ACPlus Survival Mode FAQ

Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 11

--What's NEW in Survival Mode?

In Survival Mode you get the option of customizing your character's statistics w hile you play. This not only makes the game more interesting, but increases your odds of beatin g Survival Mode and unlocking those hard-as-heck Gold Characters. The neat thing about these modifications is that you can become as powerful if n ot MORE powerful than the Gold Characters themselves if you pick your stats prop erly. --What can I expect to GET from playing Survival Mode? Beating Black EX Daredevils unlocks the corresponding character's EX Mode. Beating Gold Daredevils unlocks the corresponding character's Gold Mode. Reaching Level 500 in Survival gives you Special Illustrations 2,3,4,5,6, and 7 in Gallery. Reaching Level 1000 and completing Survival gives you Special Illustration 10. --What are Stat Boosts? Each time you defeat a Daredevil, you're given the option of increasing your sta ts or equipping a unique ability to your character. Here's a list of the stats you can increase: --Attack: Affects Damage to enemies. Max is 20 --Defense: Affects Damage taken to yourself. Max is 20 --Speed: Affects reaction time, and spacing of moves/special attacks. Max is 20 --Tension Gain: Determines how much Tension Pulse you have, which determines how fast your Tension increases. Max is 20. --Tension Start: Determines how much Tension you have at the start of each battl e. Max is 8. (2 increments = 25% Tension for Forcebreaks/FRCs, 4 increments = 50% Tension for Overdrives/Roman Cancels) --Burst Rate: Determines how quickly it takes to recharge your Burst: Max is 20. (Note that this only affects Defensive "Blue" Psych Burst Rate, as a Gold Burst or a "Missed" Blue Burst take just as long to recharge as Normal) --Airdash: Determines how many airdashes you can do per jump. Max is +2. (For characters Millia, Dizzy, and Justice this gives you a total of 5 Airdashes ) --Jump: Determines how many additional jumps you can perform after the first. Ma x is +2. (For characters Chipp and Justice this gives you a total of 5 Jumps) --What are Equips? Sometimes when you defeat a Daredevil, you'll be given the option of equipping a unique ability. Some abilities are good, while some are not without their risk. It's important to note that you are limited to THREE (3) equips at any given tim e, and should you equip a 4th, the earliest ability you equipped will be pushed out of the slots, so you need to decide carefully on which abilities you want to keep and how they benefit you and your skills in GG. --What is the Survival Mode Lineup? 0020 0040 0060 0080 0100 0120 0140 0160 EX EX EX EX EX EX EX EX Black Black Black Black Black Black Black Black Anji Venom Faust Baiken Bridget (Hunter Saving) Potemkin Ky Testament

0180 0200 0220 0240 0260 0280 0300 0320 0340 0360 0380 0400 0420 0440 0460 0480 0500 0520 0540 0560 0580 0600 0620 0640 0660 0680 0700 0720 0740 0760 0780 0800 0820 0840 0860 0880 0900 0910 0920 0930 0940 0950 0960 0970 0980 0990 0999

EX Black Millia EX Black Zappa EX Black Chipp EX Black Eddie EX Black Axl EX Black Slayer EX Black Jam EX Black May EX Black Johnny (Guard Mist Finer) EX Black Dizzy EX Black Robo-Ky EX Black I-no EX Black Order-Sol EX Black Sol EX Black A.B.A. (Berserk Mode) Black Kliff Black Justice DARKSIDE DARKSIDE DARKSIDE DARKSIDE DARKSIDE GOLD Anji GOLD Venom GOLD Faust GOLD Baiken GOLD Bridget (Hunter Saving) GOLD Potemkin (Soul of Zepp) GOLD Ky GOLD Testament GOLD Millia GOLD Zappa GOLD Chipp GOLD Eddie GOLD Axl (Time Travelling) GOLD Slayer (Vampire Form) GOLD Jam GOLD May (May's Fist) GOLD Johnny GOLD Dizzy [Has Wings of Light Burst Overdrive] GOLD Robo-Ky GOLD I-no GOLD Sol [Hyper Gunflame lolz] (Sheer Heart Attack) GOLD A.B.A. (Berserk Mode) GOLD Kliff GOLD Justice [Has Infinite Tension] GOLD Order-Sol

