before it goes off it will start beeping. Wait for the third beep and
    dodge to avoid it completely. Using a 360 attacker is more of a guaranteed
    escape but if there are opponents around you it will get you juggled. Most
    people will fire both laser blasts straight away so you have to dodge one and
    then dodge another, or dodge the first and then 360 the second. There's a few
    ways to guarantee a satellite laser on somebody--you can't dodge if you're on
    a lift / vent and trapping someone in a tire / pole / stun / juggle will also
    do the trick. Satellite lasers also effect any players around you so if you
    see yourself being targeted. Back Off! Don't get your team mates killed out of
    Missile Launcher  [QU@D]
    The missile launcher fires fairly slow, large homing missiles that explode on
    impact and have a small blast radius. When aiming you can choose to either
    shoot a straight missile with no homing capabilities (I'd recommend this if
    there is a huge crowd of people nearby, otherwise use the lock-on) or you can
    hover the aiming reticle over someone and lock on to an enemy, or multiple
    enemies. Up to 3 targets can be acquired. Also a handy way to see how much lag
    you have with someone, if you are having trouble locking on you probably
    shouldn't be playing with them. Missiles do a good chunk of damage but are not
    a huge threat and they are best used on unaware opponents. If you try to use
    this weapon in a 1v1 fight it will prove completely useless as your opponent
    can simply grab when they are near the missile and catch it / throw it back
    at you.
    Supercharged Traps  [LTRC]
    Thrown like a grenade, only with a lot less range. The SC trap will sit and
    wait on the ground for an enemy to come into range. Once that happens a pair
    of electric jaws will snap shut on your opponent, electrifying them in a
    similar manner to a thrown motorcycle. It's strength lies not in the damage
    the item itself does but the status effect it causes. Completely locking your
    opponents rampage and immobilizing them. Lightning based characters will break
    free faster from the traps as well. If you're by yourself with this item your
    best strategy is to set one up at a choke point and use the second near your
    enemy to try and catch them with it. Use a non KW cutscene to deal massive
    damage as fast as you can and then grab before they break out of the stun. If
    you're in pairs or with a team member--this item really shines. Your partner
    can take full advantage as their KW isn't locked from the equipped item.
    Electrified opponents cannot be launched and are rooted to the spot unless hit
    with a cutscene animation. Very few people treat the trap as an actual trap
    and use it more as an electric grenade. Try being creative next time you get
    ahold of these badboys and set one down at the end of a zipline or lift, or
    at a teleporter exit. The blast radius can catch more than one person and
    unless you capitalize on the stun--this item is completely useless. The trap
    itself is active on the ground for about 15 seconds and then they stop working
    so you really have to predict and be smart about using them.
    Shield    [DFNS]
    This shield is a great item. It's a one-use item and while active you don't
    take any damage and nothing will put you into hitstun. It can't take a severe
    beating (Most peoples aLKW will 1-shot it or turn it into red damage status)
    but it does its job well enough. It can be used to go on the offense in 1v1
    situations and your opponent will be near helpless. Be as aggressive as you
    can to make the most out of it. However, a far more intelligent use of the
    shield is a combo breaker to save yourself. It can be activated to save you
    from a massive juggle and hits that were meant to finish you off or keep you
    inside the juggle will simply hit the shield once it activates. If you see an
    enemy with a shield, try and sneak attack to get rid of it otherwise you are
    going to have a hard time. Shields will last the duration of the match as long
    as they aren't broken by anything.
    Stealth     [IVSI]
    Unlike most invisibility items in games, this item actually does make you hard
    to spot. You pretty much take on a grayish dark color and are extremely hard
    to deal with. However, this is not the real advantage to this item. The real
    reason this is effective is because whoever is using it cannot be locked on by
    anyone and it lasts a decent amount of time. Fighting someone invisible is a
    nightmare and a complete uphill battle. You shouldn't attempt fighting an
    invisible player by any means unless you are confident you can stall for the
    duration of time. Their camo will crackle with an electricity effect to warn
    you and other players that the camo is about to run out.
    Team Summit   [SAV3]
    A simple item with a few good uses. The instant you activate it your team is
    transported to your immediate vicinity, no matter the situation they were in.
    (Being in dying state is an exception, won't transport your timer). Not only
    will your team mates come to your aid to prevent you from getting killed but
    you will most likely out number the enemy and get a kill or two. At the very
    least--even the playing field for a 4v4. or 2v2. Try to analyze the situation
    you and your team mates are in as best you can because it can be a game
    changer. Summoning them out of poison gas, or a microwave array. This item
    basically plants a thought into everyones minds-or it should. "We need to
    stick together". Less useful in 2v2.
