Getting into a new fighting game can be a little daunting, but we’re here to help. Street Fighter 5 is arguably the most accessible and easy to get into entry in the series, but if you can’t remember those damn move inputs or just need some help understanding the core mechanics, this page is for you.
- Fighting Essentials & Basic Mechanics – this page, scroll down!
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Character Moves and Tactics
Street Fighter 5: Fighting Essentials & Basic Mechanics
Little Fighter 2 - Download. Little Fighter 2 (LF2) is a popular freeware fighting game for Windows. LF2 was created by Marti Wong and Starsky Wong. Its popularity has been substantial thanks to its simple yet addictive gameplay, its great replay ability and free at the point of use availability.
The Buttons
While Street Fighter V is coming to the PlayStation 4, many players will be playing on controllers quite different to that – including Arcade Sticks, FightPads, and even Xbox controllers on PC. As such, this guide lists inputs as Light, Medium, Heavy and so on (represented in this guide as LP, MP, HP, LK, MK, HK) – but here’s how they translate to the PS4 pad:
While many will tell you only a stick will do, pads are perfectly valid for Street Fighter. The EVO 2014 Street Fighter IV champion used a PS1 pad – play with whatever is comfortable. If pad isn’t working for you, though, do consider looking into a stick or a more dedicated FightPad. We explain your options there in this section of the guide.
Blocking
One of the easiest stumbling blocks for newer players in the world of fighting games is simply forgetting to block. In Street Fighter V, blocking is accomplished by holding away from your opponent – either Back (standing block) or Down and Back diagonally (crouching block).
Subscribe to the VG247 newsletterGet all the best bits of VG247 delivered to your inbox every Friday!Some moves hit low, and so are best blocked crouching. Some other moves can knock you out of a crouching block, so be careful. When blocking, remember you can then activate a V-Reversal on a foe, described below, to turn the tables on them.
Dashing
A hugely important part of Street Fighter that’s often overlooked by newcomers are dashes. By Double Tapping the stick either forwards or backwards, your character will do a quick dash in that direction.
A dash backwards can often take you out of the range of an attack, while a dash forwards can bring you within range for a grab or another close-range move – so learn this mechanic and use it wisely.
The range of dashes varies from character to character, so be sure to get acquainted with the distance your character can dash in training mode.
EX Moves & the EX Meter
Almost every Special Attack in the game has an ‘EX’ version available. An EX move costs one of the three segments of your Super Meter (the blue bar at the bottom of your side of the screen that builds as you fight) but is a more effective and impactful version of that movie. An EX Hadouken travels faster, hits twice, knocks down and does more damage, for instance, and can be used to catch your opponent off-guard.
Here’s an example of Ryu’s Hard Punch Fireball and the EX version below:
EX moves are executed by doing the normal move motion while pressing more than one attack button at the end. For instance, while a Hadouken is a Quarter Circle Forward + Punch, an EX Hadouken is performed with a Quarter Circle Forward and any two Punch buttons.
Little Fighter 2 Guide
If you let the EX meter build all the way, you can spend all three bars to perform a ‘Critical Art’, better known as a ‘Super’ move. These are described in each character’s move set.
V-Skill
Rather than one universal mechanic for Street Fighter V, Capcom has given each character a unique skill that can be used simply by pressing both Medium buttons together. This is unique for each character, so you’ll learn more about this on each character’s move list.
V-Reversal
New for Street Fighter V is the V-Reversal, a move that allows you to hit back at an aggressive opponent. While blocking their attack, simply tap forwards out of your block and press all three punch buttons – your character will ‘reverse’ their ongoing attack and knock them down. Be careful to get the timing right, as if you miss you will be letting your guard up and inviting in an attack.
V-Trigger
V-Trigger is the new system that replaces ‘Ultra’ moves, or the ‘Revenge’ meter. Taking damage fills this meter (the red bar at the bottom of your side of the screen that builds as you fight), and when it’s full you can enter a powered up state. This is unique for each character, but broadly speaking makes them more deadly and powerful – hopefully allowing you to take revenge for that damage taken.


Throws
All characters have the ability to throw when close to the opponent by pressing LP and LK together. If you hold back while doing this, you will attempt to throw the opponent backwards, thus reversing your direction on the screen. A few characters can also throw while airborne, and that is noted in their individual move lists.
