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Garouden Breakblow: Fist or Twist
Bunshichi Tanba FAQ
Version 1.0
Created by MurderFist (
[email protected])
Updates
-------
2-10-2011- Added extra info on grappling and blocking, courtesy of Sukotsuto.
-Began work on Matchup section, Hikoichi Kurama strategy added
-New links in the credits
Table o' Contents
=================
I. Foreword (In case you want one)
II. Bunshichi Tanba Bio and Info. (cuz why not, right?)
III. Game Basics
IV. Move List and Analysis
V. General Strategy
VI. Character Specific Strategy
VII. Credits and whatever else
-----------------
I. Foreword
-----------------
Hey, welcome to this nifty little Character FAQ for Garouden Breakblow: Fist or
Twist for the PS2. GB:FoT (what an awful abbreviation) is based on the Japanese
manga Garouden, which is about a bunch of strong guys who want nothing more
than to beat the living hell out of each other. I'm not even being terribly
simplistic here, that's what the entire series is.
Anyway, Fist or Twist is a highly unorthodox fighting game with a nonexistent
community anywhere outside of Japan (I doubt it even has a very large player
base there, either) and so I'm hoping that this guide can help anyone with a
passing interest in the game get past that scary first impression in order
to appreciate a truly original and wildly entertaining title.
---------------------------
II. Bunshichi Tanba
---------------------------
Bio
===
The main character and "hero" of the Garouden series, Bunshichi Tanba is a
rough and tough street fighter and Dojo-Crasher whose entire existence
revolves around hand-to-hand combat. He makes sport of raiding various
dojos and gyms and mercilessly defeating the strongest fighters present at
each. In the very first volume of the series, he wrecklessly invades a
pro wrestling gym and is humiliated in a loss to an up-and-coming wrestler.
Devastated by the loss, Tanba goes into seclusion to retrain himself over the
next three years and returns stronger than ever. His return quickly garners
the attention of Makoto "GREAT" Tatsumi, leader of a pro-wrestling organization,
and Matsuo Shozan, legendary Karateka and founder of the Hokushinkan Karate
Organization. What follows is fight after fight after fight after fight.
Tanba follows his own path through the martial arts, and though he is primarily
a karateka he also employs wrestling and other grappling techniques along with
various "dirty" street fighting moves.
Gameplay
=========
As we've read above, Tanba is a fighter who utilizes all forms of combat
techniques from striking to grapplying to "dirty" fighting. This makes him a
well-rounded character in typical protagonist fashion who is good for beginners.
Overall his emphasis is on striking, however, so if you really want to slam
people around or play around with things like reversals and counters on a larger
scale you may want to look elsewhere.
All things considered Tanba is a considerably strong character with good tools
for a variety of opponents and situations.
---------------------
III. Game Basics
---------------------
As stated above, Garouden is by no means your conventional fighting game.
With that in mind, this section will be devoted to breaking down both the
familiar and unfamiliar aspects of gameplay.
What's that button do!? (Controls)
=========================
Here are the default controls when using a PS2 controller.
Square=Punch (P)
Triangle=Kick (K)
Circle= Unique Action/Attack (A)
X= Guard (G)
L1= Grapple (P+G)
R1= Super Move (K+A)
-Movement is controller with either the D-pad or left analog stick.
You can move in eight directions around the arena, but cannot jump or duck.
Directional notation: Each direction for our purposes is assigned a number
based upon the Numpad on your computer. It looks like this.
789
456
123
With that in mind, you can attribute each number to one of the directions
on your d-pad. 6 is forward, 8 is up, 2 is down, etc. Learn this, as it's
used in almost all fighting game notation across the internet.
Meters and Gauges
=================
1.Fighting Spirit Gauge: This replaces the standard life meters you may be used
to seeing in games such as Street Fighter or Tekken. In Garouden, the life of
both players is shared and the balance is pushed back and forth as both
combatants deal damage to one another in a sort of HP tug-of-war. The match
is over when one character's spirit completely overwhelms the other and reduces
it to zero.
2.Stamina Gauge: Located directly above the Spirit Gauge you can find the
Stamina Gauge. Stamina affects the general hitstun attacks will have on a
character. If stamina is high, you can continue attacking almost constantly.
If stamina is low, characters become susceptible to stuns and will suffer
repeated blows. Stamina is spent by attacking, blocking, and being hit and can
be regenerated by moving around or standing still.