*Note that I indicate where some key Equips can be found after certain Daredevil battles. --So what are these More often than not nique ability based In most cases, this st of them: equips? you will find that beating certain Daredevils grants you a u on who you just won against. grants you an ability similar to that character. Here's a li

--Max Health: Not really an equip, but extremely useful if your Health is low/inadequate for t he next match, but this is rarely necessary.

--Limit Break: This is more than likely one of the first equips you'll come across. What this d oes is Max out the Opponent's guard gauge, but in exchange you cannot guard yourself and you take double the damage for any hits taken. You probably don't want to equip this unless you're in a hurry. --Easy FRC: You can gain this equip early on, and it certainly helps when fighting, though i t isn't the most useful of abilities. It increases the active frames of a Force Roman Cancel to 20 and even turns them Blue for you so doing an FRC is easy now. --Yellow RC: This is an equip you can get early on, but still has the potential to be quite p owerful. It reduces Tension useage by half. This means that all Force Roman Cancels cost 12% Tension and all Roman Cancels c ost 25% Tension. Keep in mind this has no affect on Forcebreaks, Chaos RCs, or Overdrives in gene ral, as they still cost the same. --Chaos RC: This is a monster of an equip and has the potential to be devastating early on, especially when coupled with Yellow RC. Chaos RC enables you to cancel Special Attacks, Overdrives, and Forcebreaks into eachother just by input alone (no 3-button pressing) at the minor cost of 25% T ension. This is especially useful for characters who can spam moves consecutively rather easily (like EX Order-Sol). Keep in mind though that mash-able moves such as Grand Viper may become difficul t to pull off with this equip enabled as you may accidentally cancel into someth ing else. Also note that Chaos RC works just the same as normal RCs in that moves have to "hit" the opponent (guarding or otherwise) in order to be cancelled. You can't Chaos RC projectiles, that's what Yellow RC is for (FRCs). Also worth noting is the idea that you can "re-use" Tension from certain Forcebr eaks into Chaos RC if you're fast enough, for example, Order-Sol can perform two level 3 Tyrant Raves in quick succession with only a C haos RC with 100% Tension if you time it right. If done correctly he does not lose all his charge and he can cancel within the a llotted full Tension which means you're technically using 125% Tension but not really, since you did it quickly. --Hunter Saving: You can equip this after beating Black EX Bridget or Gold Bridget. What this doe s is reduce all your overall stats by a certain percentage in exchange for increasing how much experience you gain when you level up. If possible you s hould get something better than this. --Bonus Up: This increases the level jump gain you get for every "bonus" you achieve. This i s determined by Gatling combos, whether or not you score a Perfect after the mat ch, or if you ended the match with an Overdrive or Destroy Attack. It's a nice equip , but there are better ones out there. Though it should be said that the more you level up, the more health you regain, so plan accordingly based on your play style. There's a quantifier called "Rec overy Increase"

