______________________________________________________________________________
X-MEN NEXT DIMENSION (XBox VERSION)
MOVELIST FOR Bishop
VERSION 1.0
BY: Santiel J. Creekmore
EMAIL: santielcreekmore@hotmai.com
Copyright 2003 Santiel J. Creekmore
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
website or as a part of any public display is strictly prohibited, and a 
violation of copyright.

______________________________________________________________________________

VERSION HISTORY
______________________________________________________________________________

Version 1.0
This is the initial version.
Date: 26th of November 2003


______________________________________________________________________________

TABLE OF CONTENTS
______________________________________________________________________________

1. Legend
2. Overview
2. Bishop Notes 
3. Movelist 
A.	Throws
B.	Counters
C.	Jumping attacks
D.	Crouching attacks
E.	Pop up attacks
F.	Special attacks
G.	Supers
H.	Aerial Strings
I.	Standing Strings
J.	Combos
4. Strategy
5. Credits


______________________________________________________________________________

1. LEGEND 
______________________________________________________________________________

qcf = press quarter circle forward on the directional pad (press down, 
down-forward, forward), 

qcb = press quarter circle back on the directional pad, (press down, 
down-back, back), 

hcf = press half circle forward (press back, down-back, down, down-forward, 
forward), 

hcb = press half circle back (press forward, down-forward, down, down-back, 
back), 

b = press back on the directional pad 

f = press forward on the directional pad

bf= press back then forward quickly on the directional pad 

uf = press up-forward on the directional pad 

ub = press up-back on the directional pad 

bb = quickly press back then back again on the directional pad 

ff = quickly press forward and forward again on the directional pad 

lk = press light kick or kick#1

hk = press heavy kick or kick#2, 

lp = press light punch or punch#1,

hp = press heavy punch or punch#2

fall half-way = means allow yourself to fall about half-way to the ground 
after an airseek

air seek = hold up on the directional pad during the on-screen "Air Seek" 
message. 

Get-up attack = hold hp or hk after a knockdown (doesn't work after counters)

Power transfer = hold L and press either the "X", "Y", or "B" button to 
transfer power to the appropriate super level. If you are Player 1(Player 2) 
then the "X" button corresponds to level 1(level 3), the "Y" button 
corresponds to level 2(level2), and the "B" button corresponds to level 3 
(level 1). 

stun = moves that temporarily leave an opponent open

bounce = moves cause an opponent to bounce on the ground and leaves the open
to attack

taunt = press either lk+hp, f+lk+hp, d+lk+hp, b+lk+hp, or d+lp+hk

throw = press lp+lk, or white button

air throw = press lp+lk or white button while you and the opponent are 
airborne

Air Counter = press hk+hp or black before any air to air and air to ground 
attacks

Low Counter = press d+hp+hk or d+black button against  any normal or special 
low attack

Punch Counter = press f+hp+hk or  f+black before any normal or special 
standing punch attack

Kick Counter = press b+hp+hk or b+black before any normal or special standing 
kick attack

/ = or, i.e. moves or buttons can be interchanged 

+ = and, with

( ) = helpful comments that follow a particular move in a combo

[ ] = group all moves in brackets together

Strings = a sequence of attack button presses that general require no timing 
to for the character to success connect all hits.  Strings should be press 
quickly.  Strings generally don't do a great deal of damage (<25% damage).

Combos = a combination of strings, supers, pop up attacks, counter attacks, 
throws, and/or specials that require some timing to complete.  Combos 
generally do a great deal of damage(>25% damage).
______________________________________________________________________________

2. ABOUT BISHOP
______________________________________________________________
______

Bishop is a bit like Geese Howard. He has the brutality, the counter, the 
evac toss, and the anti-air super. His best assets, however, are his 
plethora of transition attacks! Infact his Simage Blast is one of the few 
projectiles with transition properties. There are two transition moves which 
are embedded in the end of strings (lk, lk, lk and lp, lp, hp, hp). 
The others are more readily available attacks that may be performed at 
anytime during the match. These include his normal throw (lp+lk), level 1, 
2, and 3 charged Simage Blast (qcb+hp). These add about 3000-4000 pts in 
damage to any combo. They also help bring a sense of brutality to the fight 
when they are well integrated into your strategy. It's in your best interest 
to develop a sense of spatial awarness of each board i.e. being knowledgeable 
about where the interactive objects are.