    Carpet Bombing (TEAM BATTLE!) [B0MB]
    This item is basically an on-demand version of the carpet bombing seen inside
    other modes. Call it in during a big fight for an advantage. Your team will be
    immune to the bombs and the enemy team will be falling over and trying to flee
    the area. Target the leader if he is caught in a blast!
    Mutants (TEAM BATTLE!) [TMNT]
    As soon as you use this item a gang of super mutants sporting your team color
    will spawn and begin to attack the other team. This creates a catch 22
    situation for the enemy. They can't fight you without being interrupted and
    hurt by the mutants, and they cant turn on the super mutants without you
    picking them off or hunting their leader. If you are on the opposite end of
    this item, regroup and run away to try and pick off the mutants. Always let
    your Team Leader execute mutants as it gives you a huge rampage bonus! If you
    are greedy and execute them yourself--your team gets nothing! There is also
    one major issue to using this item besides basically feeding the enemy team
    rampage meter. They can steal your leader kills. You have been warned!
    Cage Match   [C@G3]
    This item is specific to Battle Royale and CTF modes, it's pretty basic. Once
    activated you have a marker around yourself. The next person you attack will
    be transported inside a cage match fight for 99 seconds, you get extra points
    for winning one of these and they play out almost identical to actual cage
    matches. The venue is a little different and your HP bar isn't automatically
    buffed like it is in cage match. In the event of neither player getting KO'd,
    the time will run to 0 and the match will essentially go into overtime--
    eventually the game will boot both players and no one will get points.
    Abilities and their uses           (*102)
    This section details each ability for use in multi-player and their basic
    incorporated use. BEGIN THE EXPERIMENT!
    Destroyer      [2AA1]
    "Increases all regular combo damage by 20%."
    This ability is pretty average in it's basic usefulness. It shines on big
    characters because they have a boosted damage % stat to begin with, and it
    shines on characters that are very jab centric. EX: Oinkie, Jack, Nikolai,
    Baron. Not an easy ability to use to begin with because it requires you
    to actually hit and combo your opponent to start, and unless you are doing
    long fancy combos, it doesn't make much of a difference. There are better
    options, but there are also worse abilities. Overall, destroyer is a good buff
    ability that doesn't take anything away, but doesn't add much either. 
    Lean Extender    [2AA2]
    "Increases reach for initial lean attacks." (Forward+Jab)
    One of the best abilities in the game hands down. This incorporates practical
    use, speed, and mindgames all into one neat little package. It shines on a
    select few while still being incredibly viable with the rest of the cast.
    Charge Attacker  [2AA3]
    "Allows heavy attacks within regular combos to be charged; charged attack
    damage increases 100%."
    Charge Attacker. What is there to say, while severely underrated this ability
    is also not NEARLY as good as it should've initially been. Super Armor during
    heavies, extra tracking, more damage, more guard break potential. All sounds
    good on paper but it's not nearly as good when you actually incorporate it
    against a human being. It's very obvious when you start charging something and
    all your opponent has to do is be a little patient and sidestep you. There are
    however a few select characters that really make fantastic use out of it, I
    detailed them in their respective sections.
    Berserker  [2AA4]
    "All attacks deal double damage when Vitality Gauge is red."
    Berserker is situational at best, while extremely powerful, doesn't have much
    use as HP regeneration kicks in really fast and negates the ability. Not even
    the most hardcore anarchist will dare rock this ability and try to make it
    work. If there had to be one character it might work on, big bulls LKWx3 while
    under berserk's buff will instantly kill everyone at Lv1.
    Spin Master   [2AA5]
    "Eliminates damage from executing 360 attacks."
    While this ability seems incredibly useful, all it will accomplish is forcing
    your opponent to immediately adapt. 360's are NOT safe and when you achieve
    the no damage mentality this ability provides, it just gets you killed 100x
    faster. Not recommended for most characters, Rins and Zero possibly get the
    only true use out of it because their 360's are so fantastic.
    Guard Master   [2AA6]
    "500% increase to guard durability. Incredibly effective against Rampages."
    One of the best abilities in the game, guard master turns you into a highly
    inpenetrable fortress. In 1v1 scenarios, your opponent won't be able to break
    your defense--period. Even if you are getting double teamed, it is very
    unlikely. Guard Master's worst enemy are poles / tires / random stuff that can
    knock you out of the safe zone. Recommended for light characters and new
    players. Or players that just don't like their guard being broken, ever.
    Auto-Guarder   [2AA7]
    "Allows for automatic guarding, except when attacking or receiving damage."