Throws can be broken out of by pressing LP and LK together at the same time your opponent tries to throw you. A glimpse at a successful throw and a broken throw can be seen below, to give an idea of timing:
Remember – any time your opponent is up close, chances are they’re at least thinking about throwing you!
Quick Rise & Back Rise
At some point, you’re going to screw up, and you’re going to end up on your ass. When you do, you’re faced with a choice: remain on the ground until your character naturally stands up or perform what’s known as a ‘quick rise’. A quick rise does what you’d expect – you get up more quickly, which can either put you back into the action or put you back in danger depending on when and how you use it.
There are two types of quick rise:
- In Place (As you hit the ground: Two Punch Buttons OR Down) – This makes your character get up where they fell. Simple.
- Away (As you hit the ground: Two Kick Buttons OR Back) – Your character will back up from where they landed, then quick rise.
The only time you can’t quick rise is after being hit with a Critical Art (Super) attack. If you’re thrown, you can only quick Rise in place. Understanding and using this mechanic can save your bacon from eating a nasty combo right as you stand up.
Stun & the Stun Meter
Getting hit in Street Fighter V doesn’t just damage your health meter – it damages your ‘stun’ meter too. Even blocking attacks makes this bar rise, though much more slowly. When this much smaller meter (found directly beneath your health bar) is filled, you go into a stunned state and are powerless to block or do anything as your opponent gets a nasty free hit on you.
The Stun Meter naturally depletes once you’re not taking damage off the enemy or blocking their attacks. If you notice you’re on the verge of being stunned, it’s a good idea to back off for a few seconds and wait for the bar to deplete.
The Motions
Throughout this guide you’ll see motions referred to in two ways – Street Fighter style (eg Quarter Circle Forward + Punch) and Mortal Kombat style (Down – Forward – Punch). Either of these will work well enough, but the key is to take your time practising these motions. Forward will always refer to ‘towards your opponent’ regardless of what side of the screen you’re on.
Break moves down and think of your stick or D-Pad like a clock; a quarter circle forward is swiping 6pm to 3pm if you’re facing right.
Charge Moves
Some moves, ‘Charge Moves’, require you to hold the stick in a certain direction and then press in another direction with a button to execute.
Beginners should practice this with Chun-Li’s Fireball, which is Charge Back, Press Forwards, then Punch. To Charge correctly to begin with, try holding back for around one second, then press forwards and punch. It should come out. The only way to learn the timing discipline for this is to practice, so hit up training mode.
Tips for Beginners
- Take it slow: Street Fighter is forgiving with its inputs, and when first learning to throw a fireball or uppercut, it’s perfectly valid to input your commands more slowly. You’ll get faster with practice.
- Don’t be afraid of training mode: As tempting as it is to just jump online or into arcade mode, try to master the moves of your character of choice before fighting even against the AI. Once you can reliably perform their most basic moves, and then practice against a moving opponent.
- Use the stage to your advantage: Street Fighter doesn’t have stage hazards, but it does have corners. One of the most dangerous situations to put your opponent in or to be in is to be in the corner of the stage with them applying pressure on you. Aim to put your opponent in the corner and keep them there – and if you’re getting backed into the corner, try to reverse that as fast as possible.
- Don’t panic: Even if you’re getting smashed to pieces, the worst possible thing you can do is panic, which often leads to desperate mashing – which more or less never works. If you’re getting lit up, try to block, back off, and reset the situation.
Here's the full list of all the characters in Little Fighter 2, complete with the special move list.
D = Defense, J = Jump, A = Attack
> = Left or Right, ^ = Up, v = Down
Commands that follow another command are in the parenthesis.
The dots after the command means it can be repeated as many times as possible. For example, D + > + A (+A..) means you can tap Attack key to repeat the moves as long as your MP lasts. Please note that some special moves have been renamed (without permission) from the original games. This is intentional.
Below the names of each character is a simplified stastistics of the character. The top three indicate the character's abilities, with five stars being the highest rating. The bottom three indicate the character's fighting style.
Power is the ability to damage opponents. Characters with high power can deal high damage.