______________________________________________________________________________

3. MOVELIST 
________________________________________________________________________
______

A.  Throws:
Simage Body Blows 			lp+lk/white
Evac Toss 				b+lp+lk
Pistol Whip				d+lp+lk

B.  Counters: 
Knee and ElboW 				(Punch counter)
Leg flip and mid kick			(Kick counter)
Trip kick				(Low counter)
Taking no Chances			(Air counter)

C.  Jumping Attacks:
lp
lk
hk
hp

D.  Crouching Attacks:
d+lp
d+lk
d+hp (stun)
d+hk

E.  Get-up Attacks:
Simage spotter				hold hp(bounce)

F.  Specials:
Jaw Breaker				ff+lp
Double hilt 	   			f+hp
Simage Charging				lk+hp (Taunt) two (level 1), four 
					(level 2), or six times (level 3)
Snap Axe Kick				ff+hk(stun)
Advancing Fire				qcf+hk
Retreating Fire				qcb+hk(evasive)
Single Blast				qcf+lp
Staggered Blast				qcf+hp
Concussive Breach			qcb+lp
Simage Blast				qcb+hp
Taking no Chances         		qcb+lp/hp(in air)
Mutant Parry    			b+lp+hp

G.  Supers:
Channeled Parry				lp+hp(level 1)
Bullet Crazy				lk+hk(level 2)
Don't Jump at Me			b+lk+hk(level 2)
Mutant Tumble				f+lp+hp(level 3)
Professional Hit			f+lk+hk(level 4)

H.  Aerial Strings:
lp, lk, hk, hp, qcb+lp/hp
lp, lk, hp, hk, air throw

I.  Standing Strings:
d+lp, d+lk, d+hk
d+lp, d+lk, d+hp(stun), d+hk
d+lp, d+hK
d+lp, d+hp
lp, hp, hp
lp, lk, lk, lk
lp, lk, hp, hp
lp, hk, hk(stun), lk(bounce)
lp, lp, hp, hp
f+lp, hp, hp, hk, lk
ff+hk, lk, hk, hp, lp
ff+lp, hp, qcf+hk(hold hk)
ff+lp, hp, qcb+hk(hold hk)
ff+lp, hp, qcf+lp(hold lp)
ff+lp, hp, qcb+hp(hold hp)
f+hp, hp(stun)
 

J.  Combos:
***To prevent I gave each combo a name (I can do this since they are my 
own).  If you have any trouble finishing them just email me.  Meanwhile 
I will add more notes to them.  I also put new ones on the XBox 
Messageboards at **www.gamwfaqs.com**. 
The first one, Street Sweeper, takes 100% life for most characters and the 
second, Forced Redirection, is good for launching the opponent off of 
buildings, through windows or into objects.  

Bishop's "Street Sweeper": Jump at opponent with hk (or lk, whichever is 
easier) then when the kick connects and your still in the air press qcb+hp 
(taking no chances), lp, hk, hk (stun), f+lp, hp, hp, hk, b+throw, qcf+hk, 
hp, hp, air seek, allow yourself and opponent to fall towards the ground 
and 1  second before hitting press hk, f+lk+hk. This is the coolest looking 
100% combo I've come up with so far. 

Bishop's "Forced Redirection": Taunt at least 2 times to charge up the 
Simage Blast. Stand with a transition at you back (library door in the 
mansion) then ff+hk, lk, hk, b+throw, qcf+hk, b+lk+hk, qcb+hp(when opponent 
is at head level). This should launch them into and object and add 
significant damage.
 

If there is an object or transition point behind you use....

Bishop's "Get Lost": Taunt at least twice to charge your Simage Blast. 
ff+hk(stun), lk, hk, b+throw, ff+lp, hp, qcf+hk, b+lk+hk, qcb+hp

Bishop's "Massive Firepower": Taunt at least twice to charge your Simage 
Blast.  d+lp, d+lk, d+hp(stun), f+lp, hp, hp, hk, b+throw, qcf+hk, hp, hp, 
air seek, fall halfway to the ground, hk, land b+lk+hk, power transfer to 
level 2,lk+hk(as soon as he starts putting away his guns), qcb+hp(won't 
connect if the second super wasn't timed properly). 