    While innocent in nature, this ability has a few uses not many people know
    about. This PUTS UP A GUARD during your 360 attack. If your opponent can't
    immediately one shot your shield, this ability makes 360 attacks safe. Pretty
    neat. While it isn't game breaking, it could be put to good use with a few
    characters that have less than stellar 360 attacks. EX: Oinkie, Bull, Bayo
    Judo Master  [2AA8]
    "Increases both grab range and grab attack power by 20%."
    Also another buff ability that seems good on paper but when put to actual use
    inside matches--doesn't make much of a difference. It's far too easy to tech
    grabs and while the extra range could be good for locking down people who like
    to run away and regenerate HP--there are better abilities to keep up with
    people and / or buff yourself. Works best when paired with big characters.
    Takedown Defense  [2AA9]
    "Allows for automatic grab escapes in any situation."
    This ability isn't good for much, it does one thing and it does it perfect.
    If you can't tech grabs, this ability is for you. Good for newbies.
    Sprinter  [2AB0]
    "Increase dash speed and jumping ability."
    The dash boost is good for slower characters but even then--there is always
    a better option to pick over this. Including Lead Extender, which accomplishes
    the same basic thing---only with initial repeated lean attacks minus the
    extra jump height. 
    Master Evader   [2AB1]
    "Boosts evasion distance and increases number of consecutive evasions from
    three to six."
    A lot better than it should have been, this practically makes you un-touchable
    in many different situations. Extra I-frames during your roll, tons of extra
    distance and while it doesn't completely negate the roll counter, all you have
    to do is walk half a step to reset it. A few back rolls accomplishes enough
    space to do that safely immediately. One of the best abilities if not THE
    Rampage Marauder   [2AB2]
    "Provides assistance during head-to-head Rampage battles."
    This ability does exactly what it says, helps you win rampage battles. I've
    personally never lost a rampage clash with this on so if you are already good
    at mashing this ability is EXTREMELY dangerous in large modes like Battle
    Royale where rampaging enemies are extremely commonplace. Useful but not the
    best ability out there. Also shines in Tag Battle.
    Rampage Master    [2AB3]
    "Increases length of Rampages by 20%."
    This is one of the least used abilities and for good reason, rampage isn't
    super dangerous to begin with unless you catch people off guard. Not
    recommended for any style of play, complete "dead weight" ability. Might be
    funny to troll people with it though. Official troll ability.
    Herculean Effort    [2AB4]
    "Increases speed while carrying objects and increases damage from item attacks
    by 50%."
    This ability was practically made for capture the flag, where the goal is to
    run with the flag (it's considered an item) from an enemies base into yours or
    from the spawn point to yours. Pretty useful but still not the best ability
    even in the mode it was designed for.
    Hitman     [2AB5]
    "Increases points earned by eliminating enemies by 50%."
    Only viable in modes like Battle Royale and Tag Battle, this ability boosts
    point gain from killing NPC enemies. Killseekers, Kraken, Mutants, all that
    good stuff. Not recommended for anyone. Official troll ability.
    Rifle Enthusiast   [2AB6]
    "Begin matches with a rifle and one extra bullet. Also increase rifle attack
    power by 20%."
    An extremely powerful, but situational, ability. This requires you to be on
    top of item slots and killseeker item spawns constantly. If you are consistent
    with a sniper rifle and like having a free 2-3 kills at spawn? Here you go. I
    personally find that the sniper rifles hit detection is plain awful and even
    when I hit people dead on-it won't do damage. Other times when I blatantly
    missed I get the damage. It's just a silly weapon. Tire someone and then shoot
    the rifle off at point blank. How many will hit? Not recommended for new
    players or players who don't want to rely on items. 
    Cage Match Enthusiast     [2AB7]
    "Triple bonus points awarded for winning a duel."
    This ability requires you get dueled by someone to begin with, and duels don't
    exist in TDM or Deathball, the most popular 4v4 games. Battle Royale and the
    CTF modes have duel items--CTF isn't point based and BR has a large amount
    of players to begin with. Not practical. This ability doesn't change a thing.
    Official troll ability.
    Stealth Master   [2AB8]
    "Begin matches with a stealth item. Increases stealth duration by 50%."
    The best item ability hands down, the 50% duration increase feels more like a
    200% increase. Stealth items last forever when you have this ability on.
    Extremely dangerous and practical for any team / free for all mode. A lot like
    rifle enthusiast, this ability requires you to be on top of item slots and
    item spawns. Otherwise it's just dead weight. You have to morph it into your
    play-style or you can't make the most of it.
    Shield Master    [2AB9]
    "Begin matches with a Shield item. Increase shield durability by 100%."
    This ability is arguably the worst of the 3 spawn-with item usables. This
    requires you to make the most of each shield. Again, it requires you to be an
    item enthusiast-literally. Never pass up anything. This includes abandoning
    things you are currently doing, people you are fighting, a team you are
    helping. Situational at best.