Speed is the ability to move quickly. This includes running quickly and attacking with little delay in time.
Special Moves rating is the value of special moves. Higher ratings will mean the special moves deal high damage, or are very flexible to use.
Combo is the ability to execute a combo. Characters with more stars can hit many times, while characters with less stars deal high damage in one hit.
Range is the ability to attack distance. Fist fighters tend to have shorter ranges than those of the mages or archers.
Melee is the ability to attack multiple opponents. If a character has less stars, he has a better chance to win in an 1 on 1 battle.
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Aero Cutter (D + > + A (+A +A), MP15-45): Swings with a middle-ranged energy blast. Tap A to refire up to three times. Champ Strike (D + v + A (+A..), MP15..): Swings with full force. Tap A to repeat, or J to execute Rock Crusher. Rock Crusher (D + ^ + J, or Champ Strike + A, MP15): Slams an airborne enemy back to earth. Heaven & Earth (D + > + J, MP40): A deadly charge with four consecutive powerful slashes. | ||||||||||||
Long time a famed swordsman, Deep is the ultimate at melee warfare. With the sword as his weapon, he can deliver a wave of painful strikes, especially with all the powerful special moves. On top of all, he is quite confortable to control, making him an excellent character for beginners! Deep somewhat lacks speed, but his strength more than makes up for it. | ||||||||||||
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Force Shot (D + > + A, MP15): Fires a blast of energy with the staff. Sacred Shield (D + > +J, MP20): Creates an energy force that reflects projectiles. Can also damage when hit. Slicer (D + ^ + A, MP50): Fires a magical homing disk. This pierces through any obstacles. Mystic Heal (D + v + J, MP70): Creates a sphere of healing. Press up to heal others, or down for yourself. | ||||||||||||
John is the legend among the wizards - most often called the 'Genius'. Although he isn't a good attacker, his various spells are one of the most powerful in the game. Any of the choice is in his hands - attack, protect, or heal. Despite being a perfect team maker, remaining MP is always to be forewarned, or else he is just a wimpy meatbag, | ||||||||||||
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Dragon Palm (D + > + A, MP30): Creates a powerful shockwave. Only hits opponents on ground. Shotgun Arrow (D + K + A (+A..), MP30..): Shoots five arrows at once. Tap A to repeat. Fatal Arrow (D + > + J, MP40): Shoots a deadly arrow that penetrates through enemies. Sonata of the Death (D + ^ + J, MP70): Plays a forbidden sonata to create a wide forcefield that sucks life energy. | ||||||||||||
Rumored to have 'hunt'ed lives of one hundred men, Henry the archer is a superb long-range fighter. Although none are useful in hand-to-hand combat, his special moves can deal with many opponents - at once. With super-long ranged moves, he's also an invincible dueller, as Henry is capable of sniping opponents afar. They also, however, consume a lot of MP, so use sparingly, or your blue bar of fate will go empty in no time. | ||||||||||||
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Shadow Edge (D + > + J, MP0): Leaps and gives a quick slash. Stuns an opponent with one hit. Storm of Stars (D + > + A (+A), MP20..): Throws five shurikens at a time. Tap A to repeat. Transform (Grab, D + J + A, MP30): Transforms to grabbed opponent. Type D + J + A to transform back. Hide (D + ^ + J, MP70): Becomes invisible and invulnerble for a duration of time. This also hides clones. Double (D + v + J, MP70): Creates two clones of Rudolf. Clones die when hit. | ||||||||||||
Almost nothing is known about Rudolf, except that he is the descendant of the Samurai who also practiced in the arts of Shinobi. Being a hybird of Ninja and Samurai, his spells are an excellent feint and great when surprising enemies. His primary attack is shuriken, though his twin katanas are most deadly. Take some distance when fighting 1-on-1; his indirect attacks can slow you down a bit. | ||||||||||||
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Thunder Punch (Run + A / Dash + A, MP10/15): Blows multiple enemies away with a thunder-coated fist. Thunder Kick (D + J + J, MP10): A five-hit combo suplex kick into multiple enemies. Phoenix Swing (D + ^ + J (+J..), MP15..): Grabs an enemy and swings him around before throwing him away. Phoenix Palm (D + > +A MP30): Creates a powerful shockwave that runs both to left and right. | ||||||||||||