3.Body Gauge: This is the little green outline of a man positioned in the lower
corners of the screen, and shows the health of your six body parts: head,
torso, right arm, left arm, right leg, and left leg. Body health affects the
general damage done to both your spirit and stamina gauges from any attack,
along with the amount of stun your character will receive when hit in that
area. When a part is green damage is minimal and there will be no stun, when a
part is red the slightest touch will turn you into a cripple. Protect your weak
parts and aim for your opponent's!
4.Super Chains: These are the three chains situated at a certain spot on your
spirit gauge, and control your super move usage. Each time the spirit gauge
passes a chain, that chain is broken and enables you to use a special/super
move. Each super has one use, hit or miss, and cannot be saved for use after
the next chain is broken, ie. if you have super move 1 available when chain
2 is broken, super 1 is overwritten by super 2 and is no longer available. As
such, it's smart to figure out how to maximize usage of your three supers.
Protect Yourself at All Times! (Defense!)
===========================================
You may have guessed from the information above that blocking in Garouden is
done through the use of a guard button. My goodness, you guessed right! But!
There's more! Attacks in garouden come both high and low, and you must adjust
your defenses accordingly. Simply holding G will block high attacks, but not
mid or low attacks. To block these, simply press down+G at the same time. But
you figured as much, right? Note that you cannot move while blocking.
Outside of your standard blocking, the G button allows for two more defensive
options: swaying and parrying. To sway, simply press back+G. This causes your
fighter to sway away from his enemy, avoiding high attacks if the spacing is
correct and allowing you to escape from the enemy without having your face
smashed in. Parrying is just the opposite, and is accomplished by pressing
forward+G. When a parry is performed, the fighter will move towards the
opponent with his guard up and brush aside a single attack, creating
counterattack opportunities. This is largely ineffective against combination
attacks, but can make a world of difference against big, single attack moves.
Learn to mix these defensive options in with your attacks for optimum effects!
--------------------------------
Here's a word from Sukotsuto on how to escape hit stun
--------------------------------
-When you're flinched from hitstun, you can double-tap the d-pad to roll
towards the direction where you tapped the d-pad.
-You can only roll out after approx. a second has passed, as long as you
haven't been hit with a followup attack during that status. I also forgot to
mention that if hit enough times during this hitstun state,
(around 5 times, IIRC), you get knocked down and fall to the ground.
You can then do the rollout a second after attempting to stand from the ground.
Hugs, not Drugs (Grappling)
============================
The "Twist" in the title had to come from somewhere, and this is it. Grappling
is a major part of gameplay, and can quickly turn the tide of any match if used
appropriately. It's a great way to escape a flurry of attacks early on, and can
be a big help against opponents who like to block every punch your send their
way.
You initiate a grapple by pressing the grapple button (P+G), strangely enough,
and from there can perform a variety of moves that differ from character
to character. Each attack button performs a different attack or throw, and you
can modify these moves further by inputting forward or backward beforehand.
Forward and back throws tend to be more impressive or damaging, but are also
easier to escape than neutral throws, so use them accordingly.
If you happen to be grabbed, you can generally escape most throws by pressing
throw yourself as soon as the enemy has a hold of you. This somewhat extends
to submission throws, where you typically mash buttons to escape. Any further
information on this is appreciated. Another decent method for escaping throws
is to perform a sway if your opponent is getting a little too grabby for
your tastes. With proper spacing their throw will whiff and you can launch
a counterattack while they recover.
Worth noting is that if a character's stamina is low or their body parts are
badly damaged, they can easily be punched or kick out of a throw attempt.
------------------------------------------------------------------
Here's some extra information on grappling, courtesy of Sukotsuto
------------------------------------------------------------------
- Grapple can be escaped after you got grabbed (if you weren't able to push
the grapple button yourself in time). If they attempt a strong grapple attack
(ie pushes/pulls you towards a direction before they attack), you can push
(or was it double tap?) towards the direction you're being pushed/pulled
(or was it the opposite? needs confirmation) in order to escape the grab.
- Grabbing people from the side makes the grapple harder to escape.
Thus, a typical grappler strategy is to attack the opponent until a momentary
hit stun is achieved, step to the side, then grab. Side grabs can still be
escaped, but you can't use push the grapple button on reaction, and the
directions to push in order to escape seems to be altered.