    Mugger    [2AC0]
    "Causes stunned enemies to drop items they are carrying."
    Completely useless. Official troll ability.
    Healing Factor  [2AC1]
    "Increases vitality gauge recovery rate by 20%."
    While it looks good on paper, HP regeneration is already extremely fast. This
    ability just makes it faster. There are better abilities but there are also
    worse things you could pick and conform to your play-style. This cuts down
    the time you would need to retreat and regenerate your HP in a big mode.
    Hard Charger     [2AC2]
    "Increases Killer Weapon Gauge recovery time by 20%."
    Should've been a lot better than it actually is. This ability does exactly
    what it says it does. Faster meter regeneration, the thing is meter is almost
    never an issue to begin with because of the defensive nature of the game. You
    almost always have option to build meter on something. A mini-boss, a spawned
    drone, a mutant, etc. Only useful on a select few and even then, there are
    better options.
    Rapid Respawner     [2AC3]
    "Reduces respawn wait time to zero."
    Another ability that seems like it could be useful, but is actually extremely
    counter-productive. In a mode like TDM--you get killed and you immediately
    spawn again in front of the enemy team and get mauled. The respawn timer is
    there for a reason in most big modes, and the two modes where it is useful--
    3 team CTF and CTF, there are still better abilities to pick.
    Power Leveler   [2AC4]
    "Increases level up efficiency. Level 2 requires only a single kill, Level 3
    requires a three kill streak."
    One of the most dangerous abilities in the hands of good player. This ability
    incorporates a few very important things. It increases your HP bar and your
    KW meter gauge the first time you get a kill. A full bar of HP on level up and
    more meter to burn is one of the many reasons this ability is a personal
    favorite for many. When you hit that coveted Lv3--you gain your characters
    element. Also an extremely powerful tool. That said, this ability does have
    a few downsides. You sacrifice defense, you sacrifice mobility. It's only as
    good as its user and if you can't secure kills by yourself (especially with
    how rampant kill stealing is in AR) this ability is not for you.
    Killjoy   [2AC5]
    "Increases power 80% for one attack following a taunt. Effect wears off after
    a short amount of time."
    One important thing this ability description doesn't mention--if you are hit
    with the buff active it completely disappears. Anyway, this ability is amazing
    in the right hands. It lasts for about 8 seconds so it gives you plenty of time
    but you also have to be ready to do something, cutscene KW's make the most of
    this since the entire move gets buffed--not just one section of it. If you are
    good at being sneaky this ability is for you. Lot's of characters have the
    ability to do around 90% in one HKW cinematic and some characters have the
    ability to one shot others immediately (Oinkie and Douglas for starters). With
    Killjoy you have to let your ability do the talking. When you use something
    like PL or LE, those are backburner abilities. They don't effect your overall
    playstyle. Killjoy needs to be embraced or you won't be able to let it shine.
    "One does not simply Killjoy and get away with it" Using this ability is like
    a fine art and once you get the hang of it you become an absolute monster.
    Tired of people running away from you? Tired of EVERY light characters? Pick
    Killjoy and celebrate the fact you can now one-shot the entire light cast
    Random Trigger Events    [^102]
    This section details all the random crap that can happen in any given large
    mode of play. How to utilize, get to safety and basically make the most of any
    given situation--or try to. Other people will try to stop you and get in your
    Chutulu     [5YU0]
    Chutulu spawns at random, very commonly I might add--in most large modes. This
    super robot is a lot more dangerous than he is in story mode and should not be
    trifled with. If you are on of the 3 top scoring players in the match he will
    send out a teleportation drone to warp you there for a fight. This can get
    extremely dentrimental to basic gameplay and overall fun. Most of the time he
    is better off ignored but if you can gather your team and gang up on him you
    can make quick work of this annoying robot and send him to the trash can. He's
    got a few attacks to make note of:
    Spinny Lasers of Doom: Chutulu turtles up and starts spinning his lasers in a
    massive radius going outward. Only safe tactic is to run away or rampage to
    avoid it, dodging through it does not work and will likely get you combo'd to
    Mega-Laser: Chutulu charges up and unleashes a gigantic OHKO laser. Very
    Claw Swipe: Chutulu has a 1-2 melee that can break your guard rather easily.
    Be careful.
    The Grab: Chutulu slides across the ground and is able to grab a group of
    players, forcing you to mash buttons to escape. 
    Jet Flamethrowers: One of the more annoying attacks at his disposal, he lifts
    up and will fly over you spewing down flames in a huge area of effect. Can
    combo you to death easily. Be careful.
