Unavailable Known Items (SF2)

(this page is intended to exist temprorarily. I urge the admins to delete it as soon as it runs out of use)

In Shadow Fight 2, the player shall come across various items which the opponents possess that have not been provided to the player. This is particularly true of the demons that Shadow encounter who have a unique arsenal and also of Act 6: Iron Reign where even the bodyguards and fighters have weapons that are not available to the player. Also none of these weapons have been seen being used by other fighters either. Only melee weapons, magic and perks will be discussed here, this article does not speak of those available in one act but unlocked in the succeding ones. (opinionated statement->) As of the Interlude, no distinct ranged weapon was found being used by other fighters that was not made available to the player (ends). And as for armor and helms, there maybe several which have been used by opponents and not provided to the player but nothing can be stated about them because they can only be observed when fighting during which they are shadowed and are not noticeable. Here is a list of them and their properties.

Demons'

 * 1) Lynx's Claws: Lynx's Claws are the first weapon the player encounters to be unavailable. Lynx's Claws are made to function the made way as the steel claws and the frayer claws; the latter duo is unlocked in Act III and Interlude respectively. But Lynx's Claws differ in terms of attack frenzy from the unlocked duo. Also Lynx has his claws enchanted with poisoning enchantment.
 * 2) Hermit's Swords: Hermit's Swords have a functioning like those of sais. But like Lynx's Claws its attack frenzy differs from the sais.
 * 3) Butcher's Cleavers: Another boss weapon that was not unlocked at interlude. Butcher's Cleavers work like big swords and pharaoh's khopeshes.
 * 4) Widow's Fans: Widow's share the same attack pattern as emerald cutters. Emerald cutters only differ with Widow's Fans due to addition of spikes on their curved edges. Nevertheless they are of the same type and only two weapons of that type.

Fighter's

 * 1) Two-handed Spiked Cudgel: The player can encounter this weapon during duel or survival being used by a red robed ninja. It operates ditto to most heavy weapons like the Two-handed Mace, Northern Hammer etc. It has a unlocked equivalent, the Two-handed Cudgel from Act IV which has no spikes and a distinct attack frenzy to that of other heavy weapons. The Red Robed Ninja is the only fighter (not being a bodyguard or a demon) to use a weapon unavailable to the player.

(specifically Shogun's Bodyguards)

 * 1) Corporal's Weapon: Shogun's first bodyguard Corporal wields a spear that has an appearence of both the Trident and Magari Yari but functioning of The Sting, Yari and Silver Spear. Corporal is the first bodyguard to have a weapon that is not available to the player.
 * 2) Captain's Double Handed Sword: It a sword that is a regular heavy weapon in its functioning much like the Two-handed Spiked Cudgel.
 * 3) Major's Twin Swords: They are almost the same thing as the Swords the player uses in Act I but have a slight curve and thus the difference.
 * 4) Colonel's Weapon: A Naginata with a large blade, Colonel's really does function like the Naginata seen in the game earlier.
 * 5) General's Glaive: General uses a Glaive that has an appearence of two swords conjoined at the end of their handles. Attacks using this weapon is similar to other glaives and ditto to Sapphire Fang and Silver Glaive.

Demons'

 * 1) Hermit's Lightning Storm: Hermit, what he lacks in perks, makes up being a master of magic and using two kinds of magic attacks. The first one being the lightning unlocked at Act V. After being defeated once he uses a deadlier magic by levitating and meditating. He summons a storm wherein lightning perpetually strikes Shadow and can almost fully pin point and attack Shadow till Shadow is defeated or he knocks Hermit off his levitation.
 * 2) Widow's Ice Pillar: Definitely has working similar to that of the Fire Pillar unlocked at Act V. Widow smashes her conjuring into the ground and it travels all the way till it reaches Shadow and forms a stalagmite of ice underneath from his feet causing damage and then crumbling back to the ground.

Bodyguard's

 * 1) Corporal's Ice Ball: Corporal besides being the first bodyguard to have a weapon which Shadow never acquires, also is the only bodyguard with a unique magic attack that is not seen from others. Corporal creates a spiky ball of ice which aerially is thrown at Shadow. It is similar to Fire Ball,  Energy Ball, Dark Blast and Water Ball in its manner of use.

Only Demon's have the perks that are yet to be unlocked

 * 1) Lynx's Invisibility: Lynx's perk is that he disappears after blasting a puff of smoke around him and stay the same till Shadow damages him heavily, defeats him or is himself defeated. Lynx only uses this perk after being defeated in the a round.
 * 2) Butcher's Quake: Butcher can cause a quake by jumping and landing hard on the ground which can cause damage to Shadow if he is not in air. Butcher can be stopped from causing this if the player manages to make a hit while Butcher is in mid air.
 * 3) Wasp's Flying: Wasp can jump, climb on the walls of the battle area and make spear attack by flying all the way through the other side of the area. There is little time to stop her from jumping and climbing up and once in flight she cannot be stopped.
 * 4) Widow's Teleportation: Widow has the ability to teleport by creating cyan streaks from her fan while performing a lowercut then turning up behind Shadow and attacking him with an a uppercut with her fans while the cyan streaks follow the fans's direction.