that boosts the amount of HP you get back per combo you do. Bonus Up boosts thi s. --Experience Up: This increases the rate at which you actually Level Up, especially nice for when you're low on Health as each Level increase nets you a little health back. Just note that you can't "skip" Daredevils no matter how fast your experience ga in is. --Guard Mist Finer: You get this from defeating Black EX Johnny. Not the most useful of equips, but still useful against Gold Johnny. This equip reduces the damage of Gold Johnny's Mist Finers to within tolerable l evels and actually severely handicaps his damage on normal hits. --Flame Attack/Lightning Attack/Guard Flame/Guard Lighting: This is only useful for certain characters such as Sol or Ky who have the abilit y to burn or stun their enemies. Most characters have some attack that can do th is, although characters like ABA, Slayer, and Kliff do not. It's up to you what you want to do with these as they either increase your defense against the attack or increase the damage percentage when the attack is used... --Guard Beat: This equip would be somewhat more useful if the computer A.I. knew how to combo better. Guard Beat basically eliminates any damage you take after the first hit of a combo. Nice to have against tough players, but not so useful in Survival Mode. Be warn ed though, characters that can do massive damage off a single hit, such as Slayer and Sol, are still a threat. --Berserker: An equip you can get from either Black EX A.B.A. or Gold A.B.A. Literally triple s the damage you do by percentage, but in exchange puts your Health in a state o f Poison. This ability is more useful when coupled with other abilites like Heal and Vampi re Attack/Vampire Form. --Soul of Zepp: Defensively speaking, this equip allows you to Auto-Instant-Block all incoming a ttacks that you guard. In particular this reduces the Guard Stun of nearly ever ything you plan on blocking. Extremely useful for Defense-oriented characters such as Anji, Baiken, or Potemk in. --Time Travelling: Not really an equip so much as an "option" when you defeat Gold Axl as it doesn' t remove your current stats or equipment. This sends you backwards a random number of Levels and gives you a chance to inc rease your stats even further, though it's not really necessary, it might be fun to try getting other equips and trying them out. --Heal: This ability is nice to have in dire situations when you know you're low on heal th. Just blocking and being defensive with this ability will make things a lot e asier on you. --Vampire Form: Quite possibly one of the most useful if not THE best equip in Survival Mode. It trumps Heal in that it enables Vampire Attack.

What this does is net you Health increases for every hit you successfully land o n an opponent. How much health you get back is determined by how much damage you actually do, a nd if you do a lot of damage...hehe, you get a lot of health back! --May's Fist: You can only get this ability by defeating Not only does it power-up your character's but it makes it so that even dizzying Gold p to have if you plan on getting a Destroy Gold May, and it is quite the equip. dizzy modifier potential per attack, Characters is now possible! Nice equi Bonus on those Gold Characters.

--Sheer Heart Attack: You can only get this ability by defeating Gold Sol. The thing about Gold Sol th ough, is that he has a super-powerful Gunflame this time around, so be careful, even with boosted stats. Once you get this ability, you probably won't have any other problems to worry about. This ability makes it so that your opponent can n o longer Guard against attacks...however I'm uncertain if this applies to Slashback in so me situations, it won't be a problem vs the A.I though. --Tips on beating Survival Mode: --Know your character! Each character benefits from something in equips, and some benefit more from equ ips than others! It helps you decide if you have a certain playing style to your character. --Know your EX Character!! Hey, sometimes it's just easier to use an EX Character in Survival, they have mo re moves and more options at their disposal, not to mention they're much cooler this time around in AC+ --What's more important? Health? Level Gain? Tension? Depends on the character, but from my personal expe rience, Start Tension and Tension Gain are the two first stats I try to maximize before anything else, Attack is nice and Defense is nice...Spe ed is negligible though as that can mess up your combos. Just remember you have more options when you have Tension at any given time. Mos t matches are short so Burst may not matter as much. +2 to Jump is more useful than +2 to Airdash is...but it all depends on your pla ying style and how you tend to do combos. --I'm having trouble with XX Gold Character!! Really? Then maybe you should boost your stats more or look at matchups to see w hat moves you can exploit over them. While this game may not necessarily be the most balanced, it tends to be more balanced than other fighting games I've played...and the com puter has a bad habit of not blocking on wake-up, so EXPLOIT what you can! --What abilities do Gold Characters have? Some are just crazy, like Permanent Dragon Install/Berserker Mode...others are k inda lame like extended invisibility. You can find that out when you unlock them all. If you're worried about not being able to unlock certain Gold characters...there 's always Story Mode. --Who's the best at Survival? Hands down it's Justice, but EX Characters are no slouch. Pick who you like! Try and beat Survival with everybody!