    Other Notes:
    Doesn't spawn in CTF / 3 Team CTF
    Has a massive shield before you can actually damage its HP bar
    In point modes, most people will gang up on him for the huge execution bonus.
    Be aware of kill-steals. Be wary if their HP is getting low and try and grab
    the kill for yourself, it doesn't matter that you did the work, there is no
    honor in Anarchy Reigns.
    Spawns in all the "Big 8" levels.
    Good for point farming if you play a character with multi-hit moves. For EX:
    Baron's rolling punches, Garuda's HKW, Bayonetta's Air Weaks. 
    Kraken       [5YU1]
    This is the other super enemy that is commonly found playing large modes. Not
    nearly as annoying and dangerous as Chutulu, this big guy is basically free
    points if you find the time to deal with him. He's got tentacles that can be
    destroyed with very obvious (Blue soft spot) weakpoints. Attack these first
    and he will usually slam them down and you can jump onto and climb up to
    beat on his core for boosted damage. After the tentacles are destroyed this is
    actually the only way to damage the Kraken. He's got a few annoying attacks to
    make note of, and in some levels can really screw things up HARD with the
    amount of screen-shake that gets produced.
    Electric Wave: Chutulu slams the ground that produces an electric shockwave
    that electrocutes you for a short period of time the moment it touches you.
    This can either be a blessing or a curse, it's not hard to avoid but with a
    lot of action going on you can capitalize--roll through the wave and punish
    your opponent. You can also jump over it but it's not recommended. Rolling
    is much easier.
    Ink Blob: Kraken fires ink blobs that blurs your vision almost completely.
    Very annoying.
    Core Shockwave: A "get-off-me" move that he only uses when people are beating
    on his core. Not avoidable, even in rampage, or 360 attack. 
    Other Notes:
    Free points in point mode, usually doesn't stick around as long as Chutulu.
    Can only spawn in 4 levels, Oil Rig, Bari Shur, Abandoned Mine, and Oinkie's
    50,000 points for getting the finishing blow.
    To a lesser extent, good for point farming on weak spots. 
    Carpet Bombing   [5YU2]
    This event is really just annoying bullcrap personified into an actual thing.
    There are a few things to note about this cringe worthy addition to the game
    that people need to be aware about to get to safety or make the most out of
    the actual bombings.
    First off, this is one of the more common RTE's in the game and you will
    probably see it 2-3 times a match playing modes like TDM. It can get very
    annoying--especially considering that it feels they never end. If you
    play a fire character you have an advantage from this ATE over someone who
    doesn't. You recover from the fire ignition faster and can capitalize--that is
    if you don't get bombed again straight away. I don't recommend trying to fight
    through a carpet bombing. Try and get to a corner or a hallway of some sort.
    The bombings themselves happen in the exact same spots time after time so if
    you know where to stand you can completely avoid this ATE and make good use
    of the distraction. Outer walls of any given area are usually safe, most
    roofed in sections are also safe.
    Black Hole     [5YU3]
    One of the more tame events, all this event does is transport people into a
    completely different area, the landing points are all set so you can basically
    roll the dice if it warps you to an area next to the hole itself. Try not to
    let it separate the team. It can be used for escapes if need be, getting
    sucked into a hole will get you out of anything--ANYTHING. Cutscenes, grabs,
    etc. Most common in CTF modes.
    Rampaging Vehicle     [5YU4]
    Rampaging Vehicles take place where the action is, otherwise they won't happen
    so if 6/8 players is on top of the altambra towers, a rampaging vehicle will
    find its way up there and run through. 
    It's got a few things to watch out for. The front of the vehicle has a grinder
    which does a LOT of damage and the back / fuel tank area of the vehicle can
    light you on fire and do a bit of damage. The explosion itself will set you
    on fire and do damage. The grinder part CAN combo you mulitple times so avoid
    it at all costs. Accurs in almost every big mode and can happen in every big
    Microwave Satellite Array     [5YU5]
    This event is an instant death reigned upon the entire map with the exception
    one safe spot in any given map, and a few things you can do to avoid it. Safe
    points are as follows:
    Altambra Central Square: Underground subway area
    The Dive: Underground Subway Area
    Oil Rig: Oil Rig area, 3/4 gates close within the first 10 seconds and the
    final gate is the turret section, stays open until 1-2 seconds left.
    Oinkie's Casino: Underground Area 
    Hong Long Downtown: Freezer Area
    Abandoned Mine: Cave area.
    Array doesn't happen in Temple Street and Bari Shur, there are no underground
    and or sheltered areas to take cover in. An active shield item will also eat
    the array and keep you alive, completely destroying your shield. Rampage mode
    also nullifies the array. Use it as a last resort if you don't want to die.
