User:Guruslum/The Queen of Battlers 2

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The Queen of Battlers 2 is a 2016 team fighting game by Capricorn. It features a large number of characters from various visual novels and not-so-subtly takes gameplay inspiration from The King of Fighters, particularly KOF '97. Some key differences between it and KOF are that short-hops and super jumps are not possible, throw teching is not possible, both C and D throws can be done in either direction, characters have unique health and stun values, you have the choice between recovery rolling forward or backward, command normals generally can't be special cancelled, aerial specials/command normals can't be done during backdash or stepdash, and holding down buttons does not assist in buffering special moves.

Very useful page by Dr. Adaki: http://adaki.web.fc2.com/a-qob2.html (in Japanese)

Team names are not officially confirmed.

User's Manual

When launching the game, a yes/no prompt will appear asking (in Japanese) if you want the game in fullscreen or not.

If the game gives an error after answering this prompt, try these fixes:
1. Set your PC's locale to Japanese, or launch the game using Locale Emulator.
2. Check if you have the file msvcr71.dll in your SysWOW64 folder and add it if it's missing. Haven't tested the game on other OSes but I don't imagine it works natively.

Queen of Battlers 2 does not seem to detect D-Pads, so if possible use the joystick on your controller or switch it to joystick mode.

There is a code you can enter to use multiple of the same character on a team. The code must be input immediately when the game is launched (during the Capricorn logo and before the title screen appears) and consists of the following inputs: ↓, START/PAUSE, ↑, TAUNT/PROVOCATION, A, B, C, D. You will hear "Perfecto!" if the code was input correctly.

Controls

This page is written in numpad notation. See the graphic below for an explanation.
Numpad notation.jpg

A - Weak Punch
B - Weak Kick
C - Strong Punch
D - Strong Kick
TAUNT/PROVOCATION - Exactly as it sounds
P - "Punch", meaning "A or C".
K - "Kick", meaning "B or D".

4/6C or 4/6D (close to grounded opponent) - Grab/Throw which cannot be blocked. Depending on if 4 or 6 is held, the victim will be thrown behind or forward. Depending on if C or D was pressed, one of two different grabs will occur.
(4)A+B (in ADVANCED mode) - Roll. Invincible to strikes immediately when pressed, but vulnerable later in the animation. Always vulnerable to grabs. Can roll backward by inputting 4AB. Can be input during a soft knockdown to recover faster. Can be input during blockstun for Guard Cancel Roll.
A+B (in EXTRA mode) - Stationary dodge. Invincible to strikes but vulnerable to grabs. Can perform a counterattack by pressing any button.
C+D - Blowback attack. A universal attack command with a grounded and aerial version. Can be input during blockstun for Guard Cancel Blowback.
A+B+C - MAX Mode activation in ADVANCED mode or Charge in EXTRA mode.

7/8/9 - Jump.
66 (can be held in ADVANCED mode) - Step dash (EXTRA mode) or run (ADVANCED mode).
44 - Backdash.

System

The Queen of Battlers 2 is a contest between teams of 3 characters who fight in 1-on-1 rounds until all members of one team are KO'd. When a character wins a round, they will heal a portion of their health dependent on how much time was remaining before moving on to fight the next character.

Before selecting characters, you must make the choice between ADVANCED (ADV) mode or EXTRA (EX) mode. These are two different sets of system mechanics that affect all characters on your team. In ADVANCED mode, characters have access to rolling (and recovery roll, guard cancel roll) and a grounded dash ("run") that can be cancelled into attacks or jumping. ADVANCED mode also uses a stock-based meter system, where attacking, blocking, and getting hit all fill a gauge at the bottom of the screen, up to 3 times. These stocks can be kept forever, and can be spent on Desperation Moves, Guard Cancels, and entering MAX Mode at any time. EXTRA mode characters get a stationary dodge and a "step dash" which goes a fixed distance and cannot be cancelled. The EXTRA gauge can only be filled by getting hit or charging (holding ABC) and does not hold stocks, immediately putting its character into MAX Mode upon filling completely. The EXTRA gauge will be drained if the opponent taunts and emptied after death. When in MAX Mode, Desperation Moves and Guard Cancel Blowback become available, and using either will instantly end MAX Mode. Also, in EXTRA mode, Desperation Moves have no superflash and can be done with no cost or restrictions for characters that have low health (bar is flashing). When doing a Desperation Move at low health in MAX Mode, it will become a Super Desperation Move instead. Some special moves can only be done in either ADVANCED or EXTRA mode.

