All-Star Overview
Radec isn’t the most combo-friendly character in the game, but he excels at trapping characters, performing attacks that earn a medium amount of AP, and then either trapping opponents again for more AP gain or sending them off in an eject tornado to regroup. Radec needs 325AP to activate his StA5X Arc Cannon, and the best way to get that amount is to trap Radec’s enemies and make them afraid to approach him.
WHY SHOULD RADEC KEEP HIS DISTANCE AND USE TRAPS TO IMMOBILIZE ENEMIES BEFORE ATTACKING?
- Several of Radec’s most effective moves have a lengthy start-up time.
- It’s easy to catch multiple adversaries with an explosion, multiplying your AP gain.
- Radec’s Level 1 Super attack has a long start-up period and must be aimed after activation. This makes it remarkably tough to use in heated combat.
IN ORDER TO QUICKLY, EFFICIENTLY, AND SAFELY EARN AP, TRAP AND PLAY MIND GAMES ON YOUR ENEMIES.
- Make your foes fear you by ejecting them every time they get close to Radec without your permission.
- Use traps to force your enemies to approach Radec the way you want them to, rather than how they want to.
- Traps immobilize opponents, giving you a chance to earn AP without fear of reprisal.
With this approach, Radec can dominate a stage. He has many attacks that can strike or eject several characters at once, which means that he can control a match with ease and decide exactly who has access to him and when they can approach him. Radec is a general and a leader of men—play him like one.
AT A GLANCE
Costumes
|
|
|
|
|
|
|
|
|
|
|
|
Rundown
SUPER ATTACKS
OVERVIEW
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 1 | 125 | StA-X3 W.A.S.P. Launcher | Six seconds | Left stick: aim; any attack: fire | Place enemy within reticle for homing missiles |
StA-X3 W.A.S.P. Launcher: Radec pulls an StA-X3 W.A.S.P. Launcher out and takes aim. Upon activation, you have six seconds to locate a target and fire by pressing any attack button. The reticle tracks around the screen quickly, but Radec is still vulnerable when aiming. To maximize the efficiency of this Super attack, only trigger it when a group of enemies is near, and then tap—twice, with a pause to allow for the reticle to appear, to aim and fire in one smooth motion.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 2 | 325 | StA5X Arc Cannon | Two seconds | — | Blast covers entire horizontal area in front of Radec |
StA5X Arc Cannon: The Arc Cannon fires a blast of bright green energy in a horizontal line across the level. Its effective range is the full length of a large level, so using this Super attack can easily result in a triple kill. It’s best used from medium range and safety, as the start-up time is long enough to allow opposing characters to dodge, assuming they double-jump fast enough. When activated from medium range instead of long range, other players have less of a chance to react to the beam.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 3 | 750 | StA-X6 Jetpack | 13 seconds | Left stick: aim; any attack: fire | — |
StA-X6 Jetpack: Are you ready for 13 seconds of untouchable jetpack-based domination? When Radec takes to the air, you have a short period of time to take aim and kill everyone on the level. The StA-X6 Jetpack’s gun is fully automatic and kills on contact, so hold an attack button and focus on sweeping the stage and making sure you hit every adversary with a shot. This is an expensive Super attack, so make it worth your time. Try to kill each opponent twice.
THROWS
OVERVIEW
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Vicious Assault |
Right Stick
|
15% | Unblockable; 30AP of super armor | Lift | — |
Vicious Assault: This is Radec’s most useful throw. You can combo out of it, since it leaves enemies in a Lift state, which more than makes up for the Medium AP Penalty. Use this throw liberally, even though the other throws are slightly safer.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Executioner |
Right Stick
or
|
15% | Unblockable; 30AP of super armor | Eject tornado | Cannot be hit while invisible |
Executioner: Executioner is Radec’s safest throw. Upon completion, Radec switches places with his attacker and ejects them far away. From this position, Radec can follow up with ranged attacks with near-impunity.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Helghan Stomp |
Right Stick
|
15% | Unblockable; 30AP of super armor | KD | — |
Helghan Stomp: Radec throws the enemy to the ground and stomps on their body. Following this attack with a combo is difficult, making this the least effective throw in Radec’s armory. Use it to delay or disrupt foes, but focus on the other throws first .
