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Godhand Guide by MAllen

Version: 1.2 | Updated: 05/15/1999

GODHAND FAQ
VERSION 1.2
5/15/99

Unpublished Work Copyright 1999 Mike Allen


FORWARD
-------

This is as an "easy reference" guide for Godhand users. The strategies 
are from my Expert FAQ Version 1.38.

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


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


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

I. STRATEGIES

II. COMPLETE MOVES LIST

III. V.S. GODHAND 

IV. 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 (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)


Terminology:
------------

jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing 
lifter = move that sets up an air combo 
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively


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


GODHAND => No weaknesses. Too many strengths.
==========

This guy can do it all. Godhand can fight at close or medium-range, is 
great at air combos and wake-up games, and has more quality moves than 
any other character in the game. He's my favorite character to play.


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

The jab mix-ups are the CORE of Godhand's close-range fighting. Be sure 
to switch between the H and HH when linking these attacks. The basic H, 
HH, and L mix-ups are listed below. 


Follow the Basic H or HH with: 
------------------------------

1. H (against fast counters)
2. L (against high blocks; sets up L mix-ups) 
3. M (against low blocks)
4. H+S, H (against slow counters)
5. Throw (against turtles)
6. Basic S (against turtles who can break throws)
7. 90-degree H (against most counters)
8. Step LH (against slow counters; input at maximum speed)
9. G+L (against high counters; can extend to G+L, H)
10. Rolling S
11. Duck (set-up Rising H)

Notes: 

The HH will combo if the first hit connects.

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


Follow the Basic L with:
------------------------

1. Rising H (against slow counters; air combo with HHH)  
2. Rising H+S (strong against most counters; vulnerable to a jab)
3. Basic M (against low blocks; leaves you open if blocked)
4. Throw (against turtles)
5. Basic S (against turtles who can break throws)
6. Ducking H (against slow counters; stuns on a counter)
7. Ducking H (hold) (another anti-turtle move)
8. Basic L (against high blocks; follow with another mix-up)
9. Step LH (against slow counters; input at maximum speed)
10. 90-degree H (against most counters)
11. G+L (against high counters; can extend to G+L, H)
12. Rolling S
13. Duck (set-up Rising H)

Notes:

To set up the Ducking H and Ducking H (hold) after a basic L, you need 
to hold G for a split-second after the L. 

You can follow a counter Ducking H with the Basic M or J+L for a combo.


Other Close-Range Tips:
-----------------------

Don't forget that the Rising H hits high, while the same move after HHL 
or G+L hits middle. 

The H (quick L) HHHHHHHH is great for pushing opposition into a corner.
If your opponent expects the entire 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, pop the basic M. 

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

Only use the HHH for air-combos.


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

Medium-Range Attacks:
---------------------

1. Walking H
2. Step LH (follow with HHH)
3. Step LL (to Step LL links)
4. L+S, jHjH
5. Step H (to Step H links)
6. Running G+H
7. J+H (to J+H links)
8. Running HHH
9. Rolling S
10. 90-degree H
11. Duck (set-up Rising H)


Follow the Walking H with:
--------------------------

1. H
2. H (delay)
3. G+H
4. Basic H (to Basic H and HH links)
5. Basic L (to Basic L links)
6. H+S, H
7. L+S, jHjH
8. Basic S
9. Rolling S
10. Step LH (input Step LH at maximum speed; follow with HHH)
11. 90-degree H
12. Throw
13. Duck (set-up Rising H)


Follow the Step LL with: 
------------------------

1. L
2. Basic M
3. Throw 
4. Rolling S
5. 90-degree H
6. Rising H


Note: The Step LLL will combo if the first hit is a counter. 


Follow the Step H with:
-----------------------

1. L 
2. H (only if your opponent blocks the Step H)  
3. LjH (only if your opponent blocks the Step H) 
4. Basic S
5. Rolling S
6. 90-degree H
7. Throw
8. Duck (set-up Rising H)


Follow the J+H with:
--------------------

1. L 
2. Basic M
3. Throw
4. 90-degree H
5. Rolling S
6. Duck (set-up Rising H)


Other Medium-Range Attack Strategies
------------------------------------

The M+S (hold) comes out quick enough to mix-in with your medium-range 
attacks. Against defensive-minded opponents who like to walk around, 
this technique can really pay off.


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

Godhand's best down attack is the Rolling S. After knocking an opponent 
down, roll forward and set the mine. If your opponent waits, detonate. 
If they pull a quick recovery, wait until it wears off and trigger. If 
they try to roll out of the way, hit G.  

Frustrated opponents will either get up with the quick roll or use 
wake-up attacks to hit you while you roll. If they chose the wake-up 
attack counter, make them miss and land the Step LH for an air combo.

M+S (hold) works great 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! Mixed 
with the rolling step mine, you can have a LOT of fun.
 
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.


Countering Opponent's Mistakes
==============================

Step LH is your best counter when opponents hits air. Follow with HHH 
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. If the rising H+S is too slow to 
counter, use the basic M. 

After blocking an attack that doesn't give you enough time for a major 
counter, 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 with J+L. The L+S, quick L, quick H is exactly the same 
move but goes around the other side. Go with whichever version you can 
input faster.


Specials
========

The Basic S
-----------

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

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


The Rolling S
-------------

See the "Wake-Up Games" section for detonation information.

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 Rolling S. 


Other Specials:
---------------

Don't use the jumping S. 

If your opponent is near-death and far away, charge the S. This move 
takes off a LOT of white meter, so stick with the basic S or rolling S 
under normal circumstances.


GODHAND'S 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-Evasion, 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)


V.S. GODHAND
============

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. 

You can interrupt the Basic M.


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

IV. REVISION HISTORY
--------------------

1.0- used Expert FAQ Version 1.3 
1.1- used Expert FAQ Version 1.33
1.2- used Exper FAQ Version 1.38

I won't update this FAQ again. New Godhand strategies will appear in my 
Expert FAQ first.

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

Unpublished Work Copyright 1999 Mike Allen

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