- Grabbing someone from behind is inescapable, and does heavy damage
(both for the body and spirit).
FUCK YOU MAN! (Cheap shots)
===========================
A minor, yet interesting, facet of Garouden's gameplay is the ability to use
surprise attacks at the start of a match. When your character is being
introduced, you can press K+A at the same time to launch a cheap shot before
the match begins officially. This attack seems to be random and rarely has much
effect on the match at large, but it is fun to do and can help you jockey
for better positioning at the start.
NOTE: Do not ever attempt cheap shots when fighting Yujiro Hanma. Odds are
you'll walk right into one of his counterattacks and die before the match even
has a chance to begin. See this link for what I mean:
http://www.dailymotion.com/video/x1jxiv_garouden3_extreme
------------------------------
IV. Move List and Analysis
------------------------------
Punches
========
5P,5P,5P,5P- Basic of the basic. Press punch four times and Tanba does a speedy
four punch combination. Fast, and all four hit for decent damage,
but there's little reason to use this over his other punch combos.
5P,5P,5P,5K- Same as above but with a kick to the torso replacing the final
punch. Great thanks to the final kick, which hits mid and takes a
nice chunk of stamina away from the enemy on hit.
5P,5P,5P,8P- Four punch combo once more, this time finishing with a spinning
backfist that hits the enemy's head. Mix with the 5K finisher to
keep the enemy guessing.
5P, 5K- A jab followed by a head kick. Not the best out there, but it has its
uses when you're really trying to bust that skull open.
6P,6P,6P- Three punch combination to the torso. Does really solid stamina
damage and hits mid, so they have to actually work a little to block
it. Especially useful when the enemy is doubled over from a stun and
at the start of a match when you're trying to win a wild brawl.
3P- A lunging punch to the gut. Works well as a poke later in the match when
you might be trying to fish for a stun on a weakened torso. Seems to stun
pretty easily.
2P,2P- Two punch combo on the thighs. Decent, but there are much more effective
ways to damage those legs.
4P- A "Hand-Sword" strike targetting the enemy's torso. Has good range, but is
best used on an approaching opponent. Seems to be particularly effective at
causing body damage, but I could be wrong.
8P,8P,8P,8P- Four hit combination of hooks targeting both the head and body.
Nice to mix in with other attacks, and can prove very effective
once the enemy starts to get worn down but is blocking your usual
punches.
Kicks
======
5K- A push kick. Not very good unless the opponent is moving into it. They
tend to go right through it and punch you in the mouth unless their torso
is about to break. Use at your discretion.
6K- A roundhouse, same as the one that finishes the punch combo above. This
kick is fast, does great damage to their stamina, and can set up some nice
stun combos once the enemy is softened up.
8K- Your standard head kick. Fast, but has shorter reach than other kicks and
you'll often be punched out of it before it lands. Not particularly strong
on any front either...but it does look pretty stylish, so there's that.
4K- A knee thrust. Useful to knock back a charging opponent but that's about
it.
2K- Low kick with the lead leg. Not sure if it's especially better or worse
than other low kicks but it seems to have less start-up time. Good when
you can't fit in a different leg attack.
3K- A lunging leg kick using the rear foot. Great range and good damage on all
fronts. Even better when supplemented with...
3K,5P,5P- Lunging low kick, torso punch, face punch. One of Tanba's best moves
in my opinion. Has excellent range thanks to the opening kick, and
deals good damage to the three main body parts you'll be targeting.
Should be used often, but don't get too predictable with it.
Special Actions
================
5A- A wild punch resembling a hook. Typically hits the head for good body
damage, and is fast enough to beat out lots of other attacks.
6A- A crazy-ass reverse uppercut that never seems to be very useful on its own.
However, when the opponent is doubled over in stun it can be a very handy
move to score a few more good hits. Can do good damage in that situation.
4A- A reversal that only works on mid-kicks. I have never, ever once managed to
land this reversal, so I can't even say if it's awesome looking or not. If
you see an opportunity for this, go for it, but I've personally never had
any luck with it.
1A- A leg kick thrown while retreating. This is honestly one of Tanba's best
movement tools, and should be used almost every time you need to get away
from an opponent. It covers a lot of ground much faster than anything else
you can do AND deals some good damage to the enemy's front leg. Great move.