MAX Mode is a timed powered-up state that is accessed in different ways depending on the chosen system mode (ADV or EX). In MAX Mode, characters deal and receive 25% more damage, while having access to powerful Super Desperation Moves.

Characters have an invisible gauge referred to as "Dizzy" or "Stun" that fills up as they get hit and passively drains over time. When it is completely filled, the character will become dizzy/stunned and be unable to move, attack or block for the duration, leaving them at their opponent's mercy. Mashing during a stun makes the character recover from the state faster.

Characters have another invisible gauge referred to as the "Guard Gauge" which drains when blocking attacks and passively recovers when not blocking. When the guard gauge is "broken" (reduced to 0), the defending character will enter a unique stun animation rendering them unable to block for a short time, after which their guard gauge will return to full.

In the background of the stages, both fighters' teammates will be watching. If a character is caught in a mashable grab (aka a "hold") or is dizzied while close enough to their teammates, one of them may jump out from the background to protect the grabbed/dizzy character with a weak attack, assuming that teammate hasn't been KO'd in a round prior.

ONE Team

Mizuka

214P - Multihitting advancing bookbag spinning swing. Both versions combo from lights and inflict a ton of stun.
623P - DP.
236P - Calls a cat from offscreen behind Mizuka. This move has two follow-ups. Cats do not knock down, but hitting an opponent who is in hitstun from a cat will launch them uncomboably.
236P~236K - Commands the cat to do a parabolic jumping attack that knocks down. B version goes lower while D goes higher.
236P~214K - Mizuka calls the cat back to her. Does not work if the cat has already hit the opponent, so Mizuka will just sit there vulnerable.

214236P - Mizuka calls 8 cats forward. The last cat will launch the opponent. SDM version does more damage.
236236P (ADV only) - Mizuka calls a cat that stays by her side for some time. Pressing any attack button will cause it to lunge toward the opponent. Unlike normal cats, combos after this lunge work and lead to loops. SDM version stays longer?

Rumi

Rumi has the highest health and stun values in the game

236P - Very slow swing that does lots of damage and stun. Combo unfriendly.
214P - Slow and combo unfriendly.
236K - High counter.
214K - Slow and combo unfriendly.
[A+C or B+D] ]A+C or B+D[ - Slow lunge that does damage increasing with how long the buttons are held ala Street Fighter Boxer's Turnaround Punch.

22236P - Earthquake that only goes about a quarter of the screen. Hits low.
214236P (ADV only) - Ranbu super.

Misaki

KOF Cousin: Geese Howard

6A - Overhead.
(j)236P - Reppuken! Double Reppuken!
63214P - Gedan Atemi. Advancing multihit move. A version hits twice, C version hits 3 times.
623P - Hishou Nachirin Zan. Leaping attack. A version can cross up crouching opponents. C version goes higher and further but hits too early to cross up. Does not hit overhead.
41236A - Predictable! High counter.
41236C - Perceptable! Mid counter.

1632143P - Raging storm!
2146P~A~A~A~B~B~B~C~C~C~214C (ADV only) - Deadly rave.

Kanon Team

Ayu

KOF Cousin: Athena Asamiya
Ayu has the lowest health and stun values in the game, she also has a grounded backdash (same animation as backroll)

6B - Overhead.
236P - Psycho Ball!
214P - Running tackle, launches on hit.
623P - Psycho sword!
j236K - Phoenix arrow! D version is faster, travels more horizontally, and has a grounded kick after. Must be input in reverse when jumping over opponent but Ayu will not turn around to do the move.
214K - Advancing launching spin that flies up into the air. (Reminiscent of Kensou's 421K?)

214236P - Running Ranbu.
214214K (ADV only) - Stationary spinning kick.

