Darkstalkers Resurrection - Character differences


#1

After some extensive research between the two games I thought I post this for people getting into the game(s) who need a little background. Feel free to add or talk about who the better character(s) are between the games.

Anakaris

• Pursuit attack is slower in Savior.
• All of his normals are slightly faster and safer in Savior.
• Tombstone Dive (Press d or df + K) has less start-up in Hunter.
• Seija no Ayumi (Overhead – Press f + MK) – Hunter version does slightly more damage and has a slightly larger hit box.
• Kotodama Gaeshi (Exhale – After inhale, QCF + K) (optional in air) – Hunter version’s damage is scaled down the further away you are.
• Hitsugi no Mai (Coffin Drop) In Hunter press any two buttons of the same strength. In Savior press d, d + P or K. Savior has 6 total different variations, where in Hunter you have 9 by also pressing back or forward to manipulate that coffin’s drop from its usual position.
• ES Hitsugi no Mai (Coffin Drop) In Hunter press 3P + 3K. In Savior, press d, d, + 2P or 2K.
• Duke no Sabaki (Curse – In air, QCF + P) Hunter version’s damage is scaled down the futher away you are. HP strength in Savior leaves the character cursed for roughly 2 second less.
• ES Duke no Sabaki (Curse – In air, QCF + 2P) Hunter version’s damage is scaled down the further away you are. Savior version’s damage is heavily nerfed and leaves the opponent cursed for roughly 3 seconds less.
• Cobra Blow (Press b, f + P) Savior does more damage and has slightly more range. LP & MP strengths have less recovery in Hunter. HP strength has less recovery in Savior.
• ES Cobra Blow (Press b, f + 2P) Savior has slightly more range and less recovery.
• Mira Drop (QCF + P) Savior version does slightly more damage.
• ES Mira Drop (QCF + 2P) Savior version does slightly more damage but will not connect at point-blank range and has slower start-up
• Pharaoh Magic (Press MK, LP, d, LK, MP) Hunter version’s damage is scaled down the further away you are. Savior version does less damage and is not safe on block.
• Naraku no Ana (Hole of the Pit – HCF + 2K) – Does more damage in Savior, slightly faster start-up and knocks your opponent down further away.
• Pharaoh Split – Press LP, LP, d, MK, HK in Hunter. In Savior this is his Dark Force, which can be done by pressing any two buttons of the same strength. Savior version comes with a de-activation period.
• Inclusion of a Guard Cancel in Savior (Shinjitsu no Oshie or the Word of Truth – During block, DP + 2P) this is technically an ES move, so it requires bar.
• Savior includes, Togame no Ana (Pit of Blame – On ground, DP + K) this is anti-pursuit attack and will connect on opponents walking over you.
• Supers exclusive to Savior include… Pharaoh Salvation (Lv. 2 - Press HK, MP, d, MK, HP) and Pharaoh Decoration (Lv. 3 - Press HK, MP, LK, d, LP, MK, HP)
• Exhaled Chaos Flare has more hit advantage in Hunter.
• Exhaled ES Chaos Flare knocks down in Hunter, in Savior it leaves Anakaris with a good hit advantage.
• Exhaled Soul Fist has slightly more hit & block advantage in Savior.
• Exhaled Sonic Wave has more hit advantage in Savior, but has more block advantage in Hunter.
• Exhaled ES Sonic Wave has more hit advantage in Savior, but has more block advantage in Hunter.
• Exhaled Anki Hou (LP & MP strengths) have more hit and more block advantage in Hunter.
• Anakaris can inhale ES Anki Hou only in Savior.
• Anakaris cannot inhale Karame Dama, Poison Breath and Big Breath in Savior. In Hunter he can inhale Poison Breath and the other two’s variations Hane Na/Mukuro Fuuji and Big Snow.

