Ehrgeiz – Godhand Guide
PlayStation
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GODHAND FAQ VERSION 1.2 5/15/99 Unpublished Work Copyright 1999 Mike Allen FORWARD ------- This is as an "easy reference" guide for Godhand users.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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