--Is there a way to play "Classic" Survival? Somewhat. But you have to either choose None (Dust) when the option to increase stats comes up, or choose "Gold" Survival Mode in the menu by Holding L1... but you can only do this when all the Golds are unlocked. --Extra Menu You can unlock Extra Menu after beating all Missions in Mission Mode. --What modes does Extra Menu work in? 2P Versus, Versus CPU, and Training Mode...choose anything else and any settings you had previously will reset to default. Here's the list of options in Extra Menu:Presets: --Normal --Default settings. --Simple --Boosts damage you do to enemies. Useful for beginners. --Hyper --Makes everything hyper-fast, super bouncy, and full of Tension/Bursts and whatever else...nice to play once in a while, though doesn't allow for combo s very well. --Custom --whatever you want to set it up as. --Copy --copies whatever the opposite player's settings are...for example if Pla yer 1 sets his Tension to Infinite, Player 2 can select "Copy" to mimic it. Keep in mind Player 1 and Player 2 can have completely different settings...and in VS CPU mode, you still have to adjust Player 2's side for the CPU's settings to take effect. Settings: --Attack: Sets how much damage you do: Max is 20 --Defense: Sets how little damage you can take: Max is 20 --Speed: Sets how fast your character movements are, but also increases spacing for special attacks (i.e. an extremely WIDE Gunblaze). Max is 20 but not very us eful for combos. --Tension: Can be set to Normal/None/Increase/Infinity...Increase makes you gain Tension at a fast rate (made even faster with Max Tension Rate), Infinity is the same as having Infinite Tension like Black Characters. --Tension Rate: Max is 20: sets the Tension "Pulse" for how fast you gain Tensio n depending on what you're doing...can also minimize Negative Penalty risk. --Start Tension: Max is 8: 1 increment = 12% Tension (Blue), 2 = 25% Tension (Gr een), 4 = 50% Tension (Red), 6 = 75% Tension (Purple), 8 = 100% Tension (Gold). This s etting ignores Rakusyo Taunts at the end of matches. --Life: Can be set to Normal/Poison/Heal --Burst: Can be set to Normal/None/Infinity...None disables Burst. --Burst Rate: Max is 20: Tends to only affect Defensive Burst however... --Guard: Can be set to Normal/Chokuzen/None: Chokuzen = Auto Perfect Guard/Soul of Zepp, None disables Guard. --Guard Level: Can be set to 0/-128/-64/+64/+128. +64 is Guard Gauge just prior to Counter-hit state. +128 is maximum with allowance of 4 Counterhits before goi ng down to normal Guard Levels. --Kizetsu (Faint): Can be set On/Off...increases your dizzy rating frequency on