Bishamon
•Alternate Strikes (all excluding f + HK) are slightly faster and safer in Savior.
•Most of Bishamon’s normal are slightly faster and safer in Savior.
•Hane Na/Karame Dama (HCF + P) Button strength determines distance in Hunter. Button strength determines traveling speed in Savior – all strengths in Savior go full-screen. Hunter version is safer on block but damage is scaled down the further away you are. Useable in air in Savior.
•ES Hane Na/Karame Dama (HCF + 2P) In Hunter this is full-screen projectile that knocks the opponent down right where they are standing and cannot be comboed into. In Savior it is just a regular Karame Dama but slightly more damage and has more start-up. It sets the opponent up for a follow-up and has some unblockable frames.
•Mukuro Fuji (U, UF, F + P) In Hunter, this move is very similar to the airborne version of his Karame Dama. In Hunter the damage will be scaled down the further away you are. In Savior it leaves the opponent incapacitated for roughly a second shorter. Savior has more start-up.
•ES Mukuro Fuji (U, UF, F + P) Again very similar to the airborne Karane Dama from Savior. In Hunter this will launch two projectiles – one straight across and one at a downward angle. In Savior it fires the one single projectile straight across the screen. Savior has more start-up.
•ES Tsuji Hayate (After Karame Dama – QCF + 2P) There is no ES version in Hunter. This move is basically the ES Hane Na in Savior, except when it knocks the opponent down it also pushes them back outside of crouching HP. In Savior it also does more damage, but acts only as a follow-up instead of stand-alone move like in Hunter.
•Kien Zan (DP + P) Hunter version has less start-up and more invulnerability as a Guard Reversal. Savior is slightly safer on block, but only has invulnerability as a Guard Cancel.
•ES Kien Zan (DP + 2P) Savior does more damage, has less start-up and less invulnerability.
•Iagiri (High) (Charge b for 2 seconds, then press f + P) Does more damage and has less recovery in Savior.
•ES Iagiri (High) (Charge b for seconds, then press f + 2P) Savior does less damage and has less recovery.
•Iagiri (Low) (Charge b for 2 seconds, then press f + K) Does less damage in Hunter, has less recovery and must be blocked low. In Savior, you can block it high or low.
•ES Iagiri (Low) (Charge b for 2 seconds, then press f + 2K) Safer and does more damage in Hunter. Must be blocked low in Hunter. In Savior, you can block it high or low.
•Kirisute Gomen (Close, 360 + P) Bishamon’s command throw is much faster in Hunter but has no invincibility like in Savior.
•ES Kirisute Gomen (Close, 360 + 2P) Bishamon’s command throw is much faster in Hunter but has no invincibility like in Savior.
•Obi Kuni Hineri (HCB + 2P, mash P for more damage) In Hunter this super is fully invincible and can be comboed into but cannot be followed up with a pursuit attack. In Savior you cannot combo into it but can follow up with a pursuit attack.
•Hunter exclusive super (Tsurane Giri – HCF + 2P) A long ranged super with lots of invulnerability.
•Savior exclusive ES pursuit attack (Togakubi Sarashi – When opponent is down, press d, d, + 2P)
•Savior exclusive super (Enma Ishi – HCF + 2K) A long ranged, projectile like attack that hits low.

Demitri
•Standing MP, HP, LK, MK & HK all have larger attacking hit boxes in Hunter but have slightly more start-up and recovery.
•Standing close MP & HP have larger attacking hit boxes in Hunter but have slightly more start-up and recovery.
•All of his crouching normal have larger hittable hit boxes in Savior but have slightly less start-up and recovery.
•Jumping MP & jumping MK have less start-up and a attacking larger hit box in Hunter.
•Jumping LK is a kick in Hunter and a knee in Savior, hence a smaller hit box in Savior.
•Jumping HP has more start-up and a larger hit box in Hunter. However in Savior, the legs are no longer part of the hittable hit box.
•Jumping HK has more start-up in Savior, along with a larger attacking hit box and a smaller hittable hit box.
•Pursuit attack is slower in Savior.
•Throw with MP/HP in Hunter is random in which direction Demitri throws the opponent, regardless of the direction you use. In Savior if you press back - the opponent is thrown behind Demitri. If you press forward – the opponent is thrown in front of Demitri. Also in Savior, the opponent will be thrown further away.
•Throw with MK/HK (mash K for more damage) is exclusive only to Savior.
•Chaos Flare (QCF + P) (useable in air) This fireball has a slightly larger hit box in Hunter, along with more hit advantage and less block disadvantage. It does have more start-up though in Hunter but travels slightly faster. In Hunter it does slightly more but damage but its damage can scaled down the further away you are. In Savior you can combo into the LP strength and off of light attacks.
•ES Chaos Flare (QCF + 2P) (useable in air) The Hunter version is a 3 hit knockdown that cannot be comboed into and will whiff at point-blank range. In Savior, this fireball can connect for massive hit advantage to link a combo afterwards. The Savior version does have less start-up but more block disadvantage. In addition, when it connects on a jumping opponent in Hunter it will leave them in a limited juggle state (assuming 1 or 2 of the three hits whiffed), whereas in Savior it will just knockdown a jumping opponent.
•Demon Cradle (DP +P) Savior version’s attacking hit box is slightly shorter and its hittable hit box is narrower. This makes it less prone to trading hits on jump-ins and cross-ups. Savior also does more damage and is safer on block. Hunter version has a lot of bounce back which disables you from comboing off his standing close HP. When used as a reversal in Hunter it has more start-up but also more invincibility. The Dashing Demon Cradle has a much smaller attacking hit box in Savior and also less block disadvantage.
•ES Demon Cradle (DP + 2P) Hunter version will whiff many hits if comboed into out of the corner and again cannot combo from a standing close HP. In Savior some hits will still whiff but not as many since there’s less bounce back, so you can combo from a standing close HP. Savior’s has less start-up, less block disadvantage and a slightly shorter and narrower hittable hit box. This makes Demitri less prone to trading hits on cross-ups and jump-ins. When used as a Guard Reversal it has less start-up but also less invincibility in Savior. A dashing version has less block disadvantage in Savior but a much smaller attacking hit box.
•Bat Spin (QCB +K) (useable in air) The hit box for this is slightly larger in Hunter and recoils Demitri further away after it connects. Savior version does more damage and the later and further it hits will result in less to no recoil and allow Demitri to safely land and link a combo. In savior this is has less start-up but no body-invincibility when off screen.
•ES Bat Spin (QCB + 2K) (useable in air) In Hunter it travels roughly 1/3rd of the screen, where in Savior it travels full-screen. Savior version does more hits but less damage and has less start-up. This move pushes the opponent rather far in Hunter, making it possible but limited in following up with a linked combo. This isn’t the case in Savior.
•Negative Stolen (Close, 360 + MP or HP) Does slightly more damage in Savior.
•Midnight Pleasure (Hunter – D, F, DF + 2P/Savior – Press LP, MP, f, MK, MK) This is a 1-frame start-up Lv. 1 super in Hunter. In Savior it is a 2-frame start-up Lv. 2 super, but does slightly more damage.
•Demon Blast/Demon Billion (D, F, DF + 2K) The Demon Blast in Hunter is a projectile attack with a lot of start-up and invincibility that will punish from full-screen, go through fireballs and lead to pursuit attacks. The Demon Billion in Savior is multi-hit advancing super that has less start-up, travels less than full-screen, less invincibility, more damaging, more block disadvantage, little priority and will not lead to pursuit attacks.
•Savior exclusive super (Midnight Bliss – D, F, DF + 2P) a 12-frame start-up unblockable super that does more damage than Midnight Bliss but slow recovery and cannot be followed up with a pursuit attack.


