Ehrgeiz

Ehrgeiz

12.10.2013 11:10:07
~B
VERSION 1.1
4/17/99

Unpublished Work Copyright 1999 Mike Allen


FORWARD
-------

This is as an "easy reference" for Godhand users. The strategies are
from my Expert FAQ Version 1.33.

Send any tips/questions/comments to: Mallen1@csulb.edu


=======================================================================


TABLE OF CONTENTS
-----------------

I. COMPLETE MOVES LIST

II. STRATEGIES

III. V.S. GODHAND

IV. WHY SHOULD I PLAY GODHAND?

V. REVISION HISTORY


=======================================================================


KEY:
----

H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)


=======================================================================


I. COMPLETE MOVES LIST
----------------------

HHH
HHLH
HHjHHHHHjHHjHHHHG
H (quick L) HHHHHHHHH
M
M+S
H+S, H
L
L+S, quick H
L+S, quick L
L+S, jH
L+S, quick H, quick L
L+S, quick L, jH
L+S, M
90-degree (either direction), H
G+H, H
Running HHH
Running L
Running M
Running G+H
Projectile-Spin, H
G+H
G+L, H
Ducking H
Ducking H (hold)
J+H, L
J+L
Step HH
Step HLjH
Step LH
Step LM
Step LLL
Rising H
Rising H+S

THROWS
------
front
front, hold H
left
right
back
360-degree

SPECIALS
--------
S
SS
J, S
Charge S
Rolling S
Running S
90-degree (either direction), S
S (white meter empty)


=======================================================================


II. STRATEGIES
--------------

Close-Range Fighting
--------------------

Godhand works best at a medium-distance. Use the Walking H or a basic L
to push yourself away from your opponent.

An easy 2-choice is the HHL and the HHjH. You can extend the HHL to
HHLH, and lengthen the HHjH to HHjHHHHH for variety.

The H (quick L) HHHHHHHH is great for pushing opposition into a corner.
If your opponent expects you to do the whole chain, stop after the
third or fourth hit and do a throw, basic S, basic L, or L+S, jH. If
you expect a counter, go ahead and throw out the basic M.

H+S, H is a decent move that hits both times if the first is a counter
and leaves you safe if blocked. Use at close range and try not to hit
air.

Godhand's 90-degree H comes out faster if you input counter-clockwise.

Only use the HHH for air-combos.


Medium-Range Fighting
---------------------

Another fantastic move for Godhand is the Walking H. It has GREAT range
and can be used at ANY TIME to hit unsuspecting opponents. The second
hit of the Walking HH can be delayed. You can delay even further by
doing a Walking H, G+H. Finally, you can 2-choice with the Walking HH
(or Walking H, G+H) and a Walking H, L+S, jH.

At medium range 2-choice the L+S, quick H with the L+S, jH. The L+S, jH
is the best low attack in the game, combining great range with high
damage, and is difficult to block.

Mix a basic G+H in with your walking H, regular L, and regular H since
these don't hit middle. The basic G+H, unlike Godhand's regular M,
doesn't leave you open if blocked.

Use the running G+H instead of the running M (unless they like to
interrupt). Follow up a blocked running G+H with a basic G+H, an L+S,
jH, or a throw.

After J+H you can mix up the L, a basic M, and a throw.

The running HHH cannot be interrupted, but your opponent can knock you
out of it with a fast jab if they block the first or second hit.


The Basic L
------------

Start with a basic L (it has GREAT range). If you expect a counter, pop
out the rising H or rising H+S. If they try to duck the rising H, the
rising H+S and basic M are both effective. If they look for the middle
attack, do another L to start the pattern over. If you hold G after an
L, you can set up the Ducking H and Ducking H (hold). The basic S and a
throw also go well after an L.

Godhand's most dangerous move after an L is the rising H. Don't forget
that the rising H hits high, while the same move after HHL or G+L hits
middle. After a successful hit, follow with HHH for an easy air combo.
This air combo also work well after a Step LH.


The Step
--------

Godhand's best 2-choice starts with a Step. Follow with an H or an LLL
for a 2-choice. If you go with the H, keep the following things in
mind: If you have quick reflexes, input the second command depending on
if the H hits. If your opponent blocks the H, you can 2-choice with an
H or LjH. If the original H hits, however, you'll hit air if you follow
with an H, but the L will land for a two-hit. Only extend the L to the
LjH if your opponent blocks the initial hit.