Nayuki

KOF Cousin: Chin Gentsai

6A - Overhead. Punishable on hit.
236P - Pathetic breath.
623P - Chin's DP.
41236P - Proximity unblockable.
22P - Low profile stance. Can slowly move left or right during it.
22P~8B - Rising retreating kick.
22P~8D - 623A out of stance.
41236K or 22P~6K - Quick roll into a punch.

236236P - Ice breath. Slow startup!
214236P (ADV only) - Punch that poisons the opponent and sets a 10-second timer. If Nayuki is not damaged when time is up, the opponent will be stunned (unblockable).

Mai

236P - Fireball. C version goes faster and has faster startup.
214P - Triple slash. On hit, pulls the opponent in for 17 slashes.
623P - DP with no horizontal reach.
236[K] - Mai enters a stance and will slash when K is released.
236[K]~P - Mai exits stance.
214K - Advancing triple slash. D version moves faster and farther while doing more damage and comboing from lights, so B version is not great.

214236P - Near fullscreen slash.
236236P - Multihit slashes that reach about half screen. However, pushback is applied during this move, so the opponent can fall out if not done point blank.

AIR Team

Misuzu

Minagi

Kano

6B - Visually similar to her f5D.

236P - Fireball.
236K - Ice spikes that go along the floor. Freezes for a knockdown.
623P - Multihit ice spikes that hit point blank in a manner reminiscent of Samurai Shodown's Rimururu. Freezes for a knockdown.
623K - Shoots multiple dark orbs that go about half screen but don't knock down.
214A/B/C/D - Summons a bolt of lightning, similar to Goenitz's tornadoes in KOF. A version is right on top of Kano, and then the rest go gradually farther away in the order A<C<B<D.

236236P - Summons ice balls that descend from the sky like meteors.
236236K (ADV only) - Summons many lightning strikes around Kano.

Clannad Team

Nagisa

KOF Cousin: Yuri Sakazaki

Tomoyo

KOF Cousin: Robert Garcia

5C - Most consistent normal for combos.
c5D - 2-hit normal.
2C - Most damaging normal.
jA - Can instant overhead.
j7/9B - Crosses up. Can instant overhead.
jC - Does the same damage as jD but higher stun?
jD - Crosses up.
jCD - Active until landing.

6B - Overhead that can be linked out of.

236P - Fireball.
623P - Dragon punch. Light version hits once, heavy version hits multiple times and moves further forward.
641236P (EX only) - Haoh Shoukou Ken (giant fireball). Has a very slow startup and recovery.
214K - Tatsu. Tomoyo's most consistent special for combos, but it doesn't knock down (might be minus on hit?).
j214K - Divekick. Hits overhead (can be TK'd), can cross up, and Tomoyo's air normals (minus jCD) can be cancelled into it, so it's super powerful. Light version goes farther while heavy version goes shorter.
646K - Gen-ei Kyaku, a stationary kicking attack with a large number of hits.
41236K (close to opponent) - Proximity unblockable that allows for juggles after. Is a hard knockdown, giving Tomoyo time to enter MAX mode before following up. Tomoyo's most damaging special for combos, but easily falls out of jump-in combos. Easily combos from lights however.

236214P - Ranbu.
641236P (ADV only) - Super version of Haoh Shoukou Ken with much faster startup. SDM version is multihit. Can be comboed into after 41236K

Combos

jC/D(deep) microdash 2C 41236K walk/microdash 2C 623C - Stun combo.

Kyo

KOF Cousin: Ryo, obviously...

Little Busters! Team

Rin

Komari

Kudryavka

Tayutama Team

Mashiro

Mifuyu

Nue

SHUFFLE! Team

Nerine

Lisianthus

Asa

Really? Really! Team

Kaede

236P - Throws a random cooking utensil. A version travels in a light arc while C version tosses one way up into the sky that falls about half screen away much later.
214P - Advancing knife slashes, reminiscent of Yamazaki. A version hits 3 times and can be comboed into from lights while C hits 5 times and must be comboed from heavies.
623P - Kaede leans forward while swinging a blade around her, similar to Leona and Heidern's Moon Slasher.
41236P - Command grab that does no damage, but switches sides while allowing for a combo, similar to Iori's Scum Gale. Allows for an infinite with 41236P, microwalk 5A 41236P, microwalk 5A, etc.
41236K - Command grab that knocks the opponent down. Less desirable than 41236P as even simple combos from it are more damaging.