#2

Felicia

•Crouching MP is a 2 hit attack in Hunter and a cancelable single hit attack in Savior. The first hit only is cancelable in Hunter. This attack has less start-up but also less frame advantage in Savior. Due to the 2 hits if you chain from the second hit instead of the first hit in Hunter, you will be pushed out of range to connect another hit, except for a crouching HK.
•Crouching HP has similar applications as an anti-air regardless of their different animations. Hunter has a huge hit box, big enough to hit cross-ups and does more damage. Savior’s is smaller – attacking only in front of her but also shrinks Felicia’s hittable hitbox, making it safer in Savior along with a quicker start-up and more frame advantage.
•The attacking hitboxes on her Crouching LK, Crouching MK and Crouching HK all shrink a bit, while her hittable hitboxes have grown in Savior.
•Throw with MP or HP (mash for more damage) knocks the opponent down within sweep range in Hunter, making it very easy to walk up and throw the opponent again. In Savior, she throws the opponent outside of Standing HK range but it does more damage.
•Rolling Buckler (QCF + P) Savior version travels a smaller distance, has a smaller hit-box but does more damage and has less start-up.
•ES Rolling Buckler (QCF + 2P) Savior version does the twice the amount of damage of the Hunter incarnation and has less start-up.
•Rolling Upper (During Rolling Buckler, press P) Hunter does slightly more damage and has slightly less block disadvantage.
•Delta Kick (RDP + K/DP + K) In Hunter this is a reverse dragon punch + K, while in Savior it is a forward dragon punch + K. This move hits on the way up and on the way down. With that said in Hunter all hits will connect, therefore you cannot block in between. In Savior only the LK strength will connect on the way up and down. Savior does more damage and has more range, but also more block disadvantage. This move is also her Guard Cancel in Savior.
•ES Delta Kick (RDP + K/DP + K) The Hunter version covers half the distance of the Savior version, does more damage and has some invincibility frames. This is her ES Guard Cancel in Savior.
•Hell Cat (Close, HCB + MK or HK) Does more slightly damage and throws the opponent within standing HK range in Savior. In Hunter it throws the opponent outside of standing HK range.
•ES Hell Cat (Close, HCB + 2K) Does more slightly damage and throws the opponent within standing HK range in Savior. In Hunter it throws the opponent outside of standing HK range.
•Hunter exclusive move (Rolling Scratch – QCB + P) Felicia will ball up and hop across the screen over low attacks and can follow up with Scratch Attack (During Rolling Scratch, press P). Both have ES versions as well.
•Hunter exclusive move (Sand Splash – QCF + K) which is a long-range poke/projectile like attack that can be used to negate fireballs. Has an ES version as well and serves as her Guard Reversal in Hunter.
•Wall Clutch – In Hunter she can jump off the wall by pressing the opposite direction. In Savior she can hold on to the wall for a brief moment by pressing and holding back against the wall, then press forward to leap off the wall.
•In Savior she can perform “Head Ride” in which you position yourself to jump directly on top of the opponent’s head and stay there until you jump off.
•Savior exclusive move (Cat Spike – DP + P) Felicia throws a ball and leaps after to slash. A sorta advancing poke maneuver. This also has an ES version.
•Savior exclusive move (EX Charge – Press d, d, + 2K) This will charge up Felicia’s gauge as long as you hold it down.
•Savior exclusive move (Toy Touch – When opponent is down, press d, d + P) This is a pursuit move that is faster and more damaging than her normal but has limited range. This also has an ES version.
•Dancing Flash (DP + 2P/HCF + 2P) This super can only be comboed into in Savior. However this super is rather useless in Savior since it does the exact same amount of damage from Hunter but with ES Rolling Bucker getting a damage buff and being faster, with full-screen range you might as well substitute a Dancing Flash with an ES Rolling Buckler in Savior. Not to mention, it has worse recovery in Savior. In Hunter it has a dragon punch motion, in Savior it has a half-circle forward motion.
•Please Help Me! (QCF + 2K) In Hunter a kitty helper runs from behind Felicia towards the opponent for a combo. In Savior the button combination used determines where the kitty helper comes from. Savior does do a little more damage but has horrendous recovery, especially if it does not connect.
LK+MK – along the ground full-screen
LK + HK – back from the corner behind Felicia but doesn’t go too far
MK + HK – From the back upper corner behind Felicia going full-screen and hitting airborne opponents.