2A- A lunging side kick. Great range, ok damage, kinda slow recovery. Pretty
punishable, honestly, but very useful in a stun combo I'll discuss more
later.
8A- A spinning back kick that targets the head. Fast, great range, and lacks
the awful recovery of some of the other kicks. Can lead to really nice stun
combos if the head is weak enough.
Grappling
==========
All inputs are assuming that you've already grabbed hold of your foe.
5P- Punch to the gut. Damage is whatever all around. It's...ok?
6P- Tanba elbows his enemy right in the face. Pretty good.
4P- Drag the enemy towards the ground then drives an elbow down into the back
of their skull.
5K- Quick knee to the gut. Again, it's whatever.
6K- Knee to the face. Good body damage and causes knockdown, which you can
follow with a stomp. Personal favorite K-throw.
4K- Stronger knee to the gut. Alright when you're trying to break that body.
5A- Awesome headbutt. Harder to escape than the other throws that hit heads, so
it comes in handy for that purpose. It's worth noting that if your own head
is weak enough this can cause you to break yourself, so watch out!
6A- A kneebar submission. Does damage to the knee/leg, obviously. Useful to mix
in when your gameplan is focused on leg kicks, especially if they're
expecting a strike.
4A- Chicken-wing face lock. Does damage to the right arm. This is alright,
I guess, but it's typically pretty difficult to target the right arm
outside of this move, so you probably won't see great returns from it.
SUPER MOVES
============
Super #1: Tanba performs a speedy palm strike that hits mid. If it connects,
he sends them into the air before yelling like a freak and hitting
with a second, totally badass palm strike. Does respectable damage
and will go through most attacks. Can be used to quickly push
momentum back in your favor or to put the nail in the coffin if you
already have advantage.
Super #2: A berserker attack. Really good damage if every strike lands, but
that almost never happens. Opponent can still move, block,and attack
the entire time, so all they have to do is decide to move away and
laugh as you take your frustrations out on the air. This negative can
be remedied with a little bit of positioning, however. If you can get
the opponent's back to a corner, they'll have nowhere to go and even
if they block their body will take considerable damage.
Super #3: KOOOOOOOOUU-OOOOOOHHHH!!!! Tanba's third super is a punch counter,
and sort of the manga's signature technique. It's really a thing of
beauty to see it done. Does big, big damage to the head and whatever
arm was throwing the countered punch. If you can pull this off it can
turn the entire match around. The downside is that it only counters
punches, but then its very presence also makes foes more leery about
throwing their fists out, which can give you an advantage anyway.
Stay sharp and throw this out at the right time!
--------------------------------
V. General Strategy and Tips!
--------------------------------
Now you've got a lot of info and you know what all the moves are about, but
you might not know what to do with all of it, right? Well don't you fret,
'cuz I'm gonna help you out!
We've established that Tanba is a decently well-rounded fighter with several
effective moves, but what does this really mean? How should one begin their
assault with Bunshichi?
What I've developed in my short time with the game are three basic gameplans
that if used appropriately and blended together can increase your Tanba's
effectiveness considerably.
The nature of Tanba's various moves allows for three considerably different
strategies that somehow blend together quite nicely. I've just this moment
given them silly codenames and they are: Fatigue Bombing, Tree Chopping, and
Median Destruction.
The first two strategies are much more independent of one another, while the
third can be a late-game result of either one that you may gravitate towards.
Let's break them down, shall we?
1. Fatigue Bombing
===================
This is the act of initiating an all-out brawl with the
opponent and utilizing move choices that focus on depleting their stamina
to stun levels before they can get a chance to do the same to you. Focus on
attacks that deplete large amounts of stamina, such as the 6P combo and 4P.
Another wonderful move is the 5P combination finished with a kick. These three
moves alone can render your opponent dazed in no time, and unless they begin to
effectively counter you, you'll take a big advantage and maybe even a lightning
fast win. This can be a double-edged sword, however. If you get sloppy and
begin to get reversed or thrown, the odds are your body will begin to give out
before their stamina does, making it much harder to claim that crucial stamina
edge. When executed properly, this can give an edge/win against most striking
characters, but many of the wrestlers will be able to throw or hit you out of
your mad rush and quickly turn the tables against you. That's when it's a good
idea to go for...