: SQUARE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Gun Boot |
|
10 | — | — |
|
— |
| - | Gun Boot 2nd Hit |
,
|
10 | — | — | — | Pushes enemy away |
| 2 | Knife Blast |
|
10, 20 | — | Eject spiral (2nd hit) | — | — |
| 3 | FSK-7 Combat Knife |
|
20 | — | Lift | — | — |
| 4 | Surprise Grenade |
|
10 | Invincible while invisible | — |
|
Radec teleports away from grenade; repeatable |
Radec has trouble competing at close range. His FSK-7 Combat Knife (
) is an ultra-close range attack that is best used as an anti-air rather than a grounded attack. Radec must be within point-blank range to land an FSK-7 Combat Knife strike on a standing opponent, which puts him in a large amount of danger. Luckily, Radec has a few attacks that can give him a little breathing room. Gun Boot (
) and Gun Boot 2nd Hit (
,
) are close-range attacks that can be used to set up a launcher or ground combo, while Surprise Grenade (
) is great for retreating. Radec drops a grenade in place and then teleports a short distance away before the grenade explodes.
Knife Blast (
) has the longest range of his
attacks, and it is a pointer in the right direction as far as battle plans go. Radec needs to be at medium-close range in order to make the magic happen, and Surprise Grenade and Knife Blast are crucial for getting that distance. Knife Blast forces enemies into an eject spiral upon the completion of the second hit, while Surprise Grenade gives Radec some much-needed distance and 10AP.
Radec is a character that relies on traps like the Surprise Grenade and attacks that can push adversaries away, like Knife Blast and Gun Boot. With a little breathing room, Radec can then utilize a number of
attacks, such as LS13 Shotgun (
) or M327 Grenade Launcher (
), in addition to the
attacks to strengthen his overall gameplan.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Double Kick 1 |
Air
|
5 | — | — |
(on hit)
|
— |
| - | Double Kick 2 |
Air
, (on hit)
|
20 | — | Lift | — | — |
| 2 | VC8 Shotgun Pistol |
Air
|
30 | — | Eject spiral | — | — |
| 3 | FSK-7 Fury Combat Knife |
Air
|
20 | — | Lift | — | Cannot recover until grounded |
| 4 | Surprise Grenade |
Air
|
10 | Invincible while invisible | — |
|
Radec teleports away from grenade; repeatable |
The airborne version of Surprise Grenade (
) is going to be your best friend
when it comes to staying safe and inflicting damage simultaneously. The grenade comes out quickly and explodes a few short moments later. Surprise Grenades that are dropped when Radec is leaping over an enemy with a single jump explode at chest height for most characters, while grenades that are dropped from the peak of a double-jump explode just above head height. The double-jump Surprise Grenade is great as an anti-air attack, while the single jump version is perfect for keeping an opponent busy while you set up another series of attacks. Force them to block the grenade, and then either move in with a combo when they drop their guard or go on the attack.
FSK-7 Fury Combat is best used on falling enemies or tacked on at the end of a combo, rather than as an integral part of an ongoing combo. The recovery time is so long that Radec can’t follow the attack with another combo. If you whiff this move, Radec is left open to reprisals.
Double Kick 1 (
), Double Kick 2 (
,
), and VC8 Shotgun Pistol (
) are immensely useful as combo extenders and enders, however. In fact, with good timing, you can combo from Double Kick 1 to Double Kick 2 to VC8 Shotgun Pistol for a cool 55AP off a single double jump. When you factor in a ground combo that transitions into a launcher, the AP value only increases.
: TRIANGLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | STA3 Light Machine Gun |
|
5~15 | Three-round bursts | — | — |
Hold
for continuous fire in bursts of three
|
| 2 | VC32 Sniper Rifle |
|
30 | One-second start-up | Eject tornado | — | Long start-up |
| 3 | LS13 Shotgun |
|
30 | — | Eject tornado |
,
,
,
|
Repeatable |
| 4 | M327 Grenade Launcher |
|
20 | Grenade on three-second timer | Full launch |
,
,
,
|
Repeatable |
Radec’s set of
attacks is where his prowess really begins to show. His LS13 Shotgun (
) is frighteningly useful as a combo ender or anti-air, and M327 Grenade Launcher (
) is great for crowd control. LS13 Shotgun comes out quickly and knocks enemies into an eject tornado, leaving Radec standing in safety some distance away and ready to follow up with the VC32 Sniper Rifle (
) or M327 Grenade Launcher.
Note that comboing from one of Radec’s
attacks into another isn’t always feasible. Either the attacks knock the opposing character too far away for a follow-up attack (LS13 Shotgun, LS13 Shotgun), the start-up is too long to fit it into a fast combo (VC32 Sniper Rifle), or the effort required to complete the combo, such as transitioning from STA3 Light Machine Gun (
) into M327 Grenade Launcher, doesn’t reap a high enough AP gain to make the combo worth it in heated battle.
As a result, you should view Radec’s
attacks as finishing maneuvers at the end of combos or a way to enforce Radec’s personal boundaries. Radec doesn’t excel at extreme close range thanks to his lengthy start-up times in general, and his
attacks are best used at medium-close range. Move in quickly by using the
attacks—M327 Grenade Launcher especially—to keep enemies on their guard and then knock them away with a powerful finisher. Upon completion, repeat the process.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | STA3 Light Machine Gun |
Air
|
5~15 | Three-round bursts | — | — |
Hold
to continue firing once grounded
|
| 2 | VC32 Sniper Rifle |
Air
|
30 | Begins start-up in air | Eject tornado | — | Long start-up |
| 3 | LS13 Shotgun |
Air
|
30 | — | Eject tornado | — | — |
| 4 | M327 Grenade Launcher |
Air
|
20 | Grenade fires downward at 45 degrees | Full launch | — | — |
Radec’s air
attacks function almost identically to his ground
attacks, and they should be used accordingly. There is one wrinkle that’s worthy of further study, however. VC32 Sniper Rifle (
) takes a second to fire on the ground, but leaping into the air lessens that downside quite a bit. If you trigger VC32 Sniper Rifle at the top of a double jump, the round fires as soon as Radec hits the ground.
Using VC32 Sniper Rifle in mid-air leaves Radec open to attack, of course. His aiming process is no less lengthy, so don’t go wild with the attack. Instead, use VC32 Sniper Rifle as a deterrent and delaying tactic. If a character is regularly dodging your attacks with jumps, time a jump to coincide with theirs and time the VC32 Sniper Rifle attack so that it hits them as soon as they hit the ground. Learn how to successfully use the VC32 Sniper Rifle during a jump in practice mode. Upon activation, Radec immediately begins dropping to the ground, which alters the timing further. Using this attack to drop out of the air and away from danger is tricky but valuable.
STA3 Light Machine Gun (
) is useful in mid-air. Nailing all three shots is tough when jumping, since your upward motion must perfectly line up with the enemy’s upward motion, but it can still be effective in battle. Use it to keep adversaries away from Radec when between combos.The remaining two maneuvers, M327 Grenade Launcher (
) and LS13 Shotgun (
), are also great at crowd control. Double jumping before using Radec’s M327 Grenade Launcher lends a great deal of range to the grenade, though it still explodes on a three-second timer. LS13 Shotgun remains an effective combo ender and anti-air attack.
: CIRCLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | VC21 Bolt Gun |
|
10, 20 | Sticks to walls or enemies | Eject tornado | — | Three-second timer |
| 2 | TR-X Teslite Grenade |
|
5 | Energy trap stays active for three seconds | Stun | — | — |
| 3 | VC5 Arc Rifle |
|
5~20 | Active for three seconds | — | — | Forces opponents upward |
| 4 | VC1 Flame Thrower |
|
5~30 | — | — | — | Pushes foes away from Radec |
Radec’s
and
attacks are great for spacing and maintaining distance between him and the enemy. His
attacks, then, are meant for controlling his opponent and forcing them into disadvantageous positions. VC1 Flame Thrower (
) forces opposing characters away from Radec, providing enough room for Radec to whip out another attack. Holding
results in a prolonged blast of flame that’s worth 30AP if it connects, as well.
The rest of Radec’s
attacks are traps. Connecting with the VC21 Bolt Gun (
) forces enemies into an eject tornado once the round detonates. The shell sticks to adversaries or walls and detonates after three full seconds. That means it can be used to set up combos in the immediate future, in addition to doing a total of 30AP damage if both the impact and detonation connect.
VC5 Arc Rifle (
) fires a blast of purple energy on an upward diagonal. The energy remains active for three seconds, after which point it dissipates and the enemy is released. It has a brief start-up period that prevents it from being an effective last-minute anti-air like the LS13 Shotgun, but it works wonders on opponents that are coming down from a double jump or ejection. The foes are left suspended in mid-air, and Radec has plenty of time to jump and follow up with an air combo. The crown jewel of Radec’s arsenal is the TR-X Teslite Grenade. This grenade earns a mere 5AP when it connects, but it opens up the enemy for a long combo by paralyzing them in the air. The trick is that the opposing character generally must be airborne in order for the grenade to make contact with them, as the arc is just a little too high to hit most standing characters.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | VC21 Bolt Gun |
Air
|
10, 20 | Sticks to walls or enemies | Eject tornado | — | Three-second timer once stuck |
| 2 | TR-X Teslite Grenade |
Air
|
5 | Energy trap stays active for three seconds | Stun | — | — |
| 3 | VC5 Arc Rifle |
Air
|
5~20 | Active for three seconds | — | — | Forces enemies upward |
| 4 | VC1 Flame Thrower |
Air
|
5~15 | Continues firing once grounded | — | — |
Hold
for prolonged fire
|
The TR-X Teslite Grenade (
) is even more effective when Radec goes airborne. The grenade suspends the enemy in mid-air, as usual, but now you have time to have Radec indulge in a brief aerial combo, such as Gun Boot (
,
). This attack provides Radec with several different options. In addition
to retreating or pressing the attack, Radec can also beat a tactical retreat after using the TR-X Teslite Grenade and then immediately fire a shot from the VC5 Arc Rifle (
) in mid-air. When aimed properly, adversaries should bounce out of the TR-X Teslite Grenade directly into the VC5 Arc Rifle’s shot, giving Radec a few moments of peace.
You can also transition into using the VC21 Bolt Gun (
) after connecting with the TR-X Teslite Grenade. This is not a pure combo, and it’s a little bit trickier than using the VC5 Arc Rifle because enemies can block the explosion after they perform an air recovery. However, that should not be viewed as a disadvantage, as their blocking simply opens new doors. Rush in with a throw to take advantage of their defense and the confusion of the explosion. Radec’s Vicious Assault (Right Stick
) is a particularly effective follow-up, as it lifts the opponent into the air.
Use these traps to lock down your foes. Give them a single lane of approach by peppering the air with TR-X Teslite Grenades. Punish them for getting too close by firing the VC1 Flame Thrower (
) after jumping. Reactive VC5 Arc Rifle shots will teach them not to jump in on Radec, and the VC21 Bolt Gun forces them to choose between attacking and eating a hit or blocking and being faced with a throw. Control the match by controlling your attacker.
COMBOS
MAIN COMBOS
Note: All combos assume your character is facing the right side of the screen.