Hsien-Ko (Lei-Lei)

• Standing MP has a longer attacking hitbox in Hunter but with more start-up and less frame advantage.
• Standing HP’s attacking hitbox covers the entire blade to the very tip in Savior, whereas in Hunter the bottom side of the blade is covered and not the tip. Savior’s standing HP also has less start-up and recovery.
• Standing close HP in Hunter has a longer attacking hitbox but more start-up and less frame advantage.
• Crouching MP has slightly more range, less start-up and less recovery in Savior.
• Crouching HP has a lower hit box, making it less prone to connect with a descending opponent. Savior’s also has slightly less start-up and block disadvantage.
• Jumping HP has a larger hitbox in Hunter.
*Savior’s normals for the most part have less start-up and recovery.
• Throw with MP/HP/MK/HK would throw the opponent behind Hsien-Ko in Hunter. Hsien-Ko can throw her opponent in either direction with the corresponding input.
•Rantetsu (Press f + MP) has a nerfed hit box in Savior, covering the bottom portion of Hsien-Ko’s arm and hand, yet this one has slightly less start-up and recovery. Hunter’s attacking hitbox covers here whole arm and hand.
•Edoga (Press f + HP) Blows the opponent back off their feet and does more damage in Hunter.
•Anki Hou (QCF + P) LP & MP strengths have much less frame disadvantage in Hunter.
•ES Anki Hou (QCF + 2P) Does slightly more damage in Hunter.
•Henkyou Ki (QCB + P) (useable in air) LP strength has more frame advantage in Hunter. MP strength has less frame disadvantage in Hunter. All strengths have less slightly less start-up and slightly more damage in Savior. In Hunter this is her Guard Reversal.
•ES Henkyou Ki (QCB + 2P) (useable in air) Savior has more start-up, does slightly more damage and has frame advantage. This is her Guard Reversal in Hunter.
•Senpuu Bu (DP + P, press K to detach) (useable in air) Hunter’s stays out longer – resulting in more damage and has slightly less start-up. This is her Guard Cancel in Savior.
•ES Senpuu Bu (DP + 2P) In Savior the ES version stays out longer, resulting in more damage. This is her Guard Cancel in Savior.
•Tenrai Ha (Press LK, HK, MP, MP, u) This super has trouble connecting for full damage in Hunter due to a gap that allows the opponent to block in the middle. The Savior version does have slightly more start-up and recovery but has no trouble connecting for full damage. Full damage or not, this super does more damage in Savior.
•Chireitou (HCF + 2K) Savior version has slightly less start-up, but results in slightly less damage and the attacking hit boxes on the blades are shorter, no longer extending completely to the tip.
•Savior exclusive super (Chuukudan – HCF + 2P) Hsien-Ko throws a bomb with a timer on it that can be kicked around the screen by both the players’ attacks. It will go off after a certain time resulting in damage and a knock down to either player, both of them or neither of them.

Jon Talbain (Gallon)

•Standing MP is a 2 hit swipe attack in Hunter, that has a tendency to whiff the second hit. Plus, the second hit can be crouched under. In Savior this is a single hit punch with less damage, less recovery but can hit crouching opponents.
•Standing HP is a 2 hit slash attack in Hunter, with a tendency to whiff the second hit. In Savior it is a straight-forward 1-hit claw attack with less damage, range and recovery.
•Standing close HK goes over low attacks in Hunter. Savior is a higher hitting kick with less damage that keeps you grounded. But it has faster start-up and less recovery.
•All variations of the Beast Cannon and ES Beast Cannon do slightly more damage and have a larger attacking hit box in Hunter.
•Beast Cannon Diving (UF, F, DF + P/ During jump, QCF + P) To perform this in Hunter you must do UF, F, DF + P. In Savior it is normal QCF + P while airborne. Hunter travels almost full-screen, and Savior goes half the distance.
•Climb Laser (Press d, u + K) Button strength determines range in Hunter. Button strength determines damage and range in Savior. MK & HK strengths do more damage in Savior.
•ES Climb Laser (Press d, u + 2K) Covers more ground and does more damage.
•Million Flicker (RDP + P) In Savior you must press P repeatedly, resulting in more hits. If you get the full 4 hits, it does do more damage than in Hunter. But without mashing the punch, you will do only 2 hits and less damage than Hunter. MP and HP version in Savior will also cause J. Talbain to move forward.
•ES Million Flicker (RDP + 2P) Savior version does more damage, goes on longer, moves J. Talbain forward but does not result in a knock down like in Hunter.
•Wild Circular (Close, HCB + MK or HK) Savior version does more damage and leaves your opponent slightly closer to you.
•ES Wild Circular (Close, HCB + 2K) Savior version does more damage and leaves your opponent slightly closer to you.
•Dragon Cannon (HCB + 2P/HCF + 2K) Hunter is done with HCB + 2P which can be followed up with a pursuit attack and has faster start-up. Savior is done with HCF + 2K and has more recovery and does more damage.
•Mirage Body (HCF + 2K/Dark Force) This super becomes a Dark Force in Savior. As a Dark Force it gets more invincibility frames and faster start-up. Hunter’s has no de-activation period and bar continues to build.
•Savior exclusive move (Beast Hop – Press d +3K) A command dash
•Savior exclusive move (Sadness Wind - Press f + MK) an advancing kick that can be chained into.
•Savior exclusive super (Moment Slice – Press LP, MP, f, LK, MK) A short range command super that results in a knock down.