Protected by an enchanted armor, Louis the knight is a martial art master. His powerful special moves and the armor make him good at both combos and rushing charges. Despite his looks, Louis can jump higher than the other characters, giving him more time airborne to evade attacks. It is, obviously, not a good idea to overtrust the armor protection. Try not to dive into waves of enemies without precautions! | ||||||||||||
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Fireball (D + > + A (+A +A), MP15-45): Fires a blast of fire that torches its prey. Tap A to refire up to three times. Blaze (D + > + J, MP15..): Flames self and charges, leaving a trail of fire. Inferno (D + v + J, MP30..): A powerful breath of fire that burns anything in its way. Explosion (D + ^ + J, MP60 + HP8): Creates an explosion that destroys anything within its blast radius, including self. | ||||||||||||
It is rumored that his art of fire symbolizes insanity. That's Firen the 'Arsonist'. His special moves are capable of dealing much heavier damage than the most, making him already powerful by themselves. Don't forget that enemies on fire can ignite others that touched them. Set one on fire and watch the show. Like all the other magicians, Firen isn't all that special without his spells. If you do run out of MP, rush toward the weapon around you! | ||||||||||||
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Ice Blast (D + > + A, MP20): Fires a blast of ice that freezes its prey. Summon Sword (D + v + J, MP30): Creates a sword of ice that, when hit, freezes opponents. Icicle (D + > + J, MP30): Creates three icicles from the ground. Frozen icicles can be used as a shield. AZ Blizzard (D + ^ + J, MP60): Creates a tornado that freezes everything. AZ stands for 'Absolute Zero'. | ||||||||||||
'Man of Ice' - a nickname they have given him. No one knows his real name nor true identity, nor even if 'he' is really a man. His spells resemble those of Firen's, except Freeze's spells are a little more indirect and flexible. Apparently, any frozen one won't be able to move, making him almost invincible in 1-on-1 duels. You would still want to watch out for remaining MP, because without that, Freeze is in a big trouble. | ||||||||||||
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Boom Shot (D + > + A (+A..), MP10..): Fires a small blast of energy very rapidly. Tap A to refire. Leg Storm (D + v + A, MP15): Quickly rushes an opponent with four kicks, finishing off with a slam. Tiny Bomb (D + ^ + A, MP20): Fires a homing energy blast. Wyvern's Claw (D + > + J, MP15..): Levitates and kicks repeatedly while spinning. | ||||||||||||
Decendant of the art of the Dragons, Dennis is one fast-paced fighter. Although single hits aren't strong, he is a skillful combo fighter, making him capable of draining health in a very short time. If you chose him as your character, there is no choice but to combo, combo, then combo again! A great character to use, with no significant disadvantage and well-balanced abilities. | ||||||||||||
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Heel Cutter (D + ^ + A, MP0): A samersault kick from a back flip, sending multiple opponents flying in the air. Breakdance (D + v + A, MP10): A painful breakdance with three quick kicks into enemies. Hot Shot (D + > + A, MP25): Fires two blasts of energy one after another. Teleport (D + ^ or v + J, MP10. Can be used airborne): Teleports to enemy with up, or friend with down. Faces toward destination. Tiger Dash (D + > + J, MP40): Lunges into the air and give a powerful knee kick into enemies. | ||||||||||||
The rival of the Dragon, Woody practices in the ancient arts of Tiger. Though his abilities are on par with Dennis and Davis, Woody is more flexible; his moves are both quick and painful. With the use of Tiger Dash at a correct timing, combined with feints from teleport, he is untoubtedly superior at combo warfare. His normal punches are kind of slow, but that's not much of a problem once you get used to it. | ||||||||||||
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Rapid Shot (D + > +A (+A..), MP10..): Fires a small blast of energy very rapidly. Tap A to refire. Thousand Knuckles (D + v + A, MP20): Four combo punches into enemies. Press J to execute Brain Ripper. Brain Ripper (D + ^ + J, or Thousand Knuckles + J, MP5): Slams an airborne enemy back to earth. Dragon Fang (D + ^ + A, MP40): A powerful punch with fist of Dragon. | ||||||||||||
The one of the two children of Dragons, Davis is a young, yet gifted warrior. Just like Dennis, he can barrage enemies with combos of extremely fast punches, before they have a chance to retaliate. He also has a powerful finishing move, making Davis a great winner in battles. Being young, however, also means inexperienced; he can give away some opportunity to retaliate at some point. | ||||||||||||