I. Against grounded foe:
,
50AP
This combo depends on an aggressive enemy, but it racks up AP quickly and can set up a follow-up attack on wallbounce or leave Radec in safety after his opponent eject spirals away. Time your
so that in hits just before the grenade explodes. Watch for the red light to flash rapidly before beginning the attack. Properly timed, the explosion should hit just before or simultaneously with the second hit of the Knife Blast (
) and send the adversary flying away.
II. Against grounded foe:
,
,
,
,
60AP
This combo is tricky and requires being within throwing range of the adversary. This is a dangerous proposition for Radec, but careful timing should ease the danger. Throw TR-X Teslite Grenade before reaching the enemy, just outside striking range. Radec should pitch the grenade, at which point you should move in with the
, which launches the opposing character into the air and directly into the grenade. After that, jump into the air and toward your foe, and press
twice to complete the combo.
III. Against grounded foe:
,
,
,
50AP
This combo works best in the corner, though it can be performed anywhere on the screen. Stand far enough away so that the grenade bounces just behind the enemy, and press
and
in quick succession. After that, move in, double jump, and press
on the way down. The shotgun blast should hit just before your opponent performs an air recovery. The timing is very, very tight here, but it pays off big considering the relatively few number of attacks required to gain 50AP.
COMBO APPENDIX
| Combo | _+AP | Notes |
|---|---|---|
Right Stick
,
|
35 | Use this ultra-easy combo to score some quick AP whenever your opponents are turtling. |
,
,
|
50 | Catch enemies unaware with this fast and deceptive combo. |
ADVANCED STRATEGIES
Use the Surprise Grenade (
) to escape danger.
Radec is not the best fighter to attempt to use at close range. His special attacks have lengthy start-up periods and often have delayed effects. This makes moving in close and busting out 100AP+ combos a risky prospect. It’s better to play it safe, maintain Radec’s distance, and make sure that the enemy maintains their distance, as well.
The trouble comes in figuring out how to build AP from a distance and without the use of lengthy and highly damaging combos. The answer is to take your AP and run before setting up another brief, but rewarding, combo. It isn’t quite a hit-and-run strategy. Radec should remain in the thick of the action, but his attacks should be focused on both protection and offense. That means that you need to be willing to play mind games with your foe.
Radec’s best close-range tool is Right Stick
,
. This forces enemies to eject tornado away and gives Radec a chance to move in close while they spin away and prepare for a heartier combo. Break this out whenever an adversary gets close in order to push them away. Eventually, they’ll get the message—stay away from Radec. If they’re sticking close, but not quite that close, use Radec’s Surprise Grenade (
) on the ground or in mid-air to urge them to move away. Surprise Grenade is particularly efficient, as Radec automatically teleports a safe distance away, making it even harder for foes to continue their attacks.
Take advantage of Radec’s traps to build AP one encounter at a time. Whenever possible, any enemy stuck in a trap should be immediately struck by either
,
, or
. Radec is especially dangerous in corners, as he can quickly pile on the traps and force an unwary opponent into falling prey to grenades, shotgun blasts, and worse.
Getting 30-50 AP per encounter isn’t necessarily optimal, but Radec is especially skilled at it, so play to his strengths. When one enemy is hammering you with no sign of letting up, drop a Surprise Grenade and then quickly perform a Knife Blast (
) immediately after the explosion fades. When it connects, it’s worth 40AP and pushes the enemy far from Radec, giving you a chance to use the VC32 Sniper Rifle (
) for an extra 30AP. Just like that, you’ve earned 70AP and ensured Radec’s own safety.
The goal for Radec is to build up to a Level 2 Super attack, his StA5X Arc Cannon. It comes out fast as a whip and travels the length of the screen. Characters can jump over it, but most will be so consumed with their own battles that you can catch them unaware. Focus on building up the 325 AP necessary for the move.
The StA5X Arc Cannon in action.
or