Lord Raptor (Zabel)

•Standing LK’s attacking hit box covers his whole foot in Savior, where in Hunter it covers a corner of his foot and below. Normal is roughly faster and has more frame advantage in Savior.
•Standing MK’s attacking hitbox is higher up in Hunter, covering his whole leg, where in Savior it covers the bottom portion of it. Has less frame advantage in Savior.
•Crouching HP has a taller and wider hit box in Hunter, along with less start-up. Savior has less frame disadvantage though.
•Crouching MK has a shorter attacking hitbox in Savior, along with less start-up and recovery.
•Crouching HK has a much smaller attacking hitbox in Savior – covering only the foot. Hunter it covers the entire chainsaw portion and foot. Savior has slightly quicker and safer.
•Alternate Strikes (f + LP or MP) have longer attacking hitboxes, covering the upper portion of his body from shoulder to shoulder in Hunter.
•Alternate Strike (f + HP) has a longer attacking hitbox in Hunter with more frame disadvantage.
•Alternate Strike (f +LK) has a larger and longer attacking hitbox in Hunter as it covers the entire bottom portion and tip of the blade. In Savior it covers a small section between the top and bottom of the blade and has slightly less recovery in Savior.
•Throw with MP or HP does more damage in Savior and you can throw the opponent in either direction outside of f + HP range. Hunter only throws the opponent forward but within crouching LP range which makes it easy to walk up and throw again.
•Throw with MK or HK results in more damage in Savior and you can throw the opponent in either direction, instead of only forward.
•Pursuit attack is slower in Savior.
•Loudness Screw (During jump, press d + K) Does more damage in Hunter.
•Death Hurricane (QCB + K) (useable in air) This is his Guard Reversal in Hunter. LK & MK strengths have less recovery in Savior.
•ES Death Hurricane (QCB + 2K) (useable in air) This is his Guard Reversal in Hunter. Does more damage and has less start-up in Savior.
•Skull Sting (Press d, u + K) (useable in air) Hunter has less start-up and does more damage.
•ES Skull Sting (Press d, u + 2K) Hunter does much more damage.
•Hell’s Gate (HCF + K) In Savior he’s off screen for a few frames longer.
•Skull Punish (Close, HCB + P/ MP or HP) In Hunter you can use any P button but in Savior you can only use MP or HP. Savior does do a little more damage but leaves you outside of Crouching MK range, wherein Hunter it leaves within Crouching MK range.
•ES Skull Punish (Close, HCB + 2P) Savior does do a little more damage but leaves you outside of Crouching MK range, wherein Hunter it leaves within Crouching MK range.
•Savior exclusive move (Death Phrase – During block, DP + K) This is his Guard Cancel in Savior and is strictly a Guard Cancel. It has an ES version as well.
•Evil Scream (Press f, b + 2P) Savior version does slightly more damage but is less safe on block.
•Death Voltage (HCB + 2K) (useable in air) Savior version does slightly more damage but is less safe on block.
•Hell Dunk (DP + 2P) Savior version does more damage and can be followed up with a pursuit attack, unlike in Hunter.