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Sonic Straight (D + > + J, MP10): Gives an extremely fast straight to surprise opponents. Eye Laser (D + > + A, MP25): Blasts a penetrating laser to crisp multiple enemies. Summon Bats (D + ^ + J, MP40): Summons a few bats and fly them towards opponents. | ||||||||||||
This handsome fighter is the master of the bats. Of course, that does mean something in battles. What makes him a good character is his special moves; all are useful at almost any situations. He can fight 1-on-1 or multi-man battles, melee or long-range, all equally well! The only thing this master of battle is missing is power, but that's not a big problem. | ||||||||||||
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No Special Moves | ||||||||||||
Just as the name suggests, he's the template character for your homemade characters. Edit the BMP images inside 'spritetemplate1' directory, and you can move your very own character in LF2! Template's abilities are at its minimum; he's weak, slow, and have no special move. You'd want to hunt for weapons when using him. On the other hand, he's a good practice character, so it's recommended that you first play with this guy. | ||||||||||||
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No Special Moves | ||||||||||||
This little fellow is the common foe you encounter in Stage Mode. His physical abilities are on par with Template, there is nothing significant about him. This can be also said that his strength depends on your pure skills. Remember this useful formula: Your score using Bandit = Your skill rating. | ||||||||||||
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No Special Moves | ||||||||||||
The Hunter is another common enemy in Stage Mode. He is armed with a bow, making him a good long-range character, but still has no special moves. In close-quarter combat, Hunter is nearly useless. It is, however, still a tough fight when fighting with a large groups of Hunters. | ||||||||||||
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Crash Punch (D + > + A (+A), MP0): Punches multiple opponent with full force. Press A again for second punch. Muscle Crusher (D + > + J, MP10..): A powerful rush that blows any unfortunate guy in its way away. | ||||||||||||
This super-macho powerhouse is a mid-boss in Stage Mode. Although he doesn't have any projectiles, his powerful grapples in melee is a threat to the heroes. His special moves are very useful as they use little or no MP, so you can keep using it over and over. The muscle may be too heavy to move fast, however; his heavyweight can slow him down a bit. | ||||||||||||
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Burst Bomb (D + > + A (+D + > + A...), MP10): Fires a charged energy ball from the palm. Retype the command to repeat. Flash Kick (D + ^ + A, MP25): A somersault kick that sends an opponent flying in the air. | ||||||||||||
Another mid-boss class fighter is a well-balanced all rounder. With the decent combination of power and speed, you'll find him very confortable to move around. The special moves for both melee and long-range makes him good in any 1-on-1 range. If you recognize him in 'Fight 1994', you'll find him easy to use. | ||||||||||||
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Fireball (D + > +A, MP15): Fires a blast of fire that torches its prey. Ice Blast (D + > +J, MP15): Fires a blast of ice that freezes its prey. Mystic Heal (D + ^ or v + J, MP70): Creates a sphere of healing. Press up to heal others, or down for yourself. | ||||||||||||
This follower of the dark path is another enemy you will face from Stage 3 and later. One significant thing about Sorcerer is that he can use both Fireball and Ice Blast, giving you the choice of burning or freezing. With the precious Mystic Heal of his, Sorcerer is an excellent supporter in a team. One thing you'd want to watch out is the remaining MP. Without all the spells, you'd better be prepared... | ||||||||||||
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Shaolin Palm (D + > + A (D + > + A), MP20): Creates a powerful shockwave. Shorter range than the other palm moves. | ||||||||||||
The practicer of the holy martial arts, Monk is your main friendly character you'll meet in Stage Mode. Being a powerful guy as he looks like, he can deal a decent damage even with basic moves. His power somewhat sacrifices speed, but not too slow that he is useless. The only thing Monk needs would be more special moves, but hey, he's still a great character to fight with! | ||||||||||||