The Step LH hits high and is not mixed well with the Step LLL. Since
the Step LLL and Step H (these hit low and middle) mix-ups work better
than mixing up the Step LH and Step H (both are stopped with a high
guard), try using the Step LH exclusively as a counter.

If the first low in a Step LLL hits as a counter, both will connect
with no problem. However, on a normal hit your opponent can (and often
will) block low on the second hit, leaving you open for a counter. On a
normal hit you can mix the Step LLL with a Step LL, M or a Step LL,
throw.


The L+S Family
---------------

You know how fantastic the L+S, jH is for normal fighting, but its
superior range also makes it ideal for opponents pulling a ground
recovery from a distance. Begin the move when they start to rise, and
it will hit them after the invincibility wears off.

You can perform a decent 2-choice from half-way across the screen by
mixing L+S, quick H and L+S, quick L. Watch out for jumping opponents.

After blocking an attack, try mixing in the L+S, quick H, quick L. This
move goes around the side of your opponent and can hit as a back-attack
if your opponent doesn't move. Best of all, if the attack hits your
opponent is stunned. Follow up with a J+L. The L+S, quick L, quick H is
exactly the same move but goes around the other side.


Wake-up Games
-------------

M+S (hold) can be used against "turtles," but is much more effective
against opponents who consistently ground recover. Knock them down and
start the M+S (hold). When their invincibility wears off--POW!


Countering Opponent's Mistakes
------------------------------

If your opponent misses with a wake-up attack, always counter with Step
LH for an air combo.

After blocking certain low attacks, the rising H will miss on a counter
attempt. Against blocked moves that leave your opponent in a ducked
position, stick with the rising H+S. It does 35 damage, leaves you safe
if blocked, and cannot be interrupted. If the rising H+S is too slow to
counter, pop in the basic M to damage and knock down your opponent.


Specials
--------

Godhand's basic S misses easily and is completely ineffective at long
range if your opponent knows the projectile-evasion. You can aim the
bullet with the directional pad if you know which way your opponent
will run or jump.

Unless a perfect "shot" is available, save your white meter for
interrupts and the rolling step mine.

Roll back with the step mine to teach rushing opponents a lesson in
humility. Never use the basic step mine.

If you connect with a slide, immediately do a forward roll, S to set a
mine. If your opponent waits, detonate. If they'll pull a quick
recovery, wait until it wears off and trigger. If they try to roll out
of the way, hit G.

Stay away from the jumping S. It never hits and wastes your white
meter.

If your opponent is near-death and far away, charge the S. Stick with
the basic S or Rolling S in normal circumstances.


=======================================================================


III. V.S. GODHAND
----------------

Against Specials
----------------

Use J+L or jump up and counter against a "trigger-happy" Godhand.

Don't use running attacks with big motions, or else he'll roll back and
set a mine. He'll also use this strategy against jumping opponents.

If he steps, try jumping straight up to avoid (and COUNTER) the Step
LLL and Step H. The Step LH will hit late jumpers, so be careful. If he
doesn't pull a Step move and is waiting to pop you when you come down,
use the control pad to get away in mid-air.


Other
-----

You can interrupt the basic M.

After a G+L or HHL, don't be foolish or the rising H (which hits
MIDDLE) will nail you for big damage AND set you up as an airborne
punching bag. Look for the lifter, and if it comes interrupt or block.

You can ground recover after the Step H to pass through the L and
counter.


=======================================================================


IV. WHY SHOULD I PLAY GODHAND?
------------------------------

Godhand has enough good moves to keep you entertained. Most of the
other strong competitors rely on a particular CHEESY move, special, or
unblockable. Godhand relies on superior technique. Almost every move is
useful, and you can mix these up every round to adjust your fighting
style depending on your opponent's playing style and your own. Other
"One Move" Wonders like Lee and Matsuda rely on the same crap every
time. Boring!

The rolling step-mine is a LOT of fun.


=======================================================================

V. REVISION HISTORY
-------------------

1.0- used Expert FAQ Version 1.3
1.1- used Expert FAQ Version 1.33

I'll be updating this FAQ infrequently. New Godhand strategies will
appear in my Expert FAQ first.

Send any tips/questions/comments to: Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen


 
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