counter-hits...similar to Saikyou Style in Street Fighter Alpha 3. --Air Dash: Can be set to Normal/+1/+2/None. None disables Air Dashing. --Air Jump: Can be set to Normal/+1/+2/None. None disables Jumping. --Input Easy: The 'Easy Input' function of the extra menu essentially eliminates the diagonals in move inputs. (For those who haven't encountered this yet: This example uses the usual 'Joysti ck Diagram'. Imagine this diagram as a joystick, and each number refers to the d irection (thus 2 is down, 8 is up)) 7 8 9 4 O 6 1 2 3 For example, Ky's Greed Sever is normally 214+K, and Ride the Lightning is norma lly 632146+HS With Easy Input on, Greed Sever becomes 24+K, and Ride the Lightning becomes 624 6+HS It makes things a little easier for those who have difficulty with the 'sliding' of half-circles and quarter circles if they use the D-pad. It's also a nice little thing to do for those who are new to this game (or fight ing games in general) but are interested in learning the system. Activating it can also help balance it out, because Overdrives inputs in particu lar are MUCH shorter and easier to perform, so the less than average player can pull Overdrives off much more frequently (they have the tension and you're n ice enough to let them live long enough). This also makes I-no a lot easier to use in particular. --Easy FRC: Can be set to Off/5/10/15/20...the number is the given number of act ive frames for a particular move to be Force Roman Cancelled, in addition, the active frames are given a Blue Color to indicate when to do the FRC. Setting this to 5 will actually help you get an idea when a normal FRC is to be executed, which is useful for training mode. --Thunder Attack/Flame Attack: Can be set On/Off, increases damage of Thunder/Fl ame attacks by a percentage. --Vampire Attack: Can be set On/Off, allows for a certain percentage of damage d ealt to restore Health. --Guard Thunder/Guard Flame: Can be set On/Off, increases defenses against Stun or Flame attacks by a percentage. --Guard Mist Finer: Reduces damage done by Gold Johnny's Mist Finer from 588 (De ath) to about 210 or so, as well as most of his normals by a degree... Not all that useful except in Survival Mode. --Guard Beat: Eliminates all consecutive damage in a Beat Combo after the first hit. Useful when dealing with people who combo alot, not so useful in Survival M ode. --Chaos RC: Can be set On/Off: Enables Chaos Roman Cancels which Cancel Special Moves/Overdrives/Forcebreaks that connect into eachother.

Costs 25% Tension but can be utilized off used Tension if the Tension hasn't lef t the Gauge yet. --Yellow RC: Can be set On/Off: Enables Yellow Roman Cancels which reduce Tensio n use of RCs and FRCs by half their original cost, ignores Forcebreaks, Overdriv es, and Chaos RC. --All W Bound (All Wall Bounce): Can be set to Normal/All B (All Bounce)/All S ( All Stick)...this allows the walls to become super bouncy or super sticky depending on the setting...All Stick can change the hit properti es of some moves, such as Sol's Sidewinder. --All G Bound (All Floor Bounce): Can be set to Normal/All B (All Bounce): This coupled with All W Bound set to All B can make a "Rubber Room" effect in the gam e where characters bounce off the floors and walls for interesting combo situation s. --Default: resets everything. --Exit: leaves Extra Menu. Here's a set of Fun Settings to Try: --Defense: 20 --Tension: Increase --Tension Rate: 20 --Start Tension: 4 --Burst Rate: 20 --Guard: Chokuzen (Auto Perfect Guard) --Guard Level: +128 --Air Dash: +2 --Air Jump: +2 --Input Easy: On --Easy FRC: 20 --Vampire Attack: On --Chaos RC: On --Yellow RC: On --All W Bound: All S --All G Bound: Normal This should make fights last a bit longer, but also force you to use FRCs and Fo rcebreaks more to get an advantage, plus it lets you practice counterhits and guarding...give it a try! Final Section: Gold Character Notes: *Note that most Gold Characters have higher Defense/Attack/Tension Rate than nor mal, I will only point out their outstanding traits or unique EX powers.* ----------0620 GOLD Anji ----------Multiple Butterflies can be launched at any given time and travel full screen, n o change to Forcebreak Butterflies. ----------0640 GOLD Venom ----------Red Hail uses partially charged Level 2 Balls while shooting. EX Gold Venom: Balls auto Charge/Object Ball is not needed.