Morrigan

•Standing MP has slightly more range but slightly less frame advantage in Hunter.
•Standing close MP has slightly more range but more frame disadvantage in Hunter.
•Standing HP’s attacking hitbox covers the upper portion of the spikes in Hunter but not the bottom. In Savior it covers the bottom portion of the spikes instead of the upper and ha slightly less frame disadvantage.
•Standing close HP has a wider and taller hitbox in Hunter and is cancelable. This normal cannot be cancelled in Savior but does have some frame advantage.
•Standing LK has a wider hitbox in Hunter.
•Standing MK is much higher in Hunter, covering the whole leg and can be cancelled. In Savior the attacking hitbox is below the leg and cannot be cancelled.
•Standing HK has a wider hitbox on her leg in Hunter with slightly more frame disadvantage. You can only combo a Darkness Illusion from this in Savior.
•Standing close HK has much more frame disadvantage in Hunter.
•Crouching MP’s attacking hitbox covers all of her wings, where in Savior it covers only the base of the wings, has frame advantage and has slightly more range.
•Crouching HP has slightly less range in Savior but has frame advantage and easier to combo into Darkness Illusion.
•Crouching LK, crouching MK and Crouching HK all have lower attacking hitboxes in Savior, along with taller hittable hitboxes. In return these moves are somewhat safer in Savior.
•Jumping LP, Jumping MP and Jumping HP all have smaller attacking hitboxes in Savior, giving these normal slightly less range.
•Pursuit attack is slower in Savior.
•Throw with MP or HP leaves the opponent further away in Savior.
•Air throw leaves the opponent outside of sweep range in Savior.
•Savior exclusive throw with MK or HK, that pushes the opponent back into the corner.
•Hunter exclusive move (Shell Kick – during jump, press d + K) This is a 3 hit kick attack that can be chained into from jumping attacks for extra damage, controlling space from the air and landing to link a combo for even more damage.
•Soul Fist (QCF+P) Savior has less recovery, slightly smaller hitbox and does less damage. Damage is scaled down in Hunter when done further away
•ES Soul Fist (QCF + 2P) Does less damage in Savior, but the damage is not scaled down when further away.
•Air Soul Fist (During jump, U, UF, F + P/During jump, QCF + P) Does less damage in Savior, but the damage is not scaled down when further away.
•ES Air Soul Fist (During jump, U, UF, F + 2P/During jump, QCF + 2P) Does less damage in Savior, but the damage is not scaled down when further away.
•Shadow Blade (DP + P) MP & HP strengths have more invincibility. Button strength determines only range in Hunter, wherein Savior it determines range and damage. MP & HP strengths do slightly more damage in Savior. All strengths have cover more ground in Savior and less recovery on block. When used as a Guard Reversal/Guard Cancel the Hunter one has more start-up but also more invincibility.
•ES Shadow Blade (DP + 2P) Has a wider attacking hit-box and much more invincibility in Hunter, especially when used as a Guard Reversal. It does more damage in Savior.
•Vector Drain (Close, HCB + MP or HP) Has some invincibility and more start-up in Savior.
•ES Vector Drain (Close, HCB + 2P) Does slightly more damage in Savior, has some invincibility and more start-up.
•Valkyrie Turn (HCB + K, press K) (useable in air) The hitbox is slightly longer in Hunter and pushes the opponent back more, limiting her options to link a combo afterwards. In Savior it is possible to do more damage and with the pushback being minimized it is easier to link a combo now. However, this version has a tendency to start hitting and then whiffing the rest of the hits and going through the opponent.
•Darkness Illusion (Press LP, LP, f, LK, HP) (useable in air) Has a larger hitbox, more invincibility and priority in Hunter. However, it does more damage in Savior and you can follow it up with a pursuit attack. All around easier to combo into in Savior.
•Astral Vision (Press LP, LP, f, MK, HK/Dark Force) In Hunter this is a command super, but becomes her Dark Force in Savior. Savior does have a little bit more invincibility, but comes at the expense of a de-activation period which is absent in Hunter and the fact you cannot build bar, unlike in Hunter.
•Savior exclusive super (Finishing Shower - Press MP, LP, b, LK, MK) A multi-hit projectile super with a lot of start-up, good if you need to only inflict some chip damage from afar to win a match.
•Savior exclusive super (Cryptic Needle – Press f, HP, MP, LP, f) A long range super that knocks down but whiffs against some crouching characters.

Rikuo (Aulbath)

