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Unpublished Work Copyright 1999 Mike Allen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:  [email protected]


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


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:  [email protected]

Unpublished Work Copyright 1999 Mike Allen