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Devil's Judgment (D + ^ +A, MP30): Summons a few ethereal devils that chase and hurt enemies. Angel's Blessing (D + ^ +J, MP40): Summons a few divine angels that heal friendly characters. | ||||||||||||
The only girl in Little Fighter 2 is a cute healer, who can really turn the tables in battles. Being a girl as she is, her attacks deal little damage, and aren't very fast, either. Her spells, however, are devastating; the more enemy she faces, the more demons she can summon at a time! She can run and jump very quickly also, giving her an advantage when it comes to reaching hands into that weapon on the ground. | ||||||||||||
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No Special Moves, D + > + A for normal attack (when holding a weapon) | ||||||||||||
Making appearance in Stage 5, these Iron Dukes are literally very 'hard'. Most notably, their armor allow them to ignore up to two quick punches or a heavy damage. The longsword can hurt very much; split them into half before they can combo you! The armor, however, isn't all that good, either, because they slow them down and limit them with very few attacks, too. | ||||||||||||
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Pain Cannon (D + > +A, MP15): Fires a blast of energy from the palm. Short range. Wolf Knuckle (D + v + A (+A), MP15-30): Punches with energized fist. Press A again for a second punch. | ||||||||||||
He is given the power of darkness, and thus his abilities are yet unknown. Also appears in Stage 5. Though not very fast, a single punch of his can hurt pretty much. The special moves are near useless, as they have very short ranges and low speed for their power. If you are using one of these fighter of chaos, hit and away is your ideal combat style. | ||||||||||||
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Thunder Punch (Run + A / Dash + A, MP6/8): An upgraded version of Thunder Punch that uses less MP but more damage. Neo Phoenix Palm (D + > + A (+A..), MP20..): This move fires only in one direction, but refires much faster. Phoenix Dance (D + v + A, MP0): Three powerful swings that splits matters into pieces. | ||||||||||||
A true form of Louis. He has freed the power of the enchanted armor, causing it to break into pieces and Louis gaining much energy. Since he no longer has his armor to slow him down, LouisEX can move incredibly fast, or in fact, fastest of all the characters. With his 'Trident of Eternity' he can pierce through many enemies with a single thrust, with little or no MP consumed. People fear him as the 'Deathbringer' - an incarnation of pure power. | ||||||||||||
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Fir-zen Cannon (D + > + J, MP5..): Blasts a hybrid laser of Fire and Ice. The first 'head' deals very heavy damage. Overwhelming Disaster (D + ^ + A (+A..), MP20): Creates a ball that splits into Fire and Ice, and rain them towards enemies. Arctic Volcano (D + ^ + J, MP50): Creates a great explosions of Fire and Ice to cause ultimate havoc. | ||||||||||||
When Firen and Freeze is 'fused' into one, the 'Fiend' incarnates... Firzen. Not only he can use both Fire and Ice, he combines two opposing elements to create chaotic formula of destruction. His 'Arctic Volcano' is purely apocalyptic - none can stand up to its power. Firzen, undoubtedly, is the most dangerous and chaotic of the three Tyrants. | ||||||||||||
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Himmelfall (D + ^ + A, MP0): A painful uppercut that can be finished off with a kick. Todesengel (Run + A, MP0): A powerful lunge and a punch coated with energy of darkness. Missgestalt (D + > +A (+A..), MP2..): Fires homing skulls very rapidly. Tap A to refire for even more. Schattenmirage (D + J + A (+J..), or Evade, MP5..): A feint evasion, leaving a shadow image behind. Tap J to repeat. Katastrophe (D + ^ + J, MP20): Frees charged aura to create an explosion that deals very heavy damage. Zorngeist (D + > + J, MP25): Fires a huge, penetrating energy blast that explodes when damaged. | ||||||||||||
Once, there was a man known as the champion. Now, at the same time Firzen was born, a destructive reincarnation of his has returned... The 'Devourer', named after his ability to absorb the spirits of the dead, is gossipped to have an unlimited source of aura. The powerless one will instantly be absorbed even when he comes close. If he starts to challenge the world, none can stop him. No one can identify him from his looks, but very few know his former identity - his name was Julian. |
One of the ultimate goal of this game is to master a character that wins - always! But it's also fun to experiment all available characters to see who you find the most confortable to use! But to conclude - the choice is yours!