•Standing MP has slightly less range and recovery in Savior.
•Standing HP moves Rikuo twice as far forward in Savior at the cost of 2 more frames of start-up.
•Standing MK has slightly less range and less recovery in Savior.
•Crouching HP has a larger attacking hitbox in Hunter.
•Jumping MP has a different animation, with the one in Savior having the superior hit-box
•Killer Vortex is his Jumping HK in Hunter. In Savior (Press d + HK). As a command move it can be cancelled into and used in air chains in Savior. Jumping HK in Savior is similar to Jumping MK but a slightly larger hitbox, more hit-stun, more damage and start-up.
•Spinning Current has a larger attacking hitbox in Hunter, but more recovery.
. ES Pursuit attack has less start-up in Savior
•Tongue Lash 2nd (After throw, press b) This does slightly less damage and leaves your opponent slightly further away in Savior.
•Sonic Wave (QCF + P/Charge b for 2 seconds, then press f +P) This is a charge motion in Savior. In Hunter this serves as his Guard Reversal. Savior has more hit advantage, whereas Hunter has more block advantage. Hunter’s damage can scaled down due to distance.
•ES Sonic Wave (QCF + 2P/Charge b for 2 seconds, then press f + 2P) This is a charge motion in Savior. In Hunter this serves as his Guard Reversal. Savior has less start-up and more overall frame advantage. In Hunter damage can be scaled down to the further away you are. In Savior damage can scaled down due to the closer you are. Overall, Hunter does more damage.
•Poison Breath (QCF + K/Charge b for 2 seconds, then press f + K) This is a charge motion in Savior.
Hunter has more block advantage and each strength goes the same distance. In Savior the stronger the button strength, the further the Poison Breath goes.
•ES Poison Breath (QCF + 2K/Charge b for 2 seconds, then press f + 2K) This is a charge motion in Savior. Savior has less start-up and more hit advantage. Hunter shoots a slow moving projectile that moves roughly 3/4th of the screen. Savior fires a projectile at that distance that stays stationary and does slightly more damage.
•Trick Fish (Press b, b + K/During block, DP + K) You can do b, b + K in either game, but in Savior this serves as his Guard Cancel. The Savior version has more start-up, but less block disadvantage. In Hunter button strength determines only distance. In Savior button strength determines distance and damage. Savior version does more damage.
•ES Trick Fish (Press b, b + 2K/During block, DP + 2K) You can do b, b + K in either game, but in Savior this serves as his Guard Cancel. Savior version has more start-up and does more damage.
•Hunter exclusive move (Jet Screw – Press b, f + P) A multi-hitting advancing attack that carries Rikuo over some low attacks. It can be comboed into but doesn’t knock down. ES version does more damage and has less recovery.
•Crystal Lancer (Close, HCB + MP or HP) Savior’s has some invincibility and does slightly more damage.
•ES Crystal Lancer (Close, HCB + 2P) Savior’s has some invincibility and does slightly more damage.
•Hunter exclusive move (Sky Neptune – Close, HCB + MK or HK) This command throw is very similar to Crystal Lancer except that it leaves you within throw range. It also has an ES version, with the only difference is that it throws your opponent behind you.
•Savior exclusive move (Gem’s Anger – HCB + MK or HK) This command throw replaces the Sky Neptune. It does slightly more damage, has more start-up and some invincibility. It doesn’t leave you as close to your opponent, unlike Hunter where it left you right within throw range. Unlike Sky Neptune you can tack on a pursuit attack. It does have an ES option that does more damage and throws the opponent outside of standing HK range.
•Water Jail (DP + 2P) This does less damage in Hunter but travels full-screen and has less start-up. In Savior it travels 3/4th of the screen and you can connect with a projectile afterwards, where in Hunter he does not have this option.
•Aqua Spread (F, DF, D + 2P (hold to delay) or 2K) This does more damage in Hunter.
•Sea Rage (HCF + 2P) Hunter has the potential to do more damage but knocks down, and when the opponent gets up they can block the rest. However, it can hit off the ground. Savior doesn’t knock down, cannot hit off the ground and all 8 hits connect.

Sasquatch

•Standing LP has a slightly smaller hitbox in Savior with more frame advantage.
•Standing HP has more range in Hunter, with the hitbox being right in front of him. In Savior the hitbox covers his arm, giving it more height. Savior has frame advantage on hit.
•Standing HK’s attacking hitbox covers his bottom back side in Hunter. Wherein Savior it covers some of his legs and feet. Standing HK is slightly safer.
•Crouching HP has a much smaller attacking hitbox but is slightly safer.
•Crouching LK has a much smaller attacking hitbox in Savior, but with slightly more frame advantage.
•Crouching MK has a smaller attacking hitbox in Savior, but more frame advantage.
•Jumping HP has a larger hittable hitbox in Savior.
•Jumping HK has a larger attacking hitbox in Hunter.
•Big Snow/Big Breath (QCF + P) Big Snow in hunter is an actual projectile where button strength determines range and speed. The damage will be scaled down the further away you are. Only the MP & HP strengths can be comboed into on a cornered opponent. Savior version is a short range burst that does slightly less damage and has more start-up. Savior’s has more frame advantage but can be crouched under.
•ES Big Snow/Big Breath (QCF + 2P) In Hunter this is a full-screen projectile, where damage is scaled down the further away you are. Savior again is a short range burst with more start-up but has more frame advantage. It cannot be comboed and whiffs on crouching opponent. Savior does leave the opponent frozen for roughly second, but you may only follow-up with one hit.
•Big Typhoon (DP + K) All strengths travel 1/5th of the screen in Hunter. In Savior LK travels 1/12th, MK travels 1/6th and HK travels 1/4th of the screen. Savior also does more damage and has a larger attacking hitbox. However, Hunter has less start-up and less frame disadvantage. When used as a Guard Reversal it has more invincibility in Hunter.
•ES Big Typhoon (DP + 2K) Hunter travels twice as far as Savior and has less guard disadvantage. Savior does slightly more damage. When used as a Guard Reversal, Hunter has more start-up also much more invincibility.
•Big Towers (Press d, d + P) Hunter can combo into Big Towers, where Savior cannot. Hunter also has more hit advantage and more block disadvantage. Savior does slightly more damage and it hits a jumping opponent you can attach a pursuit attack. HP strength has more start-up in Savior.
•ES Big Towers (Press d, d + 2P) You can combo into this in Savior, where Hunter cannot. In addition, Savior can follow up with a pursuit and it does more damage. Savior has less start-up, but Hunter is safer on block.
•Big Brunch (Close, HCB + MP or HP) Savior does slightly more damage.
•ES Big Brunch (Close, HCB + 2P) Savior does slightly more damage.
•Big Swing (Close, 360 + MK or HK) Hunter does slightly less damage and throws the opponent full-screen away. Savior throws the opponent 3/4th of the screen away.
•ES Big Swing (Close, 360 + 2K) Does slightly more damage in Hunter and throws the opponent full-screen away. Savior throws the opponent 3/4th of the screen away.
•Hunter exclusive move (Big Cyclone – QCB + K) (useable in air) A hurricane kick maneuver that will blow over low attacks and knock the opponent down. The MK and HK strengths will do multiple hits if blocked. It has an ES version that does more hits, damage and can set up juggles.
•Savior exclusive move (Big Blow – DP + P, hold P to delay) A special punch that moves Sasquatch a 1/7th of the screen forward and knocks down. It can be delayed for full-screen range and more damage. It has an ES version that does more damage and hits from full-screen, but cannot be followed up with a pursuit.
•Big Freeze (HCF + 2P) Hunter does more damage but is less safe on block.
•Big Freeze (HCF + 2K) Slightly more start-up in Savior but does more damage.
•Savior exclusive super (Big Trap – HCF + Taunt) Sasquatch drops a banana that can knock down either player if stepped on for little to no damage.
•Savior exclusive super (Big Sledge – Close, 720 + 2K) A command throw super that knocks down and throws the opponent full-screen away that can be followed up with a pursuit attack.

