Useful Tactics
Tactic contributions are most welcome.
If you're interested in sharing a tactic, please email CaT.
If you wish to include a video, please limit it to 1 minute.
CaT's email: cat.sekai@gmail.com
Note: Insert subject title as "Godhand Tactics Contribution"
Click on the image to view its movie clip
This is a skill that shortens the recovery time of powerful attacks and thus let you get in strong attacks faster, or it can simply save your life if you mistime a slow but strong attack.
Combined with a God Hand unleash and the right moves, this can reduce enemies to cinders in seconds. It can be tricky to master, to get the most out of this tactic u have to evade ASAP after the attack hits to ensure that minimal time is wasted. Also note that a few moves in the game CANNOT be evade-cancelled.
Some evade-cancelling suggestions
- Roundhouse kicks + side dodge
- High Side kicks + ducking
- Launchers (e.g. Palm Smash) + ducking (best done during God Hand unleash due to slow start-up time)
- Missed Guard break moves + ducking/backflip (a lifesaver example ^_^ )
- Slow special moves like Yes Man Kablamm + side dodge (see next tactic for why)
[Download the full movie]
AKA Your best friend during the later fighting ring matches, seen by many as a rather cheap tactic, this is only because it works so well.
The tactic is as follows :
Step 1 - Use Chain Yanker on an enemy (most likely going to be a tough boss character, this tactic's one weakness is that it focuses on a single opponent)
Step 2 - While the enemy is dizzy, use Yes Man Kablaam and side dash after it connects to avoid the long animation that comes after the hit and use again.
Step 3 - If the enemy has a slow recovery time from dizziness (like demon form Elvis and Shannon) use side dash-cancelled Yes Man Kablaams 2 more times OR just launch into the circle button Pummel sequence after the first 2 Yes Man Kablaams.
This'll increase the Tension Gauge MUCH faster than normal, coupled with God Moves this can make Gene and lean, mean killing machine in one-on-one boss fights.
[Download the full movie]
Note: This little tactic will not work on LV3-Die enemies.
All you do, really, is to find the chance to break an enemy's guard, then perform Yes Man Kablaam (YMK) once, evade-cancel and perform Granny Smacker, evade-cancel and perform YMK 1-2 more times, then punch a few (or not) before doing the reaction attack, that is, considering the enemy is dizzied by Granny Smacker.
Note that many things can go wrong while attempting this, and it's up to you to decide how many YMKs to do or whether you even want to bet on Granny Smacker since it does NOT have a 100% probability of dizzying an enemy, but what the above procedure does is:
Guard break stuns an enemy. While he's stunned, you get in one YMK. The enemy should still be stunned at this point. Then Granny Smacker comes in and dizzies the enemy (hopefully), allowing you to do even more YMKs. A dizzied enemy will only take 3 YMKs before he recovers, so it's either you do all 3 YMKs or you do 2 + a reaction attack. Whichever you choose, you should end up with a lot of TP ready for pwnage.
If you wish to utilize this against LV3-Die enemies, I suggest only going as far as the first YMK. If it does not even hit, evade/back away.
Note: This little tactic may not work on LV3-Die enemies. (I'm not sure)
This is so easy it's stupid. All you do is stick Drunken Fist as your 3rd (recommended) or 4th move under combo sequence and do your combo only up to Drunken Fist. Once there, quickly perform Palm Smash. So long you're not interrupted by other enemies you are good to go.
Another way would be to equip Drunken Fist as an independent move and do it on its own + Palm Smash. In any case, depending on how the guys react when they are hit by Drunken Fist, it may be easier to miss than the ladies (who'd only bend over when stunned).
Note: This tactic works on all MALE humanoids on all levels.
This is the same as evade-canceling, only with High Side Kick, and you will need to stick your enemy between you and a wall. Once your position is set, stun them either by guard breaking or Ball Buster/Chain Yanker. Once dizzied, duck-evade-cancel High Side Kick for as long as you can. Bosses may flip around to recover sometimes but if your next Hide Side Kick still hits them while they flip in mid-air, it will STILL send them flying back, and if they bounce off a wall again you can still keep it going on and on.
While this might take a little getting used to, spamming High Side Kick is one of the fastest and cheapest ways to kill enemies without even relying on roulettes/godhand (especially at the beginning). Best of all, it works even on bosses (only the human sized males).
The use of Side Swipe (Technique No.72) and Step Back Kick (No.90) is proven to be effective. As shown in the demo clip (click on first image to the right), the benefit of the Side Swipe is that it acts as a counter against the demon's counter attack (which it does when there's a pause in Gene's attacks) because this guard break technique has a slower start-up than the standard guard break, hence inflicts twice the damage + knock back effect like the one you get with Drunken Fist 1 and 2. You can even sometimes finish the purple demon by just repeating Square I > Side Swipe, or Square I > Square II > Side Swipe.
Also, Step Back Kick is an effective counter against the purple demon's continuous punch attack. Execute Step Back Kick right before the demon's last punch (in the sequence) and it would result in a counter launch. (Click on second image to the right, above)
Props go to YouTube user "enraiharuka" and another player "Crush" (whose account has been closed) who originally invented this strat.
Approach the demon and keep attacking with the rush combo (Square Button) consisting of fast, multiple-hit techniques such as the Punch Rush series, Triple Side Kick, or Elbow Vortex, until you see the demon about to swing its trident. Avoid (duck) the first swing, and then counter either by continuing the rush combo or taking the safer option which is to do a Sweep Kick followed by ducking. The purpose of a counter is to stun the demon quicker. Fast, multiple-hit techniques also stuns enemies faster.
However, keep in mind NOT to stop attacking until you are sure that the demon is about to swing the trident. Otherwise, the demon is likely to use its grab attack instead of the trident. Fortunately, using the recommended quick/multiple-hit technique combination should discourage, if not prevent, the demon from using its grab attack.
Also, DO NOT go for Pummel unless you are 100% sure that it can finish the demon. Reason is, the pummel is likely to cause the demon to drop its trident and adopt a much more unpredictable attack pattern which involves utilizing its grab attack more often.
I've found out that after a cobra twist on a skinny-ass (Any apply - Knife snipers/Stage 7 Knife Snipers/Bruce/That blade hand elite), if you IMMEDIATELY start charging a charge move (Fist of Justice & Charged Punch are confirmed to work), the skinny ass movements' halt to a crawl, allowing you to get off a free charge move. Though anyone around him moves at normal speed. But to be fair, it really isn't all that helpful, since most skinny asses won't SURVIVE a cobra twist anyway (save for the elites and Bruce.) But it's nice to know.