If there is an object or transition point in front of you use....

Bishop's "Popper": get airborne and press qcb+lp/hp, land, lp, hk, 
hk(stun), lk(bounce), hp, hp, qcf+hk, b+lk+hk, power transfer to level 2, 
qcb+hp, taunt!

Bishop's "Simage Thrust": get airborne and press qcb+lp/hp, d+lp, d+lk, 
d+hp(stun), f+lp, hp, hp, hk, f+throw!

Bishop's "Simage Boxing": get airborne and press qcb+lp/hp, lp, hk, 
hk(stun), lp, lp, f+throw

Normal combos include....

Bishop's "P.O.": Taunt at least twice to charge your Simage Blast. lp, hk, 
hk(stun), f+lp, hp, hp, hk, b+throw, ff+lp, hp, qcf+hk, b+lk+hk, power 
transfer to level 2, lk+hk(as soon as he starts putting away his guns), 
qcb+hp(won't connect if the second super wasn't timed properly).

Bishop's "AntiGravity Simulation": lp, hk, hk(stun), lp, lk, hp, hp, qcf+hk, 
qcf+hk, qcf+hk, hp, hp, air seek, fall halfway to the ground, lp, hk(won't 
hit but keeps timing), f+lp+hp.

Bishop's "The 'Nothing' Special": lp, hk, hk(stun), f+lp, hp, hp, hk, 
b+throw, qcf+hk, hp, hp,air seek, lp, lk, hp, hk, air throw!

Bishop's "Pistol Whipping": get airborne and qcb+lp/hp, land, lp, hk, 
hk(stun), f+hp, d+throw, Taunt! If you are fighting a big opponent like 
Sentinel A continue to dash in and use d+throw as he gets up. 

Bishop's "Mark of Professionalism": qet airborne and press qcb+lp/hp, land, 
lp, hk, hk(stun), lp, lk, hp, hp, qcf+hk, qcf+hk, f+lk+hk.

______________________________________________________________________________

4. STRATEGY 
________________________________________________________________________
Against the "Projectiles Group"(Cyclops, Havok, Bastion, Forge, Bishop)
Use the Mutant Parry(b+lp+hp) to redirect their projectiles back at them. 
This will also keep your Simage blast at level 3.  Also use Bullet Crazy 
(lk+hk) just as the opponent opens fire on you. This will activate a bug 
that negates the opponents projectile and leaves them open to fire. 

Against the "Super Armor Group"(Juggernaut, Sentinel A, Blob):
These guys are slow and tend to counter much more than any of the other 
characters.  Unload on these guys with you Staggered Blast and Simage Blast. 
Keep the opponent stunned and then make use of transitions.  This will be 
useful against the Blob who cannot be thrown. Throw Juggernaut and Sentinel 
whenever possible. Spatial awarness is the key to Victory.

Against the "Physical Offense Group"(Rogue, Beast, Wolverine, Lady 
Deathstrike,Sabertooth, Storm).  Allow these characters to charge at you.  
Block their offense and counter them [i.e. b+lp+hp].  They are pretty 
repetitive and predictable.  

Against the "Cheap Tactics Group"(Phoenix, Toad, Dark Phoenix, Magneto, Pyro, 
Mystique).  Keep them at a distance with Bullet Crazy or Don't Jump at Me.
This group attacks you when you perform a certain type of move or action.  
It's best to dispose of this group as soon as possible.  Juggle them and 
direct them into transitions with the Simage Blast.  Be mindful of these 
"automated responses" and avoid use of actions (or lack of action) that 
triggers them (eg Magneto's slamming a opponent that use 3D walk or get 
close).  Other than this you can fight them straight up.

Against the "Defensive, Stand-of Group"(Sentinel Beta, Gambit, Betsy, 
Psylocke, Nightcrawler) 
This group counter almost as much as the Super Armor.  However, since they 
don't have the armor you aren't countered as often.  Characters in this group 
are able to initiate attacks from a long distance.  Some possess projectile 
and some are able to get close very quickly.  Counter whenever possible.
As against the Super armor group, use on hit stuns to start combos.  Attempt 
to throw them often.  

______________________________________________________________________________

5.  CREDITS 
________________________________________________________________________

Thanks to: 


Activision Inc. for such a great game.

www.gamefaqs.com for posting FAQs for gamers.