    Cargo Plane Crash   [5YUZ]
    This is another "populated combat zone" event that the game throws at you to
    try and muck things up. It's simple. A giant cargo plane crashes into a
    designated area--giving you 30 seconds warning in advance to clear out or get
    to a safe spot. Rampage has immunity.
    OA System   [5YUF]
    Simple event that happens multiple times a match--3 pre designated spots are
    chosen around the map and a healing bubble is launched from somewhere to aid
    players. Very difficult to kill someone with these active. In point modes if
    there are a lot of players bundled, attacking people inside the bubble will
    give you points. They are safe from your attacks but the game still counts it
    as a connected hit thus giving you the points. Use to your advantage in BR and
    Tag Battle. After a designated amount of usage and or time has passed, the
    bubble will disappear and the core will glow red and explode shortly after,
    dealing damage to anyone around it. Be careful! I should also note that you
    can be tire / pole'd while you're in these and people can try to push you out
    of the bubble by physically walking into you. Fair warning, even safe zones
    can be a hazard in anarchy. 
    Gunrunner  [5YU#]
    One of the more common events, you see this multiple times a game on average.
    The game randomly selects a piece of land to drop 4 item boxes in a row on.
    If you want the items you have to drop everything and head there immediately-
    there are like minded people that want them just as much. Sometimes its just
    not realistic. Items are completely worth it though, they can turn the tides
    extremely fast if you know how to utilize each specific item. 
    SLBM Missile Launch     [5YU6]
    Timed area of effect instant death event, only happens in Oil Rig and Oinkie's
    Casino. Safe area's are designated by blue person symbols. Look for them and
    head toward safety zone accordingly. Rampage saves you. Being in the middle of
    a lift section will not. It counts for some reason. 
    Poison Gas      [5YU7]
    Poison Gas encompasses the entire level except for one designated safe zone
    for each level. Very fast HP drain effect. Safe zones are as follows:
    Altambra Central Square: Atop any of the 3 towers.
    The Dive: Inside the Foundry.
    Oil Rig: Command Center tower.
    Oinkie's Casino: Oinkie's Throne Room.
    Chaodiansi Temple Street: The Tower.
    Hong Long Downtown: The Tower.
    Poison Gas doesn't occur in the two desert levels. There's a few things to
    make note of to make the most of this event. It can either be your best friend
    or your worst enemy. If you have a shield--you're completely safe! Hurrah!
    Catching people who have been sitting in the gas with rampage is also a good
    idea as chip damage exists and all you have to do is touch them once
    legitimately and they are dead. If none of these options (Rampage, Shield) are
    available get to the safe zone ASAP or you will be picked off inside the
    Helicopter Drone   [5YU$]
    Pretty simple small event, random helicopter spawns around the map that can
    be damage by any means necessary for a chance to hijack it and take control.
    Very powerful if you catch people off guard with it and it lasts a VERY long
    time if your opponents don't manage to hit you with anything. If you get hit,
    you'll fall off immediately with a chance to re-hijack the helicopter. If the
    heli is damaged enough it will spin out and explode.
    Incoming Item  [5DU1]
    Random item added automatically to your inventory. Semi-rare event.
    Cybrid Joe  [5DU2]
    Lone CJ spawns, lot's of health. Big point bonus for landing the killing blow.
    Most common in Battle Royale. Has a large, unique, move-set. Same as story
    mode. They should be able to be pole / tire'd though. Take advantage of it if
    Killseeker Item Man   [5YU8]
    Random spawn in every level, a lone killseeker runs around with an item box
    ripe for the taking. Keep an eye out for the item marker! Only happens in
    large modes.
    Flying Platforms    [5YU9]
    These spawn in twos everytime in any large mode. Very dangerous small event
    that can turn the tide of any match extremely quickly. Afflict a set amount
    of damage to the platform so the killseeker falls off and you get the prompt
    to "HIJACK". Platform has its own basic moveset which is as follows:
    Flamethrower (Square or X)
    Dash Attack  (Triangle or Y)
    Throw        (R2 or RT)
    If you manage to get on a platform, try and make the most of it. Your platform
    has an invisible HP bar and will explode if it takes too much damage. Basic
    strategy is as follows: Ignite opponent with flamethrower and then line up a
    dash attack for an instant kill. Extremely dangerous, never let go of your
    guard if you see someone on one of these. Don't get lit on fire!
    Executioners   [5YT1]
    Pretty basic small event that spawns a few executioners on the map. Can be
    killed for points and points toward the Executioner Killer emblem. There are
    two types of executioners. Basic ones and the car-hammer ones. The car guys
    can prove to be annoying as they can combo with their spinny hammer of doom
    and really destroy your HP bar. Otherwise, farm for KW meter, points, and
    rampage meter. 