Victor

•Throw with MP or HP is his chin bash in Hunter. In Savior MP is his squeeze throw and HP is his chin bash. Chin Bash does 3 times more damage, leaves the opponent slightly further away and knocks down in Savior.
•Throw with MK or HK is his squeeze throw in Hunter. In Savior it is his ass throw that hurls the opponent full-screen. Squeeze throw does 3 times as much damage in Savior and leaves the opponent closer.
•Graviton Knuckle (During MP or HP throw, press d, u + P before first hit) Does more damage in Savior and can follow up with a pursuit attack.
•Savior exclusive move (Minimum Step – Press d + 3K) A command dash that crosses up the opponent and leaps over low attacks.
•Savior Victor can forward dash.
•Hunter exclusive move (Giga Buster – Charge b for 2 seconds, then press f + P) An advancing punch attack that knocks down and negates projectiles and ES projectiles. It cannot combo and strength determines distance. The ES version has more range and damage.
•Hunter exclusive move (Giga Hammer – Charge b for 2 seconds, then press f + K) An advancing sweep attack, hits low and knocks down, but cannot be used in combos. ES version does more damage and 3 hits.
•Savior exclusive move (Mega Forehead – Charge b for 2 seconds, then press f + P) A replacement for the Giga Buster that does slightly more damage and covers slightly more range. Button strength determines damage and range but it cannot negate fireballs. ES version does more damage, covers more range and negates projectiles.
•Savior exclusive move (Mega Hammer – Charge d for 2 seconds, then press u + P) A leaping over-head attack that hops over low attacks, knocks down and negates fireballs. ES version does more damage and covers more range.
•Gyro Crush ( QCB + P) Savior does more damage.
•ES Gyro Crush (QCB + 2P) Savior does more damage and can be comboed outside of the corner, unlike in Hunter. The last punch covers more distance in Savior. In Hunter there’s a gap in between the lariat and the punch that allows the opponent to block. This gap is no longer in Savior.
•Giga Burn (QCB + K/ DP + K) In Hunter this is a QCB, in Savior it is a dragon-punch motion. It is his Guard Reversal in Hunter and Guard Cancel in Savior. MK strength travels slightly less distance in Savior. HK strength travels slightly more distance in Savior. Button strength determines damage and distance in Savior, where in Hunter it only determines distance. Savior does slightly more damage.
•ES Giga Burn (QCB + 2K/DP + 2K) In Hunter this is a QCB, in Savior it is a dragon-punch motion. It is his Guard Reversal in Hunter and Guard Cancel in Savior. Savior travels slightly more distance and does slightly more damage. Savior can be comboed unlike in Hunter.
•Mega Shock (Close, QCF + MK or HK/Close, QCF + K) In Hunter you can only use MK & HK, in Savior you can use any K. It does more than twice as much damage in Savior, knocks down and can lead to a pursuit attack.
•Mega Spike (Close, 360 + MP or HP) Does much more damage in Hunter.
•Thunder Break (Charge d for 2 seconds, then press u + 2P/Charge d for 2 seconds, then press u + 2K) In Hunter use 2P, in Savior use 2K. The Hunter version does slightly more damage.
•Great Geldenheim (HCF + 2K/LP+LK or MP+MK) The Great Geldenheim becomes his Dark Force in Savior, which has a deactivation period and cannot build bar during then. Savior barely does more damage.
•Savior exclusive super (Geldenheim 3 – Close, 720 + 2K) A damaging command throw super that throws the opponent full-screen away.