----------0660 GOLD Faust ----------Infinite Tension "What's Coming Out Next?" Special and Overdrive only releases Meteors. ----------0680 GOLD Baiken ----------Tatami Gaeshi Mats won't disappear if Baiken is hit during the move. ----------0700 GOLD Bridget ----------Roger (Bridget's Bear) stays out longer when specials are performed. ----------0720 GOLD Potemkin ----------Potemkin can now Dash and Airdash, but his walking speed is greatly reduced. ----------0740 GOLD Ky ----------Enhanced Lightning Attacks Stun Edge does 3 hits of massive damage. Stun Edge Charge Attack does any number of hits as long as its out, the EX versi on does not disappear. EX Ky: Has a Greed Sever Overdrive. ----------0760 GOLD Testament ----------Phantom Soul, Grave Digger, Warrant, Throw/Air Throw place Curse on opponent. Curse makes the Crow hyper-active and dangerous. ----------0780 GOLD Millia ----------Given Hyper Full Screen Dash that goes through opponents, large backdash as well . ----------0800 GOLD Zappa ----------Permanent Raou Mode. EX Zappa: Raou Unsummon does not unsummon Raou but still has the Lightning Spher e around Zappa. ----------0820 GOLD Chipp ----------Relatively faster movement. Invisibility lasts longer/cannot be hit out of invisibility. ----------0840 GOLD Eddie ----------Infinite Eddie Gauge for Summon Eddie ----------0860 GOLD Axl ----------Relatively Wider Backdash. Beehive Trap (623P) is no longer a Forcebreak but auto-links into Thieve's Flame without Tension Cost or additional input. EX Axl: Beehive Trap (623P) auto-attacks regardless of being attacked or not, Th ieve's Flame only links when the Trap makes contact with the opponent. -----------

0880 GOLD Slayer ----------Health Regeneration Attacks Restore Health depending on Damage Huge Forward and Backdash with longer invincibility frames. ----------0900 GOLD Jam ----------Permanently Full Kick Cards. EX Jam: Standing Guard auto-parries all moves up to a certain point "behind" Jam 's guard hitbox. ----------0910 GOLD May ----------Easily stun opponents with dizzy modifier. Applause for the Victom releases fully charged Dolphins out of the ring. ----------0920 GOLD Johnny ----------Hyper Forward/Backdash that goes through opponents. Mist Finer does 588 damage which equates to instant or near-death in most cases, unless Guard Mist Finer is enabled. Sword strikes are enhanced. Extremely enhanced walking Tension Gain. ----------0930 GOLD Dizzy ----------Health Regeneration Ice Fish Bits stay out once summoned and don't disappear until hit/end up off-sc reen, can be controlled by various inputs. Necro's Flamescythe Spiral does additional hits when active. ----------0940 GOLD Robo-Ky ----------Tension Regeneration Heat Guage is always at max and does not Overheat. ----------0950 GOLD I-no ----------Health Regeneration Enhanced Speed Disharmonic Scale Note is always at maximum number of hits/level. ----------0960 GOLD Sol ----------Enhanced Flame Attacks Health Regeneration Permanent Dragon Install Full Tension Speed Enhanced ----------0970 GOLD A.B.A. ----------Infinite Double-Edge Gauge Enters Double-Edge Hell Mode D.E.H. Health Loss slightly reduced Slightly Enhanced Bloodpack Gain. EX A.B.A.: Permanent Double-Edge Hell

----------0980 GOLD Kliff ----------Infinite Tension Walking speed reduced Backdash vastly reduced Running speed reduced Ahead of Time (Leanback Dodge) Invincibility Frames enhanced. Skull Crusher drill hits and speed vastly enhanced. Soul Survivor Overdrive hits enhanced. ----------0990 GOLD Justice ----------Health Regeneration Unlimited number of Nuclear Blast detonators can be placed on screen at any give n time. Enhanced Speed ----------0999 GOLD Order-Sol ----------Tension Regeneration Charge Gauge Regeneration Enhanced Speed Given a Dragon Install invincibility-frames equivalent move: Flame Distortion, which lasts 15 Seconds on activation. During this state: Tension Regenerates at double the rate of before. Charge Gauge Regenerates at double to triple the rate. Health Regeneration is activated. After 15 seconds are up, he enters a Faint state open to counterhits but has no dizzy modifier penalty and only loses all Tension, not his Charge. *Note* EX Order-Sol only benefits from enhanced Tension and Health regeneration, not charge. Dragon Install: Instant Kill auto-inputs every attack for the full combination. -----------

You might also like