    Mutants   [5YT2]
    Mutants are a pretty nifty small event that can be utilized in a few different
    ways. They spawn in a set of two and if you damage them enough you get an
    exeuction prompt for a considerable amount of rampage meter and a point boost.
    Try not to steal an execution from someone if your rampage meter is already
    full. It's only 5000 extra points for an execution. Be considerate of your
    Super Mutant  [5YT3]
    A super version of the mutant seen in story mode, they are faster, do more
    damage and have a much larger HP bar. Can be executed for the same bonuses
    that apply to basic mutants. More of an un-common spawn compared to basic
    Berserker Mutant   [5YT4]
    The single most rare event in Anarchy Reigns, seeing one of these is a real
    treat and a huge pain all in the same time. Mostly because everyone usually
    fights it leading to it getting killed and nobody gets to control him. That
    said, if you manage to destroy a leg it will fall over and you can actually
    control one--exactly like the mission in single player. You have access to
    the same moveset as far as I know and become extremely dangerous. Berserker
    are most common in Battle Royale but they CAN spawn in Team Deathmatch. Basic
    execution is a 50,000 point bonus. It's unknown if there is a set amount of
    circumstance to force one to spawn or not.
    If you manage to cut off a leg (focus damage on one specific leg) the mutant
    will fall over and you'll get a "Press circle to RIDE" prompt. This very
    rarely happens because most people just gangbang the thing to death--no one
    ends up getting to ride big red. 
    Electrical Storm    [5YT5]
    This event is specific to Battle Royale itself and it's literally just what it
    sounds like. An electrical storm. If it strikes you, you get electrocuted.
    Only occurs in the following levels:
    Altambra Central Square
    The Dive
    Oil Rig
    Oinkie's Casino
    Pandemic    [5YTX]
    A Battle Royale specific event where everyone but a select few (3-4 players)
    gets poisoned by sickness and has their HP drained rapidly. The few lucky
    players that don't get the sickness have the ability to heal players via
    physical contact. A jab, anything. If you are poisoned try and let someone
    with the cure jab you immediately, otherwise your HP bar is going to get
    sapped and you only have Rampage / Running Away as an option. Shield does NOT
    stop the sickness. Very dangerous event, if you have rampage and you see a lot
    of low HP people. Give it a shot for chip damage kills. There are always like
    minded people so be careful of rampage duels as well. The people with a cure
    is designated by a needle next to their HP bar / name and the people with
    sickness have a glowing purple mist around them.
    OA system will prevent the sickness from draining HP as well, but as soon as
    the bubble fades--if the sickness is still active it will resume draining.
    Nanovirus  [5YTZ]
    This is a slight variation to the Pandemic event in which only a few selected
    players are poisoned and basically becames a game of poison-hot-potato. You
    need to land a hit on an opponent to transfer the virus to them, and then get
    the hell out of there so they don't pass it back to you. Virus drains HP
    Bayside Bridge Bombing   [5YT6]
    Another section-specific event. This only happens in the two city-scape levels
    when all the action is taking place in the lower halves of each respective
    level. This event CAN be annoying if you are trying to fight inside it but
    otherwise its fairly simple to avoid letting it get the better of you. Sit
    inside your guard. That's all. 
    Jamming Drone  [5YT7]
    Another Battle Royale specific mini-event. Random jamming drone (little ball
    thingy) will spawn over your head and prevent use of your Killer Weapon
    completely. Land a successful hit on someone else to transfer the drone.
    Basically a miniature game of hot potato, drone explodes and kills the last
    person it's active on.
    Power Failure  [5YT8]
    Temple Street / Hong Long area specific. This event shuts the power off in the
    entire city and disables long-distance lock on making it extremely difficult
    to fight ANYONE or ANYTHING. Not recommended trying to seriously take anyone
    out with this active. Missile Launcher should still lock-on during this. Top
    scoring players are highlighted with beams of light viewable from anywhere
    around the map.
    Enlightenment Array  [5YT9]
    Another area specific event. This only activates if there is a lot of action
    taking place in the middle section / tesla garden section of temple street. 
    Large OHKO laser beam fires directly down the middle of temple street. Easy to
    avoid. Not seen commonly. Specific to temple street.
    Dragon Flamethrower  [5YT^]
    Another area specific event. This only activates if there is a lot of action
    taking place in the middle section of temple street, the fountain activates
    and the dragon heads turn and spew fire. Not seen commonly. Specific to temple
    street. Good for Fire characters as they recover from the status a lot quicker
    than poison / ice / lightning.