2. Tree Chopping
===================
Stupid name? Maybe. This is a strategy that focuses on hit
and run leg-kicks utilizing 3K and 1A as your main means of attack. Once that
lead leg is pulverized into nonexistance, whatever giant bruiser you're facing
will crumble to the floor...just like a tree, get it? Alternating 3K and 1A
enables you to get in and out quickly while sustaining minimal damage. Movement
is very important, and you always need to be working angles on your retreats,
or you will quickly find yourself backed into a corner you don't want to be in.
3K and 1A are your main tools, but you shouldn't shy away from other options
for destroying that leg. 2P,2P can add some nice damage to legs if you're in
a brawl, and Tanba's 6A throw can help mix them up if they begin to block your
endless assault of leg kicks. Once that leg is finally broken down, even
blocked kicks will still give you a great advantage in the striking game. This
is further enhanced through the use of...
3. Median Destruction
=======================
The median line is a line that runs vertically through
the center of your body, and numerous vital spots are located along it. You'd
have to consult some kind of manual for a list, because I can't think of them
all presently, but consider that the ground, solar plexus, throat, and nose
are all located at the center of your body in a straight line. And stuff. SO.
What's this have to do with Garouden?
When you mix together Tanba's punches, kicks, specials, and throws, you'll find
that in any kind of prolonged encounter the enemy will almost always suffer
severe damage to their skull, torso, and lead leg. Practically right down
the median line. I'm sure this isn't unique to Tanba but I've found he has a
certain nack for demolishing these three body parts in particular.
So how is it done? You move your gameplan in phases throughout the fight. Start
off brawling and weakening their stamina with combinations that hit the head
and body hard. Switch it over to tree-chopping to soften up that lead leg. If
the 3K,P,P combination is used effectively it will hit all three Median targets
and quikly wear them down. If you're under pressure go for a throw, typically
something like 6K. As stated above, this does good damage to the skull while
giving an opportunity for a stomp which does little spirit damage but can add
quite a bit of body damage. With all these parts damaged, nearly ever attack
Tanba lands opens the door to some serious pain, which we will discuss next.
4. "The Crunch"
======================
The really interesting thing about Garouden is how much strategy can change
as the match goes on. Spacing becomes for more important, and one effective hit
can throw all of a player's momentum in reverse. Now hopefully if you find
yourself in a late match situation where you're battered and beaten, you've
been incorporating the above gameplans so that your opponent is equally busted.
In such instances you need to know what moves can get you that precious stun
in order to clinch the victory or push the match back in your favor. Leg kicks
will continue to be viable, particularly 1A as you're looking to get away from
terrifying supers and damaging hits. In fact, all of Tanba's "A" moves will
really begin to shine once you're both feeling the pain. 8A is an amazing kick
to throw out on an encroaching foe that can cause head-stun like a semi-truck.
2A causes a similar effect on the body, and once you get that stun you can
alternate 2A and 8A over and over on your opponent to keep the combo going
right up until the enemy falls over. During stun combos, you might also opt
for 6A or 6P,6P,6P to keep the stun going or deal extra damage, respectively.
The standard 5A punch becomes surprisingly effective as well. It's capable of
crushing skulls while somehow making other punches whiff. Experiment with stun
combos on your own to find the most effective moves...I haven't really tested
enough things to give a definitive answer.
Caution must be exercised during "the crunch" when it comes to the use of
throws and some slower kicks or punches. It's very possible, nay, likely that
you will be countered out of the attack by faster strikes. Don't stop using
these moves entirely, but be careful with your timing and positioning.
5. LIBRARY!
=============
It's good to know the hows and whys of your offense, but equally important is
knowing the same things about your opponent. This is probably common sense for
many a seasoned fighting game player, but you'll want to know what your foe is
bringing to the table, particularly what kind of special moves they have and
how you can make those special moves fail. I've seen far too many players lose
at the hands of a lesser adversary thanks to one or two wild, random supers
that tore through 90% of their spirit gauge.
Similarly, find ways around any moves or strategies your opponent has that may
at first glance seem "cheap" or "overpowered", odds are you just aren't
approaching the situation properly. Examples can include spamming throws or
repeated usage of attacks with high invincibility, etc.
Along with spammy tactics, you'll need to learn characters' attack strings and
the proper blocking patterns for each.