6321463214P - Command grab super.
214236K (ADV only) - Kaede slowly runs forward until coming into contact with the opponent. Has an animation similar to Leona's Rebel Spark on hit.

Sakura

Cousin of Sakura (Street Fighter)

6A - Overhead.
j2B (at peak height of forward jump) - Divekick.

236P (mash P) - Fireball. A goes slow, C goes fast. If punches are mashed during startup, the fireball will be delayed and increase in size and damage while gradually fizzling back down to a normal fireball as it travels. Charged fireballs move significantly slower than normal fireballs, even after they shrink back down.
236K (mash K) - Throws a fireball 45 degrees up. Can be charged just like the straight fireball.
623P - The A version is a typical DP. The C version is multihit and has Sakura running forward before jumping.
214K - A "tatsu" that travels in an arc and can only hit once, launching the opponent. B version is very slow to start up and travels about 40% of the screen while D version is faster and travels about 60%. Can get a weak juggle after 214B or a late 214D with 236236K in the corner.

236236P - Large multihit fireball. Later hits can whiff if done point blank. Cannot be done while a normal fireball is on screen.
236236K (ADV only) - Back-to-back DP's.

Primura

KOF Cousin: Kula Diamond

6A - Overhead. Visually similar to Kula and K's One Inch.

236P - Ice breath. Many active frames and nullifies projectiles.
623P - DP. C version travels almost the whole screen.
214P - A weak retreating physical hit but if hit with a projectile will nullify it and shoot one back. C version retreats farther back.
214K - Multihit aerial tatsu. D version does not combo from lights.
41236K (mash K) - Command grab. Mash B/D for more hits.

236236P - Erupts 3 ice pillars from the ground, or 5 as an SDM.
j236236K (ADV only) - Air-to-ground command grab that does laughable damage but removes a stock of meter from the opponent. SDM version removes 1.5 stocks.

Tick! Tack! Team

Sage

KOF Cousin: Billy Kane


Cineraria

Ai

Single Entry

Kanna

Saber

Saber Alter (Boss)

To select, clear arcade mode and then press PROVOCATION (taunt) while hovering over Saber.

EX Sakura (Boss)

To select, clear arcade mode and then press PROVOCATION (taunt) while hovering over Sakura.
Cousin of Akuma (Street Fighter)

j7/9B - Excellent instant overhead and crossup that has a ton of active frames and can combo into j236K.
jCD - Can cross up and is active until landing.

6A - Overhead that can be linked out of.
Taunt - Has a hitbox. Cannot be special cancelled and is negative on hit. Looks just like Sakura's taunt, which has been able to hit too.

(j)236P - Basic fireball. Cannot be charged like normal Sakura, but now there is a fantastic air version that shoots 2 fireballs.
236K - Anti-air fireball. Cannot be charged like normal Sakura.
623P - DP. Light version juggles extremely easily.
(j)214K - Multihit tatsu that travels along the ground and is capable of hitting crouching opponents. Inflicts a lot of stun and can be juggled out of. Can be done in the air and speeds up Sakura significantly through the air.
41236P - Multihit fireball.
j236K - Divekick that multihits and can cross up. Version determines angle. Hits overhead, can be comboed out of and can be TK'd disgustingly low.
623A+C/B+D - Forward "teleport" that can pass through the opponent. A+C version is faster and goes farther.
421A+C/B+D - Backwards teleport.

(j)236236P - Large multihit fireball that can be done in the air.
236236K (ADV only) - Super DP. Can juggle a few hits after 214D.
AA6BC (SDM only) - Raging demon. Can be comboed into.

Combos

jCD, 623A - 623A can also combo from any close anti-air normal, a very low air-to-air, or (in the corner) 5CD.

starter > 214D, 214B - Stuns very easily and combos from lights. In the corner, 623A can be juggled after the 214B.

(stun in corner) j7 j236A j9 jD - Re-stun infinite.