    Landmass Reconfiguration   [5YP1]
    Uncommon event where a large portion of the level gets changed. New paths open
    and lifts lead to different sections of the map. Specific to Altambra Central
    Square and The Dive. Unsure if there is a specific set of events to force it
    but the level mutations are a huge treat and should be made the most of /
    enjoyed to the fullest. Only occurs with cutscenes set to "default" or "all."
    Tornado  [5YP2]
    Desert level specific event where a tornado rips through the main sections of
    the map and transport you to an entirely different section of the map, with
    the complete minimum amount of HP left. There are a few ways to get around the
    actual tornado, it has a suction effect but all you need to do is stand near
    the outer edges of the section of level you are in and you will be safe. Try
    not to get sucked in at any cost. Rampaging enemies won't be sucked in. Try
    and capitalize if you see people getting hit by it--especially in a big mode
    like battle royale. Rampage for free kills.
    Quicksand   [5YP3]
    A map-section specific event. This only happens when there is a lot of action
    taking place in the lower coliseum area. Large quicksand hole appears and will
    try to absorb players. Slow characters will have difficulty running out so
    keep your movement options in mind if you find yourself down. Rampage also
    completely negates the damage effect but the quicksand will likely get them
    before you can. De-activates itself after it eats someone or if a large amount
    of time passes.
    Oil Rig Fire  [5YP@]
    A map-section specific event. This only happens when there is a lot of action
    taking place inside the oil-rig itself. Red Alarms will go off and after a
    short amount of time the oil rig will explode and the inside will be engulfed
    in flames for a really long period of time.
    Excavator   [5YP&]
    Another map-section specific event, only occurs when there is a lot of action
    taking place near a buzz-saw. Giant saw will activate and OHKO anyone it
    comes into contact with. Rampagers are safe. Good event if you want to commit
    suicide and prevent enemy team / opponent from getting a kill. Specific to
    Oil Rig and Abandoned Mine.
    The Drones     [5YP4]
    These are pretty common occurences throughout any given mode. I'll come right
    out and say it. They can be huge pains in the butts. Shooting you while you
    are trying to fight, laser-beaming you. Just generally being pests. There are
    a few reasons why you should pay these pesky little guys immediate attention
    though. THEY HAVE A CHANCE TO DROP YOU ITEMS! It's easier to deal with them
    immediately than to have them possibly screw up a kill, or mess up something
    you were trying to do. 
    Standard Drone: Basic drone with a semi-automatic rifle, will shoot and dodge
    around. Low HP. Easily dealt with.
    Barrier Drone: Better version of standard drone, has a large barrier in place
    that can be broken with enough damage. Easier to grab them to death. Can be
    extremely pesky. Medium HP.
    Flying Drone: Basic flying drone with semi-automatic rifle, extremely pesky.
    Use anti airs or throw-able objects to deal with them. These guys love to kill
    steal and stun-lock you. Also throw grenades that explode, ignores guard.
    Ninja Drone: This drone is more unique, he uses sword swipes and is really not
    as aggressive as the previous 3 drones. Can turn invisible, High HP and has
    a dodge that employs I-frames.
    Laser Drone: The ultimate drone. This guy is your worst enemy or your best
    friend. If you see one, beat it down until its glowing so you can carry him
    like an item. If thrown or slammed to the ground it causes a mini nuclear
    explosion dealing massive damage in a large radius around point of contact.
    Left alone, they will use their laser cannons and raise some hell. Try not to
    ignore them. High HP and fast dodges. Avoid using grabs to deal damage as you
    might pre-maturely detonate him and waste a potential asset.
    Assassination   [RS39]
    Random player is selected for assassination mission, whoever defeats him gets
    a point bonus and if you go the full 1:30 (One minute thirty seconds) without
    being defeated, you get a 10,000 point bonus. Battle Royale specific.
    Smuggling Operation  [RS49]
    Announcer notifies everyone of smuggling operation taking place in the area,
    player who grabs the suitcase and delivers it to the marked destination
    receives a point bonus. Battle Royale specific.
    Credits    (r102)
    This section is a big thank you to those who contributed to the guide over the
    course of the past month and a half and to this very day!
    Razor / TimberFalls
    MunozScyther AKA The General
    Pandaking / Swillo
    THANK YOU VERY MUCH! You're all awesome in my book.
    And most of all, thank YOU for checking out my guide. If there was no interest
    I would've never done anything like this.
    Legal Stuff                            (s102)
    Copyright (c) 2013 Jared Gardner / TunnelingEffect
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    Web-sites with permission: Neoseeker.com, GameFAQS.com
    If you have suggestions, or additions. I started this wanting everyone to
    contribute so if you feel like something should be added feel free and E-mail
    me at "gFAQSLURCH@aol.com" without the quotations. Everyone who helped will get
    credit if I see fit to add your information.

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