Most of this research can be conducted in the midst of a casual match with a
friend or against a CPU. Once you've been hit by a super, figure out how it
was initiated and learn to thwart it. If you miss a block on part of a combo,
simply adjust your block next time and focus on stopping at least the latter
parts of a combo.
Study, study, study. Garouden is great in that a lot of the tricks and
strategies are fairly intuitive, and simply adjusting small facets of your
gameplay can wield stellar results.
-----------------------
VI. Matchup Strategy
-----------------------
The following section will be a massive work in progress, as I am very
limited in my opponents for the time being. Maybe, just maybe, with help from
any readers out there, I can put together a comprehensive matchup guide piece
by piece. For now, though, here's what we've got:
Hikoichi Kurama
================
Kurama is a strong fighter all around. The pretty boy has powerful strikes,
devastating throws, and downright murderous super moves. Thankfully, all of his
tools can be more or less neutralized if you fight smart. One of the most
crucial parts of defeating Kurama is shutting down supers. If he hits with any
of them you'll be in for a rough night.
As soon as his first chain is broken, start working a hit-and-run strategy,
fishing for him to make his move. If all goes well, you'll be backpedaling as
he attempts to snag you in a headlock, and you can continue to move away as he
walks forwards, harmless. This is one of the harder supers to avoid, however,
as it is unblockable and will go through just about any attack you throw his
way. Thankfully, it doesn't do outrageous damage.
The second super is a giant swing initiated when Kurama shoots at your legs.
Like the first, it is unblockable as far as I know, but has a weird tendency to
fail if thrown out amidst a flurry of attacks. Your best bet is to stick and
move once more, hoping for the super to fail to connect.
WARNING: Kurama can alter this throw into an insanely powerful strike to the
head. This strike connects more often than the throw, but it can be blocked.
Just stay frosty and if it looks like the throw will miss, immediately block
high just in case. Punch in the face afterwards at your leisure.
Kurama's final super attack is easily his most frightening in my opinion, but
is also one that is easily prevented, especially if you have the momentum
already. As long as you stay alert and aren't grabbed from the side, you should
be able to break every throw he attempts without fail, whether he goes for this
super or not. Just stay alert, break grabs, and continue to beat his pretty
face to a pulp.
With those out of the way, you can focus more on the rest of your gameplan for
fighting the future of pro wrestling! Kurama has several powerful 1-shot
attacks, many of which have a big wind-up animation. Read his actions and block
accordingly. Of particular note are what I'll call his "Point and Punch" series
of moves, where he points ahead and then performs a very powerful strike.
Thankfully for you, he gives away the direction he'll be attacking, so you can
block all of these very easily; just don't get swept up punching him during
these moves, as he is more or less invulnerable to stuns and you'll come off
worse than he will.
Other than that, there are two tricky attacks you need to watch for. The first
is one of Kurama's better attack strings: two punches followed by a front kick
and ending with a looping overhand right. It hits high, high, mid, and high.
Adjust your blocks accordingly and punish him if he finishes with the right, as
you'll have a brief window to counterattack. His other deceptive attack is a
powerful hook from above, which looks as though it would hit high but actually
strikes mid. Make sure to block correctly, as it deals big damage.
That's about all for Kurama. As long as you can block his more damaging
attacks while maintaining a stamina advantage and reliably break throws, you
should be able to score the knockout in no time!
-MORE TO COME!-
------------------------
VII. Credits and Useful Links
------------------------
Right now I don't have too many resources or whatever, so this section is
a little bit pointless. I would like to thank the following, however.
-Sukotsuto, for having a wide variety of Garouden videos on his Youtube
channel and for contributing some valuable information I had little idea
about. Check out his channel here:
http://www.youtube.com/user/sukotsutoclone2
-Keisuke Itagaki and Baku Yumemakura for creating one of the best martial arts
manga around.
-The developers, ESP, for making such a fun and interesting fighting game. Now
they should just make a similar game for the Grappler Baki franchise and there
will be harmony in the universe.
-My buddy Justin AKA "acetrainer" for kicking my ass with Kurama enough for me
to really try and learn how to play this game.
-Youtube user drunkenmaster226 has a cool video teaching some of the basics
of the game, if you're into visual aids. Check it out below.
http://www.youtube.com/watch?v=1ej_OD752rk
Have fun and happy skull bashing!!